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Revision: 1.16
Committed: Tue Dec 12 20:53:03 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.15: +42 -42 lines
Log Message:
replace some function- by method-calls

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 /*
25 * Routines that is executed from objects based on their speed have been
26 * collected in this file.
27 */
28
29 #include <global.h>
30 #include <spells.h>
31 #ifndef __CEXTRACT__
32 # include <sproto.h>
33 #endif
34
35 /* The following removes doors. The functions check to see if similar
36 * doors are next to the one that is being removed, and if so, set it
37 * so those will be removed shortly (in a cascade like fashion.)
38 */
39
40 void
41 remove_door (object *op)
42 {
43 int i;
44 object *tmp;
45
46 for (i = 1; i < 9; i += 2)
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
48 {
49 tmp->speed = 0.1;
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2;
52 }
53
54 if (op->other_arch)
55 {
56 tmp = arch_to_object (op->other_arch);
57 tmp->x = op->x;
58 tmp->y = op->y;
59 tmp->map = op->map;
60 tmp->level = op->level;
61 insert_ob_in_map (tmp, op->map, op, 0);
62 }
63 op->remove ();
64 op->destroy (0);
65 }
66
67 void
68 remove_door2 (object *op)
69 {
70 int i;
71 object *tmp;
72
73 for (i = 1; i < 9; i += 2)
74 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */
78 tmp->speed = 0.1;
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2;
81 }
82 }
83 if (op->other_arch)
84 {
85 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x;
87 tmp->y = op->y;
88 tmp->map = op->map;
89 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0);
91 }
92 op->remove ();
93 op->destroy (0);
94 }
95
96 /* Will generate a monster according to content
97 * of generator.
98 */
99 void
100 generate_monster_inv (object *gen)
101 {
102 int i;
103 object *op, *head = NULL;
104
105 int qty = 0;
106
107 /* Code below assumes the generator is on a map, as it tries
108 * to place the monster on the map. So if the generator
109 * isn't on a map, complain and exit.
110 */
111 if (gen->map == NULL)
112 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
114 return;
115 }
116 /*First count numer of objects in inv */
117 for (op = gen->inv; op; op = op->below)
118 qty++;
119 if (!qty)
120 {
121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122 return; /*No inventory */
123 }
124 qty = rndm (0, qty - 1);
125 for (op = gen->inv; qty; qty--)
126 op = op->below;
127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128 if (i == -1)
129 return;
130 head = object_create_clone (op);
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return;
138 if (HAS_RANDOM_ITEMS (head))
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140 }
141
142 void
143 generate_monster_arch (object *gen)
144 {
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (gen->other_arch == NULL)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return;
153 }
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (gen->map == NULL)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return;
162 }
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1)
165 return;
166 while (at != NULL)
167 {
168 op = arch_to_object (at);
169 op->x = gen->x + freearr_x[i] + at->clone.x;
170 op->y = gen->y + freearr_y[i] + at->clone.y;
171
172 if (head != NULL)
173 op->head = head, prev->more = op;
174
175 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0);
178 if (QUERY_FLAG (op, FLAG_FREED))
179 return;
180 if (HAS_RANDOM_ITEMS (op))
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187 }
188
189 void
190 generate_monster (object *gen)
191 {
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199
200 }
201
202 void
203 remove_force (object *op)
204 {
205 if (--op->duration > 0)
206 return;
207
208 switch (op->subtype)
209 {
210 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216
217 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op);
222 fix_player (op->env);
223 }
224 }
225 op->remove ();
226 op->destroy (0);
227 }
228
229 void
230 remove_blindness (object *op)
231 {
232 if (--op->stats.food > 0)
233 return;
234 CLEAR_FLAG (op, FLAG_APPLIED);
235 if (op->env != NULL)
236 {
237 change_abil (op->env, op);
238 fix_player (op->env);
239 }
240 op->remove ();
241 op->destroy (0);
242 }
243
244 void
245 poison_more (object *op)
246 {
247 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
248 {
249 op->remove ();
250 op->destroy (0);
251 return;
252 }
253 if (op->stats.food == 1)
254 {
255 /* need to remove the object before fix_player is called, else fix_player
256 * will not do anything.
257 */
258 if (op->env->type == PLAYER)
259 {
260 CLEAR_FLAG (op, FLAG_APPLIED);
261 fix_player (op->env);
262 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
263 }
264 op->remove ();
265 op->destroy (0);
266 return;
267 }
268 if (op->env->type == PLAYER)
269 {
270 op->env->stats.food--;
271 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
272 }
273 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
274 }
275
276
277 void
278 move_gate (object *op)
279 { /* 1 = going down, 0 = goind up */
280 object *tmp;
281
282 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
283 {
284 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
285 op->stats.wc = 0;
286 }
287
288 /* We're going down */
289 if (op->value)
290 {
291 if (--op->stats.wc <= 0)
292 { /* Reached bottom, let's stop */
293 op->stats.wc = 0;
294 if (op->arch->clone.speed)
295 op->value = 0;
296 else
297 {
298 op->speed = 0;
299 update_ob_speed (op);
300 }
301 }
302 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
303 {
304 op->move_block = 0;
305 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
306 update_all_los (op->map, op->x, op->y);
307 }
308 SET_ANIMATION (op, op->stats.wc);
309 update_object (op, UP_OBJ_CHANGE);
310 return;
311 }
312
313 /* We're going up */
314
315 /* First, lets see if we are already at the top */
316 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
317 {
318
319 /* Check to make sure that only non pickable and non rollable
320 * objects are above the gate. If so, we finish closing the gate,
321 * otherwise, we fall through to the code below which should lower
322 * the gate slightly.
323 */
324
325 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
326 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
327 break;
328
329 if (tmp == NULL)
330 {
331 if (op->arch->clone.speed)
332 op->value = 1;
333 else
334 {
335 op->speed = 0;
336 update_ob_speed (op); /* Reached top, let's stop */
337 }
338 return;
339 }
340 }
341
342 if (op->stats.food)
343 { /* The gate is going temporarily down */
344 if (--op->stats.wc <= 0)
345 { /* Gone all the way down? */
346 op->stats.food = 0; /* Then let's try again */
347 op->stats.wc = 0;
348 }
349 }
350 else
351 { /* The gate is still going up */
352 op->stats.wc++;
353
354 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
355 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
356
357 /* If there is something on top of the gate, we try to roll it off.
358 * If a player/monster, we don't roll, we just hit them with damage
359 */
360 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
361 {
362 /* Halfway or further, check blocks */
363 /* First, get the top object on the square. */
364 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above);
365
366 if (tmp != NULL)
367 {
368 if (QUERY_FLAG (tmp, FLAG_ALIVE))
369 {
370 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
371 if (tmp->type == PLAYER)
372 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
373 }
374 else
375 /* If the object is not alive, and the object either can
376 * be picked up or the object rolls, move the object
377 * off the gate.
378 */
379 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
380 {
381 /* If it has speed, it should move itself, otherwise: */
382 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
383
384 /* If there is a free spot, move the object someplace */
385 if (i != -1)
386 {
387 tmp->remove ();
388 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
389 insert_ob_in_map (tmp, op->map, op, 0);
390 }
391 }
392 }
393
394 /* See if there is still anything blocking the gate */
395 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
396 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
397 break;
398
399 /* IF there is, start putting the gate down */
400 if (tmp)
401 {
402 op->stats.food = 1;
403 }
404 else
405 {
406 op->move_block = MOVE_ALL;
407 if (!op->arch->clone.stats.ac)
408 SET_FLAG (op, FLAG_BLOCKSVIEW);
409 update_all_los (op->map, op->x, op->y);
410 }
411 } /* gate is halfway up */
412
413 SET_ANIMATION (op, op->stats.wc);
414 update_object (op, UP_OBJ_CHANGE);
415 } /* gate is going up */
416 }
417
418 /* hp : how long door is open/closed
419 * maxhp : initial value for hp
420 * sp : 1 = open, 0 = close
421 */
422 void
423 move_timed_gate (object *op)
424 {
425 int v = op->value;
426
427 if (op->stats.sp)
428 {
429 move_gate (op);
430 if (op->value != v) /* change direction ? */
431 op->stats.sp = 0;
432 return;
433 }
434 if (--op->stats.hp <= 0)
435 { /* keep gate down */
436 move_gate (op);
437 if (op->value != v)
438 { /* ready ? */
439 op->speed = 0;
440 update_ob_speed (op);
441 }
442 }
443 }
444
445 /* slaying: name of the thing the detector is to look for
446 * speed: frequency of 'glances'
447 * connected: connected value of detector
448 * sp: 1 if detection sets buttons
449 * -1 if detection unsets buttons
450 */
451
452 void
453 move_detector (object *op)
454 {
455 object *tmp;
456 int last = op->value;
457 int detected;
458
459 detected = 0;
460
461 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
462 {
463 object *tmp2;
464
465 if (op->stats.hp)
466 {
467 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
468 {
469 if (op->slaying && !strcmp (op->slaying, tmp->name))
470 detected = 1;
471 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
472 detected = 1;
473 }
474 }
475 if (op->slaying && !strcmp (op->slaying, tmp->name))
476 {
477 detected = 1;
478 }
479 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
480 detected = 1;
481 }
482
483 /* the detector sets the button if detection is found */
484 if (op->stats.sp == 1)
485 {
486 if (detected && last == 0)
487 {
488 op->value = 1;
489 push_button (op);
490 }
491 if (!detected && last == 1)
492 {
493 op->value = 0;
494 push_button (op);
495 }
496 }
497 else
498 { /* in this case, we unset buttons */
499 if (detected && last == 1)
500 {
501 op->value = 0;
502 push_button (op);
503 }
504 if (!detected && last == 0)
505 {
506 op->value = 1;
507 push_button (op);
508 }
509 }
510 }
511
512
513 void
514 animate_trigger (object *op)
515 {
516 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
517 {
518 op->stats.wc = 0;
519 check_trigger (op, NULL);
520 }
521 else
522 {
523 SET_ANIMATION (op, op->stats.wc);
524 update_object (op, UP_OBJ_FACE);
525 }
526 }
527
528 void
529 move_hole (object *op)
530 { /* 1 = opening, 0 = closing */
531 object *next, *tmp;
532
533 if (op->value)
534 { /* We're opening */
535 if (--op->stats.wc <= 0)
536 { /* Opened, let's stop */
537 op->stats.wc = 0;
538 op->speed = 0;
539 update_ob_speed (op);
540
541 /* Hard coding this makes sense for holes I suppose */
542 op->move_on = MOVE_WALK;
543 for (tmp = op->above; tmp != NULL; tmp = next)
544 {
545 next = tmp->above;
546 move_apply (op, tmp, tmp);
547 }
548 }
549 SET_ANIMATION (op, op->stats.wc);
550 update_object (op, UP_OBJ_FACE);
551 return;
552 }
553 /* We're closing */
554 op->move_on = 0;
555
556 op->stats.wc++;
557 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
558 op->stats.wc = NUM_ANIMATIONS (op) - 1;
559 SET_ANIMATION (op, op->stats.wc);
560 update_object (op, UP_OBJ_FACE);
561 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
562 {
563 op->speed = 0;
564 update_ob_speed (op); /* closed, let's stop */
565 return;
566 }
567 }
568
569
570 /* stop_item() returns a pointer to the stopped object. The stopped object
571 * may or may not have been removed from maps or inventories. It will not
572 * have been merged with other items.
573 *
574 * This function assumes that only items on maps need special treatment.
575 *
576 * If the object can't be stopped, or it was destroyed while trying to stop
577 * it, NULL is returned.
578 *
579 * fix_stopped_item() should be used if the stopped item should be put on
580 * the map.
581 */
582 object *
583 stop_item (object *op)
584 {
585 if (op->map == NULL)
586 return op;
587
588 switch (op->type)
589 {
590 case THROWN_OBJ:
591 {
592 object *payload = op->inv;
593
594 if (payload == NULL)
595 return NULL;
596 payload->remove ();
597 op->remove ();
598 op->destroy (0);
599 return payload;
600 }
601
602 case ARROW:
603 if (op->speed >= MIN_ACTIVE_SPEED)
604 op = fix_stopped_arrow (op);
605 return op;
606
607 default:
608 return op;
609 }
610 }
611
612 /* fix_stopped_item() - put stopped item where stop_item() had found it.
613 * Inserts item into the old map, or merges it if it already is on the map.
614 *
615 * 'map' must be the value of op->map before stop_item() was called.
616 */
617 void
618 fix_stopped_item (object *op, maptile *map, object *originator)
619 {
620 if (map == NULL)
621 return;
622 if (QUERY_FLAG (op, FLAG_REMOVED))
623 insert_ob_in_map (op, map, originator, 0);
624 else if (op->type == ARROW)
625 merge_ob (op, NULL); /* only some arrows actually need this */
626 }
627
628
629 object *
630 fix_stopped_arrow (object *op)
631 {
632 if (rndm (0, 99) < op->stats.food)
633 {
634 /* Small chance of breaking */
635 op->remove ();
636 op->destroy (0);
637 return NULL;
638 }
639
640 op->direction = 0;
641 op->move_on = 0;
642 op->move_type = 0;
643 op->speed = 0;
644 update_ob_speed (op);
645 op->stats.wc = op->stats.sp;
646 op->stats.dam = op->stats.hp;
647 op->attacktype = op->stats.grace;
648 op->slaying = 0;
649 op->skill = 0;
650
651 if (op->spellarg != NULL)
652 {
653 op->slaying = op->spellarg;
654 free (op->spellarg);
655 op->spellarg = NULL;
656 }
657 else
658 op->slaying = NULL;
659
660 /* Reset these to zero, so that CAN_MERGE will work properly */
661 op->spellarg = NULL;
662 op->stats.sp = 0;
663 op->stats.hp = 0;
664 op->stats.grace = 0;
665 op->level = 0;
666 op->face = op->arch->clone.face;
667 op->owner = NULL; /* So that stopped arrows will be saved */
668 update_object (op, UP_OBJ_FACE);
669 return op;
670 }
671
672 /* stop_arrow() - what to do when a non-living flying object
673 * has to stop. Sept 96 - I added in thrown object code in
674 * here too. -b.t.
675 *
676 * Returns a pointer to the stopped object (which will have been removed
677 * from maps or inventories), or NULL if was destroyed.
678 */
679
680 static void
681 stop_arrow (object *op)
682 {
683 if (INVOKE_OBJECT (STOP, op))
684 return;
685
686 if (op->inv)
687 {
688 object *payload = op->inv;
689
690 payload->remove ();
691 clear_owner (payload);
692 insert_ob_in_map (payload, op->map, payload, 0);
693 op->remove ();
694 op->destroy (0);
695 }
696 else
697 {
698 op = fix_stopped_arrow (op);
699 if (op)
700 merge_ob (op, NULL);
701 }
702 }
703
704 /* Move an arrow along its course. op is the arrow or thrown object.
705 */
706
707 void
708 move_arrow (object *op)
709 {
710 object *tmp;
711 sint16 new_x, new_y;
712 int was_reflected, mflags;
713 maptile *m;
714
715 if (op->map == NULL)
716 {
717 LOG (llevError, "BUG: Arrow had no map.\n");
718 op->remove ();
719 op->destroy (0);
720 return;
721 }
722
723 /* we need to stop thrown objects at some point. Like here. */
724 if (op->type == THROWN_OBJ)
725 {
726 /* If the object that the THROWN_OBJ encapsulates disappears,
727 * we need to have this object go away also - otherwise, you get
728 * left over remnants on the map. Where this currently happens
729 * is if the player throws a bomb - the bomb explodes on its own,
730 * but this object sticks around. We could handle the cleanup in the
731 * bomb code, but there are potential other cases where that could happen,
732 * and it is easy enough to clean it up here.
733 */
734 if (op->inv == NULL)
735 {
736 op->remove ();
737 op->destroy (0);
738 return;
739 }
740
741 if (op->last_sp-- < 0)
742 {
743 stop_arrow (op);
744 return;
745 }
746 }
747
748 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
749 values look rediculous. */
750 if (op->speed < 0.5 && op->type == ARROW)
751 {
752 stop_arrow (op);
753 return;
754 }
755
756 /* Calculate target map square */
757 new_x = op->x + DIRX (op);
758 new_y = op->y + DIRY (op);
759 was_reflected = 0;
760
761 m = op->map;
762 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
763
764 if (mflags & P_OUT_OF_MAP)
765 {
766 stop_arrow (op);
767 return;
768 }
769
770 /* only need to look for living creatures if this flag is set */
771 if (mflags & P_IS_ALIVE)
772 {
773 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
774 if (QUERY_FLAG (tmp, FLAG_ALIVE))
775 break;
776
777 /* Not really fair, but don't let monsters hit themselves with
778 * their own arrow - this can be because they fire it then
779 * move into it.
780 */
781 if (tmp && tmp != op->owner)
782 {
783 /* Found living object, but it is reflecting the missile. Update
784 * as below. (Note that for living creatures there is a small
785 * chance that reflect_missile fails.)
786 */
787 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
788 {
789 int number = op->face->number;
790
791 op->direction = absdir (op->direction + 4);
792 op->state = 0;
793
794 if (GET_ANIM_ID (op))
795 {
796 number += 4;
797
798 if (number > GET_ANIMATION (op, 8))
799 number -= 8;
800
801 op->face = &new_faces[number];
802 }
803
804 was_reflected = 1; /* skip normal movement calculations */
805 }
806 else
807 {
808 /* Attack the object. */
809 op = hit_with_arrow (op, tmp);
810
811 if (!op)
812 return;
813 }
814 } /* if this is not hitting its owner */
815 } /* if there is something alive on this space */
816
817 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
818 {
819 int retry = 0;
820
821 /* if the object doesn't reflect, stop the arrow from moving
822 * note that this code will now catch cases where a monster is
823 * on a wall but has reflecting - the arrow won't reflect.
824 * Mapmakers shouldn't put monsters on top of wall in the first
825 * place, so I don't consider that a problem.
826 */
827 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
828 {
829 stop_arrow (op);
830 return;
831 }
832 else
833 {
834 /* If one of the major directions (n,s,e,w), just reverse it */
835 if (op->direction & 1)
836 {
837 op->direction = absdir (op->direction + 4);
838 retry = 1;
839 }
840 /* There were two blocks with identical code -
841 * use this retry here to make this one block
842 * that did the same thing.
843 */
844 while (retry < 2)
845 {
846 int left, right, mflags;
847 maptile *m1;
848 sint16 x1, y1;
849
850 retry++;
851
852 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
853 * over a corner in a tiled map, it is possible that
854 * op->direction is within an adjacent map but either
855 * op->direction-1 or op->direction+1 does not exist.
856 */
857 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)],
858 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1);
859 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
860
861 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)],
862 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1);
863 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
864
865 if (left == right)
866 op->direction = absdir (op->direction + 4);
867 else if (left)
868 op->direction = absdir (op->direction + 2);
869 else if (right)
870 op->direction = absdir (op->direction - 2);
871
872 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
873
874 /* If this space is not out of the map and not blocked, valid space -
875 * don't need to retry again.
876 */
877 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
878 break;
879
880 }
881 /* Couldn't find a direction to move the arrow to - just
882 * top it from moving.
883 */
884 if (retry == 2)
885 {
886 stop_arrow (op);
887 return;
888 }
889 /* update object image for new facing */
890 /* many thrown objects *don't* have more than one face */
891 if (GET_ANIM_ID (op))
892 SET_ANIMATION (op, op->direction);
893 } /* object is reflected */
894 } /* object ran into a wall */
895
896 /* Move the arrow. */
897 op->remove ();
898 op->x = new_x;
899 op->y = new_y;
900
901 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
902 * about 17 squares. Tune as needed.
903 */
904 op->speed -= 0.05;
905 insert_ob_in_map (op, m, op, 0);
906 }
907
908 /* This routine doesnt seem to work for "inanimate" objects that
909 * are being carried, ie a held torch leaps from your hands!.
910 * Modified this routine to allow held objects. b.t. */
911
912 void
913 change_object (object *op)
914 { /* Doesn`t handle linked objs yet */
915 object *tmp, *env, *pl;
916 int i, j;
917
918 if (op->other_arch == NULL)
919 {
920 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
921 return;
922 }
923
924 /* In non-living items only change when food value is 0 */
925 if (!QUERY_FLAG (op, FLAG_ALIVE))
926 {
927 if (op->stats.food-- > 0)
928 return;
929 else
930 op->stats.food = 1; /* so 1 other_arch is made */
931 }
932 env = op->env;
933 op->remove ();
934 for (i = 0; i < NROFNEWOBJS (op); i++)
935 {
936 tmp = arch_to_object (op->other_arch);
937 if (op->type == LAMP)
938 tmp->stats.food = op->stats.food - 1;
939 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
940 if (env)
941 {
942 tmp->x = env->x, tmp->y = env->y;
943 tmp = insert_ob_in_ob (tmp, env);
944 /* If this object is the players inventory, we need to tell the
945 * client of the change. Insert_ob_in_map takes care of the
946 * updating the client, so we don't need to do that below.
947 */
948 if ((pl = is_player_inv (env)) != NULL)
949 {
950 esrv_del_item (pl->contr, op->count);
951 esrv_send_item (pl, tmp);
952 }
953 }
954 else
955 {
956 j = find_first_free_spot (tmp, op->map, op->x, op->y);
957 if (j == -1) /* No free spot */
958 tmp->destroy (0);
959 else
960 {
961 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
962 insert_ob_in_map (tmp, op->map, op, 0);
963 }
964 }
965 }
966 op->destroy (0);
967 }
968
969 void
970 move_teleporter (object *op)
971 {
972 object *tmp, *head = op;
973
974 /* if this is a multipart teleporter, handle the other parts
975 * The check for speed isn't strictly needed - basically, if
976 * there is an old multipart teleporter in which the other parts
977 * have speed, we don't really want to call it twice for the same
978 * function - in fact, as written below, part N would get called
979 * N times without the speed check.
980 */
981 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED)
982 move_teleporter (op->more);
983
984 if (op->head)
985 head = op->head;
986
987 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
988 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
989 break;
990
991 /* If nothing above us to move, nothing to do */
992 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
993 return;
994
995 if (EXIT_PATH (head))
996 {
997 if (tmp->type == PLAYER)
998 {
999 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1000 return;
1001
1002 enter_exit (tmp, head);
1003 }
1004 else
1005 /* Currently only players can transfer maps */
1006 return;
1007 }
1008 else if (EXIT_X (head) || EXIT_Y (head))
1009 {
1010 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1011 {
1012 LOG (llevError, "Removed illegal teleporter.\n");
1013 head->remove ();
1014 head->destroy (0);
1015 return;
1016 }
1017 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1018 return;
1019 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1020 }
1021 else
1022 {
1023 /* Random teleporter */
1024 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1025 return;
1026 teleport (head, TELEPORTER, tmp);
1027 }
1028 }
1029
1030
1031 /* This object will teleport someone to a different map
1032 and will also apply changes to the player from its inventory.
1033 This was invented for giving classes, but there's no reason it
1034 can't be generalized.
1035 */
1036
1037 void
1038 move_player_changer (object *op)
1039 {
1040 object *player;
1041 object *walk;
1042 char c;
1043
1044 if (!op->above || !EXIT_PATH (op))
1045 return;
1046
1047 /* This isn't all that great - means that the player_mover
1048 * needs to be on top.
1049 */
1050 if (op->above->type == PLAYER)
1051 {
1052 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1053 return;
1054 player = op->above;
1055
1056 for (walk = op->inv; walk != NULL; walk = walk->below)
1057 apply_changes_to_player (player, walk);
1058
1059 fix_player (player);
1060
1061 esrv_send_inventory (op->above, op->above);
1062 esrv_update_item (UPD_FACE, op->above, op->above);
1063
1064 /* update players death & WoR home-position */
1065 sscanf (EXIT_PATH (op), "%c", &c);
1066 if (c == '/')
1067 {
1068 strcpy (player->contr->savebed_map, EXIT_PATH (op));
1069 player->contr->bed_x = EXIT_X (op);
1070 player->contr->bed_y = EXIT_Y (op);
1071 }
1072 else
1073 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1074
1075 enter_exit (op->above, op);
1076 save_player (player, 1);
1077 }
1078 }
1079
1080 /* firewalls fire other spells.
1081 * The direction of the wall is stored in op->stats.sp.
1082 * walls can have hp, so they can be torn down.
1083 */
1084 void
1085 move_firewall (object *op)
1086 {
1087 object *spell;
1088
1089 if (!op->map)
1090 return; /* dm has created a firewall in his inventory */
1091
1092 spell = op->inv;
1093 if (!spell || spell->type != SPELL)
1094 spell = &op->other_arch->clone;
1095 if (!spell)
1096 {
1097 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y);
1098 return;
1099 }
1100
1101 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1102 }
1103
1104
1105 /* move_player_mover: this function takes a "player mover" as an
1106 * argument, and performs the function of a player mover, which is:
1107 *
1108 * a player mover finds any players that are sitting on it. It
1109 * moves them in the op->stats.sp direction. speed is how often it'll move.
1110 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1111 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1112 * it'll paralyze the victim for hp*his speed/op->speed
1113 */
1114 void
1115 move_player_mover (object *op)
1116 {
1117 object *victim, *nextmover;
1118 int dir = op->stats.sp;
1119 sint16 nx, ny;
1120 maptile *m;
1121
1122 /* Determine direction now for random movers so we do the right thing */
1123 if (!dir)
1124 dir = rndm (1, 8);
1125
1126 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1127 {
1128 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1129 (victim->move_type & op->move_type || !victim->move_type))
1130 {
1131
1132 if (victim->head)
1133 victim = victim->head;
1134
1135 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1136 {
1137 op->remove ();
1138 op->destroy (0);
1139 return;
1140 }
1141 nx = op->x + freearr_x[dir];
1142 ny = op->y + freearr_y[dir];
1143 m = op->map;
1144 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1145 {
1146 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y);
1147 return;
1148 }
1149
1150 if (should_director_abort (op, victim))
1151 return;
1152
1153 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1154 {
1155 if (nextmover->type == PLAYERMOVER)
1156 nextmover->speed_left = -.99;
1157 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1158 {
1159 op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1160 }
1161 }
1162
1163 if (victim->type == PLAYER)
1164 {
1165 /* only level >=1 movers move people */
1166 if (op->level)
1167 {
1168 /* Following is a bit of hack. We need to make sure it
1169 * is cleared, otherwise the player will get stuck in
1170 * place. This can happen if the player used a spell to
1171 * get to this space.
1172 */
1173 victim->contr->fire_on = 0;
1174 victim->speed_left = -FABS (victim->speed);
1175 move_player (victim, dir);
1176 }
1177 else
1178 return;
1179 }
1180 else
1181 move_object (victim, dir);
1182
1183 if (!op->stats.maxsp && op->attacktype)
1184 op->stats.maxsp = 2;
1185
1186 if (op->attacktype)
1187 { /* flag to paralyze the player */
1188
1189 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1190 /* Not sure why, but for some chars on metalforge, they
1191 * would sometimes get -inf speed_left, and from the
1192 * description, it could only happen here, so just put
1193 * a lower sanity limit. My only guess is that the
1194 * mover has 0 speed.
1195 */
1196 if (victim->speed_left < -5.0)
1197 victim->speed_left = -5.0;
1198 }
1199 }
1200 }
1201 }
1202
1203 /*
1204 * Will duplicate a specified object placed on top of it.
1205 * connected: what will trigger it.
1206 * level: multiplier. 0 to destroy.
1207 * other_arch: the object to look for and duplicate.
1208 */
1209
1210 void
1211 move_duplicator (object *op)
1212 {
1213 object *tmp;
1214
1215 if (!op->other_arch)
1216 {
1217 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap");
1218 return;
1219 }
1220
1221 if (op->above == NULL)
1222 return;
1223 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
1224 {
1225 if (strcmp (op->other_arch->name, tmp->arch->name) == 0)
1226 {
1227 if (op->level <= 0)
1228 {
1229 tmp->remove ();
1230 tmp->destroy (0);
1231 }
1232 else
1233 {
1234 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1235
1236 if (new_nrof >= 1UL << 31)
1237 new_nrof = 1UL << 31;
1238 tmp->nrof = new_nrof;
1239 }
1240 break;
1241 }
1242 }
1243 }
1244
1245 /* move_creator (by peterm)
1246 * it has the creator object create it's other_arch right on top of it.
1247 * connected: what will trigger it
1248 * hp: how many times it may create before stopping
1249 * lifesave: if set, it'll never disappear but will go on creating
1250 * everytime it's triggered
1251 * other_arch: the object to create
1252 * Note this can create large objects, however, in that case, it
1253 * has to make sure that there is in fact space for the object.
1254 * It should really do this for small objects also, but there is
1255 * more concern with large objects, most notably a part being placed
1256 * outside of the map which would cause the server to crash
1257 */
1258
1259 void
1260 move_creator (object *creator)
1261 {
1262 object *new_ob;
1263
1264 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1265 {
1266 creator->stats.hp = -1;
1267 return;
1268 }
1269
1270 if (creator->inv != NULL)
1271 {
1272 object *ob;
1273 int i;
1274 object *ob_to_copy;
1275
1276 /* select random object from inventory to copy */
1277 ob_to_copy = creator->inv;
1278 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1279 {
1280 if (rndm (0, i) == 0)
1281 {
1282 ob_to_copy = ob;
1283 }
1284 }
1285 new_ob = object_create_clone (ob_to_copy);
1286 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1287 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1288 }
1289 else
1290 {
1291 if (creator->other_arch == NULL)
1292 {
1293 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path,
1294 creator->x, creator->y);
1295 return;
1296 }
1297
1298 new_ob = object_create_arch (creator->other_arch);
1299 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1300 }
1301
1302 /* Make sure this multipart object fits */
1303 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1304 {
1305 new_ob->destroy (0);
1306 return;
1307 }
1308
1309 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1310 if (QUERY_FLAG (new_ob, FLAG_FREED))
1311 return;
1312
1313 if (creator->slaying)
1314 {
1315 new_ob->name = new_ob->title = creator->slaying;
1316 }
1317 }
1318
1319 /* move_marker --peterm@soda.csua.berkeley.edu
1320 when moved, a marker will search for a player sitting above
1321 it, and insert an invisible, weightless force into him
1322 with a specific code as the slaying field.
1323 At that time, it writes the contents of its own message
1324 field to the player. The marker will decrement hp to
1325 0 and then delete itself every time it grants a mark.
1326 unless hp was zero to start with, in which case it is infinite.*/
1327
1328 void
1329 move_marker (object *op)
1330 {
1331 object *tmp, *tmp2;
1332
1333 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1334 {
1335 if (tmp->type == PLAYER)
1336 { /* we've got someone to MARK */
1337
1338 /* remove an old force with a slaying field == op->name */
1339 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1340 {
1341 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1342 break;
1343 }
1344
1345 if (tmp2)
1346 {
1347 tmp2->remove ();
1348 tmp2->destroy (0);
1349 }
1350
1351 /* cycle through his inventory to look for the MARK we want to
1352 * place
1353 */
1354 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1355 {
1356 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1357 break;
1358 }
1359
1360 /* if we didn't find our own MARK */
1361 if (tmp2 == NULL)
1362 {
1363 object *force = get_archetype (FORCE_NAME);
1364
1365 force->speed = 0;
1366 if (op->stats.food)
1367 {
1368 force->speed = 0.01;
1369 force->speed_left = -op->stats.food;
1370 }
1371 update_ob_speed (force);
1372 /* put in the lock code */
1373 force->slaying = op->slaying;
1374
1375 if (op->lore)
1376 force->lore = op->lore;
1377
1378 insert_ob_in_ob (force, tmp);
1379 if (op->msg)
1380 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1381
1382 if (op->stats.hp > 0)
1383 {
1384 op->stats.hp--;
1385 if (op->stats.hp == 0)
1386 {
1387 /* marker expires--granted mark number limit */
1388 op->remove ();
1389 op->destroy (0);
1390 return;
1391 }
1392 }
1393 } /* if tmp2 == NULL */
1394 } /* if tmp->type == PLAYER */
1395 } /* For all objects on this space */
1396 }
1397
1398 int
1399 process_object (object *op)
1400 {
1401 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1402 return 0;
1403
1404 if (INVOKE_OBJECT (TICK, op))
1405 return 0;
1406
1407 if (QUERY_FLAG (op, FLAG_MONSTER))
1408 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1409 return 1;
1410
1411 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1412 {
1413 if (op->type == PLAYER)
1414 animate_object (op, op->facing);
1415 else
1416 animate_object (op, op->direction);
1417
1418 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1419 make_sure_seen (op);
1420 }
1421
1422 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1423 {
1424 change_object (op);
1425 return 1;
1426 }
1427
1428 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1429 generate_monster (op);
1430
1431 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1432 {
1433 if (QUERY_FLAG (op, FLAG_APPLIED))
1434 remove_force (op);
1435 else
1436 {
1437 /* IF necessary, delete the item from the players inventory */
1438 object *pl = is_player_inv (op);
1439
1440 if (pl)
1441 esrv_del_item (pl->contr, op->count);
1442
1443 op->remove ();
1444
1445 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1446 make_sure_not_seen (op);
1447
1448 op->destroy (0);
1449 }
1450
1451 return 1;
1452 }
1453
1454 switch (op->type)
1455 {
1456 case SPELL_EFFECT:
1457 move_spell_effect (op);
1458 return 1;
1459
1460 case ROD:
1461 case HORN:
1462 regenerate_rod (op);
1463 return 1;
1464
1465 case FORCE:
1466 case POTION_EFFECT:
1467 remove_force (op);
1468 return 1;
1469
1470 case BLINDNESS:
1471 remove_blindness (op);
1472 return 0;
1473
1474 case POISONING:
1475 poison_more (op);
1476 return 0;
1477
1478 case DISEASE:
1479 move_disease (op);
1480 return 0;
1481
1482 case SYMPTOM:
1483 move_symptom (op);
1484 return 0;
1485
1486 case THROWN_OBJ:
1487 case ARROW:
1488 move_arrow (op);
1489 return 0;
1490
1491 case LIGHTNING: /* It now moves twice as fast */
1492 move_bolt (op);
1493 return 0;
1494
1495 case DOOR:
1496 remove_door (op);
1497 return 0;
1498
1499 case LOCKED_DOOR:
1500 remove_door2 (op);
1501 return 0;
1502
1503 case TELEPORTER:
1504 move_teleporter (op);
1505 return 0;
1506
1507 case GOLEM:
1508 move_golem (op);
1509 return 0;
1510
1511 case EARTHWALL:
1512 hit_player (op, 2, op, AT_PHYSICAL, 1);
1513 return 0;
1514
1515 case FIREWALL:
1516 move_firewall (op);
1517 if (op->stats.maxsp)
1518 animate_turning (op);
1519 return 0;
1520
1521 case MOOD_FLOOR:
1522 do_mood_floor (op);
1523 return 0;
1524
1525 case GATE:
1526 move_gate (op);
1527 return 0;
1528
1529 case TIMED_GATE:
1530 move_timed_gate (op);
1531 return 0;
1532
1533 case TRIGGER:
1534 case TRIGGER_BUTTON:
1535 case TRIGGER_PEDESTAL:
1536 case TRIGGER_ALTAR:
1537 animate_trigger (op);
1538 return 0;
1539
1540 case DETECTOR:
1541 move_detector (op);
1542
1543 case DIRECTOR:
1544 if (op->stats.maxsp)
1545 animate_turning (op);
1546 return 0;
1547
1548 case HOLE:
1549 move_hole (op);
1550 return 0;
1551
1552 case DEEP_SWAMP:
1553 move_deep_swamp (op);
1554 return 0;
1555
1556 case RUNE:
1557 case TRAP:
1558 move_rune (op);
1559 return 0;
1560
1561 case PLAYERMOVER:
1562 move_player_mover (op);
1563 return 0;
1564
1565 case CREATOR:
1566 move_creator (op);
1567 return 0;
1568
1569 case MARKER:
1570 move_marker (op);
1571 return 0;
1572
1573 case PLAYER_CHANGER:
1574 move_player_changer (op);
1575 return 0;
1576
1577 case PEACEMAKER:
1578 move_peacemaker (op);
1579 return 0;
1580 }
1581
1582 return 0;
1583 }