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Revision: 1.27
Committed: Tue Dec 26 09:52:40 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.26: +2 -2 lines
Log Message:
more cleanups and bugfixes, we are reaching a local peak of stability now

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