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Revision: 1.98
Committed: Fri Nov 6 13:03:34 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_90
Changes since 1.97: +13 -13 lines
Log Message:
make effectively static symbols actually static, part 2

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 static 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 static 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 static 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 static 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 static 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 static 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 static void
411 move_detector (object *op)
412 {
413 object *tmp;
414 int last = op->value;
415 int detected;
416
417 detected = 0;
418
419 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
420 {
421 object *tmp2;
422
423 if (op->stats.hp)
424 {
425 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
426 {
427 if (op->slaying && op->slaying == tmp->name)
428 detected = 1;
429
430 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
431 detected = 1;
432 }
433 }
434
435 if (op->slaying && op->slaying == tmp->name)
436 detected = 1;
437 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
438 detected = 1;
439 }
440
441 /* the detector sets the button if detection is found */
442 if (op->stats.sp == 1)
443 {
444 if (detected && last == 0)
445 {
446 op->value = 1;
447 push_button (op, tmp);
448 }
449
450 if (!detected && last == 1)
451 {
452 op->value = 0;
453 push_button (op, tmp);
454 }
455 }
456 else
457 { /* in this case, we unset buttons */
458 if (detected && last == 1)
459 {
460 op->value = 0;
461 push_button (op, tmp);
462 }
463
464 if (!detected && last == 0)
465 {
466 op->value = 1;
467 push_button (op, tmp);
468 }
469 }
470 }
471
472 void
473 animate_trigger (object *op)
474 {
475 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
476 {
477 op->stats.wc = 0;
478 check_trigger (op, NULL);
479 }
480 else
481 {
482 SET_ANIMATION (op, op->stats.wc);
483 update_object (op, UP_OBJ_FACE);
484 }
485 }
486
487 static void
488 move_hole (object *op)
489 { /* 1 = opening, 0 = closing */
490 if (op->value)
491 { /* We're opening */
492 if (--op->stats.wc <= 0)
493 { /* Opened, let's stop */
494 op->stats.wc = 0;
495 op->set_speed (0);
496
497 /* Hard coding this makes sense for holes I suppose */
498 op->move_on = MOVE_WALK;
499 for (object *next, *tmp = op->above; tmp; tmp = next)
500 {
501 next = tmp->above;
502 move_apply (op, tmp, tmp);
503 }
504 }
505
506 SET_ANIMATION (op, op->stats.wc);
507 update_object (op, UP_OBJ_FACE);
508 return;
509 }
510
511 /* We're closing */
512 op->move_on = 0;
513
514 op->stats.wc++;
515 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
516 op->stats.wc = NUM_ANIMATIONS (op) - 1;
517
518 SET_ANIMATION (op, op->stats.wc);
519 update_object (op, UP_OBJ_FACE);
520 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
521 op->set_speed (0); /* closed, let's stop */
522 }
523
524
525 /* stop_item() returns a pointer to the stopped object. The stopped object
526 * may or may not have been removed from maps or inventories. It will not
527 * have been merged with other items.
528 *
529 * This function assumes that only items on maps need special treatment.
530 *
531 * If the object can't be stopped, or it was destroyed while trying to stop
532 * it, NULL is returned.
533 *
534 * fix_stopped_item() should be used if the stopped item should be put on
535 * the map.
536 */
537 object *
538 stop_item (object *op)
539 {
540 if (op->map == NULL)
541 return op;
542
543 switch (op->type)
544 {
545 case THROWN_OBJ:
546 {
547 object *payload = op->inv;
548
549 if (payload == NULL)
550 return NULL;
551
552 payload->remove ();
553 op->destroy ();
554 return payload;
555 }
556
557 case ARROW:
558 if (op->has_active_speed ())
559 op = fix_stopped_arrow (op);
560 return op;
561
562 default:
563 return op;
564 }
565 }
566
567 /* fix_stopped_item() - put stopped item where stop_item() had found it.
568 * Inserts item into the old map, or merges it if it already is on the map.
569 *
570 * 'map' must be the value of op->map before stop_item() was called.
571 */
572 void
573 fix_stopped_item (object *op, maptile *map, object *originator)
574 {
575 if (map == NULL)
576 return;
577
578 if (QUERY_FLAG (op, FLAG_REMOVED))
579 insert_ob_in_map (op, map, originator, 0);
580 else if (op->type == ARROW)
581 merge_ob (op, NULL); /* only some arrows actually need this */
582 }
583
584 object *
585 fix_stopped_arrow (object *op)
586 {
587 if (rndm (0, 99) < op->stats.food)
588 {
589 /* Small chance of breaking */
590 op->destroy ();
591 return NULL;
592 }
593
594 op->set_speed (0);
595 op->direction = 0;
596 op->move_on = 0;
597 op->move_type = 0;
598 op->skill = 0; // really?
599
600 // restore original wc, dam, attacktype and slaying
601 op->stats.wc = op->stats.sp;
602 op->stats.dam = op->stats.hp;
603 op->attacktype = op->stats.grace;
604 op->slaying = op->custom_name;
605
606 /* Reset these to defaults, so that object::can_merge will work properly */
607 op->custom_name = 0;
608 op->stats.sp = 0;
609 op->stats.hp = 0;
610 op->stats.grace = 0;
611 op->level = 0;
612 op->face = op->arch->face;
613 op->owner = 0;
614
615 update_object (op, UP_OBJ_CHANGE);
616
617 return op;
618 }
619
620 /* stop_arrow() - what to do when a non-living flying object
621 * has to stop. Sept 96 - I added in thrown object code in
622 * here too. -b.t.
623 *
624 * Returns a pointer to the stopped object (which will have been removed
625 * from maps or inventories), or NULL if was destroyed.
626 */
627 static void
628 stop_arrow (object *op)
629 {
630 if (INVOKE_OBJECT (STOP, op))
631 return;
632
633 if (op->inv)
634 {
635 // replace this by straightforward drop to ground?
636 object *payload = op->inv;
637
638 payload->owner = 0;
639 insert_ob_in_map (payload, op->map, payload, 0);
640 op->destroy ();
641 }
642 else
643 {
644 op = fix_stopped_arrow (op);
645
646 if (op)
647 merge_ob (op, 0);
648 }
649 }
650
651 /* Move an arrow along its course. op is the arrow or thrown object.
652 */
653 void
654 move_arrow (object *op)
655 {
656 int was_reflected;
657
658 if (!op->map)
659 {
660 LOG (llevError, "BUG: Arrow had no map.\n");
661 op->destroy ();
662 return;
663 }
664
665 /* we need to stop thrown objects at some point. Like here. */
666 if (op->type == THROWN_OBJ)
667 {
668 /* If the object that the THROWN_OBJ encapsulates disappears,
669 * we need to have this object go away also - otherwise, you get
670 * left over remnants on the map. Where this currently happens
671 * is if the player throws a bomb - the bomb explodes on its own,
672 * but this object sticks around. We could handle the cleanup in the
673 * bomb code, but there are potential other cases where that could happen,
674 * and it is easy enough to clean it up here.
675 */
676 if (!op->inv)
677 {
678 op->destroy ();
679 return;
680 }
681
682 if (op->last_sp-- < 0)
683 {
684 stop_arrow (op);
685 return;
686 }
687 }
688
689 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
690 values look rediculous. */
691 if (op->speed < 0.5 && op->type == ARROW)
692 {
693 stop_arrow (op);
694 return;
695 }
696
697 /* Calculate target map square */
698 was_reflected = 0;
699
700 mapxy pos (op); pos.move (op->direction);
701
702 if (!pos.normalise ())
703 {
704 stop_arrow (op);
705 return;
706 }
707
708 /* only need to look for living creatures if this flag is set */
709 if (pos->flags () & P_IS_ALIVE)
710 {
711 object *tmp;
712
713 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (QUERY_FLAG (tmp, FLAG_ALIVE))
715 break;
716
717 /* Not really fair, but don't let monsters hit themselves with
718 * their own arrow - this can be because they fire it then
719 * move into it.
720 */
721 if (tmp && tmp != op->owner)
722 {
723 /* Found living object, but it is reflecting the missile. Update
724 * as below. (Note that for living creatures there is a small
725 * chance that reflect_missile fails.)
726 */
727 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
728 {
729 int number = op->face;
730
731 op->direction = absdir (op->direction + 4);
732 update_turn_face (op);
733 was_reflected = 1; /* skip normal movement calculations */
734 }
735 else
736 {
737 /* Attack the object. */
738 op = hit_with_arrow (op, tmp);
739
740 if (!op)
741 return;
742 }
743 } /* if this is not hitting its owner */
744 } /* if there is something alive on this space */
745
746 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
747 {
748 int retry = 0;
749
750 /* if the object doesn't reflect, stop the arrow from moving
751 * note that this code will now catch cases where a monster is
752 * on a wall but has reflecting - the arrow won't reflect.
753 * Mapmakers shouldn't put monsters on top of wall in the first
754 * place, so I don't consider that a problem.
755 */
756 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
757 {
758 stop_arrow (op);
759 return;
760 }
761 else
762 {
763 /* If one of the major directions (n,s,e,w), just reverse it */
764 if (op->direction & 1)
765 {
766 op->direction = absdir (op->direction + 4);
767 retry = 1;
768 }
769
770 /* There were two blocks with identical code -
771 * use this retry here to make this one block
772 * that did the same thing.
773 */
774 while (retry < 2)
775 {
776 retry++;
777
778 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
779 * over a corner in a tiled map, it is possible that
780 * op->direction is within an adjacent map but either
781 * op->direction-1 or op->direction+1 does not exist.
782 */
783 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
784 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
785
786 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
787 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
788
789 if (left == right)
790 op->direction = absdir (op->direction + 4);
791 else if (left)
792 op->direction = absdir (op->direction + 2);
793 else if (right)
794 op->direction = absdir (op->direction - 2);
795
796 /* If this space is not out of the map and not blocked, valid space -
797 * don't need to retry again.
798 */
799 mapxy pos3 (pos); pos3.move (op->direction);
800 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
801 break;
802 }
803
804 /* Couldn't find a direction to move the arrow to - just
805 * stop it from moving.
806 */
807 if (retry == 2)
808 {
809 stop_arrow (op);
810 return;
811 }
812
813 /* update object image for new facing */
814 /* many thrown objects *don't* have more than one face */
815 if (op->has_anim ())
816 op->set_anim_frame (op->direction);
817 } /* object is reflected */
818 } /* object ran into a wall */
819
820 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
821 * about 17 squares. Tune as needed.
822 */
823 op->speed -= 0.05;
824
825 /* Move the arrow. */
826 op->move_to (pos);
827 }
828
829 static void
830 change_object (object *op)
831 { /* Doesn`t handle linked objs yet */
832 int i, j;
833
834 if (!op->other_arch)
835 {
836 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
837 return;
838 }
839
840 /* In non-living items only change when food value is 0 */
841 if (!QUERY_FLAG (op, FLAG_ALIVE))
842 {
843 if (op->stats.food-- > 0)
844 return;
845
846 op->stats.food = 1; /* so 1 other_arch is made */
847 }
848
849 object *env = op->env;
850
851 op->remove ();
852 for (i = 0; i < op->stats.food; i++)
853 {
854 object *tmp = arch_to_object (op->other_arch);
855
856 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
857
858 if (env)
859 env->insert (tmp);
860 else
861 {
862 j = find_first_free_spot (tmp, op->map, op->x, op->y);
863 if (j < 0) /* No free spot */
864 tmp->destroy ();
865 else
866 {
867 mapxy pos (op); pos.move (j);
868
869 if (pos.normalise ())
870 pos.insert (tmp, op);
871 }
872 }
873 }
874
875 op->destroy ();
876 }
877
878 void
879 move_teleporter (object *op)
880 {
881 object *tmp, *head = op;
882
883 /* if this is a multipart teleporter, handle the other parts
884 * The check for speed isn't strictly needed - basically, if
885 * there is an old multipart teleporter in which the other parts
886 * have speed, we don't really want to call it twice for the same
887 * function - in fact, as written below, part N would get called
888 * N times without the speed check.
889 */
890 if (op->more && !op->more->has_active_speed ())
891 move_teleporter (op->more);
892
893 if (op->head)
894 head = op->head;
895
896 for (tmp = op->above; tmp; tmp = tmp->above)
897 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
898 break;
899
900 /* If nothing above us to move, nothing to do */
901 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
902 return;
903
904 if (EXIT_PATH (head))
905 {
906 if (tmp->type == PLAYER)
907 {
908 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
909 return;
910
911 tmp->enter_exit (head);
912 }
913 else
914 /* Currently only players can transfer maps */
915 return;
916 }
917 else if (EXIT_X (head) || EXIT_Y (head))
918 {
919 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
920 {
921 LOG (llevError, "Removed illegal teleporter.\n");
922 head->destroy ();
923 return;
924 }
925
926 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
927 return;
928
929 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
930 }
931 else
932 {
933 /* Random teleporter */
934 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
935 return;
936
937 teleport (head, TELEPORTER, tmp);
938 }
939 }
940
941 /* This object will teleport someone to a different map
942 and will also apply changes to the player from its inventory.
943 This was invented for giving classes, but there's no reason it
944 can't be generalized.
945 */
946 static void
947 move_player_changer (object *op)
948 {
949 object *player;
950 object *walk;
951
952 if (!op->above || !EXIT_PATH (op))
953 return;
954
955 /* This isn't all that great - means that the player_mover
956 * needs to be on top.
957 */
958 if (op->above->type == PLAYER)
959 {
960 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
961 return;
962
963 player = op->above;
964
965 for (walk = op->inv; walk; walk = walk->below)
966 apply_changes_to_player (player, walk);
967
968 player->update_stats ();
969
970 esrv_send_inventory (op->above, op->above);
971 esrv_update_item (UPD_FACE, op->above, op->above);
972
973 /* update players death & WoR home-position */
974 if (*EXIT_PATH (op) == '/')
975 {
976 player->contr->savebed_map = EXIT_PATH (op);
977 player->contr->bed_x = EXIT_X (op);
978 player->contr->bed_y = EXIT_Y (op);
979 }
980 else
981 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
982
983 op->above->enter_exit (op);
984 }
985 }
986
987 /* firewalls fire other spells.
988 * The direction of the wall is stored in op->stats.sp.
989 * walls can have hp, so they can be torn down.
990 */
991 void
992 move_firewall (object *op)
993 {
994 object *spell;
995
996 if (!op->map)
997 return; /* dm has created a firewall in his inventory */
998
999 spell = op->inv;
1000
1001 if (!spell || spell->type != SPELL)
1002 spell = op->other_arch;
1003
1004 if (!spell)
1005 {
1006 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1007 return;
1008 }
1009
1010 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1011 }
1012
1013 /* move_player_mover: this function takes a "player mover" as an
1014 * argument, and performs the function of a player mover, which is:
1015 *
1016 * a player mover finds any players that are sitting on it. It
1017 * moves them in the op->stats.sp direction. speed is how often it'll move.
1018 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1019 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1020 * it'll paralyze the victim for hp*his speed/op->speed
1021 */
1022 static void
1023 move_player_mover (object *op)
1024 {
1025 int dir = op->stats.sp;
1026 sint16 nx, ny;
1027 maptile *m;
1028
1029 /* Determine direction now for random movers so we do the right thing */
1030 if (!dir)
1031 dir = rndm (1, 8);
1032
1033 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1034 {
1035 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1036 (victim->move_type & op->move_type || !victim->move_type))
1037 {
1038
1039 if (victim->head)
1040 victim = victim->head;
1041
1042 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1043 {
1044 op->remove ();
1045 return;
1046 }
1047
1048 nx = op->x + freearr_x[dir];
1049 ny = op->y + freearr_y[dir];
1050 m = op->map;
1051 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1052 {
1053 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1054 return;
1055 }
1056
1057 if (should_director_abort (op, victim))
1058 return;
1059
1060 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1061 {
1062 if (nextmover->type == PLAYERMOVER)
1063 nextmover->speed_left = -.99f;
1064
1065 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1066 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1067 }
1068
1069 if (victim->type == PLAYER)
1070 {
1071 /* only level >=1 movers move people */
1072 if (op->level)
1073 {
1074 /* Following is a bit of hack. We need to make sure it
1075 * is cleared, otherwise the player will get stuck in
1076 * place. This can happen if the player used a spell to
1077 * get to this space.
1078 */
1079 victim->contr->fire_on = 0;
1080 victim->speed_left = 1.f;
1081 move_player (victim, dir);
1082 }
1083 else
1084 return;
1085 }
1086 else
1087 move_object (victim, dir);
1088
1089 if (!op->stats.maxsp && op->attacktype)
1090 op->stats.maxsp = 2;
1091
1092 if (op->attacktype)
1093 { /* flag to paralyze the player */
1094 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1095 }
1096 }
1097 }
1098 }
1099
1100 /*
1101 * Will duplicate a specified object placed on top of it.
1102 * connected: what will trigger it.
1103 * level: multiplier. 0 to destroy.
1104 * other_arch: the object to look for and duplicate.
1105 */
1106
1107 void
1108 move_duplicator (object *op)
1109 {
1110 object *tmp;
1111
1112 if (!op->other_arch)
1113 {
1114 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1115 return;
1116 }
1117
1118 if (op->above == NULL)
1119 return;
1120
1121 for (tmp = op->above; tmp; tmp = tmp->above)
1122 {
1123 if (op->other_arch->archname == tmp->arch->archname)
1124 {
1125 if (op->level <= 0)
1126 tmp->destroy ();
1127 else
1128 {
1129 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1130
1131 if (new_nrof >= 1UL << 31)
1132 new_nrof = 1UL << 31;
1133
1134 tmp->nrof = new_nrof;
1135 }
1136
1137 break;
1138 }
1139 }
1140 }
1141
1142 /* move_creator (by peterm)
1143 * it has the creator object create it's other_arch right on top of it.
1144 * connected: what will trigger it
1145 * hp: how many times it may create before stopping
1146 * lifesave: if set, it'll never disappear but will go on creating
1147 * everytime it's triggered
1148 * other_arch: the object to create
1149 * Note this can create large objects, however, in that case, it
1150 * has to make sure that there is in fact space for the object.
1151 * It should really do this for small objects also, but there is
1152 * more concern with large objects, most notably a part being placed
1153 * outside of the map which would cause the server to crash
1154 */
1155 void
1156 move_creator (object *creator)
1157 {
1158 object *new_ob;
1159
1160 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1161 {
1162 creator->stats.hp = -1;
1163 return;
1164 }
1165
1166 if (creator->inv)
1167 {
1168 object *ob;
1169 int i;
1170 object *ob_to_copy;
1171
1172 /* select random object from inventory to copy */
1173 ob_to_copy = creator->inv;
1174 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1175 {
1176 if (rndm (0, i) == 0)
1177 {
1178 ob_to_copy = ob;
1179 }
1180 }
1181 new_ob = ob_to_copy->deep_clone ();
1182 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1183 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1184 }
1185 else
1186 {
1187 if (!creator->other_arch)
1188 {
1189 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1190 &creator->name, &creator->map->path, creator->x, creator->y);
1191 return;
1192 }
1193
1194 new_ob = object_create_arch (creator->other_arch);
1195 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1196 }
1197
1198 /* Make sure this multipart object fits */
1199 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1200 {
1201 new_ob->destroy ();
1202 return;
1203 }
1204
1205 // for now lets try to identify everything generated here, it mostly
1206 // happens automated, so this will at least fix many identify-experience holes
1207 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1208
1209 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1210 if (QUERY_FLAG (new_ob, FLAG_FREED))
1211 return;
1212
1213 if (creator->slaying)
1214 new_ob->name = new_ob->title = creator->slaying;
1215 }
1216
1217 /* move_marker --peterm@soda.csua.berkeley.edu
1218 when moved, a marker will search for a player sitting above
1219 it, and insert an invisible, weightless force into him
1220 with a specific code as the slaying field.
1221 At that time, it writes the contents of its own message
1222 field to the player. The marker will decrement hp to
1223 0 and then delete itself every time it grants a mark.
1224 unless hp was zero to start with, in which case it is infinite.*/
1225 void
1226 move_marker (object *op)
1227 {
1228 if (object *tmp = op->ms ().player ())
1229 {
1230 /* remove an old force with a slaying field == op->name */
1231 if (object *force = tmp->force_find (op->name))
1232 force->destroy ();
1233
1234 if (op->slaying && !tmp->force_find (op->slaying))
1235 {
1236 tmp->force_add (op->slaying, op->stats.food);
1237
1238 if (op->msg)
1239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1240
1241 if (op->stats.hp > 0)
1242 {
1243 op->stats.hp--;
1244
1245 if (op->stats.hp == 0)
1246 {
1247 /* marker expires--granted mark number limit */
1248 op->destroy ();
1249 return;
1250 }
1251 }
1252 }
1253 }
1254 }
1255
1256 // mapscript objects activate themselves (only) then their timer fires
1257 // TODO: maybe they should simply trigger the link like any other object?
1258 static void
1259 move_mapscript (object *op)
1260 {
1261 op->set_speed (0);
1262 cfperl_mapscript_activate (op, true, op, 0);
1263 }
1264
1265 static void
1266 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