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Revision: 1.59
Committed: Sun Jul 1 05:00:20 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.58: +10 -11 lines
Log Message:
- upgrade crossfire trt to the GPL version 3 (hopefully correctly).
- add a single file covered by the GNU Affero General Public License
  (which is not yet released, so I used the current draft, which is
  legally a bit wavy, but its likely better than nothing as it expresses
  direct intent by the authors, and we can upgrade as soon as it has been
  released).
  * this should ensure availability of source code for the server at least
    and hopefully also archetypes and maps even when modified versions
    are not being distributed, in accordance of section 13 of the agplv3.

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <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 #include <global.h>
29 #include <spells.h>
30 #include <sproto.h>
31
32 /* The following removes doors. The functions check to see if similar
33 * doors are next to the one that is being removed, and if so, set it
34 * so those will be removed shortly (in a cascade like fashion.)
35 */
36 void
37 remove_door (object *op)
38 {
39 int i;
40 object *tmp;
41
42 for (i = 1; i < 9; i += 2)
43 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
44 {
45 tmp->set_speed (0.1f);
46 tmp->speed_left = -0.2f;
47 }
48
49 if (op->other_arch)
50 {
51 tmp = arch_to_object (op->other_arch);
52 tmp->x = op->x;
53 tmp->y = op->y;
54 tmp->map = op->map;
55 tmp->level = op->level;
56 insert_ob_in_map (tmp, op->map, op, 0);
57 }
58
59 op->destroy ();
60 }
61
62 void
63 remove_door2 (object *op)
64 {
65 int i;
66 object *tmp;
67
68 for (i = 1; i < 9; i += 2)
69 {
70 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
71 if (tmp && tmp->slaying == op->slaying)
72 { /* same key both doors */
73 tmp->set_speed (0.1f);
74 tmp->speed_left = -0.2f;
75 }
76 }
77
78 if (op->other_arch)
79 {
80 tmp = arch_to_object (op->other_arch);
81 tmp->x = op->x;
82 tmp->y = op->y;
83 tmp->map = op->map;
84 tmp->level = op->level;
85 insert_ob_in_map (tmp, op->map, op, 0);
86 }
87
88 op->destroy ();
89 }
90
91 void
92 generate_monster (object *gen)
93 {
94 if (!gen->map)
95 return;
96
97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
98 return;
99
100 object *op;
101
102 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
103 {
104 // either copy one item from the inventory...
105 if (!gen->inv)
106 return;
107
108 // first select one item from the inventory
109 int index = 0;
110 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
111 if (!rndm (++index))
112 op = tmp;
113
114 op = object_create_clone (op);
115
116 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
117 unflag_inv (op, FLAG_IS_A_TEMPLATE);
118 }
119 else if (gen->other_arch)
120 {
121 // ...or use other_arch
122 op = arch_to_object (gen->other_arch);
123 }
124 else
125 return;
126
127 op->expand_tail ();
128
129 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
130 if (i >= 0)
131 {
132 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
133 {
134 if (rndm (0, 9))
135 generate_artifact (op, gen->map->difficulty);
136
137 if (op->has_random_items ())
138 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
139
140 return;
141 }
142 }
143
144 op->destroy ();
145 }
146
147 void
148 remove_force (object *op)
149 {
150 if (--op->duration > 0)
151 return;
152
153 if (op->env)
154 switch (op->subtype)
155 {
156 case FORCE_CONFUSION:
157 CLEAR_FLAG (op->env, FLAG_CONFUSED);
158 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
159
160 default:
161 CLEAR_FLAG (op, FLAG_APPLIED);
162 change_abil (op->env, op);
163 op->env->update_stats ();
164 }
165
166 op->destroy ();
167 }
168
169 void
170 remove_blindness (object *op)
171 {
172 if (--op->stats.food > 0)
173 return;
174
175 CLEAR_FLAG (op, FLAG_APPLIED);
176
177 if (op->env)
178 {
179 change_abil (op->env, op);
180 op->env->update_stats ();
181 }
182
183 op->destroy ();
184 }
185
186 void
187 poison_more (object *op)
188 {
189 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
190 {
191 op->destroy ();
192 return;
193 }
194
195 if (op->stats.food == 1)
196 {
197 /* need to unapply the object before update_stats is called, else fix_player
198 * will not do anything.
199 */
200 if (op->env->type == PLAYER)
201 {
202 CLEAR_FLAG (op, FLAG_APPLIED);
203 op->env->update_stats ();
204 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
205 }
206
207 op->destroy ();
208 return;
209 }
210
211 if (op->env->type == PLAYER)
212 {
213 op->env->stats.food--;
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
215 }
216
217 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
218 }
219
220
221 void
222 move_gate (object *op)
223 { /* 1 = going down, 0 = going up */
224 object *tmp;
225
226 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
227 {
228 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
229 op->stats.wc = 0;
230 }
231
232 /* We're going down */
233 if (op->value)
234 {
235 if (--op->stats.wc <= 0)
236 { /* Reached bottom, let's stop */
237 op->stats.wc = 0;
238 if (op->arch->speed)
239 op->value = 0;
240 else
241 op->set_speed (0);
242 }
243
244 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
245 {
246 op->move_block = 0;
247 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
248 update_all_los (op->map, op->x, op->y);
249 }
250
251 SET_ANIMATION (op, op->stats.wc);
252 update_object (op, UP_OBJ_CHANGE);
253 return;
254 }
255
256 /* We're going up */
257
258 /* First, lets see if we are already at the top */
259 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
260 {
261
262 /* Check to make sure that only non pickable and non rollable
263 * objects are above the gate. If so, we finish closing the gate,
264 * otherwise, we fall through to the code below which should lower
265 * the gate slightly.
266 */
267
268 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
269 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
270 break;
271
272 if (tmp == NULL)
273 {
274 if (op->arch->speed)
275 op->value = 1;
276 else
277 op->set_speed (0);
278
279 return;
280 }
281 }
282
283 if (op->stats.food)
284 { /* The gate is going temporarily down */
285 if (--op->stats.wc <= 0)
286 { /* Gone all the way down? */
287 op->stats.food = 0; /* Then let's try again */
288 op->stats.wc = 0;
289 }
290 }
291 else
292 { /* The gate is still going up */
293 op->stats.wc++;
294
295 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
296 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
297
298 /* If there is something on top of the gate, we try to roll it off.
299 * If a player/monster, we don't roll, we just hit them with damage
300 */
301 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
302 {
303 /* Halfway or further, check blocks */
304 /* First, get the top object on the square. */
305 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
306 ;
307
308 if (tmp)
309 {
310 if (QUERY_FLAG (tmp, FLAG_ALIVE))
311 {
312 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
313
314 if (tmp->type == PLAYER)
315 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
316 }
317 else
318 /* If the object is not alive, and the object either can
319 * be picked up or the object rolls, move the object
320 * off the gate.
321 */
322 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
323 {
324 /* If it has speed, it should move itself, otherwise: */
325 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
326
327 /* If there is a free spot, move the object someplace */
328 if (i != -1)
329 {
330 tmp->remove ();
331 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
332 insert_ob_in_map (tmp, op->map, op, 0);
333 }
334 }
335 }
336
337 /* See if there is still anything blocking the gate */
338 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
339 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
340 break;
341
342 /* IF there is, start putting the gate down */
343 if (tmp)
344 {
345 op->stats.food = 1;
346 }
347 else
348 {
349 op->move_block = MOVE_ALL;
350 if (!op->arch->stats.ac)
351 SET_FLAG (op, FLAG_BLOCKSVIEW);
352 update_all_los (op->map, op->x, op->y);
353 }
354 } /* gate is halfway up */
355
356 SET_ANIMATION (op, op->stats.wc);
357 update_object (op, UP_OBJ_CHANGE);
358 } /* gate is going up */
359 }
360
361 /* hp : how long door is open/closed
362 * maxhp : initial value for hp
363 * sp : 1 = open, 0 = close
364 */
365 void
366 move_timed_gate (object *op)
367 {
368 int v = op->value;
369
370 if (op->stats.sp)
371 {
372 move_gate (op);
373 if (op->value != v) /* change direction ? */
374 op->stats.sp = 0;
375 return;
376 }
377 if (--op->stats.hp <= 0)
378 { /* keep gate down */
379 move_gate (op);
380 if (op->value != v)
381 op->set_speed (0);
382 }
383 }
384
385 /* slaying: name of the thing the detector is to look for
386 * speed: frequency of 'glances'
387 * connected: connected value of detector
388 * sp: 1 if detection sets buttons
389 * -1 if detection unsets buttons
390 */
391
392 void
393 move_detector (object *op)
394 {
395 object *tmp;
396 int last = op->value;
397 int detected;
398
399 detected = 0;
400
401 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
402 {
403 object *tmp2;
404
405 if (op->stats.hp)
406 {
407 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
408 {
409 if (op->slaying && op->slaying == tmp->name)
410 detected = 1;
411
412 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
413 detected = 1;
414 }
415 }
416
417 if (op->slaying && op->slaying == tmp->name)
418 detected = 1;
419 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
420 detected = 1;
421 }
422
423 /* the detector sets the button if detection is found */
424 if (op->stats.sp == 1)
425 {
426 if (detected && last == 0)
427 {
428 op->value = 1;
429 push_button (op);
430 }
431 if (!detected && last == 1)
432 {
433 op->value = 0;
434 push_button (op);
435 }
436 }
437 else
438 { /* in this case, we unset buttons */
439 if (detected && last == 1)
440 {
441 op->value = 0;
442 push_button (op);
443 }
444 if (!detected && last == 0)
445 {
446 op->value = 1;
447 push_button (op);
448 }
449 }
450 }
451
452
453 void
454 animate_trigger (object *op)
455 {
456 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
457 {
458 op->stats.wc = 0;
459 check_trigger (op, NULL);
460 }
461 else
462 {
463 SET_ANIMATION (op, op->stats.wc);
464 update_object (op, UP_OBJ_FACE);
465 }
466 }
467
468 void
469 move_hole (object *op)
470 { /* 1 = opening, 0 = closing */
471 object *next, *tmp;
472
473 if (op->value)
474 { /* We're opening */
475 if (--op->stats.wc <= 0)
476 { /* Opened, let's stop */
477 op->stats.wc = 0;
478 op->set_speed (0);
479
480 /* Hard coding this makes sense for holes I suppose */
481 op->move_on = MOVE_WALK;
482 for (tmp = op->above; tmp != NULL; tmp = next)
483 {
484 next = tmp->above;
485 move_apply (op, tmp, tmp);
486 }
487 }
488
489 SET_ANIMATION (op, op->stats.wc);
490 update_object (op, UP_OBJ_FACE);
491 return;
492 }
493 /* We're closing */
494 op->move_on = 0;
495
496 op->stats.wc++;
497 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
498 op->stats.wc = NUM_ANIMATIONS (op) - 1;
499
500 SET_ANIMATION (op, op->stats.wc);
501 update_object (op, UP_OBJ_FACE);
502 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
503 op->set_speed (0); /* closed, let's stop */
504 }
505
506
507 /* stop_item() returns a pointer to the stopped object. The stopped object
508 * may or may not have been removed from maps or inventories. It will not
509 * have been merged with other items.
510 *
511 * This function assumes that only items on maps need special treatment.
512 *
513 * If the object can't be stopped, or it was destroyed while trying to stop
514 * it, NULL is returned.
515 *
516 * fix_stopped_item() should be used if the stopped item should be put on
517 * the map.
518 */
519 object *
520 stop_item (object *op)
521 {
522 if (op->map == NULL)
523 return op;
524
525 switch (op->type)
526 {
527 case THROWN_OBJ:
528 {
529 object *payload = op->inv;
530
531 if (payload == NULL)
532 return NULL;
533 payload->remove ();
534 op->destroy ();
535 return payload;
536 }
537
538 case ARROW:
539 if (op->has_active_speed ())
540 op = fix_stopped_arrow (op);
541 return op;
542
543 default:
544 return op;
545 }
546 }
547
548 /* fix_stopped_item() - put stopped item where stop_item() had found it.
549 * Inserts item into the old map, or merges it if it already is on the map.
550 *
551 * 'map' must be the value of op->map before stop_item() was called.
552 */
553 void
554 fix_stopped_item (object *op, maptile *map, object *originator)
555 {
556 if (map == NULL)
557 return;
558
559 if (QUERY_FLAG (op, FLAG_REMOVED))
560 insert_ob_in_map (op, map, originator, 0);
561 else if (op->type == ARROW)
562 merge_ob (op, NULL); /* only some arrows actually need this */
563 }
564
565 object *
566 fix_stopped_arrow (object *op)
567 {
568 if (rndm (0, 99) < op->stats.food)
569 {
570 /* Small chance of breaking */
571 op->destroy ();
572 return NULL;
573 }
574
575 op->set_speed (0);
576 op->direction = 0;
577 op->move_on = 0;
578 op->move_type = 0;
579 op->skill = 0; // really?
580
581 // restore original wc, dam, attacktype and slaying
582 op->stats.wc = op->stats.sp;
583 op->stats.dam = op->stats.hp;
584 op->attacktype = op->stats.grace;
585
586 if (op->spellarg)
587 {
588 op->slaying = op->spellarg;
589 free (op->spellarg);
590 op->spellarg = 0;
591 }
592 else
593 op->slaying = 0;
594
595 /* Reset these to zero, so that object::can_merge will work properly */
596 op->spellarg = NULL;
597 op->stats.sp = 0;
598 op->stats.hp = 0;
599 op->stats.grace = 0;
600 op->level = 0;
601 op->face = op->arch->face;
602 op->owner = NULL; /* So that stopped arrows will be saved */
603 update_object (op, UP_OBJ_CHANGE);
604 return op;
605 }
606
607 /* stop_arrow() - what to do when a non-living flying object
608 * has to stop. Sept 96 - I added in thrown object code in
609 * here too. -b.t.
610 *
611 * Returns a pointer to the stopped object (which will have been removed
612 * from maps or inventories), or NULL if was destroyed.
613 */
614 static void
615 stop_arrow (object *op)
616 {
617 if (INVOKE_OBJECT (STOP, op))
618 return;
619
620 if (op->inv)
621 {
622 object *payload = op->inv;
623
624 payload->remove ();
625 payload->owner = 0;
626 insert_ob_in_map (payload, op->map, payload, 0);
627 op->destroy ();
628 }
629 else
630 {
631 op = fix_stopped_arrow (op);
632
633 if (op)
634 merge_ob (op, 0);
635 }
636 }
637
638 /* Move an arrow along its course. op is the arrow or thrown object.
639 */
640 void
641 move_arrow (object *op)
642 {
643 object *tmp;
644 sint16 new_x, new_y;
645 int was_reflected, mflags;
646 maptile *m;
647
648 if (op->map == NULL)
649 {
650 LOG (llevError, "BUG: Arrow had no map.\n");
651 op->destroy ();
652 return;
653 }
654
655 /* we need to stop thrown objects at some point. Like here. */
656 if (op->type == THROWN_OBJ)
657 {
658 /* If the object that the THROWN_OBJ encapsulates disappears,
659 * we need to have this object go away also - otherwise, you get
660 * left over remnants on the map. Where this currently happens
661 * is if the player throws a bomb - the bomb explodes on its own,
662 * but this object sticks around. We could handle the cleanup in the
663 * bomb code, but there are potential other cases where that could happen,
664 * and it is easy enough to clean it up here.
665 */
666 if (op->inv == NULL)
667 {
668 op->destroy ();
669 return;
670 }
671
672 if (op->last_sp-- < 0)
673 {
674 stop_arrow (op);
675 return;
676 }
677 }
678
679 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
680 values look rediculous. */
681 if (op->speed < 0.5 && op->type == ARROW)
682 {
683 stop_arrow (op);
684 return;
685 }
686
687 /* Calculate target map square */
688 new_x = op->x + DIRX (op);
689 new_y = op->y + DIRY (op);
690 was_reflected = 0;
691
692 m = op->map;
693 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
694
695 if (mflags & P_OUT_OF_MAP)
696 {
697 stop_arrow (op);
698 return;
699 }
700
701 /* only need to look for living creatures if this flag is set */
702 if (mflags & P_IS_ALIVE)
703 {
704 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
705 if (QUERY_FLAG (tmp, FLAG_ALIVE))
706 break;
707
708 /* Not really fair, but don't let monsters hit themselves with
709 * their own arrow - this can be because they fire it then
710 * move into it.
711 */
712 if (tmp && tmp != op->owner)
713 {
714 /* Found living object, but it is reflecting the missile. Update
715 * as below. (Note that for living creatures there is a small
716 * chance that reflect_missile fails.)
717 */
718 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
719 {
720 int number = op->face;
721
722 op->direction = absdir (op->direction + 4);
723 update_turn_face (op);
724 was_reflected = 1; /* skip normal movement calculations */
725 }
726 else
727 {
728 /* Attack the object. */
729 op = hit_with_arrow (op, tmp);
730
731 if (!op)
732 return;
733 }
734 } /* if this is not hitting its owner */
735 } /* if there is something alive on this space */
736
737 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
738 {
739 int retry = 0;
740
741 /* if the object doesn't reflect, stop the arrow from moving
742 * note that this code will now catch cases where a monster is
743 * on a wall but has reflecting - the arrow won't reflect.
744 * Mapmakers shouldn't put monsters on top of wall in the first
745 * place, so I don't consider that a problem.
746 */
747 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
748 {
749 stop_arrow (op);
750 return;
751 }
752 else
753 {
754 /* If one of the major directions (n,s,e,w), just reverse it */
755 if (op->direction & 1)
756 {
757 op->direction = absdir (op->direction + 4);
758 retry = 1;
759 }
760 /* There were two blocks with identical code -
761 * use this retry here to make this one block
762 * that did the same thing.
763 */
764 while (retry < 2)
765 {
766 int left, right, mflags;
767 maptile *m1;
768 sint16 x1, y1;
769
770 retry++;
771
772 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
773 * over a corner in a tiled map, it is possible that
774 * op->direction is within an adjacent map but either
775 * op->direction-1 or op->direction+1 does not exist.
776 */
777 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)],
778 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1);
779 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
780
781 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)],
782 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1);
783 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
784
785 if (left == right)
786 op->direction = absdir (op->direction + 4);
787 else if (left)
788 op->direction = absdir (op->direction + 2);
789 else if (right)
790 op->direction = absdir (op->direction - 2);
791
792 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
793
794 /* If this space is not out of the map and not blocked, valid space -
795 * don't need to retry again.
796 */
797 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
798 break;
799
800 }
801 /* Couldn't find a direction to move the arrow to - just
802 * top it from moving.
803 */
804 if (retry == 2)
805 {
806 stop_arrow (op);
807 return;
808 }
809 /* update object image for new facing */
810 /* many thrown objects *don't* have more than one face */
811 if (GET_ANIM_ID (op))
812 SET_ANIMATION (op, op->direction);
813 } /* object is reflected */
814 } /* object ran into a wall */
815
816 /* Move the arrow. */
817 op->remove ();
818 op->x = new_x;
819 op->y = new_y;
820
821 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
822 * about 17 squares. Tune as needed.
823 */
824 op->speed -= 0.05;
825 insert_ob_in_map (op, m, op, 0);
826 }
827
828 /* This routine doesnt seem to work for "inanimate" objects that
829 * are being carried, ie a held torch leaps from your hands!.
830 * Modified this routine to allow held objects. b.t. */
831
832 void
833 change_object (object *op)
834 { /* Doesn`t handle linked objs yet */
835 int i, j;
836
837 if (op->other_arch == NULL)
838 {
839 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
840 return;
841 }
842
843 /* In non-living items only change when food value is 0 */
844 if (!QUERY_FLAG (op, FLAG_ALIVE))
845 {
846 if (op->stats.food-- > 0)
847 return;
848 else
849 op->stats.food = 1; /* so 1 other_arch is made */
850 }
851
852 object *pl = op->in_player ();
853 object *env = op->env;
854
855 op->remove ();
856 for (i = 0; i < NROFNEWOBJS (op); i++)
857 {
858 object *tmp = arch_to_object (op->other_arch);
859
860 if (op->type == LAMP)
861 tmp->stats.food = op->stats.food - 1;
862
863 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
864 if (env)
865 {
866 tmp->x = env->x, tmp->y = env->y;
867 tmp = insert_ob_in_ob (tmp, env);
868
869 /* If this object is the players inventory, we need to tell the
870 * client of the change. Insert_ob_in_map takes care of the
871 * updating the client, so we don't need to do that below.
872 */
873 if (pl)
874 {
875 esrv_del_item (pl->contr, op->count);
876 esrv_send_item (pl, tmp);
877 }
878 }
879 else
880 {
881 j = find_first_free_spot (tmp, op->map, op->x, op->y);
882 if (j == -1) /* No free spot */
883 tmp->destroy ();
884 else
885 {
886 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
887 insert_ob_in_map (tmp, op->map, op, 0);
888 }
889 }
890 }
891
892 op->destroy ();
893 }
894
895 void
896 move_teleporter (object *op)
897 {
898 object *tmp, *head = op;
899
900 /* if this is a multipart teleporter, handle the other parts
901 * The check for speed isn't strictly needed - basically, if
902 * there is an old multipart teleporter in which the other parts
903 * have speed, we don't really want to call it twice for the same
904 * function - in fact, as written below, part N would get called
905 * N times without the speed check.
906 */
907 if (op->more && !op->more->has_active_speed ())
908 move_teleporter (op->more);
909
910 if (op->head)
911 head = op->head;
912
913 for (tmp = op->above; tmp; tmp = tmp->above)
914 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
915 break;
916
917 /* If nothing above us to move, nothing to do */
918 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
919 return;
920
921 if (EXIT_PATH (head))
922 {
923 if (tmp->type == PLAYER)
924 {
925 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
926 return;
927
928 tmp->enter_exit (head);
929 }
930 else
931 /* Currently only players can transfer maps */
932 return;
933 }
934 else if (EXIT_X (head) || EXIT_Y (head))
935 {
936 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
937 {
938 LOG (llevError, "Removed illegal teleporter.\n");
939 head->destroy ();
940 return;
941 }
942
943 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
944 return;
945
946 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
947 }
948 else
949 {
950 /* Random teleporter */
951 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
952 return;
953 teleport (head, TELEPORTER, tmp);
954 }
955 }
956
957 /* This object will teleport someone to a different map
958 and will also apply changes to the player from its inventory.
959 This was invented for giving classes, but there's no reason it
960 can't be generalized.
961 */
962 void
963 move_player_changer (object *op)
964 {
965 object *player;
966 object *walk;
967
968 if (!op->above || !EXIT_PATH (op))
969 return;
970
971 /* This isn't all that great - means that the player_mover
972 * needs to be on top.
973 */
974 if (op->above->type == PLAYER)
975 {
976 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
977 return;
978
979 player = op->above;
980
981 for (walk = op->inv; walk; walk = walk->below)
982 apply_changes_to_player (player, walk);
983
984 player->update_stats ();
985
986 esrv_send_inventory (op->above, op->above);
987 esrv_update_item (UPD_FACE, op->above, op->above);
988
989 /* update players death & WoR home-position */
990 if (*EXIT_PATH (op) == '/')
991 {
992 player->contr->savebed_map = EXIT_PATH (op);
993 player->contr->bed_x = EXIT_X (op);
994 player->contr->bed_y = EXIT_Y (op);
995 }
996 else
997 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
998
999 op->above->enter_exit (op);
1000 }
1001 }
1002
1003 /* firewalls fire other spells.
1004 * The direction of the wall is stored in op->stats.sp.
1005 * walls can have hp, so they can be torn down.
1006 */
1007 void
1008 move_firewall (object *op)
1009 {
1010 object *spell;
1011
1012 if (!op->map)
1013 return; /* dm has created a firewall in his inventory */
1014
1015 spell = op->inv;
1016
1017 if (!spell || spell->type != SPELL)
1018 spell = op->other_arch;
1019
1020 if (!spell)
1021 {
1022 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1023 return;
1024 }
1025
1026 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1027 }
1028
1029 /* move_player_mover: this function takes a "player mover" as an
1030 * argument, and performs the function of a player mover, which is:
1031 *
1032 * a player mover finds any players that are sitting on it. It
1033 * moves them in the op->stats.sp direction. speed is how often it'll move.
1034 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1035 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1036 * it'll paralyze the victim for hp*his speed/op->speed
1037 */
1038 void
1039 move_player_mover (object *op)
1040 {
1041 int dir = op->stats.sp;
1042 sint16 nx, ny;
1043 maptile *m;
1044
1045 /* Determine direction now for random movers so we do the right thing */
1046 if (!dir)
1047 dir = rndm (1, 8);
1048
1049 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1050 {
1051 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1052 (victim->move_type & op->move_type || !victim->move_type))
1053 {
1054
1055 if (victim->head)
1056 victim = victim->head;
1057
1058 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1059 {
1060 op->remove ();
1061 return;
1062 }
1063
1064 nx = op->x + freearr_x[dir];
1065 ny = op->y + freearr_y[dir];
1066 m = op->map;
1067 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1068 {
1069 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1070 return;
1071 }
1072
1073 if (should_director_abort (op, victim))
1074 return;
1075
1076 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1077 {
1078 if (nextmover->type == PLAYERMOVER)
1079 nextmover->speed_left = -.99f;
1080
1081 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1082 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1083 }
1084
1085 if (victim->type == PLAYER)
1086 {
1087 /* only level >=1 movers move people */
1088 if (op->level)
1089 {
1090 /* Following is a bit of hack. We need to make sure it
1091 * is cleared, otherwise the player will get stuck in
1092 * place. This can happen if the player used a spell to
1093 * get to this space.
1094 */
1095 victim->contr->fire_on = 0;
1096 victim->speed_left = 1.f;
1097 move_player (victim, dir);
1098 }
1099 else
1100 return;
1101 }
1102 else
1103 move_object (victim, dir);
1104
1105 if (!op->stats.maxsp && op->attacktype)
1106 op->stats.maxsp = 2;
1107
1108 if (op->attacktype)
1109 { /* flag to paralyze the player */
1110 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1111 }
1112 }
1113 }
1114 }
1115
1116 /*
1117 * Will duplicate a specified object placed on top of it.
1118 * connected: what will trigger it.
1119 * level: multiplier. 0 to destroy.
1120 * other_arch: the object to look for and duplicate.
1121 */
1122
1123 void
1124 move_duplicator (object *op)
1125 {
1126 object *tmp;
1127
1128 if (!op->other_arch)
1129 {
1130 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1131 return;
1132 }
1133
1134 if (op->above == NULL)
1135 return;
1136
1137 for (tmp = op->above; tmp; tmp = tmp->above)
1138 {
1139 if (op->other_arch->archname == tmp->arch->archname)
1140 {
1141 if (op->level <= 0)
1142 tmp->destroy ();
1143 else
1144 {
1145 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1146
1147 if (new_nrof >= 1UL << 31)
1148 new_nrof = 1UL << 31;
1149
1150 tmp->nrof = new_nrof;
1151 }
1152
1153 break;
1154 }
1155 }
1156 }
1157
1158 /* move_creator (by peterm)
1159 * it has the creator object create it's other_arch right on top of it.
1160 * connected: what will trigger it
1161 * hp: how many times it may create before stopping
1162 * lifesave: if set, it'll never disappear but will go on creating
1163 * everytime it's triggered
1164 * other_arch: the object to create
1165 * Note this can create large objects, however, in that case, it
1166 * has to make sure that there is in fact space for the object.
1167 * It should really do this for small objects also, but there is
1168 * more concern with large objects, most notably a part being placed
1169 * outside of the map which would cause the server to crash
1170 */
1171
1172 void
1173 move_creator (object *creator)
1174 {
1175 object *new_ob;
1176
1177 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1178 {
1179 creator->stats.hp = -1;
1180 return;
1181 }
1182
1183 if (creator->inv != NULL)
1184 {
1185 object *ob;
1186 int i;
1187 object *ob_to_copy;
1188
1189 /* select random object from inventory to copy */
1190 ob_to_copy = creator->inv;
1191 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1192 {
1193 if (rndm (0, i) == 0)
1194 {
1195 ob_to_copy = ob;
1196 }
1197 }
1198 new_ob = object_create_clone (ob_to_copy);
1199 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1200 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1201 }
1202 else
1203 {
1204 if (creator->other_arch == NULL)
1205 {
1206 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1207 &creator->name, &creator->map->path, creator->x, creator->y);
1208 return;
1209 }
1210
1211 new_ob = object_create_arch (creator->other_arch);
1212 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1213 }
1214
1215 /* Make sure this multipart object fits */
1216 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1217 {
1218 new_ob->destroy ();
1219 return;
1220 }
1221
1222 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1223 if (QUERY_FLAG (new_ob, FLAG_FREED))
1224 return;
1225
1226 if (creator->slaying)
1227 {
1228 new_ob->name = new_ob->title = creator->slaying;
1229 }
1230 }
1231
1232 /* move_marker --peterm@soda.csua.berkeley.edu
1233 when moved, a marker will search for a player sitting above
1234 it, and insert an invisible, weightless force into him
1235 with a specific code as the slaying field.
1236 At that time, it writes the contents of its own message
1237 field to the player. The marker will decrement hp to
1238 0 and then delete itself every time it grants a mark.
1239 unless hp was zero to start with, in which case it is infinite.*/
1240 void
1241 move_marker (object *op)
1242 {
1243 if (object *tmp = op->ms ().player ())
1244 {
1245 object *tmp2;
1246
1247 /* remove an old force with a slaying field == op->name */
1248 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1249 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1250 {
1251 tmp2->destroy ();
1252 break;
1253 }
1254
1255 /* cycle through his inventory to look for the MARK we want to
1256 * place
1257 */
1258 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1259 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1260 break;
1261
1262 /* if we didn't find our own MARK */
1263 if (!tmp2)
1264 {
1265 object *force = get_archetype (FORCE_NAME);
1266
1267 if (op->stats.food)
1268 {
1269 force->set_speed (0.01);
1270 force->speed_left = -op->stats.food;
1271 }
1272 else
1273 force->set_speed (0);
1274
1275 /* put in the lock code */
1276 force->slaying = op->slaying;
1277
1278 if (op->lore)
1279 force->lore = op->lore;
1280
1281 insert_ob_in_ob (force, tmp);
1282 if (op->msg)
1283 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1284
1285 if (op->stats.hp > 0)
1286 {
1287 op->stats.hp--;
1288 if (op->stats.hp == 0)
1289 {
1290 /* marker expires--granted mark number limit */
1291 op->destroy ();
1292 return;
1293 }
1294 }
1295 }
1296 }
1297 }
1298
1299 void
1300 process_object (object *op)
1301 {
1302 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1303 return;
1304
1305 if (expect_false (INVOKE_OBJECT (TICK, op)))
1306 return;
1307
1308 if (QUERY_FLAG (op, FLAG_MONSTER))
1309 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1310 return;
1311
1312 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1313 {
1314 animate_object (op, op->contr ? op->facing : op->direction);
1315
1316 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1317 make_sure_seen (op);
1318 }
1319
1320 if (expect_false (
1321 op->flag [FLAG_GENERATOR]
1322 || op->flag [FLAG_CHANGING]
1323 || op->flag [FLAG_IS_USED_UP]
1324 ))
1325 {
1326 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1327 {
1328 change_object (op);
1329 return;
1330 }
1331
1332 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1333 generate_monster (op);
1334
1335 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1336 {
1337 if (QUERY_FLAG (op, FLAG_APPLIED))
1338 remove_force (op);
1339 else
1340 {
1341 /* If necessary, delete the item from the players inventory */
1342 object *pl = op->in_player ();
1343
1344 if (pl)
1345 esrv_del_item (pl->contr, op->count);
1346
1347 op->remove ();
1348
1349 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1350 make_sure_not_seen (op);
1351
1352 op->destroy ();
1353 }
1354
1355 return;
1356 }
1357 }
1358
1359 switch (op->type)
1360 {
1361 case SPELL_EFFECT:
1362 move_spell_effect (op);
1363 break;
1364
1365 case ROD:
1366 case HORN:
1367 regenerate_rod (op);
1368 break;
1369
1370 case FORCE:
1371 case POTION_EFFECT:
1372 remove_force (op);
1373 break;
1374
1375 case BLINDNESS:
1376 remove_blindness (op);
1377 break;
1378
1379 case POISONING:
1380 poison_more (op);
1381 break;
1382
1383 case DISEASE:
1384 move_disease (op);
1385 break;
1386
1387 case SYMPTOM:
1388 move_symptom (op);
1389 break;
1390
1391 case THROWN_OBJ:
1392 case ARROW:
1393 move_arrow (op);
1394 break;
1395
1396 case DOOR:
1397 remove_door (op);
1398 break;
1399
1400 case LOCKED_DOOR:
1401 remove_door2 (op);
1402 break;
1403
1404 case TELEPORTER:
1405 move_teleporter (op);
1406 break;
1407
1408 case GOLEM:
1409 move_golem (op);
1410 break;
1411
1412 case EARTHWALL:
1413 hit_player (op, 2, op, AT_PHYSICAL, 1);
1414 break;
1415
1416 case FIREWALL:
1417 move_firewall (op);
1418 if (op->stats.maxsp)
1419 animate_turning (op);
1420 break;
1421
1422 case MOOD_FLOOR:
1423 do_mood_floor (op);
1424 break;
1425
1426 case GATE:
1427 move_gate (op);
1428 break;
1429
1430 case TIMED_GATE:
1431 move_timed_gate (op);
1432 break;
1433
1434 case TRIGGER:
1435 case TRIGGER_BUTTON:
1436 case TRIGGER_PEDESTAL:
1437 case TRIGGER_ALTAR:
1438 animate_trigger (op);
1439 break;
1440
1441 case DETECTOR:
1442 move_detector (op);
1443
1444 case DIRECTOR:
1445 if (op->stats.maxsp)
1446 animate_turning (op);
1447 break;
1448
1449 case HOLE:
1450 move_hole (op);
1451 break;
1452
1453 case DEEP_SWAMP:
1454 move_deep_swamp (op);
1455 break;
1456
1457 case RUNE:
1458 case TRAP:
1459 move_rune (op);
1460 break;
1461
1462 case PLAYERMOVER:
1463 move_player_mover (op);
1464 break;
1465
1466 case CREATOR:
1467 move_creator (op);
1468 break;
1469
1470 case MARKER:
1471 move_marker (op);
1472 break;
1473
1474 case PLAYER_CHANGER:
1475 move_player_changer (op);
1476 break;
1477
1478 case PEACEMAKER:
1479 move_peacemaker (op);
1480 break;
1481
1482 case PLAYER:
1483 // players have their own speed-management, so undo the --speed_left
1484 ++op->speed_left;
1485 break;
1486 }
1487 }
1488