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Revision: 1.33
Committed: Sat Jan 6 14:42:31 2007 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.32: +1 -0 lines
Log Message:
added some copyrights

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 /*
26 * Routines that is executed from objects based on their speed have been
27 * collected in this file.
28 */
29
30 #include <global.h>
31 #include <spells.h>
32 #include <sproto.h>
33
34 /* The following removes doors. The functions check to see if similar
35 * doors are next to the one that is being removed, and if so, set it
36 * so those will be removed shortly (in a cascade like fashion.)
37 */
38
39 void
40 remove_door (object *op)
41 {
42 int i;
43 object *tmp;
44
45 for (i = 1; i < 9; i += 2)
46 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
47 {
48 tmp->set_speed (0.1);
49 tmp->speed_left = -0.2;
50 }
51
52 if (op->other_arch)
53 {
54 tmp = arch_to_object (op->other_arch);
55 tmp->x = op->x;
56 tmp->y = op->y;
57 tmp->map = op->map;
58 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0);
60 }
61
62 op->destroy ();
63 }
64
65 void
66 remove_door2 (object *op)
67 {
68 int i;
69 object *tmp;
70
71 for (i = 1; i < 9; i += 2)
72 {
73 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
76 tmp->set_speed (0.1);
77 tmp->speed_left = -0.2;
78 }
79 }
80
81 if (op->other_arch)
82 {
83 tmp = arch_to_object (op->other_arch);
84 tmp->x = op->x;
85 tmp->y = op->y;
86 tmp->map = op->map;
87 tmp->level = op->level;
88 insert_ob_in_map (tmp, op->map, op, 0);
89 }
90
91 op->destroy ();
92 }
93
94 /* Will generate a monster according to content
95 * of generator.
96 */
97 void
98 generate_monster_inv (object *gen)
99 {
100 int i;
101 object *op, *head = NULL;
102
103 int qty = 0;
104
105 /* Code below assumes the generator is on a map, as it tries
106 * to place the monster on the map. So if the generator
107 * isn't on a map, complain and exit.
108 */
109 if (gen->map == NULL)
110 {
111 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
112 return;
113 }
114 /*First count numer of objects in inv */
115 for (op = gen->inv; op; op = op->below)
116 qty++;
117 if (!qty)
118 {
119 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
120 return; /*No inventory */
121 }
122 qty = rndm (0, qty - 1);
123 for (op = gen->inv; qty; qty--)
124 op = op->below;
125 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
126 if (i == -1)
127 return;
128 head = object_create_clone (op);
129 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
130 unflag_inv (head, FLAG_IS_A_TEMPLATE);
131 if (rndm (0, 9))
132 generate_artifact (head, gen->map->difficulty);
133 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
134 if (QUERY_FLAG (head, FLAG_FREED))
135 return;
136 if (head->has_random_items ())
137 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
138 }
139
140 void
141 generate_monster_arch (object *gen)
142 {
143 int i;
144 object *op, *head = NULL, *prev = NULL;
145 archetype *at = gen->other_arch;
146
147 if (!gen->other_arch)
148 return;
149
150 /* Code below assumes the generator is on a map, as it tries
151 * to place the monster on the map. So if the generator
152 * isn't on a map, complain and exit.
153 */
154 if (!gen->map)
155 return;
156
157 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
158 if (i == -1)
159 return;
160
161 while (at)
162 {
163 op = arch_to_object (at);
164 op->x = gen->x + freearr_x[i] + at->clone.x;
165 op->y = gen->y + freearr_y[i] + at->clone.y;
166
167 if (head)
168 op->head = head, prev->more = op;
169
170 if (rndm (0, 9))
171 generate_artifact (op, gen->map->difficulty);
172
173 insert_ob_in_map (op, gen->map, gen, 0);
174 if (QUERY_FLAG (op, FLAG_FREED))
175 return;
176
177 if (op->has_random_items ())
178 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
179
180 if (head == NULL)
181 head = op;
182
183 prev = op;
184 at = at->more;
185 }
186 }
187
188 void
189 generate_monster (object *gen)
190 {
191
192 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
193 return;
194
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 if (op->env)
209 switch (op->subtype)
210 {
211 case FORCE_CONFUSION:
212 CLEAR_FLAG (op->env, FLAG_CONFUSED);
213 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
214
215 default:
216 CLEAR_FLAG (op, FLAG_APPLIED);
217 change_abil (op->env, op);
218 op->env->update_stats ();
219 }
220
221 op->destroy ();
222 }
223
224 void
225 remove_blindness (object *op)
226 {
227 if (--op->stats.food > 0)
228 return;
229
230 CLEAR_FLAG (op, FLAG_APPLIED);
231
232 if (op->env)
233 {
234 change_abil (op->env, op);
235 op->env->update_stats ();
236 }
237
238 op->destroy ();
239 }
240
241 void
242 poison_more (object *op)
243 {
244 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
245 {
246 op->destroy ();
247 return;
248 }
249
250 if (op->stats.food == 1)
251 {
252 /* need to remove the object before fix_player is called, else fix_player
253 * will not do anything.
254 */
255 if (op->env->type == PLAYER)
256 {
257 CLEAR_FLAG (op, FLAG_APPLIED);
258 op->env->update_stats ();
259 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
260 }
261
262 op->destroy ();
263 return;
264 }
265
266 if (op->env->type == PLAYER)
267 {
268 op->env->stats.food--;
269 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
270 }
271
272 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->has_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 && !op->more->has_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 tmp->enter_exit (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 void
1027 move_player_changer (object *op)
1028 {
1029 object *player;
1030 object *walk;
1031 char c;
1032
1033 if (!op->above || !EXIT_PATH (op))
1034 return;
1035
1036 /* This isn't all that great - means that the player_mover
1037 * needs to be on top.
1038 */
1039 if (op->above->type == PLAYER)
1040 {
1041 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1042 return;
1043 player = op->above;
1044
1045 for (walk = op->inv; walk != NULL; walk = walk->below)
1046 apply_changes_to_player (player, walk);
1047
1048 player->update_stats ();
1049
1050 esrv_send_inventory (op->above, op->above);
1051 esrv_update_item (UPD_FACE, op->above, op->above);
1052
1053 /* update players death & WoR home-position */
1054 sscanf (EXIT_PATH (op), "%c", &c);
1055 if (c == '/')
1056 {
1057 player->contr->savebed_map = EXIT_PATH (op);
1058 player->contr->bed_x = EXIT_X (op);
1059 player->contr->bed_y = EXIT_Y (op);
1060 }
1061 else
1062 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1063
1064 op->above->enter_exit (op);
1065 player->contr->save ();
1066 }
1067 }
1068
1069 /* firewalls fire other spells.
1070 * The direction of the wall is stored in op->stats.sp.
1071 * walls can have hp, so they can be torn down.
1072 */
1073 void
1074 move_firewall (object *op)
1075 {
1076 object *spell;
1077
1078 if (!op->map)
1079 return; /* dm has created a firewall in his inventory */
1080
1081 spell = op->inv;
1082
1083 if (!spell || spell->type != SPELL)
1084 spell = &op->other_arch->clone;
1085
1086 if (!spell)
1087 {
1088 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1089 return;
1090 }
1091
1092 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1093 }
1094
1095 /* move_player_mover: this function takes a "player mover" as an
1096 * argument, and performs the function of a player mover, which is:
1097 *
1098 * a player mover finds any players that are sitting on it. It
1099 * moves them in the op->stats.sp direction. speed is how often it'll move.
1100 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1101 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1102 * it'll paralyze the victim for hp*his speed/op->speed
1103 */
1104 void
1105 move_player_mover (object *op)
1106 {
1107 object *victim, *nextmover;
1108 int dir = op->stats.sp;
1109 sint16 nx, ny;
1110 maptile *m;
1111
1112 /* Determine direction now for random movers so we do the right thing */
1113 if (!dir)
1114 dir = rndm (1, 8);
1115
1116 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1117 {
1118 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1119 (victim->move_type & op->move_type || !victim->move_type))
1120 {
1121
1122 if (victim->head)
1123 victim = victim->head;
1124
1125 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1126 {
1127 op->remove ();
1128 return;
1129 }
1130
1131 nx = op->x + freearr_x[dir];
1132 ny = op->y + freearr_y[dir];
1133 m = op->map;
1134 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1135 {
1136 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1137 return;
1138 }
1139
1140 if (should_director_abort (op, victim))
1141 return;
1142
1143 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1144 {
1145 if (nextmover->type == PLAYERMOVER)
1146 nextmover->speed_left = -.99;
1147 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1148 {
1149 op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1150 }
1151 }
1152
1153 if (victim->type == PLAYER)
1154 {
1155 /* only level >=1 movers move people */
1156 if (op->level)
1157 {
1158 /* Following is a bit of hack. We need to make sure it
1159 * is cleared, otherwise the player will get stuck in
1160 * place. This can happen if the player used a spell to
1161 * get to this space.
1162 */
1163 victim->contr->fire_on = 0;
1164 victim->speed_left = -FABS (victim->speed);
1165 move_player (victim, dir);
1166 }
1167 else
1168 return;
1169 }
1170 else
1171 move_object (victim, dir);
1172
1173 if (!op->stats.maxsp && op->attacktype)
1174 op->stats.maxsp = 2;
1175
1176 if (op->attacktype)
1177 { /* flag to paralyze the player */
1178
1179 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1180 /* Not sure why, but for some chars on metalforge, they
1181 * would sometimes get -inf speed_left, and from the
1182 * description, it could only happen here, so just put
1183 * a lower sanity limit. My only guess is that the
1184 * mover has 0 speed.
1185 */
1186 if (victim->speed_left < -5.0)
1187 victim->speed_left = -5.0;
1188 }
1189 }
1190 }
1191 }
1192
1193 /*
1194 * Will duplicate a specified object placed on top of it.
1195 * connected: what will trigger it.
1196 * level: multiplier. 0 to destroy.
1197 * other_arch: the object to look for and duplicate.
1198 */
1199
1200 void
1201 move_duplicator (object *op)
1202 {
1203 object *tmp;
1204
1205 if (!op->other_arch)
1206 {
1207 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1208 return;
1209 }
1210
1211 if (op->above == NULL)
1212 return;
1213 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
1214 {
1215 if (strcmp (op->other_arch->name, tmp->arch->name) == 0)
1216 {
1217 if (op->level <= 0)
1218 tmp->destroy ();
1219 else
1220 {
1221 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1222
1223 if (new_nrof >= 1UL << 31)
1224 new_nrof = 1UL << 31;
1225
1226 tmp->nrof = new_nrof;
1227 }
1228
1229 break;
1230 }
1231 }
1232 }
1233
1234 /* move_creator (by peterm)
1235 * it has the creator object create it's other_arch right on top of it.
1236 * connected: what will trigger it
1237 * hp: how many times it may create before stopping
1238 * lifesave: if set, it'll never disappear but will go on creating
1239 * everytime it's triggered
1240 * other_arch: the object to create
1241 * Note this can create large objects, however, in that case, it
1242 * has to make sure that there is in fact space for the object.
1243 * It should really do this for small objects also, but there is
1244 * more concern with large objects, most notably a part being placed
1245 * outside of the map which would cause the server to crash
1246 */
1247
1248 void
1249 move_creator (object *creator)
1250 {
1251 object *new_ob;
1252
1253 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1254 {
1255 creator->stats.hp = -1;
1256 return;
1257 }
1258
1259 if (creator->inv != NULL)
1260 {
1261 object *ob;
1262 int i;
1263 object *ob_to_copy;
1264
1265 /* select random object from inventory to copy */
1266 ob_to_copy = creator->inv;
1267 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1268 {
1269 if (rndm (0, i) == 0)
1270 {
1271 ob_to_copy = ob;
1272 }
1273 }
1274 new_ob = object_create_clone (ob_to_copy);
1275 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1276 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1277 }
1278 else
1279 {
1280 if (creator->other_arch == NULL)
1281 {
1282 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1283 &creator->name, &creator->map->path, creator->x, creator->y);
1284 return;
1285 }
1286
1287 new_ob = object_create_arch (creator->other_arch);
1288 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1289 }
1290
1291 /* Make sure this multipart object fits */
1292 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1293 {
1294 new_ob->destroy ();
1295 return;
1296 }
1297
1298 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1299 if (QUERY_FLAG (new_ob, FLAG_FREED))
1300 return;
1301
1302 if (creator->slaying)
1303 {
1304 new_ob->name = new_ob->title = creator->slaying;
1305 }
1306 }
1307
1308 /* move_marker --peterm@soda.csua.berkeley.edu
1309 when moved, a marker will search for a player sitting above
1310 it, and insert an invisible, weightless force into him
1311 with a specific code as the slaying field.
1312 At that time, it writes the contents of its own message
1313 field to the player. The marker will decrement hp to
1314 0 and then delete itself every time it grants a mark.
1315 unless hp was zero to start with, in which case it is infinite.*/
1316
1317 void
1318 move_marker (object *op)
1319 {
1320 if (object *tmp = op->ms ().player ())
1321 {
1322 object *tmp2;
1323
1324 /* remove an old force with a slaying field == op->name */
1325 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1327 {
1328 tmp2->destroy ();
1329 break;
1330 }
1331
1332 /* cycle through his inventory to look for the MARK we want to
1333 * place
1334 */
1335 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1336 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1337 break;
1338
1339 /* if we didn't find our own MARK */
1340 if (tmp2 == NULL)
1341 {
1342 object *force = get_archetype (FORCE_NAME);
1343
1344 if (op->stats.food)
1345 {
1346 force->set_speed (0.01);
1347 force->speed_left = -op->stats.food;
1348 }
1349 else
1350 force->set_speed (0);
1351
1352 /* put in the lock code */
1353 force->slaying = op->slaying;
1354
1355 if (op->lore)
1356 force->lore = op->lore;
1357
1358 insert_ob_in_ob (force, tmp);
1359 if (op->msg)
1360 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1361
1362 if (op->stats.hp > 0)
1363 {
1364 op->stats.hp--;
1365 if (op->stats.hp == 0)
1366 {
1367 /* marker expires--granted mark number limit */
1368 op->destroy ();
1369 return;
1370 }
1371 }
1372 }
1373 }
1374 }
1375
1376 int
1377 process_object (object *op)
1378 {
1379 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1380 return 0;
1381
1382 if (INVOKE_OBJECT (TICK, op))
1383 return 0;
1384
1385 if (QUERY_FLAG (op, FLAG_MONSTER))
1386 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1387 return 1;
1388
1389 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1390 {
1391 if (op->type == PLAYER)
1392 animate_object (op, op->facing);
1393 else
1394 animate_object (op, op->direction);
1395
1396 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1397 make_sure_seen (op);
1398 }
1399
1400 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1401 {
1402 change_object (op);
1403 return 1;
1404 }
1405
1406 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1407 generate_monster (op);
1408
1409 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1410 {
1411 if (QUERY_FLAG (op, FLAG_APPLIED))
1412 remove_force (op);
1413 else
1414 {
1415 /* IF necessary, delete the item from the players inventory */
1416 object *pl = op->in_player ();
1417
1418 if (pl)
1419 esrv_del_item (pl->contr, op->count);
1420
1421 op->remove ();
1422
1423 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1424 make_sure_not_seen (op);
1425
1426 op->destroy ();
1427 }
1428
1429 return 1;
1430 }
1431
1432 switch (op->type)
1433 {
1434 case SPELL_EFFECT:
1435 move_spell_effect (op);
1436 return 1;
1437
1438 case ROD:
1439 case HORN:
1440 regenerate_rod (op);
1441 return 1;
1442
1443 case FORCE:
1444 case POTION_EFFECT:
1445 remove_force (op);
1446 return 1;
1447
1448 case BLINDNESS:
1449 remove_blindness (op);
1450 return 0;
1451
1452 case POISONING:
1453 poison_more (op);
1454 return 0;
1455
1456 case DISEASE:
1457 move_disease (op);
1458 return 0;
1459
1460 case SYMPTOM:
1461 move_symptom (op);
1462 return 0;
1463
1464 case THROWN_OBJ:
1465 case ARROW:
1466 move_arrow (op);
1467 return 0;
1468
1469 case DOOR:
1470 remove_door (op);
1471 return 0;
1472
1473 case LOCKED_DOOR:
1474 remove_door2 (op);
1475 return 0;
1476
1477 case TELEPORTER:
1478 move_teleporter (op);
1479 return 0;
1480
1481 case GOLEM:
1482 move_golem (op);
1483 return 0;
1484
1485 case EARTHWALL:
1486 hit_player (op, 2, op, AT_PHYSICAL, 1);
1487 return 0;
1488
1489 case FIREWALL:
1490 move_firewall (op);
1491 if (op->stats.maxsp)
1492 animate_turning (op);
1493 return 0;
1494
1495 case MOOD_FLOOR:
1496 do_mood_floor (op);
1497 return 0;
1498
1499 case GATE:
1500 move_gate (op);
1501 return 0;
1502
1503 case TIMED_GATE:
1504 move_timed_gate (op);
1505 return 0;
1506
1507 case TRIGGER:
1508 case TRIGGER_BUTTON:
1509 case TRIGGER_PEDESTAL:
1510 case TRIGGER_ALTAR:
1511 animate_trigger (op);
1512 return 0;
1513
1514 case DETECTOR:
1515 move_detector (op);
1516
1517 case DIRECTOR:
1518 if (op->stats.maxsp)
1519 animate_turning (op);
1520 return 0;
1521
1522 case HOLE:
1523 move_hole (op);
1524 return 0;
1525
1526 case DEEP_SWAMP:
1527 move_deep_swamp (op);
1528 return 0;
1529
1530 case RUNE:
1531 case TRAP:
1532 move_rune (op);
1533 return 0;
1534
1535 case PLAYERMOVER:
1536 move_player_mover (op);
1537 return 0;
1538
1539 case CREATOR:
1540 move_creator (op);
1541 return 0;
1542
1543 case MARKER:
1544 move_marker (op);
1545 return 0;
1546
1547 case PLAYER_CHANGER:
1548 move_player_changer (op);
1549 return 0;
1550
1551 case PEACEMAKER:
1552 move_peacemaker (op);
1553 return 0;
1554 }
1555
1556 return 0;
1557 }