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Revision: 1.69
Committed: Sat Sep 15 15:58:06 2007 UTC (16 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.68: +9 -8 lines
Log Message:
- quick work around for gate-move-bug. the real fix is probably
  to either give everything a movetype OR to treat movetype 0
  as special (can move anywhere if there is at leats one movetype not blocked).
  the latter was too big a change for me to do it, thus just the workaround.
- do not do locking on i/o anymore.

File Contents

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