ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/time.C
Revision: 1.24
Committed: Mon Dec 25 11:25:50 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.23: +16 -13 lines
Log Message:
- small, but subtle, rewrite of object management
- perl will now keep attachable objects alive
- objects are now refcounted
- refcouts need to be tested explicitly (refcnt_chk)
- explicit destroy is required current
- explicit destroy asks "nicely" for the object to self destruct, if possible
- refcounts will be used during mortal killing
- minor bugfixes, optimisations etc.
- some former hacks removed.

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)
150 return;
151
152 /* Code below assumes the generator is on a map, as it tries
153 * to place the monster on the map. So if the generator
154 * isn't on a map, complain and exit.
155 */
156 if (!gen->map)
157 return;
158
159 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
160 if (i == -1)
161 return;
162
163 while (at)
164 {
165 op = arch_to_object (at);
166 op->x = gen->x + freearr_x[i] + at->clone.x;
167 op->y = gen->y + freearr_y[i] + at->clone.y;
168
169 if (head)
170 op->head = head, prev->more = op;
171
172 if (rndm (0, 9))
173 generate_artifact (op, gen->map->difficulty);
174
175 insert_ob_in_map (op, gen->map, gen, 0);
176 if (QUERY_FLAG (op, FLAG_FREED))
177 return;
178
179 if (op->has_random_items ())
180 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
181
182 if (head == NULL)
183 head = op;
184
185 prev = op;
186 at = at->more;
187 }
188 }
189
190 void
191 generate_monster (object *gen)
192 {
193
194 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
195 return;
196
197 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
198 generate_monster_inv (gen);
199 else
200 generate_monster_arch (gen);
201
202 }
203
204 void
205 remove_force (object *op)
206 {
207 if (--op->duration > 0)
208 return;
209
210 switch (op->subtype)
211 {
212 case FORCE_CONFUSION:
213 if (op->env != NULL)
214 {
215 CLEAR_FLAG (op->env, FLAG_CONFUSED);
216 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
217 }
218
219 default:
220 if (op->env != NULL)
221 {
222 CLEAR_FLAG (op, FLAG_APPLIED);
223 change_abil (op->env, op);
224 op->env->update_stats ();
225 }
226 }
227
228 op->destroy ();
229 }
230
231 void
232 remove_blindness (object *op)
233 {
234 if (--op->stats.food > 0)
235 return;
236
237 CLEAR_FLAG (op, FLAG_APPLIED);
238
239 if (op->env != NULL)
240 {
241 change_abil (op->env, op);
242 op->env->update_stats ();
243 }
244
245 op->destroy ();
246 }
247
248 void
249 poison_more (object *op)
250 {
251 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
252 {
253 op->destroy ();
254 return;
255 }
256
257 if (op->stats.food == 1)
258 {
259 /* need to remove the object before fix_player is called, else fix_player
260 * will not do anything.
261 */
262 if (op->env->type == PLAYER)
263 {
264 CLEAR_FLAG (op, FLAG_APPLIED);
265 op->env->update_stats ();
266 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
267 }
268
269 op->destroy ();
270 return;
271 }
272
273 if (op->env->type == PLAYER)
274 {
275 op->env->stats.food--;
276 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
277 }
278 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
279 }
280
281
282 void
283 move_gate (object *op)
284 { /* 1 = going down, 0 = goind up */
285 object *tmp;
286
287 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
288 {
289 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
290 op->stats.wc = 0;
291 }
292
293 /* We're going down */
294 if (op->value)
295 {
296 if (--op->stats.wc <= 0)
297 { /* Reached bottom, let's stop */
298 op->stats.wc = 0;
299 if (op->arch->clone.speed)
300 op->value = 0;
301 else
302 {
303 op->speed = 0;
304 update_ob_speed (op);
305 }
306 }
307 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
308 {
309 op->move_block = 0;
310 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
311 update_all_los (op->map, op->x, op->y);
312 }
313 SET_ANIMATION (op, op->stats.wc);
314 update_object (op, UP_OBJ_CHANGE);
315 return;
316 }
317
318 /* We're going up */
319
320 /* First, lets see if we are already at the top */
321 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
322 {
323
324 /* Check to make sure that only non pickable and non rollable
325 * objects are above the gate. If so, we finish closing the gate,
326 * otherwise, we fall through to the code below which should lower
327 * the gate slightly.
328 */
329
330 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
331 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
332 break;
333
334 if (tmp == NULL)
335 {
336 if (op->arch->clone.speed)
337 op->value = 1;
338 else
339 {
340 op->speed = 0;
341 update_ob_speed (op); /* Reached top, let's stop */
342 }
343 return;
344 }
345 }
346
347 if (op->stats.food)
348 { /* The gate is going temporarily down */
349 if (--op->stats.wc <= 0)
350 { /* Gone all the way down? */
351 op->stats.food = 0; /* Then let's try again */
352 op->stats.wc = 0;
353 }
354 }
355 else
356 { /* The gate is still going up */
357 op->stats.wc++;
358
359 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
360 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
361
362 /* If there is something on top of the gate, we try to roll it off.
363 * If a player/monster, we don't roll, we just hit them with damage
364 */
365 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
366 {
367 /* Halfway or further, check blocks */
368 /* First, get the top object on the square. */
369 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above);
370
371 if (tmp != NULL)
372 {
373 if (QUERY_FLAG (tmp, FLAG_ALIVE))
374 {
375 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
376 if (tmp->type == PLAYER)
377 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
378 }
379 else
380 /* If the object is not alive, and the object either can
381 * be picked up or the object rolls, move the object
382 * off the gate.
383 */
384 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
385 {
386 /* If it has speed, it should move itself, otherwise: */
387 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
388
389 /* If there is a free spot, move the object someplace */
390 if (i != -1)
391 {
392 tmp->remove ();
393 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
394 insert_ob_in_map (tmp, op->map, op, 0);
395 }
396 }
397 }
398
399 /* See if there is still anything blocking the gate */
400 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
401 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
402 break;
403
404 /* IF there is, start putting the gate down */
405 if (tmp)
406 {
407 op->stats.food = 1;
408 }
409 else
410 {
411 op->move_block = MOVE_ALL;
412 if (!op->arch->clone.stats.ac)
413 SET_FLAG (op, FLAG_BLOCKSVIEW);
414 update_all_los (op->map, op->x, op->y);
415 }
416 } /* gate is halfway up */
417
418 SET_ANIMATION (op, op->stats.wc);
419 update_object (op, UP_OBJ_CHANGE);
420 } /* gate is going up */
421 }
422
423 /* hp : how long door is open/closed
424 * maxhp : initial value for hp
425 * sp : 1 = open, 0 = close
426 */
427 void
428 move_timed_gate (object *op)
429 {
430 int v = op->value;
431
432 if (op->stats.sp)
433 {
434 move_gate (op);
435 if (op->value != v) /* change direction ? */
436 op->stats.sp = 0;
437 return;
438 }
439 if (--op->stats.hp <= 0)
440 { /* keep gate down */
441 move_gate (op);
442 if (op->value != v)
443 { /* ready ? */
444 op->speed = 0;
445 update_ob_speed (op);
446 }
447 }
448 }
449
450 /* slaying: name of the thing the detector is to look for
451 * speed: frequency of 'glances'
452 * connected: connected value of detector
453 * sp: 1 if detection sets buttons
454 * -1 if detection unsets buttons
455 */
456
457 void
458 move_detector (object *op)
459 {
460 object *tmp;
461 int last = op->value;
462 int detected;
463
464 detected = 0;
465
466 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
467 {
468 object *tmp2;
469
470 if (op->stats.hp)
471 {
472 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
473 {
474 if (op->slaying && !strcmp (op->slaying, tmp->name))
475 detected = 1;
476 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
477 detected = 1;
478 }
479 }
480 if (op->slaying && !strcmp (op->slaying, tmp->name))
481 {
482 detected = 1;
483 }
484 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
485 detected = 1;
486 }
487
488 /* the detector sets the button if detection is found */
489 if (op->stats.sp == 1)
490 {
491 if (detected && last == 0)
492 {
493 op->value = 1;
494 push_button (op);
495 }
496 if (!detected && last == 1)
497 {
498 op->value = 0;
499 push_button (op);
500 }
501 }
502 else
503 { /* in this case, we unset buttons */
504 if (detected && last == 1)
505 {
506 op->value = 0;
507 push_button (op);
508 }
509 if (!detected && last == 0)
510 {
511 op->value = 1;
512 push_button (op);
513 }
514 }
515 }
516
517
518 void
519 animate_trigger (object *op)
520 {
521 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
522 {
523 op->stats.wc = 0;
524 check_trigger (op, NULL);
525 }
526 else
527 {
528 SET_ANIMATION (op, op->stats.wc);
529 update_object (op, UP_OBJ_FACE);
530 }
531 }
532
533 void
534 move_hole (object *op)
535 { /* 1 = opening, 0 = closing */
536 object *next, *tmp;
537
538 if (op->value)
539 { /* We're opening */
540 if (--op->stats.wc <= 0)
541 { /* Opened, let's stop */
542 op->stats.wc = 0;
543 op->speed = 0;
544 update_ob_speed (op);
545
546 /* Hard coding this makes sense for holes I suppose */
547 op->move_on = MOVE_WALK;
548 for (tmp = op->above; tmp != NULL; tmp = next)
549 {
550 next = tmp->above;
551 move_apply (op, tmp, tmp);
552 }
553 }
554 SET_ANIMATION (op, op->stats.wc);
555 update_object (op, UP_OBJ_FACE);
556 return;
557 }
558 /* We're closing */
559 op->move_on = 0;
560
561 op->stats.wc++;
562 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
563 op->stats.wc = NUM_ANIMATIONS (op) - 1;
564 SET_ANIMATION (op, op->stats.wc);
565 update_object (op, UP_OBJ_FACE);
566 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
567 {
568 op->speed = 0;
569 update_ob_speed (op); /* closed, let's stop */
570 return;
571 }
572 }
573
574
575 /* stop_item() returns a pointer to the stopped object. The stopped object
576 * may or may not have been removed from maps or inventories. It will not
577 * have been merged with other items.
578 *
579 * This function assumes that only items on maps need special treatment.
580 *
581 * If the object can't be stopped, or it was destroyed while trying to stop
582 * it, NULL is returned.
583 *
584 * fix_stopped_item() should be used if the stopped item should be put on
585 * the map.
586 */
587 object *
588 stop_item (object *op)
589 {
590 if (op->map == NULL)
591 return op;
592
593 switch (op->type)
594 {
595 case THROWN_OBJ:
596 {
597 object *payload = op->inv;
598
599 if (payload == NULL)
600 return NULL;
601 payload->remove ();
602 op->destroy ();
603 return payload;
604 }
605
606 case ARROW:
607 if (op->speed >= MIN_ACTIVE_SPEED)
608 op = fix_stopped_arrow (op);
609 return op;
610
611 default:
612 return op;
613 }
614 }
615
616 /* fix_stopped_item() - put stopped item where stop_item() had found it.
617 * Inserts item into the old map, or merges it if it already is on the map.
618 *
619 * 'map' must be the value of op->map before stop_item() was called.
620 */
621 void
622 fix_stopped_item (object *op, maptile *map, object *originator)
623 {
624 if (map == NULL)
625 return;
626 if (QUERY_FLAG (op, FLAG_REMOVED))
627 insert_ob_in_map (op, map, originator, 0);
628 else if (op->type == ARROW)
629 merge_ob (op, NULL); /* only some arrows actually need this */
630 }
631
632
633 object *
634 fix_stopped_arrow (object *op)
635 {
636 if (rndm (0, 99) < op->stats.food)
637 {
638 /* Small chance of breaking */
639 op->destroy ();
640 return NULL;
641 }
642
643 op->direction = 0;
644 op->move_on = 0;
645 op->move_type = 0;
646 op->speed = 0;
647 update_ob_speed (op);
648 op->stats.wc = op->stats.sp;
649 op->stats.dam = op->stats.hp;
650 op->attacktype = op->stats.grace;
651 op->slaying = 0;
652 op->skill = 0;
653
654 if (op->spellarg != NULL)
655 {
656 op->slaying = op->spellarg;
657 free (op->spellarg);
658 op->spellarg = NULL;
659 }
660 else
661 op->slaying = NULL;
662
663 /* Reset these to zero, so that object::can_merge will work properly */
664 op->spellarg = NULL;
665 op->stats.sp = 0;
666 op->stats.hp = 0;
667 op->stats.grace = 0;
668 op->level = 0;
669 op->face = op->arch->clone.face;
670 op->owner = NULL; /* So that stopped arrows will be saved */
671 update_object (op, UP_OBJ_FACE);
672 return op;
673 }
674
675 /* stop_arrow() - what to do when a non-living flying object
676 * has to stop. Sept 96 - I added in thrown object code in
677 * here too. -b.t.
678 *
679 * Returns a pointer to the stopped object (which will have been removed
680 * from maps or inventories), or NULL if was destroyed.
681 */
682
683 static void
684 stop_arrow (object *op)
685 {
686 if (INVOKE_OBJECT (STOP, op))
687 return;
688
689 if (op->inv)
690 {
691 object *payload = op->inv;
692
693 payload->remove ();
694 payload->owner = 0;
695 insert_ob_in_map (payload, op->map, payload, 0);
696 op->destroy ();
697 }
698 else
699 {
700 op = fix_stopped_arrow (op);
701 if (op)
702 merge_ob (op, NULL);
703 }
704 }
705
706 /* Move an arrow along its course. op is the arrow or thrown object.
707 */
708
709 void
710 move_arrow (object *op)
711 {
712 object *tmp;
713 sint16 new_x, new_y;
714 int was_reflected, mflags;
715 maptile *m;
716
717 if (op->map == NULL)
718 {
719 LOG (llevError, "BUG: Arrow had no map.\n");
720 op->destroy ();
721 return;
722 }
723
724 /* we need to stop thrown objects at some point. Like here. */
725 if (op->type == THROWN_OBJ)
726 {
727 /* If the object that the THROWN_OBJ encapsulates disappears,
728 * we need to have this object go away also - otherwise, you get
729 * left over remnants on the map. Where this currently happens
730 * is if the player throws a bomb - the bomb explodes on its own,
731 * but this object sticks around. We could handle the cleanup in the
732 * bomb code, but there are potential other cases where that could happen,
733 * and it is easy enough to clean it up here.
734 */
735 if (op->inv == NULL)
736 {
737 op->destroy ();
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 int i, j;
916
917 if (op->other_arch == NULL)
918 {
919 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
920 return;
921 }
922
923 /* In non-living items only change when food value is 0 */
924 if (!QUERY_FLAG (op, FLAG_ALIVE))
925 {
926 if (op->stats.food-- > 0)
927 return;
928 else
929 op->stats.food = 1; /* so 1 other_arch is made */
930 }
931
932 object *pl = op->in_player ();
933 object *env = op->env;
934
935 op->remove ();
936 for (i = 0; i < NROFNEWOBJS (op); i++)
937 {
938 object *tmp = arch_to_object (op->other_arch);
939
940 if (op->type == LAMP)
941 tmp->stats.food = op->stats.food - 1;
942
943 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
944 if (env)
945 {
946 tmp->x = env->x, tmp->y = env->y;
947 tmp = insert_ob_in_ob (tmp, env);
948
949 /* If this object is the players inventory, we need to tell the
950 * client of the change. Insert_ob_in_map takes care of the
951 * updating the client, so we don't need to do that below.
952 */
953 if (pl)
954 {
955 esrv_del_item (pl->contr, op->count);
956 esrv_send_item (pl, tmp);
957 }
958 }
959 else
960 {
961 j = find_first_free_spot (tmp, op->map, op->x, op->y);
962 if (j == -1) /* No free spot */
963 tmp->destroy ();
964 else
965 {
966 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
967 insert_ob_in_map (tmp, op->map, op, 0);
968 }
969 }
970 }
971
972 op->destroy ();
973 }
974
975 void
976 move_teleporter (object *op)
977 {
978 object *tmp, *head = op;
979
980 /* if this is a multipart teleporter, handle the other parts
981 * The check for speed isn't strictly needed - basically, if
982 * there is an old multipart teleporter in which the other parts
983 * have speed, we don't really want to call it twice for the same
984 * function - in fact, as written below, part N would get called
985 * N times without the speed check.
986 */
987 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED)
988 move_teleporter (op->more);
989
990 if (op->head)
991 head = op->head;
992
993 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
994 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
995 break;
996
997 /* If nothing above us to move, nothing to do */
998 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
999 return;
1000
1001 if (EXIT_PATH (head))
1002 {
1003 if (tmp->type == PLAYER)
1004 {
1005 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1006 return;
1007
1008 enter_exit (tmp, head);
1009 }
1010 else
1011 /* Currently only players can transfer maps */
1012 return;
1013 }
1014 else if (EXIT_X (head) || EXIT_Y (head))
1015 {
1016 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1017 {
1018 LOG (llevError, "Removed illegal teleporter.\n");
1019 head->destroy ();
1020 return;
1021 }
1022
1023 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1024 return;
1025
1026 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1027 }
1028 else
1029 {
1030 /* Random teleporter */
1031 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1032 return;
1033 teleport (head, TELEPORTER, tmp);
1034 }
1035 }
1036
1037
1038 /* This object will teleport someone to a different map
1039 and will also apply changes to the player from its inventory.
1040 This was invented for giving classes, but there's no reason it
1041 can't be generalized.
1042 */
1043
1044 void
1045 move_player_changer (object *op)
1046 {
1047 object *player;
1048 object *walk;
1049 char c;
1050
1051 if (!op->above || !EXIT_PATH (op))
1052 return;
1053
1054 /* This isn't all that great - means that the player_mover
1055 * needs to be on top.
1056 */
1057 if (op->above->type == PLAYER)
1058 {
1059 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1060 return;
1061 player = op->above;
1062
1063 for (walk = op->inv; walk != NULL; walk = walk->below)
1064 apply_changes_to_player (player, walk);
1065
1066 player->update_stats ();
1067
1068 esrv_send_inventory (op->above, op->above);
1069 esrv_update_item (UPD_FACE, op->above, op->above);
1070
1071 /* update players death & WoR home-position */
1072 sscanf (EXIT_PATH (op), "%c", &c);
1073 if (c == '/')
1074 {
1075 strcpy (player->contr->savebed_map, EXIT_PATH (op));
1076 player->contr->bed_x = EXIT_X (op);
1077 player->contr->bed_y = EXIT_Y (op);
1078 }
1079 else
1080 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1081
1082 enter_exit (op->above, op);
1083 player->contr->save ();
1084 }
1085 }
1086
1087 /* firewalls fire other spells.
1088 * The direction of the wall is stored in op->stats.sp.
1089 * walls can have hp, so they can be torn down.
1090 */
1091 void
1092 move_firewall (object *op)
1093 {
1094 object *spell;
1095
1096 if (!op->map)
1097 return; /* dm has created a firewall in his inventory */
1098
1099 spell = op->inv;
1100
1101 if (!spell || spell->type != SPELL)
1102 spell = &op->other_arch->clone;
1103
1104 if (!spell)
1105 {
1106 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y);
1107 return;
1108 }
1109
1110 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1111 }
1112
1113 /* move_player_mover: this function takes a "player mover" as an
1114 * argument, and performs the function of a player mover, which is:
1115 *
1116 * a player mover finds any players that are sitting on it. It
1117 * moves them in the op->stats.sp direction. speed is how often it'll move.
1118 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1119 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1120 * it'll paralyze the victim for hp*his speed/op->speed
1121 */
1122 void
1123 move_player_mover (object *op)
1124 {
1125 object *victim, *nextmover;
1126 int dir = op->stats.sp;
1127 sint16 nx, ny;
1128 maptile *m;
1129
1130 /* Determine direction now for random movers so we do the right thing */
1131 if (!dir)
1132 dir = rndm (1, 8);
1133
1134 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1135 {
1136 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1137 (victim->move_type & op->move_type || !victim->move_type))
1138 {
1139
1140 if (victim->head)
1141 victim = victim->head;
1142
1143 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1144 {
1145 op->remove ();
1146 return;
1147 }
1148
1149 nx = op->x + freearr_x[dir];
1150 ny = op->y + freearr_y[dir];
1151 m = op->map;
1152 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1153 {
1154 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y);
1155 return;
1156 }
1157
1158 if (should_director_abort (op, victim))
1159 return;
1160
1161 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1162 {
1163 if (nextmover->type == PLAYERMOVER)
1164 nextmover->speed_left = -.99;
1165 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1166 {
1167 op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1168 }
1169 }
1170
1171 if (victim->type == PLAYER)
1172 {
1173 /* only level >=1 movers move people */
1174 if (op->level)
1175 {
1176 /* Following is a bit of hack. We need to make sure it
1177 * is cleared, otherwise the player will get stuck in
1178 * place. This can happen if the player used a spell to
1179 * get to this space.
1180 */
1181 victim->contr->fire_on = 0;
1182 victim->speed_left = -FABS (victim->speed);
1183 move_player (victim, dir);
1184 }
1185 else
1186 return;
1187 }
1188 else
1189 move_object (victim, dir);
1190
1191 if (!op->stats.maxsp && op->attacktype)
1192 op->stats.maxsp = 2;
1193
1194 if (op->attacktype)
1195 { /* flag to paralyze the player */
1196
1197 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1198 /* Not sure why, but for some chars on metalforge, they
1199 * would sometimes get -inf speed_left, and from the
1200 * description, it could only happen here, so just put
1201 * a lower sanity limit. My only guess is that the
1202 * mover has 0 speed.
1203 */
1204 if (victim->speed_left < -5.0)
1205 victim->speed_left = -5.0;
1206 }
1207 }
1208 }
1209 }
1210
1211 /*
1212 * Will duplicate a specified object placed on top of it.
1213 * connected: what will trigger it.
1214 * level: multiplier. 0 to destroy.
1215 * other_arch: the object to look for and duplicate.
1216 */
1217
1218 void
1219 move_duplicator (object *op)
1220 {
1221 object *tmp;
1222
1223 if (!op->other_arch)
1224 {
1225 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap");
1226 return;
1227 }
1228
1229 if (op->above == NULL)
1230 return;
1231 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
1232 {
1233 if (strcmp (op->other_arch->name, tmp->arch->name) == 0)
1234 {
1235 if (op->level <= 0)
1236 tmp->destroy ();
1237 else
1238 {
1239 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1240
1241 if (new_nrof >= 1UL << 31)
1242 new_nrof = 1UL << 31;
1243
1244 tmp->nrof = new_nrof;
1245 }
1246
1247 break;
1248 }
1249 }
1250 }
1251
1252 /* move_creator (by peterm)
1253 * it has the creator object create it's other_arch right on top of it.
1254 * connected: what will trigger it
1255 * hp: how many times it may create before stopping
1256 * lifesave: if set, it'll never disappear but will go on creating
1257 * everytime it's triggered
1258 * other_arch: the object to create
1259 * Note this can create large objects, however, in that case, it
1260 * has to make sure that there is in fact space for the object.
1261 * It should really do this for small objects also, but there is
1262 * more concern with large objects, most notably a part being placed
1263 * outside of the map which would cause the server to crash
1264 */
1265
1266 void
1267 move_creator (object *creator)
1268 {
1269 object *new_ob;
1270
1271 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1272 {
1273 creator->stats.hp = -1;
1274 return;
1275 }
1276
1277 if (creator->inv != NULL)
1278 {
1279 object *ob;
1280 int i;
1281 object *ob_to_copy;
1282
1283 /* select random object from inventory to copy */
1284 ob_to_copy = creator->inv;
1285 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1286 {
1287 if (rndm (0, i) == 0)
1288 {
1289 ob_to_copy = ob;
1290 }
1291 }
1292 new_ob = object_create_clone (ob_to_copy);
1293 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1294 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1295 }
1296 else
1297 {
1298 if (creator->other_arch == NULL)
1299 {
1300 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path,
1301 creator->x, creator->y);
1302 return;
1303 }
1304
1305 new_ob = object_create_arch (creator->other_arch);
1306 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1307 }
1308
1309 /* Make sure this multipart object fits */
1310 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1311 {
1312 new_ob->destroy ();
1313 return;
1314 }
1315
1316 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1317 if (QUERY_FLAG (new_ob, FLAG_FREED))
1318 return;
1319
1320 if (creator->slaying)
1321 {
1322 new_ob->name = new_ob->title = creator->slaying;
1323 }
1324 }
1325
1326 /* move_marker --peterm@soda.csua.berkeley.edu
1327 when moved, a marker will search for a player sitting above
1328 it, and insert an invisible, weightless force into him
1329 with a specific code as the slaying field.
1330 At that time, it writes the contents of its own message
1331 field to the player. The marker will decrement hp to
1332 0 and then delete itself every time it grants a mark.
1333 unless hp was zero to start with, in which case it is infinite.*/
1334
1335 void
1336 move_marker (object *op)
1337 {
1338 if (object *tmp = op->ms ().player ())
1339 {
1340 object *tmp2;
1341
1342 /* remove an old force with a slaying field == op->name */
1343 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1344 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1345 {
1346 tmp2->destroy ();
1347 break;
1348 }
1349
1350 /* cycle through his inventory to look for the MARK we want to
1351 * place
1352 */
1353 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1354 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1355 break;
1356
1357 /* if we didn't find our own MARK */
1358 if (tmp2 == NULL)
1359 {
1360 object *force = get_archetype (FORCE_NAME);
1361
1362 force->speed = 0;
1363 if (op->stats.food)
1364 {
1365 force->speed = 0.01;
1366 force->speed_left = -op->stats.food;
1367 }
1368 update_ob_speed (force);
1369 /* put in the lock code */
1370 force->slaying = op->slaying;
1371
1372 if (op->lore)
1373 force->lore = op->lore;
1374
1375 insert_ob_in_ob (force, tmp);
1376 if (op->msg)
1377 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1378
1379 if (op->stats.hp > 0)
1380 {
1381 op->stats.hp--;
1382 if (op->stats.hp == 0)
1383 {
1384 /* marker expires--granted mark number limit */
1385 op->destroy ();
1386 return;
1387 }
1388 }
1389 }
1390 }
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 = op->in_player ();
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 DOOR:
1487 remove_door (op);
1488 return 0;
1489
1490 case LOCKED_DOOR:
1491 remove_door2 (op);
1492 return 0;
1493
1494 case TELEPORTER:
1495 move_teleporter (op);
1496 return 0;
1497
1498 case GOLEM:
1499 move_golem (op);
1500 return 0;
1501
1502 case EARTHWALL:
1503 hit_player (op, 2, op, AT_PHYSICAL, 1);
1504 return 0;
1505
1506 case FIREWALL:
1507 move_firewall (op);
1508 if (op->stats.maxsp)
1509 animate_turning (op);
1510 return 0;
1511
1512 case MOOD_FLOOR:
1513 do_mood_floor (op);
1514 return 0;
1515
1516 case GATE:
1517 move_gate (op);
1518 return 0;
1519
1520 case TIMED_GATE:
1521 move_timed_gate (op);
1522 return 0;
1523
1524 case TRIGGER:
1525 case TRIGGER_BUTTON:
1526 case TRIGGER_PEDESTAL:
1527 case TRIGGER_ALTAR:
1528 animate_trigger (op);
1529 return 0;
1530
1531 case DETECTOR:
1532 move_detector (op);
1533
1534 case DIRECTOR:
1535 if (op->stats.maxsp)
1536 animate_turning (op);
1537 return 0;
1538
1539 case HOLE:
1540 move_hole (op);
1541 return 0;
1542
1543 case DEEP_SWAMP:
1544 move_deep_swamp (op);
1545 return 0;
1546
1547 case RUNE:
1548 case TRAP:
1549 move_rune (op);
1550 return 0;
1551
1552 case PLAYERMOVER:
1553 move_player_mover (op);
1554 return 0;
1555
1556 case CREATOR:
1557 move_creator (op);
1558 return 0;
1559
1560 case MARKER:
1561 move_marker (op);
1562 return 0;
1563
1564 case PLAYER_CHANGER:
1565 move_player_changer (op);
1566 return 0;
1567
1568 case PEACEMAKER:
1569 move_peacemaker (op);
1570 return 0;
1571 }
1572
1573 return 0;
1574 }