ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/time.C
Revision: 1.96
Committed: Wed Nov 4 18:17:58 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.95: +1 -1 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 /*
26 * Routines that is executed from objects based on their speed have been
27 * collected in this file.
28 */
29 #include <global.h>
30 #include <spells.h>
31 #include <sproto.h>
32
33 /* The following removes doors. The functions check to see if similar
34 * doors are next to the one that is being removed, and if so, set it
35 * so those will be removed shortly (in a cascade like fashion.)
36 */
37 void
38 remove_door (object *op)
39 {
40 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
41 {
42 object *tmp;
43 mapxy pos (op);
44 pos.move (i);
45 if (pos.normalise ()
46 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
47 {
48 tmp->set_speed (0.1f);
49 tmp->speed_left = -0.2f;
50 }
51 }
52
53 if (op->other_arch)
54 {
55 object *tmp = arch_to_object (op->other_arch);
56 tmp->x = op->x;
57 tmp->y = op->y;
58 tmp->map = op->map;
59 tmp->level = op->level;
60 insert_ob_in_map (tmp, op->map, op, 0);
61 }
62
63 op->drop_and_destroy ();
64 }
65
66 void
67 remove_door2 (object *op)
68 {
69 int i;
70 object *tmp;
71
72 for (i = 1; i < 9; i += 2)
73 {
74 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
75 if (tmp && tmp->slaying == op->slaying)
76 { /* same key both doors */
77 tmp->set_speed (0.1f);
78 tmp->speed_left = -0.2f;
79 }
80 }
81
82 if (op->other_arch)
83 {
84 tmp = arch_to_object (op->other_arch);
85 tmp->x = op->x;
86 tmp->y = op->y;
87 tmp->map = op->map;
88 tmp->level = op->level;
89 insert_ob_in_map (tmp, op->map, op, 0);
90 }
91
92 op->drop_and_destroy ();
93 }
94
95 void
96 generate_monster (object *gen)
97 {
98 if (!gen->map)
99 return;
100
101 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
102 return;
103
104 // sleeping generators won't generate, this will make monsters like
105 // centipedes not generate more centipedes when being asleep.
106 if (gen->flag [FLAG_SLEEP])
107 return;
108
109 object *op;
110 int dir;
111
112 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
113 {
114 // either copy one item from the inventory...
115 if (!gen->inv)
116 return;
117
118 // first select one item from the inventory
119 int index = 0;
120 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
121 if (!rndm (++index))
122 op = tmp;
123
124 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
125 if (dir < 0)
126 return;
127
128 op = op->deep_clone ();
129
130 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
131 unflag_inv (op, FLAG_IS_A_TEMPLATE);
132 }
133 else if (gen->other_arch)
134 {
135 // ...or use other_arch
136 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
137 if (dir < 0)
138 return;
139
140 op = arch_to_object (gen->other_arch);
141 }
142 else
143 return;
144
145 op->expand_tail ();
146
147 mapxy pos (gen); pos.move (dir);
148
149 if (pos.insert (op, gen))
150 {
151 if (rndm (0, 9))
152 generate_artifact (op, gen->map->difficulty);
153
154 if (op->has_random_items ())
155 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
156
157 return;
158 }
159
160 op->destroy ();
161 }
162
163 void
164 remove_force (object *op)
165 {
166 if (--op->duration > 0)
167 return;
168
169 if (op->env)
170 switch (op->subtype)
171 {
172 case FORCE_CONFUSION:
173 CLEAR_FLAG (op->env, FLAG_CONFUSED);
174 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
175
176 default:
177 CLEAR_FLAG (op, FLAG_APPLIED);
178 change_abil (op->env, op);
179 op->env->update_stats ();
180 }
181
182 op->destroy ();
183 }
184
185 void
186 remove_blindness (object *op)
187 {
188 if (--op->stats.food > 0)
189 return;
190
191 CLEAR_FLAG (op, FLAG_APPLIED);
192
193 if (op->env)
194 {
195 change_abil (op->env, op);
196 op->env->update_stats ();
197 }
198
199 op->destroy ();
200 }
201
202 void
203 poison_more (object *op)
204 {
205 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
206 {
207 op->destroy ();
208 return;
209 }
210
211 if (op->stats.food == 1)
212 {
213 /* need to unapply the object before update_stats is called, else fix_player
214 * will not do anything.
215 */
216 if (op->env->type == PLAYER)
217 {
218 CLEAR_FLAG (op, FLAG_APPLIED);
219 op->env->update_stats ();
220 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
221 }
222
223 op->destroy ();
224 return;
225 }
226
227 if (op->env->type == PLAYER)
228 {
229 op->env->stats.food--;
230 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
231 }
232
233 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
234 }
235
236
237 void
238 move_gate (object *op)
239 { /* 1 = going down, 0 = going up */
240 object *tmp;
241
242 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
243 {
244 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
245 op->stats.wc = 0;
246 }
247
248 /* We're going down */
249 if (op->value)
250 {
251 if (--op->stats.wc <= 0)
252 { /* Reached bottom, let's stop */
253 op->stats.wc = 0;
254 if (op->arch->speed)
255 op->value = 0;
256 else
257 op->set_speed (0);
258 }
259
260 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
261 {
262 op->move_block = 0;
263 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
264 update_all_los (op->map, op->x, op->y);
265 }
266
267 SET_ANIMATION (op, op->stats.wc);
268 update_object (op, UP_OBJ_CHANGE);
269 return;
270 }
271
272 /* We're going up */
273
274 /* First, lets see if we are already at the top */
275 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
276 {
277
278 /* Check to make sure that only non pickable and non rollable
279 * objects are above the gate. If so, we finish closing the gate,
280 * otherwise, we fall through to the code below which should lower
281 * the gate slightly.
282 */
283
284 for (tmp = op->above; tmp; tmp = tmp->above)
285 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
286 break;
287
288 if (!tmp)
289 {
290 if (op->arch->speed)
291 op->value = 1;
292 else
293 op->set_speed (0);
294
295 return;
296 }
297 }
298
299 if (op->stats.food)
300 { /* The gate is going temporarily down */
301 if (--op->stats.wc <= 0)
302 { /* Gone all the way down? */
303 op->stats.food = 0; /* Then let's try again */
304 op->stats.wc = 0;
305 }
306 }
307 else
308 { /* The gate is still going up */
309 op->stats.wc++;
310
311 if (op->stats.wc >= NUM_ANIMATIONS (op))
312 op->stats.wc = NUM_ANIMATIONS (op) - 1;
313
314 /* If there is something on top of the gate, we try to roll it off.
315 * If a player/monster, we don't roll, we just hit them with damage
316 */
317 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
318 {
319 /* Halfway or further, check blocks */
320 /* First, get the top object on the square. */
321 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
322 ;
323
324 if (tmp)
325 {
326 if (QUERY_FLAG (tmp, FLAG_ALIVE))
327 {
328 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
329 op->play_sound (sound_find ("blocked_gate"));
330
331 if (tmp->type == PLAYER)
332 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
333 }
334 /* If the object is not alive, and the object either can
335 * be picked up or the object rolls, move the object
336 * off the gate.
337 */
338 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
339 {
340 /* If it has speed, it should move itself, otherwise: */
341 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
342
343 /* If there is a free spot, move the object someplace */
344 if (i > 0)
345 {
346 mapxy pos (tmp);
347 pos.move (i);
348 if (pos.normalise ())
349 tmp->move_to (pos);
350 }
351 }
352 }
353
354 /* See if there is still anything blocking the gate */
355 for (tmp = op->above; tmp; tmp = tmp->above)
356 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
357 break;
358
359 /* IF there is, start putting the gate down */
360 if (tmp)
361 op->stats.food = 1;
362 else
363 {
364 op->move_block = MOVE_ALL;
365
366 if (!op->arch->stats.ac)
367 SET_FLAG (op, FLAG_BLOCKSVIEW);
368 update_all_los (op->map, op->x, op->y);
369 }
370 } /* gate is halfway up */
371
372 SET_ANIMATION (op, op->stats.wc);
373 update_object (op, UP_OBJ_CHANGE);
374 } /* gate is going up */
375 }
376
377 /* hp : how long door is open/closed
378 * maxhp : initial value for hp
379 * sp : 1 = open, 0 = close
380 */
381 void
382 move_timed_gate (object *op)
383 {
384 int v = op->value;
385
386 if (op->stats.sp)
387 {
388 move_gate (op);
389
390 if (op->value != v) /* change direction ? */
391 op->stats.sp = 0;
392 return;
393 }
394
395 if (--op->stats.hp <= 0)
396 { /* keep gate down */
397 move_gate (op);
398
399 if (op->value != v)
400 op->set_speed (0);
401 }
402 }
403
404 /* slaying: name of the thing the detector is to look for
405 * speed: frequency of 'glances'
406 * connected: connected value of detector
407 * sp: 1 if detection sets buttons
408 * -1 if detection unsets buttons
409 */
410
411 void
412 move_detector (object *op)
413 {
414 object *tmp;
415 int last = op->value;
416 int detected;
417
418 detected = 0;
419
420 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
421 {
422 object *tmp2;
423
424 if (op->stats.hp)
425 {
426 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
427 {
428 if (op->slaying && op->slaying == tmp->name)
429 detected = 1;
430
431 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
432 detected = 1;
433 }
434 }
435
436 if (op->slaying && op->slaying == tmp->name)
437 detected = 1;
438 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
439 detected = 1;
440 }
441
442 /* the detector sets the button if detection is found */
443 if (op->stats.sp == 1)
444 {
445 if (detected && last == 0)
446 {
447 op->value = 1;
448 push_button (op, tmp);
449 }
450
451 if (!detected && last == 1)
452 {
453 op->value = 0;
454 push_button (op, tmp);
455 }
456 }
457 else
458 { /* in this case, we unset buttons */
459 if (detected && last == 1)
460 {
461 op->value = 0;
462 push_button (op, tmp);
463 }
464
465 if (!detected && last == 0)
466 {
467 op->value = 1;
468 push_button (op, tmp);
469 }
470 }
471 }
472
473 void
474 animate_trigger (object *op)
475 {
476 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
477 {
478 op->stats.wc = 0;
479 check_trigger (op, NULL);
480 }
481 else
482 {
483 SET_ANIMATION (op, op->stats.wc);
484 update_object (op, UP_OBJ_FACE);
485 }
486 }
487
488 void
489 move_hole (object *op)
490 { /* 1 = opening, 0 = closing */
491 if (op->value)
492 { /* We're opening */
493 if (--op->stats.wc <= 0)
494 { /* Opened, let's stop */
495 op->stats.wc = 0;
496 op->set_speed (0);
497
498 /* Hard coding this makes sense for holes I suppose */
499 op->move_on = MOVE_WALK;
500 for (object *next, *tmp = op->above; tmp; tmp = next)
501 {
502 next = tmp->above;
503 move_apply (op, tmp, tmp);
504 }
505 }
506
507 SET_ANIMATION (op, op->stats.wc);
508 update_object (op, UP_OBJ_FACE);
509 return;
510 }
511
512 /* We're closing */
513 op->move_on = 0;
514
515 op->stats.wc++;
516 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
517 op->stats.wc = NUM_ANIMATIONS (op) - 1;
518
519 SET_ANIMATION (op, op->stats.wc);
520 update_object (op, UP_OBJ_FACE);
521 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
522 op->set_speed (0); /* closed, let's stop */
523 }
524
525
526 /* stop_item() returns a pointer to the stopped object. The stopped object
527 * may or may not have been removed from maps or inventories. It will not
528 * have been merged with other items.
529 *
530 * This function assumes that only items on maps need special treatment.
531 *
532 * If the object can't be stopped, or it was destroyed while trying to stop
533 * it, NULL is returned.
534 *
535 * fix_stopped_item() should be used if the stopped item should be put on
536 * the map.
537 */
538 object *
539 stop_item (object *op)
540 {
541 if (op->map == NULL)
542 return op;
543
544 switch (op->type)
545 {
546 case THROWN_OBJ:
547 {
548 object *payload = op->inv;
549
550 if (payload == NULL)
551 return NULL;
552
553 payload->remove ();
554 op->destroy ();
555 return payload;
556 }
557
558 case ARROW:
559 if (op->has_active_speed ())
560 op = fix_stopped_arrow (op);
561 return op;
562
563 default:
564 return op;
565 }
566 }
567
568 /* fix_stopped_item() - put stopped item where stop_item() had found it.
569 * Inserts item into the old map, or merges it if it already is on the map.
570 *
571 * 'map' must be the value of op->map before stop_item() was called.
572 */
573 void
574 fix_stopped_item (object *op, maptile *map, object *originator)
575 {
576 if (map == NULL)
577 return;
578
579 if (QUERY_FLAG (op, FLAG_REMOVED))
580 insert_ob_in_map (op, map, originator, 0);
581 else if (op->type == ARROW)
582 merge_ob (op, NULL); /* only some arrows actually need this */
583 }
584
585 object *
586 fix_stopped_arrow (object *op)
587 {
588 if (rndm (0, 99) < op->stats.food)
589 {
590 /* Small chance of breaking */
591 op->destroy ();
592 return NULL;
593 }
594
595 op->set_speed (0);
596 op->direction = 0;
597 op->move_on = 0;
598 op->move_type = 0;
599 op->skill = 0; // really?
600
601 // restore original wc, dam, attacktype and slaying
602 op->stats.wc = op->stats.sp;
603 op->stats.dam = op->stats.hp;
604 op->attacktype = op->stats.grace;
605 op->slaying = op->custom_name;
606
607 /* Reset these to defaults, so that object::can_merge will work properly */
608 op->custom_name = 0;
609 op->stats.sp = 0;
610 op->stats.hp = 0;
611 op->stats.grace = 0;
612 op->level = 0;
613 op->face = op->arch->face;
614 op->owner = 0;
615
616 update_object (op, UP_OBJ_CHANGE);
617
618 return op;
619 }
620
621 /* stop_arrow() - what to do when a non-living flying object
622 * has to stop. Sept 96 - I added in thrown object code in
623 * here too. -b.t.
624 *
625 * Returns a pointer to the stopped object (which will have been removed
626 * from maps or inventories), or NULL if was destroyed.
627 */
628 static void
629 stop_arrow (object *op)
630 {
631 if (INVOKE_OBJECT (STOP, op))
632 return;
633
634 if (op->inv)
635 {
636 // replace this by straightforward drop to ground?
637 object *payload = op->inv;
638
639 payload->owner = 0;
640 insert_ob_in_map (payload, op->map, payload, 0);
641 op->destroy ();
642 }
643 else
644 {
645 op = fix_stopped_arrow (op);
646
647 if (op)
648 merge_ob (op, 0);
649 }
650 }
651
652 /* Move an arrow along its course. op is the arrow or thrown object.
653 */
654 void
655 move_arrow (object *op)
656 {
657 int was_reflected;
658
659 if (!op->map)
660 {
661 LOG (llevError, "BUG: Arrow had no map.\n");
662 op->destroy ();
663 return;
664 }
665
666 /* we need to stop thrown objects at some point. Like here. */
667 if (op->type == THROWN_OBJ)
668 {
669 /* If the object that the THROWN_OBJ encapsulates disappears,
670 * we need to have this object go away also - otherwise, you get
671 * left over remnants on the map. Where this currently happens
672 * is if the player throws a bomb - the bomb explodes on its own,
673 * but this object sticks around. We could handle the cleanup in the
674 * bomb code, but there are potential other cases where that could happen,
675 * and it is easy enough to clean it up here.
676 */
677 if (!op->inv)
678 {
679 op->destroy ();
680 return;
681 }
682
683 if (op->last_sp-- < 0)
684 {
685 stop_arrow (op);
686 return;
687 }
688 }
689
690 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
691 values look rediculous. */
692 if (op->speed < 0.5 && op->type == ARROW)
693 {
694 stop_arrow (op);
695 return;
696 }
697
698 /* Calculate target map square */
699 was_reflected = 0;
700
701 mapxy pos (op); pos.move (op->direction);
702
703 if (!pos.normalise ())
704 {
705 stop_arrow (op);
706 return;
707 }
708
709 /* only need to look for living creatures if this flag is set */
710 if (pos->flags () & P_IS_ALIVE)
711 {
712 object *tmp;
713
714 for (tmp = pos->bot; tmp; tmp = tmp->above)
715 if (QUERY_FLAG (tmp, FLAG_ALIVE))
716 break;
717
718 /* Not really fair, but don't let monsters hit themselves with
719 * their own arrow - this can be because they fire it then
720 * move into it.
721 */
722 if (tmp && tmp != op->owner)
723 {
724 /* Found living object, but it is reflecting the missile. Update
725 * as below. (Note that for living creatures there is a small
726 * chance that reflect_missile fails.)
727 */
728 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
729 {
730 int number = op->face;
731
732 op->direction = absdir (op->direction + 4);
733 update_turn_face (op);
734 was_reflected = 1; /* skip normal movement calculations */
735 }
736 else
737 {
738 /* Attack the object. */
739 op = hit_with_arrow (op, tmp);
740
741 if (!op)
742 return;
743 }
744 } /* if this is not hitting its owner */
745 } /* if there is something alive on this space */
746
747 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
748 {
749 int retry = 0;
750
751 /* if the object doesn't reflect, stop the arrow from moving
752 * note that this code will now catch cases where a monster is
753 * on a wall but has reflecting - the arrow won't reflect.
754 * Mapmakers shouldn't put monsters on top of wall in the first
755 * place, so I don't consider that a problem.
756 */
757 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
758 {
759 stop_arrow (op);
760 return;
761 }
762 else
763 {
764 /* If one of the major directions (n,s,e,w), just reverse it */
765 if (op->direction & 1)
766 {
767 op->direction = absdir (op->direction + 4);
768 retry = 1;
769 }
770
771 /* There were two blocks with identical code -
772 * use this retry here to make this one block
773 * that did the same thing.
774 */
775 while (retry < 2)
776 {
777 retry++;
778
779 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
780 * over a corner in a tiled map, it is possible that
781 * op->direction is within an adjacent map but either
782 * op->direction-1 or op->direction+1 does not exist.
783 */
784 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
785 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
786
787 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
788 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
789
790 if (left == right)
791 op->direction = absdir (op->direction + 4);
792 else if (left)
793 op->direction = absdir (op->direction + 2);
794 else if (right)
795 op->direction = absdir (op->direction - 2);
796
797 /* If this space is not out of the map and not blocked, valid space -
798 * don't need to retry again.
799 */
800 mapxy pos3 (pos); pos3.move (op->direction);
801 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
802 break;
803 }
804
805 /* Couldn't find a direction to move the arrow to - just
806 * stop it from moving.
807 */
808 if (retry == 2)
809 {
810 stop_arrow (op);
811 return;
812 }
813
814 /* update object image for new facing */
815 /* many thrown objects *don't* have more than one face */
816 if (op->has_anim ())
817 op->set_anim_frame (op->direction);
818 } /* object is reflected */
819 } /* object ran into a wall */
820
821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
822 * about 17 squares. Tune as needed.
823 */
824 op->speed -= 0.05;
825
826 /* Move the arrow. */
827 op->move_to (pos);
828 }
829
830 void
831 change_object (object *op)
832 { /* Doesn`t handle linked objs yet */
833 int i, j;
834
835 if (!op->other_arch)
836 {
837 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
838 return;
839 }
840
841 /* In non-living items only change when food value is 0 */
842 if (!QUERY_FLAG (op, FLAG_ALIVE))
843 {
844 if (op->stats.food-- > 0)
845 return;
846
847 op->stats.food = 1; /* so 1 other_arch is made */
848 }
849
850 object *env = op->env;
851
852 op->remove ();
853 for (i = 0; i < op->stats.food; i++)
854 {
855 object *tmp = arch_to_object (op->other_arch);
856
857 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
858
859 if (env)
860 env->insert (tmp);
861 else
862 {
863 j = find_first_free_spot (tmp, op->map, op->x, op->y);
864 if (j < 0) /* No free spot */
865 tmp->destroy ();
866 else
867 {
868 mapxy pos (op); pos.move (j);
869
870 if (pos.normalise ())
871 pos.insert (tmp, op);
872 }
873 }
874 }
875
876 op->destroy ();
877 }
878
879 void
880 move_teleporter (object *op)
881 {
882 object *tmp, *head = op;
883
884 /* if this is a multipart teleporter, handle the other parts
885 * The check for speed isn't strictly needed - basically, if
886 * there is an old multipart teleporter in which the other parts
887 * have speed, we don't really want to call it twice for the same
888 * function - in fact, as written below, part N would get called
889 * N times without the speed check.
890 */
891 if (op->more && !op->more->has_active_speed ())
892 move_teleporter (op->more);
893
894 if (op->head)
895 head = op->head;
896
897 for (tmp = op->above; tmp; tmp = tmp->above)
898 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
899 break;
900
901 /* If nothing above us to move, nothing to do */
902 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
903 return;
904
905 if (EXIT_PATH (head))
906 {
907 if (tmp->type == PLAYER)
908 {
909 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
910 return;
911
912 tmp->enter_exit (head);
913 }
914 else
915 /* Currently only players can transfer maps */
916 return;
917 }
918 else if (EXIT_X (head) || EXIT_Y (head))
919 {
920 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
921 {
922 LOG (llevError, "Removed illegal teleporter.\n");
923 head->destroy ();
924 return;
925 }
926
927 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
928 return;
929
930 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
931 }
932 else
933 {
934 /* Random teleporter */
935 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
936 return;
937
938 teleport (head, TELEPORTER, tmp);
939 }
940 }
941
942 /* This object will teleport someone to a different map
943 and will also apply changes to the player from its inventory.
944 This was invented for giving classes, but there's no reason it
945 can't be generalized.
946 */
947 void
948 move_player_changer (object *op)
949 {
950 object *player;
951 object *walk;
952
953 if (!op->above || !EXIT_PATH (op))
954 return;
955
956 /* This isn't all that great - means that the player_mover
957 * needs to be on top.
958 */
959 if (op->above->type == PLAYER)
960 {
961 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
962 return;
963
964 player = op->above;
965
966 for (walk = op->inv; walk; walk = walk->below)
967 apply_changes_to_player (player, walk);
968
969 player->update_stats ();
970
971 esrv_send_inventory (op->above, op->above);
972 esrv_update_item (UPD_FACE, op->above, op->above);
973
974 /* update players death & WoR home-position */
975 if (*EXIT_PATH (op) == '/')
976 {
977 player->contr->savebed_map = EXIT_PATH (op);
978 player->contr->bed_x = EXIT_X (op);
979 player->contr->bed_y = EXIT_Y (op);
980 }
981 else
982 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
983
984 op->above->enter_exit (op);
985 }
986 }
987
988 /* firewalls fire other spells.
989 * The direction of the wall is stored in op->stats.sp.
990 * walls can have hp, so they can be torn down.
991 */
992 void
993 move_firewall (object *op)
994 {
995 object *spell;
996
997 if (!op->map)
998 return; /* dm has created a firewall in his inventory */
999
1000 spell = op->inv;
1001
1002 if (!spell || spell->type != SPELL)
1003 spell = op->other_arch;
1004
1005 if (!spell)
1006 {
1007 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1008 return;
1009 }
1010
1011 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1012 }
1013
1014 /* move_player_mover: this function takes a "player mover" as an
1015 * argument, and performs the function of a player mover, which is:
1016 *
1017 * a player mover finds any players that are sitting on it. It
1018 * moves them in the op->stats.sp direction. speed is how often it'll move.
1019 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1020 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1021 * it'll paralyze the victim for hp*his speed/op->speed
1022 */
1023 void
1024 move_player_mover (object *op)
1025 {
1026 int dir = op->stats.sp;
1027 sint16 nx, ny;
1028 maptile *m;
1029
1030 /* Determine direction now for random movers so we do the right thing */
1031 if (!dir)
1032 dir = rndm (1, 8);
1033
1034 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1035 {
1036 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1037 (victim->move_type & op->move_type || !victim->move_type))
1038 {
1039
1040 if (victim->head)
1041 victim = victim->head;
1042
1043 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1044 {
1045 op->remove ();
1046 return;
1047 }
1048
1049 nx = op->x + freearr_x[dir];
1050 ny = op->y + freearr_y[dir];
1051 m = op->map;
1052 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1053 {
1054 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1055 return;
1056 }
1057
1058 if (should_director_abort (op, victim))
1059 return;
1060
1061 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1062 {
1063 if (nextmover->type == PLAYERMOVER)
1064 nextmover->speed_left = -.99f;
1065
1066 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1067 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1068 }
1069
1070 if (victim->type == PLAYER)
1071 {
1072 /* only level >=1 movers move people */
1073 if (op->level)
1074 {
1075 /* Following is a bit of hack. We need to make sure it
1076 * is cleared, otherwise the player will get stuck in
1077 * place. This can happen if the player used a spell to
1078 * get to this space.
1079 */
1080 victim->contr->fire_on = 0;
1081 victim->speed_left = 1.f;
1082 move_player (victim, dir);
1083 }
1084 else
1085 return;
1086 }
1087 else
1088 move_object (victim, dir);
1089
1090 if (!op->stats.maxsp && op->attacktype)
1091 op->stats.maxsp = 2;
1092
1093 if (op->attacktype)
1094 { /* flag to paralyze the player */
1095 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1096 }
1097 }
1098 }
1099 }
1100
1101 /*
1102 * Will duplicate a specified object placed on top of it.
1103 * connected: what will trigger it.
1104 * level: multiplier. 0 to destroy.
1105 * other_arch: the object to look for and duplicate.
1106 */
1107
1108 void
1109 move_duplicator (object *op)
1110 {
1111 object *tmp;
1112
1113 if (!op->other_arch)
1114 {
1115 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1116 return;
1117 }
1118
1119 if (op->above == NULL)
1120 return;
1121
1122 for (tmp = op->above; tmp; tmp = tmp->above)
1123 {
1124 if (op->other_arch->archname == tmp->arch->archname)
1125 {
1126 if (op->level <= 0)
1127 tmp->destroy ();
1128 else
1129 {
1130 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1131
1132 if (new_nrof >= 1UL << 31)
1133 new_nrof = 1UL << 31;
1134
1135 tmp->nrof = new_nrof;
1136 }
1137
1138 break;
1139 }
1140 }
1141 }
1142
1143 /* move_creator (by peterm)
1144 * it has the creator object create it's other_arch right on top of it.
1145 * connected: what will trigger it
1146 * hp: how many times it may create before stopping
1147 * lifesave: if set, it'll never disappear but will go on creating
1148 * everytime it's triggered
1149 * other_arch: the object to create
1150 * Note this can create large objects, however, in that case, it
1151 * has to make sure that there is in fact space for the object.
1152 * It should really do this for small objects also, but there is
1153 * more concern with large objects, most notably a part being placed
1154 * outside of the map which would cause the server to crash
1155 */
1156 void
1157 move_creator (object *creator)
1158 {
1159 object *new_ob;
1160
1161 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1162 {
1163 creator->stats.hp = -1;
1164 return;
1165 }
1166
1167 if (creator->inv)
1168 {
1169 object *ob;
1170 int i;
1171 object *ob_to_copy;
1172
1173 /* select random object from inventory to copy */
1174 ob_to_copy = creator->inv;
1175 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1176 {
1177 if (rndm (0, i) == 0)
1178 {
1179 ob_to_copy = ob;
1180 }
1181 }
1182 new_ob = ob_to_copy->deep_clone ();
1183 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1184 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1185 }
1186 else
1187 {
1188 if (!creator->other_arch)
1189 {
1190 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1191 &creator->name, &creator->map->path, creator->x, creator->y);
1192 return;
1193 }
1194
1195 new_ob = object_create_arch (creator->other_arch);
1196 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1197 }
1198
1199 /* Make sure this multipart object fits */
1200 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1201 {
1202 new_ob->destroy ();
1203 return;
1204 }
1205
1206 // for now lets try to identify everything generated here, it mostly
1207 // happens automated, so this will at least fix many identify-experience holes
1208 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1209
1210 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1211 if (QUERY_FLAG (new_ob, FLAG_FREED))
1212 return;
1213
1214 if (creator->slaying)
1215 new_ob->name = new_ob->title = creator->slaying;
1216 }
1217
1218 /* move_marker --peterm@soda.csua.berkeley.edu
1219 when moved, a marker will search for a player sitting above
1220 it, and insert an invisible, weightless force into him
1221 with a specific code as the slaying field.
1222 At that time, it writes the contents of its own message
1223 field to the player. The marker will decrement hp to
1224 0 and then delete itself every time it grants a mark.
1225 unless hp was zero to start with, in which case it is infinite.*/
1226 void
1227 move_marker (object *op)
1228 {
1229 if (object *tmp = op->ms ().player ())
1230 {
1231 /* remove an old force with a slaying field == op->name */
1232 if (object *force = tmp->force_find (op->name))
1233 force->destroy ();
1234
1235 if (op->slaying && !tmp->force_find (op->slaying))
1236 {
1237 tmp->force_add (op->slaying, op->stats.food);
1238
1239 if (op->msg)
1240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1241
1242 if (op->stats.hp > 0)
1243 {
1244 op->stats.hp--;
1245
1246 if (op->stats.hp == 0)
1247 {
1248 /* marker expires--granted mark number limit */
1249 op->destroy ();
1250 return;
1251 }
1252 }
1253 }
1254 }
1255 }
1256
1257 // mapscript objects activate themselves (only) then their timer fires
1258 // TODO: maybe they should simply trigger the link like any other object?
1259 void
1260 move_mapscript (object *op)
1261 {
1262 op->set_speed (0);
1263 cfperl_mapscript_activate (op, true, op, 0);
1264 }
1265
1266 void move_lamp (object *op)
1267 {
1268 // if the lamp/torch is off, we should disable it.
1269 if (!op->glow_radius)
1270 {
1271 op->set_speed (0);
1272 return;
1273 }
1274 else
1275 {
1276 // check whether the face might need to be updated
1277 // (currently this is needed to have already switched on torches
1278 // on maps, as they just set the glow_radius in the archetype)
1279 if (op->other_arch
1280 && (
1281 (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE])
1282 || (op->flag [FLAG_ANIMATE]
1283 ? (op->animation_id != op->other_arch->animation_id)
1284 : (op->face != op->other_arch->face))
1285 ))
1286 get_animation_from_arch (op, op->other_arch);
1287 }
1288
1289 // lamps and torches on maps don't use up their fuel
1290 if (op->is_on_map ())
1291 return;
1292
1293 if (op->stats.food > 0)
1294 {
1295 op->stats.food--;
1296 return;
1297 }
1298
1299 apply_lamp (op, false);
1300 }
1301
1302 void
1303 process_object (object *op)
1304 {
1305 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1306 return;
1307
1308 if (expect_false (INVOKE_OBJECT (TICK, op)))
1309 return;
1310
1311 if (QUERY_FLAG (op, FLAG_MONSTER))
1312 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1313 return;
1314
1315 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1316 {
1317 animate_object (op, op->contr ? op->facing : op->direction);
1318
1319 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1320 make_sure_seen (op);
1321 }
1322
1323 if (expect_false (
1324 op->flag [FLAG_GENERATOR]
1325 || op->flag [FLAG_CHANGING]
1326 || op->flag [FLAG_IS_USED_UP]
1327 ))
1328 {
1329 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1330 {
1331 change_object (op);
1332 return;
1333 }
1334
1335 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1336 generate_monster (op);
1337
1338 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1339 {
1340 if (QUERY_FLAG (op, FLAG_APPLIED))
1341 remove_force (op);
1342 else
1343 {
1344 op->remove (); // TODO: really necessary?
1345
1346 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1347 make_sure_not_seen (op);
1348
1349 op->drop_and_destroy ();
1350 }
1351
1352 return;
1353 }
1354 }
1355
1356 switch (op->type)
1357 {
1358 case SPELL_EFFECT:
1359 move_spell_effect (op);
1360 break;
1361
1362 case ROD:
1363 case HORN:
1364 regenerate_rod (op);
1365 break;
1366
1367 case FORCE:
1368 case POTION_EFFECT:
1369 remove_force (op);
1370 break;
1371
1372 case BLINDNESS:
1373 remove_blindness (op);
1374 break;
1375
1376 case POISONING:
1377 poison_more (op);
1378 break;
1379
1380 case DISEASE:
1381 move_disease (op);
1382 break;
1383
1384 case SYMPTOM:
1385 move_symptom (op);
1386 break;
1387
1388 case THROWN_OBJ:
1389 case ARROW:
1390 move_arrow (op);
1391 break;
1392
1393 case DOOR:
1394 remove_door (op);
1395 break;
1396
1397 case LOCKED_DOOR:
1398 remove_door2 (op);
1399 break;
1400
1401 case TELEPORTER:
1402 move_teleporter (op);
1403 break;
1404
1405 case GOLEM:
1406 move_golem (op);
1407 break;
1408
1409 case EARTHWALL:
1410 hit_player (op, 2, op, AT_PHYSICAL, 1);
1411 break;
1412
1413 case FIREWALL:
1414 move_firewall (op);
1415 if (op->stats.maxsp)
1416 animate_turning (op);
1417 break;
1418
1419 case MOOD_FLOOR:
1420 do_mood_floor (op);
1421 break;
1422
1423 case GATE:
1424 move_gate (op);
1425 break;
1426
1427 case TIMED_GATE:
1428 move_timed_gate (op);
1429 break;
1430
1431 case TRIGGER:
1432 case TRIGGER_BUTTON:
1433 case TRIGGER_PEDESTAL:
1434 case TRIGGER_ALTAR:
1435 animate_trigger (op);
1436 break;
1437
1438 case DETECTOR:
1439 move_detector (op);
1440
1441 case DIRECTOR:
1442 if (op->stats.maxsp)
1443 animate_turning (op);
1444 break;
1445
1446 case HOLE:
1447 move_hole (op);
1448 break;
1449
1450 case DEEP_SWAMP:
1451 move_deep_swamp (op);
1452 break;
1453
1454 case RUNE:
1455 case TRAP:
1456 move_rune (op);
1457 break;
1458
1459 case PLAYERMOVER:
1460 move_player_mover (op);
1461 break;
1462
1463 case CREATOR:
1464 move_creator (op);
1465 break;
1466
1467 case MARKER:
1468 move_marker (op);
1469 break;
1470
1471 case PLAYER_CHANGER:
1472 move_player_changer (op);
1473 break;
1474
1475 case PEACEMAKER:
1476 move_peacemaker (op);
1477 break;
1478
1479 case PLAYER:
1480 // players have their own speed-management, so undo the --speed_left
1481 ++op->speed_left;
1482 break;
1483
1484 case MAPSCRIPT:
1485 move_mapscript (op);
1486 break;
1487
1488 case LAMP:
1489 case TORCH:
1490 move_lamp (op);
1491 break;
1492 }
1493 }
1494