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Revision: 1.41
Committed: Sat Mar 17 20:34:19 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.40: +1 -12 lines
Log Message:
fix broken images on missile reflection by using the right function for the job

File Contents

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