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Revision: 1.14
Committed: Thu Sep 21 18:58:39 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.13: +8 -7 lines
Log Message:
fix yet another crash bug

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
743 if (op->last_sp-- < 0)
744 {
745 stop_arrow (op);
746 return;
747 }
748 }
749
750 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
751 values look rediculous. */
752 if (op->speed < 0.5 && op->type == ARROW)
753 {
754 stop_arrow (op);
755 return;
756 }
757
758 /* Calculate target map square */
759 new_x = op->x + DIRX (op);
760 new_y = op->y + DIRY (op);
761 was_reflected = 0;
762
763 m = op->map;
764 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
765
766 if (mflags & P_OUT_OF_MAP)
767 {
768 stop_arrow (op);
769 return;
770 }
771
772 /* only need to look for living creatures if this flag is set */
773 if (mflags & P_IS_ALIVE)
774 {
775 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
776 if (QUERY_FLAG (tmp, FLAG_ALIVE))
777 break;
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 if (tmp && tmp != op->owner)
784 {
785 /* Found living object, but it is reflecting the missile. Update
786 * as below. (Note that for living creatures there is a small
787 * chance that reflect_missile fails.)
788 */
789 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
790 {
791 int number = op->face->number;
792
793 op->direction = absdir (op->direction + 4);
794 op->state = 0;
795
796 if (GET_ANIM_ID (op))
797 {
798 number += 4;
799
800 if (number > GET_ANIMATION (op, 8))
801 number -= 8;
802
803 op->face = &new_faces[number];
804 }
805
806 was_reflected = 1; /* skip normal movement calculations */
807 }
808 else
809 {
810 /* Attack the object. */
811 op = hit_with_arrow (op, tmp);
812
813 if (!op)
814 return;
815 }
816 } /* if this is not hitting its owner */
817 } /* if there is something alive on this space */
818
819 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
820 {
821 int retry = 0;
822
823 /* if the object doesn't reflect, stop the arrow from moving
824 * note that this code will now catch cases where a monster is
825 * on a wall but has reflecting - the arrow won't reflect.
826 * Mapmakers shouldn't put monsters on top of wall in the first
827 * place, so I don't consider that a problem.
828 */
829 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
830 {
831 stop_arrow (op);
832 return;
833 }
834 else
835 {
836 /* If one of the major directions (n,s,e,w), just reverse it */
837 if (op->direction & 1)
838 {
839 op->direction = absdir (op->direction + 4);
840 retry = 1;
841 }
842 /* There were two blocks with identical code -
843 * use this retry here to make this one block
844 * that did the same thing.
845 */
846 while (retry < 2)
847 {
848 int left, right, mflags;
849 maptile *m1;
850 sint16 x1, y1;
851
852 retry++;
853
854 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
855 * over a corner in a tiled map, it is possible that
856 * op->direction is within an adjacent map but either
857 * op->direction-1 or op->direction+1 does not exist.
858 */
859 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)],
860 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1);
861 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
862
863 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)],
864 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1);
865 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
866
867 if (left == right)
868 op->direction = absdir (op->direction + 4);
869 else if (left)
870 op->direction = absdir (op->direction + 2);
871 else if (right)
872 op->direction = absdir (op->direction - 2);
873
874 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
875
876 /* If this space is not out of the map and not blocked, valid space -
877 * don't need to retry again.
878 */
879 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
880 break;
881
882 }
883 /* Couldn't find a direction to move the arrow to - just
884 * top it from moving.
885 */
886 if (retry == 2)
887 {
888 stop_arrow (op);
889 return;
890 }
891 /* update object image for new facing */
892 /* many thrown objects *don't* have more than one face */
893 if (GET_ANIM_ID (op))
894 SET_ANIMATION (op, op->direction);
895 } /* object is reflected */
896 } /* object ran into a wall */
897
898 /* Move the arrow. */
899 remove_ob (op);
900 op->x = new_x;
901 op->y = new_y;
902
903 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
904 * about 17 squares. Tune as needed.
905 */
906 op->speed -= 0.05;
907 insert_ob_in_map (op, m, op, 0);
908 }
909
910 /* This routine doesnt seem to work for "inanimate" objects that
911 * are being carried, ie a held torch leaps from your hands!.
912 * Modified this routine to allow held objects. b.t. */
913
914 void
915 change_object (object *op)
916 { /* Doesn`t handle linked objs yet */
917 object *tmp, *env, *pl;
918 int i, j;
919
920 if (op->other_arch == NULL)
921 {
922 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
923 return;
924 }
925
926 /* In non-living items only change when food value is 0 */
927 if (!QUERY_FLAG (op, FLAG_ALIVE))
928 {
929 if (op->stats.food-- > 0)
930 return;
931 else
932 op->stats.food = 1; /* so 1 other_arch is made */
933 }
934 env = op->env;
935 remove_ob (op);
936 for (i = 0; i < NROFNEWOBJS (op); i++)
937 {
938 tmp = arch_to_object (op->other_arch);
939 if (op->type == LAMP)
940 tmp->stats.food = op->stats.food - 1;
941 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
942 if (env)
943 {
944 tmp->x = env->x, tmp->y = env->y;
945 tmp = insert_ob_in_ob (tmp, env);
946 /* If this object is the players inventory, we need to tell the
947 * client of the change. Insert_ob_in_map takes care of the
948 * updating the client, so we don't need to do that below.
949 */
950 if ((pl = is_player_inv (env)) != NULL)
951 {
952 esrv_del_item (pl->contr, op->count);
953 esrv_send_item (pl, tmp);
954 }
955 }
956 else
957 {
958 j = find_first_free_spot (tmp, op->map, op->x, op->y);
959 if (j == -1) /* No free spot */
960 free_object (tmp);
961 else
962 {
963 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
964 insert_ob_in_map (tmp, op->map, op, 0);
965 }
966 }
967 }
968 free_object (op);
969 }
970
971 void
972 move_teleporter (object *op)
973 {
974 object *tmp, *head = op;
975
976 /* if this is a multipart teleporter, handle the other parts
977 * The check for speed isn't strictly needed - basically, if
978 * there is an old multipart teleporter in which the other parts
979 * have speed, we don't really want to call it twice for the same
980 * function - in fact, as written below, part N would get called
981 * N times without the speed check.
982 */
983 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED)
984 move_teleporter (op->more);
985
986 if (op->head)
987 head = op->head;
988
989 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
990 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
991 break;
992
993 /* If nothing above us to move, nothing to do */
994 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
995 return;
996
997 if (EXIT_PATH (head))
998 {
999 if (tmp->type == PLAYER)
1000 {
1001 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1002 return;
1003
1004 enter_exit (tmp, head);
1005 }
1006 else
1007 /* Currently only players can transfer maps */
1008 return;
1009 }
1010 else if (EXIT_X (head) || EXIT_Y (head))
1011 {
1012 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1013 {
1014 LOG (llevError, "Removed illegal teleporter.\n");
1015 remove_ob (head);
1016 free_object (head);
1017 return;
1018 }
1019 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1020 return;
1021 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1022 }
1023 else
1024 {
1025 /* Random teleporter */
1026 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1027 return;
1028 teleport (head, TELEPORTER, tmp);
1029 }
1030 }
1031
1032
1033 /* This object will teleport someone to a different map
1034 and will also apply changes to the player from its inventory.
1035 This was invented for giving classes, but there's no reason it
1036 can't be generalized.
1037 */
1038
1039 void
1040 move_player_changer (object *op)
1041 {
1042 object *player;
1043 object *walk;
1044 char c;
1045
1046 if (!op->above || !EXIT_PATH (op))
1047 return;
1048
1049 /* This isn't all that great - means that the player_mover
1050 * needs to be on top.
1051 */
1052 if (op->above->type == PLAYER)
1053 {
1054 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1055 return;
1056 player = op->above;
1057
1058 for (walk = op->inv; walk != NULL; walk = walk->below)
1059 apply_changes_to_player (player, walk);
1060
1061 fix_player (player);
1062
1063 esrv_send_inventory (op->above, op->above);
1064 esrv_update_item (UPD_FACE, op->above, op->above);
1065
1066 /* update players death & WoR home-position */
1067 sscanf (EXIT_PATH (op), "%c", &c);
1068 if (c == '/')
1069 {
1070 strcpy (player->contr->savebed_map, EXIT_PATH (op));
1071 player->contr->bed_x = EXIT_X (op);
1072 player->contr->bed_y = EXIT_Y (op);
1073 }
1074 else
1075 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1076
1077 enter_exit (op->above, op);
1078 save_player (player, 1);
1079 }
1080 }
1081
1082 /* firewalls fire other spells.
1083 * The direction of the wall is stored in op->stats.sp.
1084 * walls can have hp, so they can be torn down.
1085 */
1086 void
1087 move_firewall (object *op)
1088 {
1089 object *spell;
1090
1091 if (!op->map)
1092 return; /* dm has created a firewall in his inventory */
1093
1094 spell = op->inv;
1095 if (!spell || spell->type != SPELL)
1096 spell = &op->other_arch->clone;
1097 if (!spell)
1098 {
1099 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y);
1100 return;
1101 }
1102
1103 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1104 }
1105
1106
1107 /* move_player_mover: this function takes a "player mover" as an
1108 * argument, and performs the function of a player mover, which is:
1109 *
1110 * a player mover finds any players that are sitting on it. It
1111 * moves them in the op->stats.sp direction. speed is how often it'll move.
1112 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1113 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1114 * it'll paralyze the victim for hp*his speed/op->speed
1115 */
1116 void
1117 move_player_mover (object *op)
1118 {
1119 object *victim, *nextmover;
1120 int dir = op->stats.sp;
1121 sint16 nx, ny;
1122 maptile *m;
1123
1124 /* Determine direction now for random movers so we do the right thing */
1125 if (!dir)
1126 dir = rndm (1, 8);
1127
1128 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1129 {
1130 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1131 (victim->move_type & op->move_type || !victim->move_type))
1132 {
1133
1134 if (victim->head)
1135 victim = victim->head;
1136
1137 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1138 {
1139 remove_ob (op);
1140 free_object (op);
1141 return;
1142 }
1143 nx = op->x + freearr_x[dir];
1144 ny = op->y + freearr_y[dir];
1145 m = op->map;
1146 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1147 {
1148 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y);
1149 return;
1150 }
1151
1152 if (should_director_abort (op, victim))
1153 return;
1154
1155 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1156 {
1157 if (nextmover->type == PLAYERMOVER)
1158 nextmover->speed_left = -.99;
1159 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1160 {
1161 op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1162 }
1163 }
1164
1165 if (victim->type == PLAYER)
1166 {
1167 /* only level >=1 movers move people */
1168 if (op->level)
1169 {
1170 /* Following is a bit of hack. We need to make sure it
1171 * is cleared, otherwise the player will get stuck in
1172 * place. This can happen if the player used a spell to
1173 * get to this space.
1174 */
1175 victim->contr->fire_on = 0;
1176 victim->speed_left = -FABS (victim->speed);
1177 move_player (victim, dir);
1178 }
1179 else
1180 return;
1181 }
1182 else
1183 move_object (victim, dir);
1184
1185 if (!op->stats.maxsp && op->attacktype)
1186 op->stats.maxsp = 2;
1187
1188 if (op->attacktype)
1189 { /* flag to paralyze the player */
1190
1191 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1192 /* Not sure why, but for some chars on metalforge, they
1193 * would sometimes get -inf speed_left, and from the
1194 * description, it could only happen here, so just put
1195 * a lower sanity limit. My only guess is that the
1196 * mover has 0 speed.
1197 */
1198 if (victim->speed_left < -5.0)
1199 victim->speed_left = -5.0;
1200 }
1201 }
1202 }
1203 }
1204
1205 /*
1206 * Will duplicate a specified object placed on top of it.
1207 * connected: what will trigger it.
1208 * level: multiplier. 0 to destroy.
1209 * other_arch: the object to look for and duplicate.
1210 */
1211
1212 void
1213 move_duplicator (object *op)
1214 {
1215 object *tmp;
1216
1217 if (!op->other_arch)
1218 {
1219 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap");
1220 return;
1221 }
1222
1223 if (op->above == NULL)
1224 return;
1225 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
1226 {
1227 if (strcmp (op->other_arch->name, tmp->arch->name) == 0)
1228 {
1229 if (op->level <= 0)
1230 {
1231 remove_ob (tmp);
1232 free_object (tmp);
1233 }
1234 else
1235 {
1236 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1237
1238 if (new_nrof >= 1UL << 31)
1239 new_nrof = 1UL << 31;
1240 tmp->nrof = new_nrof;
1241 }
1242 break;
1243 }
1244 }
1245 }
1246
1247 /* move_creator (by peterm)
1248 * it has the creator object create it's other_arch right on top of it.
1249 * connected: what will trigger it
1250 * hp: how many times it may create before stopping
1251 * lifesave: if set, it'll never disappear but will go on creating
1252 * everytime it's triggered
1253 * other_arch: the object to create
1254 * Note this can create large objects, however, in that case, it
1255 * has to make sure that there is in fact space for the object.
1256 * It should really do this for small objects also, but there is
1257 * more concern with large objects, most notably a part being placed
1258 * outside of the map which would cause the server to crash
1259 */
1260
1261 void
1262 move_creator (object *creator)
1263 {
1264 object *new_ob;
1265
1266 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1267 {
1268 creator->stats.hp = -1;
1269 return;
1270 }
1271
1272 if (creator->inv != NULL)
1273 {
1274 object *ob;
1275 int i;
1276 object *ob_to_copy;
1277
1278 /* select random object from inventory to copy */
1279 ob_to_copy = creator->inv;
1280 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1281 {
1282 if (rndm (0, i) == 0)
1283 {
1284 ob_to_copy = ob;
1285 }
1286 }
1287 new_ob = object_create_clone (ob_to_copy);
1288 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1289 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1290 }
1291 else
1292 {
1293 if (creator->other_arch == NULL)
1294 {
1295 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path,
1296 creator->x, creator->y);
1297 return;
1298 }
1299
1300 new_ob = object_create_arch (creator->other_arch);
1301 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1302 }
1303
1304 /* Make sure this multipart object fits */
1305 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1306 {
1307 free_object (new_ob);
1308 return;
1309 }
1310
1311 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1312 if (QUERY_FLAG (new_ob, FLAG_FREED))
1313 return;
1314
1315 if (creator->slaying)
1316 {
1317 new_ob->name = new_ob->title = creator->slaying;
1318 }
1319 }
1320
1321 /* move_marker --peterm@soda.csua.berkeley.edu
1322 when moved, a marker will search for a player sitting above
1323 it, and insert an invisible, weightless force into him
1324 with a specific code as the slaying field.
1325 At that time, it writes the contents of its own message
1326 field to the player. The marker will decrement hp to
1327 0 and then delete itself every time it grants a mark.
1328 unless hp was zero to start with, in which case it is infinite.*/
1329
1330 void
1331 move_marker (object *op)
1332 {
1333 object *tmp, *tmp2;
1334
1335 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1336 {
1337 if (tmp->type == PLAYER)
1338 { /* we've got someone to MARK */
1339
1340 /* remove an old force with a slaying field == op->name */
1341 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1342 {
1343 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1344 break;
1345 }
1346
1347 if (tmp2)
1348 {
1349 remove_ob (tmp2);
1350 free_object (tmp2);
1351 }
1352
1353 /* cycle through his inventory to look for the MARK we want to
1354 * place
1355 */
1356 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1357 {
1358 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1359 break;
1360 }
1361
1362 /* if we didn't find our own MARK */
1363 if (tmp2 == NULL)
1364 {
1365 object *force = get_archetype (FORCE_NAME);
1366
1367 force->speed = 0;
1368 if (op->stats.food)
1369 {
1370 force->speed = 0.01;
1371 force->speed_left = -op->stats.food;
1372 }
1373 update_ob_speed (force);
1374 /* put in the lock code */
1375 force->slaying = op->slaying;
1376
1377 if (op->lore)
1378 force->lore = op->lore;
1379
1380 insert_ob_in_ob (force, tmp);
1381 if (op->msg)
1382 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1383
1384 if (op->stats.hp > 0)
1385 {
1386 op->stats.hp--;
1387 if (op->stats.hp == 0)
1388 {
1389 /* marker expires--granted mark number limit */
1390 remove_ob (op);
1391 free_object (op);
1392 return;
1393 }
1394 }
1395 } /* if tmp2 == NULL */
1396 } /* if tmp->type == PLAYER */
1397 } /* For all objects on this space */
1398 }
1399
1400 int
1401 process_object (object *op)
1402 {
1403 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1404 return 0;
1405
1406 if (INVOKE_OBJECT (TICK, op))
1407 return 0;
1408
1409 if (QUERY_FLAG (op, FLAG_MONSTER))
1410 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1411 return 1;
1412
1413 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1414 {
1415 if (op->type == PLAYER)
1416 animate_object (op, op->facing);
1417 else
1418 animate_object (op, op->direction);
1419
1420 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1421 make_sure_seen (op);
1422 }
1423
1424 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1425 {
1426 change_object (op);
1427 return 1;
1428 }
1429
1430 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1431 generate_monster (op);
1432
1433 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1434 {
1435 if (QUERY_FLAG (op, FLAG_APPLIED))
1436 remove_force (op);
1437 else
1438 {
1439 /* IF necessary, delete the item from the players inventory */
1440 object *pl = is_player_inv (op);
1441
1442 if (pl)
1443 esrv_del_item (pl->contr, op->count);
1444
1445 remove_ob (op);
1446
1447 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1448 make_sure_not_seen (op);
1449
1450 free_object (op);
1451 }
1452
1453 return 1;
1454 }
1455
1456 switch (op->type)
1457 {
1458 case SPELL_EFFECT:
1459 move_spell_effect (op);
1460 return 1;
1461
1462 case ROD:
1463 case HORN:
1464 regenerate_rod (op);
1465 return 1;
1466
1467 case FORCE:
1468 case POTION_EFFECT:
1469 remove_force (op);
1470 return 1;
1471
1472 case BLINDNESS:
1473 remove_blindness (op);
1474 return 0;
1475
1476 case POISONING:
1477 poison_more (op);
1478 return 0;
1479
1480 case DISEASE:
1481 move_disease (op);
1482 return 0;
1483
1484 case SYMPTOM:
1485 move_symptom (op);
1486 return 0;
1487
1488 case THROWN_OBJ:
1489 case ARROW:
1490 move_arrow (op);
1491 return 0;
1492
1493 case LIGHTNING: /* It now moves twice as fast */
1494 move_bolt (op);
1495 return 0;
1496
1497 case DOOR:
1498 remove_door (op);
1499 return 0;
1500
1501 case LOCKED_DOOR:
1502 remove_door2 (op);
1503 return 0;
1504
1505 case TELEPORTER:
1506 move_teleporter (op);
1507 return 0;
1508
1509 case GOLEM:
1510 move_golem (op);
1511 return 0;
1512
1513 case EARTHWALL:
1514 hit_player (op, 2, op, AT_PHYSICAL, 1);
1515 return 0;
1516
1517 case FIREWALL:
1518 move_firewall (op);
1519 if (op->stats.maxsp)
1520 animate_turning (op);
1521 return 0;
1522
1523 case MOOD_FLOOR:
1524 do_mood_floor (op);
1525 return 0;
1526
1527 case GATE:
1528 move_gate (op);
1529 return 0;
1530
1531 case TIMED_GATE:
1532 move_timed_gate (op);
1533 return 0;
1534
1535 case TRIGGER:
1536 case TRIGGER_BUTTON:
1537 case TRIGGER_PEDESTAL:
1538 case TRIGGER_ALTAR:
1539 animate_trigger (op);
1540 return 0;
1541
1542 case DETECTOR:
1543 move_detector (op);
1544
1545 case DIRECTOR:
1546 if (op->stats.maxsp)
1547 animate_turning (op);
1548 return 0;
1549
1550 case HOLE:
1551 move_hole (op);
1552 return 0;
1553
1554 case DEEP_SWAMP:
1555 move_deep_swamp (op);
1556 return 0;
1557
1558 case RUNE:
1559 case TRAP:
1560 move_rune (op);
1561 return 0;
1562
1563 case PLAYERMOVER:
1564 move_player_mover (op);
1565 return 0;
1566
1567 case CREATOR:
1568 move_creator (op);
1569 return 0;
1570
1571 case MARKER:
1572 move_marker (op);
1573 return 0;
1574
1575 case PLAYER_CHANGER:
1576 move_player_changer (op);
1577 return 0;
1578
1579 case PEACEMAKER:
1580 move_peacemaker (op);
1581 return 0;
1582 }
1583
1584 return 0;
1585 }