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Revision: 1.19
Committed: Mon Dec 18 03:00:02 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.18: +2 -2 lines
Log Message:
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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
64 op->destroy ();
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
93 op->destroy ();
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 (head->has_random_items ())
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 (op->has_random_items ())
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
226 op->destroy ();
227 }
228
229 void
230 remove_blindness (object *op)
231 {
232 if (--op->stats.food > 0)
233 return;
234
235 CLEAR_FLAG (op, FLAG_APPLIED);
236
237 if (op->env != NULL)
238 {
239 change_abil (op->env, op);
240 fix_player (op->env);
241 }
242
243 op->destroy ();
244 }
245
246 void
247 poison_more (object *op)
248 {
249 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
250 {
251 op->destroy ();
252 return;
253 }
254
255 if (op->stats.food == 1)
256 {
257 /* need to remove the object before fix_player is called, else fix_player
258 * will not do anything.
259 */
260 if (op->env->type == PLAYER)
261 {
262 CLEAR_FLAG (op, FLAG_APPLIED);
263 fix_player (op->env);
264 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
265 }
266
267 op->destroy ();
268 return;
269 }
270
271 if (op->env->type == PLAYER)
272 {
273 op->env->stats.food--;
274 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
275 }
276 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
277 }
278
279
280 void
281 move_gate (object *op)
282 { /* 1 = going down, 0 = goind up */
283 object *tmp;
284
285 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
286 {
287 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
288 op->stats.wc = 0;
289 }
290
291 /* We're going down */
292 if (op->value)
293 {
294 if (--op->stats.wc <= 0)
295 { /* Reached bottom, let's stop */
296 op->stats.wc = 0;
297 if (op->arch->clone.speed)
298 op->value = 0;
299 else
300 {
301 op->speed = 0;
302 update_ob_speed (op);
303 }
304 }
305 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
306 {
307 op->move_block = 0;
308 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
309 update_all_los (op->map, op->x, op->y);
310 }
311 SET_ANIMATION (op, op->stats.wc);
312 update_object (op, UP_OBJ_CHANGE);
313 return;
314 }
315
316 /* We're going up */
317
318 /* First, lets see if we are already at the top */
319 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
320 {
321
322 /* Check to make sure that only non pickable and non rollable
323 * objects are above the gate. If so, we finish closing the gate,
324 * otherwise, we fall through to the code below which should lower
325 * the gate slightly.
326 */
327
328 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
329 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
330 break;
331
332 if (tmp == NULL)
333 {
334 if (op->arch->clone.speed)
335 op->value = 1;
336 else
337 {
338 op->speed = 0;
339 update_ob_speed (op); /* Reached top, let's stop */
340 }
341 return;
342 }
343 }
344
345 if (op->stats.food)
346 { /* The gate is going temporarily down */
347 if (--op->stats.wc <= 0)
348 { /* Gone all the way down? */
349 op->stats.food = 0; /* Then let's try again */
350 op->stats.wc = 0;
351 }
352 }
353 else
354 { /* The gate is still going up */
355 op->stats.wc++;
356
357 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
358 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
359
360 /* If there is something on top of the gate, we try to roll it off.
361 * If a player/monster, we don't roll, we just hit them with damage
362 */
363 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
364 {
365 /* Halfway or further, check blocks */
366 /* First, get the top object on the square. */
367 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above);
368
369 if (tmp != NULL)
370 {
371 if (QUERY_FLAG (tmp, FLAG_ALIVE))
372 {
373 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
374 if (tmp->type == PLAYER)
375 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
376 }
377 else
378 /* If the object is not alive, and the object either can
379 * be picked up or the object rolls, move the object
380 * off the gate.
381 */
382 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
383 {
384 /* If it has speed, it should move itself, otherwise: */
385 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
386
387 /* If there is a free spot, move the object someplace */
388 if (i != -1)
389 {
390 tmp->remove ();
391 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
392 insert_ob_in_map (tmp, op->map, op, 0);
393 }
394 }
395 }
396
397 /* See if there is still anything blocking the gate */
398 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
399 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
400 break;
401
402 /* IF there is, start putting the gate down */
403 if (tmp)
404 {
405 op->stats.food = 1;
406 }
407 else
408 {
409 op->move_block = MOVE_ALL;
410 if (!op->arch->clone.stats.ac)
411 SET_FLAG (op, FLAG_BLOCKSVIEW);
412 update_all_los (op->map, op->x, op->y);
413 }
414 } /* gate is halfway up */
415
416 SET_ANIMATION (op, op->stats.wc);
417 update_object (op, UP_OBJ_CHANGE);
418 } /* gate is going up */
419 }
420
421 /* hp : how long door is open/closed
422 * maxhp : initial value for hp
423 * sp : 1 = open, 0 = close
424 */
425 void
426 move_timed_gate (object *op)
427 {
428 int v = op->value;
429
430 if (op->stats.sp)
431 {
432 move_gate (op);
433 if (op->value != v) /* change direction ? */
434 op->stats.sp = 0;
435 return;
436 }
437 if (--op->stats.hp <= 0)
438 { /* keep gate down */
439 move_gate (op);
440 if (op->value != v)
441 { /* ready ? */
442 op->speed = 0;
443 update_ob_speed (op);
444 }
445 }
446 }
447
448 /* slaying: name of the thing the detector is to look for
449 * speed: frequency of 'glances'
450 * connected: connected value of detector
451 * sp: 1 if detection sets buttons
452 * -1 if detection unsets buttons
453 */
454
455 void
456 move_detector (object *op)
457 {
458 object *tmp;
459 int last = op->value;
460 int detected;
461
462 detected = 0;
463
464 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
465 {
466 object *tmp2;
467
468 if (op->stats.hp)
469 {
470 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
471 {
472 if (op->slaying && !strcmp (op->slaying, tmp->name))
473 detected = 1;
474 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
475 detected = 1;
476 }
477 }
478 if (op->slaying && !strcmp (op->slaying, tmp->name))
479 {
480 detected = 1;
481 }
482 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
483 detected = 1;
484 }
485
486 /* the detector sets the button if detection is found */
487 if (op->stats.sp == 1)
488 {
489 if (detected && last == 0)
490 {
491 op->value = 1;
492 push_button (op);
493 }
494 if (!detected && last == 1)
495 {
496 op->value = 0;
497 push_button (op);
498 }
499 }
500 else
501 { /* in this case, we unset buttons */
502 if (detected && last == 1)
503 {
504 op->value = 0;
505 push_button (op);
506 }
507 if (!detected && last == 0)
508 {
509 op->value = 1;
510 push_button (op);
511 }
512 }
513 }
514
515
516 void
517 animate_trigger (object *op)
518 {
519 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
520 {
521 op->stats.wc = 0;
522 check_trigger (op, NULL);
523 }
524 else
525 {
526 SET_ANIMATION (op, op->stats.wc);
527 update_object (op, UP_OBJ_FACE);
528 }
529 }
530
531 void
532 move_hole (object *op)
533 { /* 1 = opening, 0 = closing */
534 object *next, *tmp;
535
536 if (op->value)
537 { /* We're opening */
538 if (--op->stats.wc <= 0)
539 { /* Opened, let's stop */
540 op->stats.wc = 0;
541 op->speed = 0;
542 update_ob_speed (op);
543
544 /* Hard coding this makes sense for holes I suppose */
545 op->move_on = MOVE_WALK;
546 for (tmp = op->above; tmp != NULL; tmp = next)
547 {
548 next = tmp->above;
549 move_apply (op, tmp, tmp);
550 }
551 }
552 SET_ANIMATION (op, op->stats.wc);
553 update_object (op, UP_OBJ_FACE);
554 return;
555 }
556 /* We're closing */
557 op->move_on = 0;
558
559 op->stats.wc++;
560 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
561 op->stats.wc = NUM_ANIMATIONS (op) - 1;
562 SET_ANIMATION (op, op->stats.wc);
563 update_object (op, UP_OBJ_FACE);
564 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
565 {
566 op->speed = 0;
567 update_ob_speed (op); /* closed, let's stop */
568 return;
569 }
570 }
571
572
573 /* stop_item() returns a pointer to the stopped object. The stopped object
574 * may or may not have been removed from maps or inventories. It will not
575 * have been merged with other items.
576 *
577 * This function assumes that only items on maps need special treatment.
578 *
579 * If the object can't be stopped, or it was destroyed while trying to stop
580 * it, NULL is returned.
581 *
582 * fix_stopped_item() should be used if the stopped item should be put on
583 * the map.
584 */
585 object *
586 stop_item (object *op)
587 {
588 if (op->map == NULL)
589 return op;
590
591 switch (op->type)
592 {
593 case THROWN_OBJ:
594 {
595 object *payload = op->inv;
596
597 if (payload == NULL)
598 return NULL;
599 payload->remove ();
600 op->destroy ();
601 return payload;
602 }
603
604 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED)
606 op = fix_stopped_arrow (op);
607 return op;
608
609 default:
610 return op;
611 }
612 }
613
614 /* fix_stopped_item() - put stopped item where stop_item() had found it.
615 * Inserts item into the old map, or merges it if it already is on the map.
616 *
617 * 'map' must be the value of op->map before stop_item() was called.
618 */
619 void
620 fix_stopped_item (object *op, maptile *map, object *originator)
621 {
622 if (map == NULL)
623 return;
624 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */
628 }
629
630
631 object *
632 fix_stopped_arrow (object *op)
633 {
634 if (rndm (0, 99) < op->stats.food)
635 {
636 /* Small chance of breaking */
637 op->destroy ();
638 return NULL;
639 }
640
641 op->direction = 0;
642 op->move_on = 0;
643 op->move_type = 0;
644 op->speed = 0;
645 update_ob_speed (op);
646 op->stats.wc = op->stats.sp;
647 op->stats.dam = op->stats.hp;
648 op->attacktype = op->stats.grace;
649 op->slaying = 0;
650 op->skill = 0;
651
652 if (op->spellarg != NULL)
653 {
654 op->slaying = op->spellarg;
655 free (op->spellarg);
656 op->spellarg = NULL;
657 }
658 else
659 op->slaying = NULL;
660
661 /* Reset these to zero, so that object::can_merge will work properly */
662 op->spellarg = NULL;
663 op->stats.sp = 0;
664 op->stats.hp = 0;
665 op->stats.grace = 0;
666 op->level = 0;
667 op->face = op->arch->clone.face;
668 op->owner = NULL; /* So that stopped arrows will be saved */
669 update_object (op, UP_OBJ_FACE);
670 return op;
671 }
672
673 /* stop_arrow() - what to do when a non-living flying object
674 * has to stop. Sept 96 - I added in thrown object code in
675 * here too. -b.t.
676 *
677 * Returns a pointer to the stopped object (which will have been removed
678 * from maps or inventories), or NULL if was destroyed.
679 */
680
681 static void
682 stop_arrow (object *op)
683 {
684 if (INVOKE_OBJECT (STOP, op))
685 return;
686
687 if (op->inv)
688 {
689 object *payload = op->inv;
690
691 payload->remove ();
692 payload->owner = 0;
693 insert_ob_in_map (payload, op->map, payload, 0);
694 op->destroy ();
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->destroy ();
719 return;
720 }
721
722 /* we need to stop thrown objects at some point. Like here. */
723 if (op->type == THROWN_OBJ)
724 {
725 /* If the object that the THROWN_OBJ encapsulates disappears,
726 * we need to have this object go away also - otherwise, you get
727 * left over remnants on the map. Where this currently happens
728 * is if the player throws a bomb - the bomb explodes on its own,
729 * but this object sticks around. We could handle the cleanup in the
730 * bomb code, but there are potential other cases where that could happen,
731 * and it is easy enough to clean it up here.
732 */
733 if (op->inv == NULL)
734 {
735 op->destroy ();
736 return;
737 }
738
739 if (op->last_sp-- < 0)
740 {
741 stop_arrow (op);
742 return;
743 }
744 }
745
746 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
747 values look rediculous. */
748 if (op->speed < 0.5 && op->type == ARROW)
749 {
750 stop_arrow (op);
751 return;
752 }
753
754 /* Calculate target map square */
755 new_x = op->x + DIRX (op);
756 new_y = op->y + DIRY (op);
757 was_reflected = 0;
758
759 m = op->map;
760 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
761
762 if (mflags & P_OUT_OF_MAP)
763 {
764 stop_arrow (op);
765 return;
766 }
767
768 /* only need to look for living creatures if this flag is set */
769 if (mflags & P_IS_ALIVE)
770 {
771 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
772 if (QUERY_FLAG (tmp, FLAG_ALIVE))
773 break;
774
775 /* Not really fair, but don't let monsters hit themselves with
776 * their own arrow - this can be because they fire it then
777 * move into it.
778 */
779 if (tmp && tmp != op->owner)
780 {
781 /* Found living object, but it is reflecting the missile. Update
782 * as below. (Note that for living creatures there is a small
783 * chance that reflect_missile fails.)
784 */
785 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
786 {
787 int number = op->face->number;
788
789 op->direction = absdir (op->direction + 4);
790 op->state = 0;
791
792 if (GET_ANIM_ID (op))
793 {
794 number += 4;
795
796 if (number > GET_ANIMATION (op, 8))
797 number -= 8;
798
799 op->face = &new_faces[number];
800 }
801
802 was_reflected = 1; /* skip normal movement calculations */
803 }
804 else
805 {
806 /* Attack the object. */
807 op = hit_with_arrow (op, tmp);
808
809 if (!op)
810 return;
811 }
812 } /* if this is not hitting its owner */
813 } /* if there is something alive on this space */
814
815 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
816 {
817 int retry = 0;
818
819 /* if the object doesn't reflect, stop the arrow from moving
820 * note that this code will now catch cases where a monster is
821 * on a wall but has reflecting - the arrow won't reflect.
822 * Mapmakers shouldn't put monsters on top of wall in the first
823 * place, so I don't consider that a problem.
824 */
825 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
826 {
827 stop_arrow (op);
828 return;
829 }
830 else
831 {
832 /* If one of the major directions (n,s,e,w), just reverse it */
833 if (op->direction & 1)
834 {
835 op->direction = absdir (op->direction + 4);
836 retry = 1;
837 }
838 /* There were two blocks with identical code -
839 * use this retry here to make this one block
840 * that did the same thing.
841 */
842 while (retry < 2)
843 {
844 int left, right, mflags;
845 maptile *m1;
846 sint16 x1, y1;
847
848 retry++;
849
850 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
851 * over a corner in a tiled map, it is possible that
852 * op->direction is within an adjacent map but either
853 * op->direction-1 or op->direction+1 does not exist.
854 */
855 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)],
856 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1);
857 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
858
859 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)],
860 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1);
861 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
862
863 if (left == right)
864 op->direction = absdir (op->direction + 4);
865 else if (left)
866 op->direction = absdir (op->direction + 2);
867 else if (right)
868 op->direction = absdir (op->direction - 2);
869
870 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
871
872 /* If this space is not out of the map and not blocked, valid space -
873 * don't need to retry again.
874 */
875 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
876 break;
877
878 }
879 /* Couldn't find a direction to move the arrow to - just
880 * top it from moving.
881 */
882 if (retry == 2)
883 {
884 stop_arrow (op);
885 return;
886 }
887 /* update object image for new facing */
888 /* many thrown objects *don't* have more than one face */
889 if (GET_ANIM_ID (op))
890 SET_ANIMATION (op, op->direction);
891 } /* object is reflected */
892 } /* object ran into a wall */
893
894 /* Move the arrow. */
895 op->remove ();
896 op->x = new_x;
897 op->y = new_y;
898
899 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
900 * about 17 squares. Tune as needed.
901 */
902 op->speed -= 0.05;
903 insert_ob_in_map (op, m, op, 0);
904 }
905
906 /* This routine doesnt seem to work for "inanimate" objects that
907 * are being carried, ie a held torch leaps from your hands!.
908 * Modified this routine to allow held objects. b.t. */
909
910 void
911 change_object (object *op)
912 { /* Doesn`t handle linked objs yet */
913 object *tmp, *env, *pl;
914 int i, j;
915
916 if (op->other_arch == NULL)
917 {
918 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
919 return;
920 }
921
922 /* In non-living items only change when food value is 0 */
923 if (!QUERY_FLAG (op, FLAG_ALIVE))
924 {
925 if (op->stats.food-- > 0)
926 return;
927 else
928 op->stats.food = 1; /* so 1 other_arch is made */
929 }
930 env = op->env;
931 op->remove ();
932 for (i = 0; i < NROFNEWOBJS (op); i++)
933 {
934 tmp = arch_to_object (op->other_arch);
935 if (op->type == LAMP)
936 tmp->stats.food = op->stats.food - 1;
937 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
938 if (env)
939 {
940 tmp->x = env->x, tmp->y = env->y;
941 tmp = insert_ob_in_ob (tmp, env);
942 /* If this object is the players inventory, we need to tell the
943 * client of the change. Insert_ob_in_map takes care of the
944 * updating the client, so we don't need to do that below.
945 */
946 if ((pl = is_player_inv (env)) != NULL)
947 {
948 esrv_del_item (pl->contr, op->count);
949 esrv_send_item (pl, tmp);
950 }
951 }
952 else
953 {
954 j = find_first_free_spot (tmp, op->map, op->x, op->y);
955 if (j == -1) /* No free spot */
956 tmp->destroy ();
957 else
958 {
959 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
960 insert_ob_in_map (tmp, op->map, op, 0);
961 }
962 }
963 }
964
965 op->destroy ();
966 }
967
968 void
969 move_teleporter (object *op)
970 {
971 object *tmp, *head = op;
972
973 /* if this is a multipart teleporter, handle the other parts
974 * The check for speed isn't strictly needed - basically, if
975 * there is an old multipart teleporter in which the other parts
976 * have speed, we don't really want to call it twice for the same
977 * function - in fact, as written below, part N would get called
978 * N times without the speed check.
979 */
980 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED)
981 move_teleporter (op->more);
982
983 if (op->head)
984 head = op->head;
985
986 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
987 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
988 break;
989
990 /* If nothing above us to move, nothing to do */
991 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
992 return;
993
994 if (EXIT_PATH (head))
995 {
996 if (tmp->type == PLAYER)
997 {
998 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
999 return;
1000
1001 enter_exit (tmp, head);
1002 }
1003 else
1004 /* Currently only players can transfer maps */
1005 return;
1006 }
1007 else if (EXIT_X (head) || EXIT_Y (head))
1008 {
1009 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1010 {
1011 LOG (llevError, "Removed illegal teleporter.\n");
1012 head->destroy ();
1013 return;
1014 }
1015
1016 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1017 return;
1018
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 return;
1139 }
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 tmp->destroy ();
1229 else
1230 {
1231 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1232
1233 if (new_nrof >= 1UL << 31)
1234 new_nrof = 1UL << 31;
1235
1236 tmp->nrof = new_nrof;
1237 }
1238
1239 break;
1240 }
1241 }
1242 }
1243
1244 /* move_creator (by peterm)
1245 * it has the creator object create it's other_arch right on top of it.
1246 * connected: what will trigger it
1247 * hp: how many times it may create before stopping
1248 * lifesave: if set, it'll never disappear but will go on creating
1249 * everytime it's triggered
1250 * other_arch: the object to create
1251 * Note this can create large objects, however, in that case, it
1252 * has to make sure that there is in fact space for the object.
1253 * It should really do this for small objects also, but there is
1254 * more concern with large objects, most notably a part being placed
1255 * outside of the map which would cause the server to crash
1256 */
1257
1258 void
1259 move_creator (object *creator)
1260 {
1261 object *new_ob;
1262
1263 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1264 {
1265 creator->stats.hp = -1;
1266 return;
1267 }
1268
1269 if (creator->inv != NULL)
1270 {
1271 object *ob;
1272 int i;
1273 object *ob_to_copy;
1274
1275 /* select random object from inventory to copy */
1276 ob_to_copy = creator->inv;
1277 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1278 {
1279 if (rndm (0, i) == 0)
1280 {
1281 ob_to_copy = ob;
1282 }
1283 }
1284 new_ob = object_create_clone (ob_to_copy);
1285 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1286 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1287 }
1288 else
1289 {
1290 if (creator->other_arch == NULL)
1291 {
1292 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path,
1293 creator->x, creator->y);
1294 return;
1295 }
1296
1297 new_ob = object_create_arch (creator->other_arch);
1298 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1299 }
1300
1301 /* Make sure this multipart object fits */
1302 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1303 {
1304 new_ob->destroy ();
1305 return;
1306 }
1307
1308 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1309 if (QUERY_FLAG (new_ob, FLAG_FREED))
1310 return;
1311
1312 if (creator->slaying)
1313 {
1314 new_ob->name = new_ob->title = creator->slaying;
1315 }
1316 }
1317
1318 /* move_marker --peterm@soda.csua.berkeley.edu
1319 when moved, a marker will search for a player sitting above
1320 it, and insert an invisible, weightless force into him
1321 with a specific code as the slaying field.
1322 At that time, it writes the contents of its own message
1323 field to the player. The marker will decrement hp to
1324 0 and then delete itself every time it grants a mark.
1325 unless hp was zero to start with, in which case it is infinite.*/
1326
1327 void
1328 move_marker (object *op)
1329 {
1330 object *tmp, *tmp2;
1331
1332 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1333 {
1334 if (tmp->type == PLAYER)
1335 { /* we've got someone to MARK */
1336
1337 /* remove an old force with a slaying field == op->name */
1338 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1339 {
1340 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1341 break;
1342 }
1343
1344 if (tmp2)
1345 tmp2->destroy ();
1346
1347 /* cycle through his inventory to look for the MARK we want to
1348 * place
1349 */
1350 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1351 {
1352 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1353 break;
1354 }
1355
1356 /* if we didn't find our own MARK */
1357 if (tmp2 == NULL)
1358 {
1359 object *force = get_archetype (FORCE_NAME);
1360
1361 force->speed = 0;
1362 if (op->stats.food)
1363 {
1364 force->speed = 0.01;
1365 force->speed_left = -op->stats.food;
1366 }
1367 update_ob_speed (force);
1368 /* put in the lock code */
1369 force->slaying = op->slaying;
1370
1371 if (op->lore)
1372 force->lore = op->lore;
1373
1374 insert_ob_in_ob (force, tmp);
1375 if (op->msg)
1376 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1377
1378 if (op->stats.hp > 0)
1379 {
1380 op->stats.hp--;
1381 if (op->stats.hp == 0)
1382 {
1383 /* marker expires--granted mark number limit */
1384 op->destroy ();
1385 return;
1386 }
1387 }
1388 } /* if tmp2 == NULL */
1389 } /* if tmp->type == PLAYER */
1390 } /* For all objects on this space */
1391 }
1392
1393 int
1394 process_object (object *op)
1395 {
1396 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1397 return 0;
1398
1399 if (INVOKE_OBJECT (TICK, op))
1400 return 0;
1401
1402 if (QUERY_FLAG (op, FLAG_MONSTER))
1403 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1404 return 1;
1405
1406 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1407 {
1408 if (op->type == PLAYER)
1409 animate_object (op, op->facing);
1410 else
1411 animate_object (op, op->direction);
1412
1413 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1414 make_sure_seen (op);
1415 }
1416
1417 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1418 {
1419 change_object (op);
1420 return 1;
1421 }
1422
1423 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1424 generate_monster (op);
1425
1426 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1427 {
1428 if (QUERY_FLAG (op, FLAG_APPLIED))
1429 remove_force (op);
1430 else
1431 {
1432 /* IF necessary, delete the item from the players inventory */
1433 object *pl = is_player_inv (op);
1434
1435 if (pl)
1436 esrv_del_item (pl->contr, op->count);
1437
1438 op->remove ();
1439
1440 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1441 make_sure_not_seen (op);
1442
1443 op->destroy ();
1444 }
1445
1446 return 1;
1447 }
1448
1449 switch (op->type)
1450 {
1451 case SPELL_EFFECT:
1452 move_spell_effect (op);
1453 return 1;
1454
1455 case ROD:
1456 case HORN:
1457 regenerate_rod (op);
1458 return 1;
1459
1460 case FORCE:
1461 case POTION_EFFECT:
1462 remove_force (op);
1463 return 1;
1464
1465 case BLINDNESS:
1466 remove_blindness (op);
1467 return 0;
1468
1469 case POISONING:
1470 poison_more (op);
1471 return 0;
1472
1473 case DISEASE:
1474 move_disease (op);
1475 return 0;
1476
1477 case SYMPTOM:
1478 move_symptom (op);
1479 return 0;
1480
1481 case THROWN_OBJ:
1482 case ARROW:
1483 move_arrow (op);
1484 return 0;
1485
1486 case LIGHTNING: /* It now moves twice as fast */
1487 move_bolt (op);
1488 return 0;
1489
1490 case DOOR:
1491 remove_door (op);
1492 return 0;
1493
1494 case LOCKED_DOOR:
1495 remove_door2 (op);
1496 return 0;
1497
1498 case TELEPORTER:
1499 move_teleporter (op);
1500 return 0;
1501
1502 case GOLEM:
1503 move_golem (op);
1504 return 0;
1505
1506 case EARTHWALL:
1507 hit_player (op, 2, op, AT_PHYSICAL, 1);
1508 return 0;
1509
1510 case FIREWALL:
1511 move_firewall (op);
1512 if (op->stats.maxsp)
1513 animate_turning (op);
1514 return 0;
1515
1516 case MOOD_FLOOR:
1517 do_mood_floor (op);
1518 return 0;
1519
1520 case GATE:
1521 move_gate (op);
1522 return 0;
1523
1524 case TIMED_GATE:
1525 move_timed_gate (op);
1526 return 0;
1527
1528 case TRIGGER:
1529 case TRIGGER_BUTTON:
1530 case TRIGGER_PEDESTAL:
1531 case TRIGGER_ALTAR:
1532 animate_trigger (op);
1533 return 0;
1534
1535 case DETECTOR:
1536 move_detector (op);
1537
1538 case DIRECTOR:
1539 if (op->stats.maxsp)
1540 animate_turning (op);
1541 return 0;
1542
1543 case HOLE:
1544 move_hole (op);
1545 return 0;
1546
1547 case DEEP_SWAMP:
1548 move_deep_swamp (op);
1549 return 0;
1550
1551 case RUNE:
1552 case TRAP:
1553 move_rune (op);
1554 return 0;
1555
1556 case PLAYERMOVER:
1557 move_player_mover (op);
1558 return 0;
1559
1560 case CREATOR:
1561 move_creator (op);
1562 return 0;
1563
1564 case MARKER:
1565 move_marker (op);
1566 return 0;
1567
1568 case PLAYER_CHANGER:
1569 move_player_changer (op);
1570 return 0;
1571
1572 case PEACEMAKER:
1573 move_peacemaker (op);
1574 return 0;
1575 }
1576
1577 return 0;
1578 }