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Revision: 1.13
Committed: Sat Sep 16 22:24:13 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.12: +4 -4 lines
Log Message:
mapstruct => maptile
removed many ytypedefs in favor of structure tags

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <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
29 #include <global.h>
30 #include <spells.h>
31 #ifndef __CEXTRACT__
32 # include <sproto.h>
33 #endif
34
35 /* The following removes doors. The functions check to see if similar
36 * doors are next to the one that is being removed, and if so, set it
37 * so those will be removed shortly (in a cascade like fashion.)
38 */
39
40 void
41 remove_door (object *op)
42 {
43 int i;
44 object *tmp;
45
46 for (i = 1; i < 9; i += 2)
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
48 {
49 tmp->speed = 0.1;
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2;
52 }
53
54 if (op->other_arch)
55 {
56 tmp = arch_to_object (op->other_arch);
57 tmp->x = op->x;
58 tmp->y = op->y;
59 tmp->map = op->map;
60 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0);
62 }
63 remove_ob (op);
64 free_object (op);
65 }
66
67 void
68 remove_door2 (object *op)
69 {
70 int i;
71 object *tmp;
72
73 for (i = 1; i < 9; i += 2)
74 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */
78 tmp->speed = 0.1;
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2;
81 }
82 }
83 if (op->other_arch)
84 {
85 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x;
87 tmp->y = op->y;
88 tmp->map = op->map;
89 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0);
91 }
92 remove_ob (op);
93 free_object (op);
94 }
95
96 /* Will generate a monster according to content
97 * of generator.
98 */
99 void
100 generate_monster_inv (object *gen)
101 {
102 int i;
103 object *op, *head = NULL;
104
105 int qty = 0;
106
107 /* Code below assumes the generator is on a map, as it tries
108 * to place the monster on the map. So if the generator
109 * isn't on a map, complain and exit.
110 */
111 if (gen->map == NULL)
112 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
114 return;
115 }
116 /*First count numer of objects in inv */
117 for (op = gen->inv; op; op = op->below)
118 qty++;
119 if (!qty)
120 {
121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122 return; /*No inventory */
123 }
124 qty = rndm (0, qty - 1);
125 for (op = gen->inv; qty; qty--)
126 op = op->below;
127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128 if (i == -1)
129 return;
130 head = object_create_clone (op);
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return;
138 if (HAS_RANDOM_ITEMS (head))
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140 }
141
142 void
143 generate_monster_arch (object *gen)
144 {
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (gen->other_arch == NULL)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return;
153 }
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (gen->map == NULL)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return;
162 }
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1)
165 return;
166 while (at != NULL)
167 {
168 op = arch_to_object (at);
169 op->x = gen->x + freearr_x[i] + at->clone.x;
170 op->y = gen->y + freearr_y[i] + at->clone.y;
171
172 if (head != NULL)
173 op->head = head, prev->more = op;
174
175 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0);
178 if (QUERY_FLAG (op, FLAG_FREED))
179 return;
180 if (HAS_RANDOM_ITEMS (op))
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187 }
188
189 void
190 generate_monster (object *gen)
191 {
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199
200 }
201
202 void
203 remove_force (object *op)
204 {
205 if (--op->duration > 0)
206 return;
207
208 switch (op->subtype)
209 {
210 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216
217 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op);
222 fix_player (op->env);
223 }
224 }
225 remove_ob (op);
226 free_object (op);
227 }
228
229 void
230 remove_blindness (object *op)
231 {
232 if (--op->stats.food > 0)
233 return;
234 CLEAR_FLAG (op, FLAG_APPLIED);
235 if (op->env != NULL)
236 {
237 change_abil (op->env, op);
238 fix_player (op->env);
239 }
240 remove_ob (op);
241 free_object (op);
242 }
243
244 void
245 poison_more (object *op)
246 {
247 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
248 {
249 remove_ob (op);
250 free_object (op);
251 return;
252 }
253 if (op->stats.food == 1)
254 {
255 /* need to remove the object before fix_player is called, else fix_player
256 * will not do anything.
257 */
258 if (op->env->type == PLAYER)
259 {
260 CLEAR_FLAG (op, FLAG_APPLIED);
261 fix_player (op->env);
262 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
263 }
264 remove_ob (op);
265 free_object (op);
266 return;
267 }
268 if (op->env->type == PLAYER)
269 {
270 op->env->stats.food--;
271 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
272 }
273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274 }
275
276
277 void
278 move_gate (object *op)
279 { /* 1 = going down, 0 = goind up */
280 object *tmp;
281
282 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
283 {
284 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
285 dump_object (op);
286 LOG (llevError, "%s\n", errmsg);
287 op->stats.wc = 0;
288 }
289
290 /* We're going down */
291 if (op->value)
292 {
293 if (--op->stats.wc <= 0)
294 { /* Reached bottom, let's stop */
295 op->stats.wc = 0;
296 if (op->arch->clone.speed)
297 op->value = 0;
298 else
299 {
300 op->speed = 0;
301 update_ob_speed (op);
302 }
303 }
304 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
305 {
306 op->move_block = 0;
307 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
308 update_all_los (op->map, op->x, op->y);
309 }
310 SET_ANIMATION (op, op->stats.wc);
311 update_object (op, UP_OBJ_CHANGE);
312 return;
313 }
314
315 /* We're going up */
316
317 /* First, lets see if we are already at the top */
318 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
319 {
320
321 /* Check to make sure that only non pickable and non rollable
322 * objects are above the gate. If so, we finish closing the gate,
323 * otherwise, we fall through to the code below which should lower
324 * the gate slightly.
325 */
326
327 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
328 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
329 break;
330
331 if (tmp == NULL)
332 {
333 if (op->arch->clone.speed)
334 op->value = 1;
335 else
336 {
337 op->speed = 0;
338 update_ob_speed (op); /* Reached top, let's stop */
339 }
340 return;
341 }
342 }
343
344 if (op->stats.food)
345 { /* The gate is going temporarily down */
346 if (--op->stats.wc <= 0)
347 { /* Gone all the way down? */
348 op->stats.food = 0; /* Then let's try again */
349 op->stats.wc = 0;
350 }
351 }
352 else
353 { /* The gate is still going up */
354 op->stats.wc++;
355
356 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
357 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
358
359 /* If there is something on top of the gate, we try to roll it off.
360 * If a player/monster, we don't roll, we just hit them with damage
361 */
362 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
363 {
364 /* Halfway or further, check blocks */
365 /* First, get the top object on the square. */
366 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above);
367
368 if (tmp != NULL)
369 {
370 if (QUERY_FLAG (tmp, FLAG_ALIVE))
371 {
372 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
373 if (tmp->type == PLAYER)
374 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
375 }
376 else
377 /* If the object is not alive, and the object either can
378 * be picked up or the object rolls, move the object
379 * off the gate.
380 */
381 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
382 {
383 /* If it has speed, it should move itself, otherwise: */
384 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
385
386 /* If there is a free spot, move the object someplace */
387 if (i != -1)
388 {
389 remove_ob (tmp);
390 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
391 insert_ob_in_map (tmp, op->map, op, 0);
392 }
393 }
394 }
395
396 /* See if there is still anything blocking the gate */
397 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
398 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
399 break;
400
401 /* IF there is, start putting the gate down */
402 if (tmp)
403 {
404 op->stats.food = 1;
405 }
406 else
407 {
408 op->move_block = MOVE_ALL;
409 if (!op->arch->clone.stats.ac)
410 SET_FLAG (op, FLAG_BLOCKSVIEW);
411 update_all_los (op->map, op->x, op->y);
412 }
413 } /* gate is halfway up */
414
415 SET_ANIMATION (op, op->stats.wc);
416 update_object (op, UP_OBJ_CHANGE);
417 } /* gate is going up */
418 }
419
420 /* hp : how long door is open/closed
421 * maxhp : initial value for hp
422 * sp : 1 = open, 0 = close
423 */
424 void
425 move_timed_gate (object *op)
426 {
427 int v = op->value;
428
429 if (op->stats.sp)
430 {
431 move_gate (op);
432 if (op->value != v) /* change direction ? */
433 op->stats.sp = 0;
434 return;
435 }
436 if (--op->stats.hp <= 0)
437 { /* keep gate down */
438 move_gate (op);
439 if (op->value != v)
440 { /* ready ? */
441 op->speed = 0;
442 update_ob_speed (op);
443 }
444 }
445 }
446
447 /* slaying: name of the thing the detector is to look for
448 * speed: frequency of 'glances'
449 * connected: connected value of detector
450 * sp: 1 if detection sets buttons
451 * -1 if detection unsets buttons
452 */
453
454 void
455 move_detector (object *op)
456 {
457 object *tmp;
458 int last = op->value;
459 int detected;
460
461 detected = 0;
462
463 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
464 {
465 object *tmp2;
466
467 if (op->stats.hp)
468 {
469 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
470 {
471 if (op->slaying && !strcmp (op->slaying, tmp->name))
472 detected = 1;
473 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
474 detected = 1;
475 }
476 }
477 if (op->slaying && !strcmp (op->slaying, tmp->name))
478 {
479 detected = 1;
480 }
481 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
482 detected = 1;
483 }
484
485 /* the detector sets the button if detection is found */
486 if (op->stats.sp == 1)
487 {
488 if (detected && last == 0)
489 {
490 op->value = 1;
491 push_button (op);
492 }
493 if (!detected && last == 1)
494 {
495 op->value = 0;
496 push_button (op);
497 }
498 }
499 else
500 { /* in this case, we unset buttons */
501 if (detected && last == 1)
502 {
503 op->value = 0;
504 push_button (op);
505 }
506 if (!detected && last == 0)
507 {
508 op->value = 1;
509 push_button (op);
510 }
511 }
512 }
513
514
515 void
516 animate_trigger (object *op)
517 {
518 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
519 {
520 op->stats.wc = 0;
521 check_trigger (op, NULL);
522 }
523 else
524 {
525 SET_ANIMATION (op, op->stats.wc);
526 update_object (op, UP_OBJ_FACE);
527 }
528 }
529
530 void
531 move_hole (object *op)
532 { /* 1 = opening, 0 = closing */
533 object *next, *tmp;
534
535 if (op->value)
536 { /* We're opening */
537 if (--op->stats.wc <= 0)
538 { /* Opened, let's stop */
539 op->stats.wc = 0;
540 op->speed = 0;
541 update_ob_speed (op);
542
543 /* Hard coding this makes sense for holes I suppose */
544 op->move_on = MOVE_WALK;
545 for (tmp = op->above; tmp != NULL; tmp = next)
546 {
547 next = tmp->above;
548 move_apply (op, tmp, tmp);
549 }
550 }
551 SET_ANIMATION (op, op->stats.wc);
552 update_object (op, UP_OBJ_FACE);
553 return;
554 }
555 /* We're closing */
556 op->move_on = 0;
557
558 op->stats.wc++;
559 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
560 op->stats.wc = NUM_ANIMATIONS (op) - 1;
561 SET_ANIMATION (op, op->stats.wc);
562 update_object (op, UP_OBJ_FACE);
563 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
564 {
565 op->speed = 0;
566 update_ob_speed (op); /* closed, let's stop */
567 return;
568 }
569 }
570
571
572 /* stop_item() returns a pointer to the stopped object. The stopped object
573 * may or may not have been removed from maps or inventories. It will not
574 * have been merged with other items.
575 *
576 * This function assumes that only items on maps need special treatment.
577 *
578 * If the object can't be stopped, or it was destroyed while trying to stop
579 * it, NULL is returned.
580 *
581 * fix_stopped_item() should be used if the stopped item should be put on
582 * the map.
583 */
584 object *
585 stop_item (object *op)
586 {
587 if (op->map == NULL)
588 return op;
589
590 switch (op->type)
591 {
592 case THROWN_OBJ:
593 {
594 object *payload = op->inv;
595
596 if (payload == NULL)
597 return NULL;
598 remove_ob (payload);
599 remove_ob (op);
600 free_object (op);
601 return payload;
602 }
603
604 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED)
606 op = fix_stopped_arrow (op);
607 return op;
608
609 default:
610 return op;
611 }
612 }
613
614 /* fix_stopped_item() - put stopped item where stop_item() had found it.
615 * Inserts item into the old map, or merges it if it already is on the map.
616 *
617 * 'map' must be the value of op->map before stop_item() was called.
618 */
619 void
620 fix_stopped_item (object *op, maptile *map, object *originator)
621 {
622 if (map == NULL)
623 return;
624 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */
628 }
629
630
631 object *
632 fix_stopped_arrow (object *op)
633 {
634 if (rndm (0, 99) < op->stats.food)
635 {
636 /* Small chance of breaking */
637 remove_ob (op);
638 free_object (op);
639 return NULL;
640 }
641
642 op->direction = 0;
643 op->move_on = 0;
644 op->move_type = 0;
645 op->speed = 0;
646 update_ob_speed (op);
647 op->stats.wc = op->stats.sp;
648 op->stats.dam = op->stats.hp;
649 op->attacktype = op->stats.grace;
650 op->slaying = 0;
651 op->skill = 0;
652
653 if (op->spellarg != NULL)
654 {
655 op->slaying = op->spellarg;
656 free (op->spellarg);
657 op->spellarg = NULL;
658 }
659 else
660 op->slaying = NULL;
661
662 /* Reset these to zero, so that CAN_MERGE will work properly */
663 op->spellarg = NULL;
664 op->stats.sp = 0;
665 op->stats.hp = 0;
666 op->stats.grace = 0;
667 op->level = 0;
668 op->face = op->arch->clone.face;
669 op->owner = NULL; /* So that stopped arrows will be saved */
670 update_object (op, UP_OBJ_FACE);
671 return op;
672 }
673
674 /* stop_arrow() - what to do when a non-living flying object
675 * has to stop. Sept 96 - I added in thrown object code in
676 * here too. -b.t.
677 *
678 * Returns a pointer to the stopped object (which will have been removed
679 * from maps or inventories), or NULL if was destroyed.
680 */
681
682 static void
683 stop_arrow (object *op)
684 {
685 if (INVOKE_OBJECT (STOP, op))
686 return;
687
688 if (op->inv)
689 {
690 object *payload = op->inv;
691
692 remove_ob (payload);
693 clear_owner (payload);
694 insert_ob_in_map (payload, op->map, payload, 0);
695 remove_ob (op);
696 free_object (op);
697 }
698 else
699 {
700 op = fix_stopped_arrow (op);
701 if (op)
702 merge_ob (op, NULL);
703 }
704 }
705
706 /* Move an arrow along its course. op is the arrow or thrown object.
707 */
708
709 void
710 move_arrow (object *op)
711 {
712 object *tmp;
713 sint16 new_x, new_y;
714 int was_reflected, mflags;
715 maptile *m;
716
717 if (op->map == NULL)
718 {
719 LOG (llevError, "BUG: Arrow had no map.\n");
720 remove_ob (op);
721 free_object (op);
722 return;
723 }
724
725 /* we need to stop thrown objects at some point. Like here. */
726 if (op->type == THROWN_OBJ)
727 {
728 /* If the object that the THROWN_OBJ encapsulates disappears,
729 * we need to have this object go away also - otherwise, you get
730 * left over remnants on the map. Where this currently happens
731 * is if the player throws a bomb - the bomb explodes on its own,
732 * but this object sticks around. We could handle the cleanup in the
733 * bomb code, but there are potential other cases where that could happen,
734 * and it is easy enough to clean it up here.
735 */
736 if (op->inv == NULL)
737 {
738 remove_ob (op);
739 free_object (op);
740 return;
741 }
742 if (op->last_sp-- < 0)
743 {
744 stop_arrow (op);
745 return;
746 }
747 }
748
749 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
750 values look rediculous. */
751 if (op->speed < 0.5 && op->type == ARROW)
752 {
753 stop_arrow (op);
754 return;
755 }
756
757 /* Calculate target map square */
758 new_x = op->x + DIRX (op);
759 new_y = op->y + DIRY (op);
760 was_reflected = 0;
761
762 m = op->map;
763 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
764
765 if (mflags & P_OUT_OF_MAP)
766 {
767 stop_arrow (op);
768 return;
769 }
770
771 /* only need to look for living creatures if this flag is set */
772 if (mflags & P_IS_ALIVE)
773 {
774 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
775 if (QUERY_FLAG (tmp, FLAG_ALIVE))
776 break;
777
778
779 /* Not really fair, but don't let monsters hit themselves with
780 * their own arrow - this can be because they fire it then
781 * move into it.
782 */
783
784 if (tmp != NULL && tmp != op->owner)
785 {
786 /* Found living object, but it is reflecting the missile. Update
787 * as below. (Note that for living creatures there is a small
788 * chance that reflect_missile fails.)
789 */
790
791 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
792 {
793
794 int number = op->face->number;
795
796 op->direction = absdir (op->direction + 4);
797 op->state = 0;
798 if (GET_ANIM_ID (op))
799 {
800 number += 4;
801 if (number > GET_ANIMATION (op, 8))
802 number -= 8;
803 op->face = &new_faces[number];
804 }
805 was_reflected = 1; /* skip normal movement calculations */
806 }
807 else
808 {
809 /* Attack the object. */
810 op = hit_with_arrow (op, tmp);
811 if (op == NULL)
812 return;
813 }
814 } /* if this is not hitting its owner */
815 } /* if there is something alive on this space */
816
817
818 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
819 {
820 int retry = 0;
821
822 /* if the object doesn't reflect, stop the arrow from moving
823 * note that this code will now catch cases where a monster is
824 * on a wall but has reflecting - the arrow won't reflect.
825 * Mapmakers shouldn't put monsters on top of wall in the first
826 * place, so I don't consider that a problem.
827 */
828 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
829 {
830 stop_arrow (op);
831 return;
832 }
833 else
834 {
835 /* If one of the major directions (n,s,e,w), just reverse it */
836 if (op->direction & 1)
837 {
838 op->direction = absdir (op->direction + 4);
839 retry = 1;
840 }
841 /* There were two blocks with identical code -
842 * use this retry here to make this one block
843 * that did the same thing.
844 */
845 while (retry < 2)
846 {
847 int left, right, mflags;
848 maptile *m1;
849 sint16 x1, y1;
850
851 retry++;
852
853 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
854 * over a corner in a tiled map, it is possible that
855 * op->direction is within an adjacent map but either
856 * op->direction-1 or op->direction+1 does not exist.
857 */
858 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)],
859 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1);
860 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
861
862 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)],
863 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1);
864 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
865
866 if (left == right)
867 op->direction = absdir (op->direction + 4);
868 else if (left)
869 op->direction = absdir (op->direction + 2);
870 else if (right)
871 op->direction = absdir (op->direction - 2);
872
873 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
874
875 /* If this space is not out of the map and not blocked, valid space -
876 * don't need to retry again.
877 */
878 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
879 break;
880
881 }
882 /* Couldn't find a direction to move the arrow to - just
883 * top it from moving.
884 */
885 if (retry == 2)
886 {
887 stop_arrow (op);
888 return;
889 }
890 /* update object image for new facing */
891 /* many thrown objects *don't* have more than one face */
892 if (GET_ANIM_ID (op))
893 SET_ANIMATION (op, op->direction);
894 } /* object is reflected */
895 } /* object ran into a wall */
896
897 /* Move the arrow. */
898 remove_ob (op);
899 op->x = new_x;
900 op->y = new_y;
901
902 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
903 * about 17 squares. Tune as needed.
904 */
905 op->speed -= 0.05;
906 insert_ob_in_map (op, m, op, 0);
907 }
908
909 /* This routine doesnt seem to work for "inanimate" objects that
910 * are being carried, ie a held torch leaps from your hands!.
911 * Modified this routine to allow held objects. b.t. */
912
913 void
914 change_object (object *op)
915 { /* Doesn`t handle linked objs yet */
916 object *tmp, *env, *pl;
917 int i, j;
918
919 if (op->other_arch == NULL)
920 {
921 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
922 return;
923 }
924
925 /* In non-living items only change when food value is 0 */
926 if (!QUERY_FLAG (op, FLAG_ALIVE))
927 {
928 if (op->stats.food-- > 0)
929 return;
930 else
931 op->stats.food = 1; /* so 1 other_arch is made */
932 }
933 env = op->env;
934 remove_ob (op);
935 for (i = 0; i < NROFNEWOBJS (op); i++)
936 {
937 tmp = arch_to_object (op->other_arch);
938 if (op->type == LAMP)
939 tmp->stats.food = op->stats.food - 1;
940 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
941 if (env)
942 {
943 tmp->x = env->x, tmp->y = env->y;
944 tmp = insert_ob_in_ob (tmp, env);
945 /* If this object is the players inventory, we need to tell the
946 * client of the change. Insert_ob_in_map takes care of the
947 * updating the client, so we don't need to do that below.
948 */
949 if ((pl = is_player_inv (env)) != NULL)
950 {
951 esrv_del_item (pl->contr, op->count);
952 esrv_send_item (pl, tmp);
953 }
954 }
955 else
956 {
957 j = find_first_free_spot (tmp, op->map, op->x, op->y);
958 if (j == -1) /* No free spot */
959 free_object (tmp);
960 else
961 {
962 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
963 insert_ob_in_map (tmp, op->map, op, 0);
964 }
965 }
966 }
967 free_object (op);
968 }
969
970 void
971 move_teleporter (object *op)
972 {
973 object *tmp, *head = op;
974
975 /* if this is a multipart teleporter, handle the other parts
976 * The check for speed isn't strictly needed - basically, if
977 * there is an old multipart teleporter in which the other parts
978 * have speed, we don't really want to call it twice for the same
979 * function - in fact, as written below, part N would get called
980 * N times without the speed check.
981 */
982 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED)
983 move_teleporter (op->more);
984
985 if (op->head)
986 head = op->head;
987
988 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
989 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
990 break;
991
992 /* If nothing above us to move, nothing to do */
993 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
994 return;
995
996 if (EXIT_PATH (head))
997 {
998 if (tmp->type == PLAYER)
999 {
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return;
1002
1003 enter_exit (tmp, head);
1004 }
1005 else
1006 /* Currently only players can transfer maps */
1007 return;
1008 }
1009 else if (EXIT_X (head) || EXIT_Y (head))
1010 {
1011 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1012 {
1013 LOG (llevError, "Removed illegal teleporter.\n");
1014 remove_ob (head);
1015 free_object (head);
1016 return;
1017 }
1018 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1019 return;
1020 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1021 }
1022 else
1023 {
1024 /* Random teleporter */
1025 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1026 return;
1027 teleport (head, TELEPORTER, tmp);
1028 }
1029 }
1030
1031
1032 /* This object will teleport someone to a different map
1033 and will also apply changes to the player from its inventory.
1034 This was invented for giving classes, but there's no reason it
1035 can't be generalized.
1036 */
1037
1038 void
1039 move_player_changer (object *op)
1040 {
1041 object *player;
1042 object *walk;
1043 char c;
1044
1045 if (!op->above || !EXIT_PATH (op))
1046 return;
1047
1048 /* This isn't all that great - means that the player_mover
1049 * needs to be on top.
1050 */
1051 if (op->above->type == PLAYER)
1052 {
1053 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1054 return;
1055 player = op->above;
1056
1057 for (walk = op->inv; walk != NULL; walk = walk->below)
1058 apply_changes_to_player (player, walk);
1059
1060 fix_player (player);
1061
1062 esrv_send_inventory (op->above, op->above);
1063 esrv_update_item (UPD_FACE, op->above, op->above);
1064
1065 /* update players death & WoR home-position */
1066 sscanf (EXIT_PATH (op), "%c", &c);
1067 if (c == '/')
1068 {
1069 strcpy (player->contr->savebed_map, EXIT_PATH (op));
1070 player->contr->bed_x = EXIT_X (op);
1071 player->contr->bed_y = EXIT_Y (op);
1072 }
1073 else
1074 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1075
1076 enter_exit (op->above, op);
1077 save_player (player, 1);
1078 }
1079 }
1080
1081 /* firewalls fire other spells.
1082 * The direction of the wall is stored in op->stats.sp.
1083 * walls can have hp, so they can be torn down.
1084 */
1085 void
1086 move_firewall (object *op)
1087 {
1088 object *spell;
1089
1090 if (!op->map)
1091 return; /* dm has created a firewall in his inventory */
1092
1093 spell = op->inv;
1094 if (!spell || spell->type != SPELL)
1095 spell = &op->other_arch->clone;
1096 if (!spell)
1097 {
1098 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y);
1099 return;
1100 }
1101
1102 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1103 }
1104
1105
1106 /* move_player_mover: this function takes a "player mover" as an
1107 * argument, and performs the function of a player mover, which is:
1108 *
1109 * a player mover finds any players that are sitting on it. It
1110 * moves them in the op->stats.sp direction. speed is how often it'll move.
1111 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1112 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1113 * it'll paralyze the victim for hp*his speed/op->speed
1114 */
1115 void
1116 move_player_mover (object *op)
1117 {
1118 object *victim, *nextmover;
1119 int dir = op->stats.sp;
1120 sint16 nx, ny;
1121 maptile *m;
1122
1123 /* Determine direction now for random movers so we do the right thing */
1124 if (!dir)
1125 dir = rndm (1, 8);
1126
1127 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1128 {
1129 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1130 (victim->move_type & op->move_type || !victim->move_type))
1131 {
1132
1133 if (victim->head)
1134 victim = victim->head;
1135
1136 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1137 {
1138 remove_ob (op);
1139 free_object (op);
1140 return;
1141 }
1142 nx = op->x + freearr_x[dir];
1143 ny = op->y + freearr_y[dir];
1144 m = op->map;
1145 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1146 {
1147 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y);
1148 return;
1149 }
1150
1151 if (should_director_abort (op, victim))
1152 return;
1153
1154 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1155 {
1156 if (nextmover->type == PLAYERMOVER)
1157 nextmover->speed_left = -.99;
1158 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1159 {
1160 op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1161 }
1162 }
1163
1164 if (victim->type == PLAYER)
1165 {
1166 /* only level >=1 movers move people */
1167 if (op->level)
1168 {
1169 /* Following is a bit of hack. We need to make sure it
1170 * is cleared, otherwise the player will get stuck in
1171 * place. This can happen if the player used a spell to
1172 * get to this space.
1173 */
1174 victim->contr->fire_on = 0;
1175 victim->speed_left = -FABS (victim->speed);
1176 move_player (victim, dir);
1177 }
1178 else
1179 return;
1180 }
1181 else
1182 move_object (victim, dir);
1183
1184 if (!op->stats.maxsp && op->attacktype)
1185 op->stats.maxsp = 2;
1186
1187 if (op->attacktype)
1188 { /* flag to paralyze the player */
1189
1190 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1191 /* Not sure why, but for some chars on metalforge, they
1192 * would sometimes get -inf speed_left, and from the
1193 * description, it could only happen here, so just put
1194 * a lower sanity limit. My only guess is that the
1195 * mover has 0 speed.
1196 */
1197 if (victim->speed_left < -5.0)
1198 victim->speed_left = -5.0;
1199 }
1200 }
1201 }
1202 }
1203
1204 /*
1205 * Will duplicate a specified object placed on top of it.
1206 * connected: what will trigger it.
1207 * level: multiplier. 0 to destroy.
1208 * other_arch: the object to look for and duplicate.
1209 */
1210
1211 void
1212 move_duplicator (object *op)
1213 {
1214 object *tmp;
1215
1216 if (!op->other_arch)
1217 {
1218 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap");
1219 return;
1220 }
1221
1222 if (op->above == NULL)
1223 return;
1224 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
1225 {
1226 if (strcmp (op->other_arch->name, tmp->arch->name) == 0)
1227 {
1228 if (op->level <= 0)
1229 {
1230 remove_ob (tmp);
1231 free_object (tmp);
1232 }
1233 else
1234 {
1235 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1236
1237 if (new_nrof >= 1UL << 31)
1238 new_nrof = 1UL << 31;
1239 tmp->nrof = new_nrof;
1240 }
1241 break;
1242 }
1243 }
1244 }
1245
1246 /* move_creator (by peterm)
1247 * it has the creator object create it's other_arch right on top of it.
1248 * connected: what will trigger it
1249 * hp: how many times it may create before stopping
1250 * lifesave: if set, it'll never disappear but will go on creating
1251 * everytime it's triggered
1252 * other_arch: the object to create
1253 * Note this can create large objects, however, in that case, it
1254 * has to make sure that there is in fact space for the object.
1255 * It should really do this for small objects also, but there is
1256 * more concern with large objects, most notably a part being placed
1257 * outside of the map which would cause the server to crash
1258 */
1259
1260 void
1261 move_creator (object *creator)
1262 {
1263 object *new_ob;
1264
1265 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1266 {
1267 creator->stats.hp = -1;
1268 return;
1269 }
1270
1271 if (creator->inv != NULL)
1272 {
1273 object *ob;
1274 int i;
1275 object *ob_to_copy;
1276
1277 /* select random object from inventory to copy */
1278 ob_to_copy = creator->inv;
1279 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1280 {
1281 if (rndm (0, i) == 0)
1282 {
1283 ob_to_copy = ob;
1284 }
1285 }
1286 new_ob = object_create_clone (ob_to_copy);
1287 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1288 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1289 }
1290 else
1291 {
1292 if (creator->other_arch == NULL)
1293 {
1294 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path,
1295 creator->x, creator->y);
1296 return;
1297 }
1298
1299 new_ob = object_create_arch (creator->other_arch);
1300 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1301 }
1302
1303 /* Make sure this multipart object fits */
1304 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1305 {
1306 free_object (new_ob);
1307 return;
1308 }
1309
1310 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1311 if (QUERY_FLAG (new_ob, FLAG_FREED))
1312 return;
1313
1314 if (creator->slaying)
1315 {
1316 new_ob->name = new_ob->title = creator->slaying;
1317 }
1318 }
1319
1320 /* move_marker --peterm@soda.csua.berkeley.edu
1321 when moved, a marker will search for a player sitting above
1322 it, and insert an invisible, weightless force into him
1323 with a specific code as the slaying field.
1324 At that time, it writes the contents of its own message
1325 field to the player. The marker will decrement hp to
1326 0 and then delete itself every time it grants a mark.
1327 unless hp was zero to start with, in which case it is infinite.*/
1328
1329 void
1330 move_marker (object *op)
1331 {
1332 object *tmp, *tmp2;
1333
1334 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1335 {
1336 if (tmp->type == PLAYER)
1337 { /* we've got someone to MARK */
1338
1339 /* remove an old force with a slaying field == op->name */
1340 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1341 {
1342 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1343 break;
1344 }
1345
1346 if (tmp2)
1347 {
1348 remove_ob (tmp2);
1349 free_object (tmp2);
1350 }
1351
1352 /* cycle through his inventory to look for the MARK we want to
1353 * place
1354 */
1355 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1356 {
1357 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1358 break;
1359 }
1360
1361 /* if we didn't find our own MARK */
1362 if (tmp2 == NULL)
1363 {
1364 object *force = get_archetype (FORCE_NAME);
1365
1366 force->speed = 0;
1367 if (op->stats.food)
1368 {
1369 force->speed = 0.01;
1370 force->speed_left = -op->stats.food;
1371 }
1372 update_ob_speed (force);
1373 /* put in the lock code */
1374 force->slaying = op->slaying;
1375
1376 if (op->lore)
1377 force->lore = op->lore;
1378
1379 insert_ob_in_ob (force, tmp);
1380 if (op->msg)
1381 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1382
1383 if (op->stats.hp > 0)
1384 {
1385 op->stats.hp--;
1386 if (op->stats.hp == 0)
1387 {
1388 /* marker expires--granted mark number limit */
1389 remove_ob (op);
1390 free_object (op);
1391 return;
1392 }
1393 }
1394 } /* if tmp2 == NULL */
1395 } /* if tmp->type == PLAYER */
1396 } /* For all objects on this space */
1397 }
1398
1399 int
1400 process_object (object *op)
1401 {
1402 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1403 return 0;
1404
1405 if (INVOKE_OBJECT (TICK, op))
1406 return 0;
1407
1408 if (QUERY_FLAG (op, FLAG_MONSTER))
1409 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1410 return 1;
1411
1412 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1413 {
1414 if (op->type == PLAYER)
1415 animate_object (op, op->facing);
1416 else
1417 animate_object (op, op->direction);
1418
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_seen (op);
1421 }
1422
1423 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1424 {
1425 change_object (op);
1426 return 1;
1427 }
1428
1429 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1430 generate_monster (op);
1431
1432 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1433 {
1434 if (QUERY_FLAG (op, FLAG_APPLIED))
1435 remove_force (op);
1436 else
1437 {
1438 /* IF necessary, delete the item from the players inventory */
1439 object *pl = is_player_inv (op);
1440
1441 if (pl)
1442 esrv_del_item (pl->contr, op->count);
1443
1444 remove_ob (op);
1445
1446 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1447 make_sure_not_seen (op);
1448
1449 free_object (op);
1450 }
1451
1452 return 1;
1453 }
1454
1455 switch (op->type)
1456 {
1457 case SPELL_EFFECT:
1458 move_spell_effect (op);
1459 return 1;
1460
1461 case ROD:
1462 case HORN:
1463 regenerate_rod (op);
1464 return 1;
1465
1466 case FORCE:
1467 case POTION_EFFECT:
1468 remove_force (op);
1469 return 1;
1470
1471 case BLINDNESS:
1472 remove_blindness (op);
1473 return 0;
1474
1475 case POISONING:
1476 poison_more (op);
1477 return 0;
1478
1479 case DISEASE:
1480 move_disease (op);
1481 return 0;
1482
1483 case SYMPTOM:
1484 move_symptom (op);
1485 return 0;
1486
1487 case THROWN_OBJ:
1488 case ARROW:
1489 move_arrow (op);
1490 return 0;
1491
1492 case LIGHTNING: /* It now moves twice as fast */
1493 move_bolt (op);
1494 return 0;
1495
1496 case DOOR:
1497 remove_door (op);
1498 return 0;
1499
1500 case LOCKED_DOOR:
1501 remove_door2 (op);
1502 return 0;
1503
1504 case TELEPORTER:
1505 move_teleporter (op);
1506 return 0;
1507
1508 case GOLEM:
1509 move_golem (op);
1510 return 0;
1511
1512 case EARTHWALL:
1513 hit_player (op, 2, op, AT_PHYSICAL, 1);
1514 return 0;
1515
1516 case FIREWALL:
1517 move_firewall (op);
1518 if (op->stats.maxsp)
1519 animate_turning (op);
1520 return 0;
1521
1522 case MOOD_FLOOR:
1523 do_mood_floor (op);
1524 return 0;
1525
1526 case GATE:
1527 move_gate (op);
1528 return 0;
1529
1530 case TIMED_GATE:
1531 move_timed_gate (op);
1532 return 0;
1533
1534 case TRIGGER:
1535 case TRIGGER_BUTTON:
1536 case TRIGGER_PEDESTAL:
1537 case TRIGGER_ALTAR:
1538 animate_trigger (op);
1539 return 0;
1540
1541 case DETECTOR:
1542 move_detector (op);
1543
1544 case DIRECTOR:
1545 if (op->stats.maxsp)
1546 animate_turning (op);
1547 return 0;
1548
1549 case HOLE:
1550 move_hole (op);
1551 return 0;
1552
1553 case DEEP_SWAMP:
1554 move_deep_swamp (op);
1555 return 0;
1556
1557 case RUNE:
1558 case TRAP:
1559 move_rune (op);
1560 return 0;
1561
1562 case PLAYERMOVER:
1563 move_player_mover (op);
1564 return 0;
1565
1566 case CREATOR:
1567 move_creator (op);
1568 return 0;
1569
1570 case MARKER:
1571 move_marker (op);
1572 return 0;
1573
1574 case PLAYER_CHANGER:
1575 move_player_changer (op);
1576 return 0;
1577
1578 case PEACEMAKER:
1579 move_peacemaker (op);
1580 return 0;
1581 }
1582
1583 return 0;
1584 }