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Revision: 1.25
Committed: Tue Dec 26 08:17:59 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.24: +11 -16 lines
Log Message:
simplify logic in apply_builder_remove, let update_ob_speed work if the objetc is in delayed destruction

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 if (op->env)
211 switch (op->subtype)
212 {
213 case FORCE_CONFUSION:
214 CLEAR_FLAG (op->env, FLAG_CONFUSED);
215 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
216
217 default:
218 CLEAR_FLAG (op, FLAG_APPLIED);
219 change_abil (op->env, op);
220 op->env->update_stats ();
221 }
222
223 op->destroy ();
224 }
225
226 void
227 remove_blindness (object *op)
228 {
229 if (--op->stats.food > 0)
230 return;
231
232 CLEAR_FLAG (op, FLAG_APPLIED);
233
234 if (op->env != NULL)
235 {
236 change_abil (op->env, op);
237 op->env->update_stats ();
238 }
239
240 op->destroy ();
241 }
242
243 void
244 poison_more (object *op)
245 {
246 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
247 {
248 op->destroy ();
249 return;
250 }
251
252 if (op->stats.food == 1)
253 {
254 /* need to remove the object before fix_player is called, else fix_player
255 * will not do anything.
256 */
257 if (op->env->type == PLAYER)
258 {
259 CLEAR_FLAG (op, FLAG_APPLIED);
260 op->env->update_stats ();
261 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
262 }
263
264 op->destroy ();
265 return;
266 }
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->destroy ();
598 return payload;
599 }
600
601 case ARROW:
602 if (op->speed >= MIN_ACTIVE_SPEED)
603 op = fix_stopped_arrow (op);
604 return op;
605
606 default:
607 return op;
608 }
609 }
610
611 /* fix_stopped_item() - put stopped item where stop_item() had found it.
612 * Inserts item into the old map, or merges it if it already is on the map.
613 *
614 * 'map' must be the value of op->map before stop_item() was called.
615 */
616 void
617 fix_stopped_item (object *op, maptile *map, object *originator)
618 {
619 if (map == NULL)
620 return;
621 if (QUERY_FLAG (op, FLAG_REMOVED))
622 insert_ob_in_map (op, map, originator, 0);
623 else if (op->type == ARROW)
624 merge_ob (op, NULL); /* only some arrows actually need this */
625 }
626
627
628 object *
629 fix_stopped_arrow (object *op)
630 {
631 if (rndm (0, 99) < op->stats.food)
632 {
633 /* Small chance of breaking */
634 op->destroy ();
635 return NULL;
636 }
637
638 op->direction = 0;
639 op->move_on = 0;
640 op->move_type = 0;
641 op->speed = 0;
642 update_ob_speed (op);
643 op->stats.wc = op->stats.sp;
644 op->stats.dam = op->stats.hp;
645 op->attacktype = op->stats.grace;
646 op->slaying = 0;
647 op->skill = 0;
648
649 if (op->spellarg != NULL)
650 {
651 op->slaying = op->spellarg;
652 free (op->spellarg);
653 op->spellarg = NULL;
654 }
655 else
656 op->slaying = NULL;
657
658 /* Reset these to zero, so that object::can_merge will work properly */
659 op->spellarg = NULL;
660 op->stats.sp = 0;
661 op->stats.hp = 0;
662 op->stats.grace = 0;
663 op->level = 0;
664 op->face = op->arch->clone.face;
665 op->owner = NULL; /* So that stopped arrows will be saved */
666 update_object (op, UP_OBJ_FACE);
667 return op;
668 }
669
670 /* stop_arrow() - what to do when a non-living flying object
671 * has to stop. Sept 96 - I added in thrown object code in
672 * here too. -b.t.
673 *
674 * Returns a pointer to the stopped object (which will have been removed
675 * from maps or inventories), or NULL if was destroyed.
676 */
677
678 static void
679 stop_arrow (object *op)
680 {
681 if (INVOKE_OBJECT (STOP, op))
682 return;
683
684 if (op->inv)
685 {
686 object *payload = op->inv;
687
688 payload->remove ();
689 payload->owner = 0;
690 insert_ob_in_map (payload, op->map, payload, 0);
691 op->destroy ();
692 }
693 else
694 {
695 op = fix_stopped_arrow (op);
696 if (op)
697 merge_ob (op, NULL);
698 }
699 }
700
701 /* Move an arrow along its course. op is the arrow or thrown object.
702 */
703
704 void
705 move_arrow (object *op)
706 {
707 object *tmp;
708 sint16 new_x, new_y;
709 int was_reflected, mflags;
710 maptile *m;
711
712 if (op->map == NULL)
713 {
714 LOG (llevError, "BUG: Arrow had no map.\n");
715 op->destroy ();
716 return;
717 }
718
719 /* we need to stop thrown objects at some point. Like here. */
720 if (op->type == THROWN_OBJ)
721 {
722 /* If the object that the THROWN_OBJ encapsulates disappears,
723 * we need to have this object go away also - otherwise, you get
724 * left over remnants on the map. Where this currently happens
725 * is if the player throws a bomb - the bomb explodes on its own,
726 * but this object sticks around. We could handle the cleanup in the
727 * bomb code, but there are potential other cases where that could happen,
728 * and it is easy enough to clean it up here.
729 */
730 if (op->inv == NULL)
731 {
732 op->destroy ();
733 return;
734 }
735
736 if (op->last_sp-- < 0)
737 {
738 stop_arrow (op);
739 return;
740 }
741 }
742
743 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
744 values look rediculous. */
745 if (op->speed < 0.5 && op->type == ARROW)
746 {
747 stop_arrow (op);
748 return;
749 }
750
751 /* Calculate target map square */
752 new_x = op->x + DIRX (op);
753 new_y = op->y + DIRY (op);
754 was_reflected = 0;
755
756 m = op->map;
757 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
758
759 if (mflags & P_OUT_OF_MAP)
760 {
761 stop_arrow (op);
762 return;
763 }
764
765 /* only need to look for living creatures if this flag is set */
766 if (mflags & P_IS_ALIVE)
767 {
768 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
769 if (QUERY_FLAG (tmp, FLAG_ALIVE))
770 break;
771
772 /* Not really fair, but don't let monsters hit themselves with
773 * their own arrow - this can be because they fire it then
774 * move into it.
775 */
776 if (tmp && tmp != op->owner)
777 {
778 /* Found living object, but it is reflecting the missile. Update
779 * as below. (Note that for living creatures there is a small
780 * chance that reflect_missile fails.)
781 */
782 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
783 {
784 int number = op->face->number;
785
786 op->direction = absdir (op->direction + 4);
787 op->state = 0;
788
789 if (GET_ANIM_ID (op))
790 {
791 number += 4;
792
793 if (number > GET_ANIMATION (op, 8))
794 number -= 8;
795
796 op->face = &new_faces[number];
797 }
798
799 was_reflected = 1; /* skip normal movement calculations */
800 }
801 else
802 {
803 /* Attack the object. */
804 op = hit_with_arrow (op, tmp);
805
806 if (!op)
807 return;
808 }
809 } /* if this is not hitting its owner */
810 } /* if there is something alive on this space */
811
812 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
813 {
814 int retry = 0;
815
816 /* if the object doesn't reflect, stop the arrow from moving
817 * note that this code will now catch cases where a monster is
818 * on a wall but has reflecting - the arrow won't reflect.
819 * Mapmakers shouldn't put monsters on top of wall in the first
820 * place, so I don't consider that a problem.
821 */
822 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
823 {
824 stop_arrow (op);
825 return;
826 }
827 else
828 {
829 /* If one of the major directions (n,s,e,w), just reverse it */
830 if (op->direction & 1)
831 {
832 op->direction = absdir (op->direction + 4);
833 retry = 1;
834 }
835 /* There were two blocks with identical code -
836 * use this retry here to make this one block
837 * that did the same thing.
838 */
839 while (retry < 2)
840 {
841 int left, right, mflags;
842 maptile *m1;
843 sint16 x1, y1;
844
845 retry++;
846
847 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
848 * over a corner in a tiled map, it is possible that
849 * op->direction is within an adjacent map but either
850 * op->direction-1 or op->direction+1 does not exist.
851 */
852 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)],
853 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1);
854 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
855
856 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)],
857 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1);
858 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
859
860 if (left == right)
861 op->direction = absdir (op->direction + 4);
862 else if (left)
863 op->direction = absdir (op->direction + 2);
864 else if (right)
865 op->direction = absdir (op->direction - 2);
866
867 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
868
869 /* If this space is not out of the map and not blocked, valid space -
870 * don't need to retry again.
871 */
872 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
873 break;
874
875 }
876 /* Couldn't find a direction to move the arrow to - just
877 * top it from moving.
878 */
879 if (retry == 2)
880 {
881 stop_arrow (op);
882 return;
883 }
884 /* update object image for new facing */
885 /* many thrown objects *don't* have more than one face */
886 if (GET_ANIM_ID (op))
887 SET_ANIMATION (op, op->direction);
888 } /* object is reflected */
889 } /* object ran into a wall */
890
891 /* Move the arrow. */
892 op->remove ();
893 op->x = new_x;
894 op->y = new_y;
895
896 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
897 * about 17 squares. Tune as needed.
898 */
899 op->speed -= 0.05;
900 insert_ob_in_map (op, m, op, 0);
901 }
902
903 /* This routine doesnt seem to work for "inanimate" objects that
904 * are being carried, ie a held torch leaps from your hands!.
905 * Modified this routine to allow held objects. b.t. */
906
907 void
908 change_object (object *op)
909 { /* Doesn`t handle linked objs yet */
910 int i, j;
911
912 if (op->other_arch == NULL)
913 {
914 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
915 return;
916 }
917
918 /* In non-living items only change when food value is 0 */
919 if (!QUERY_FLAG (op, FLAG_ALIVE))
920 {
921 if (op->stats.food-- > 0)
922 return;
923 else
924 op->stats.food = 1; /* so 1 other_arch is made */
925 }
926
927 object *pl = op->in_player ();
928 object *env = op->env;
929
930 op->remove ();
931 for (i = 0; i < NROFNEWOBJS (op); i++)
932 {
933 object *tmp = arch_to_object (op->other_arch);
934
935 if (op->type == LAMP)
936 tmp->stats.food = op->stats.food - 1;
937
938 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
939 if (env)
940 {
941 tmp->x = env->x, tmp->y = env->y;
942 tmp = insert_ob_in_ob (tmp, env);
943
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)
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 ();
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
967 op->destroy ();
968 }
969
970 void
971 move_teleporter (object *op)
972 {
973 object *tmp, *head = op;
974
975 /* if this is a multipart teleporter, handle the other parts
976 * The check for speed isn't strictly needed - basically, if
977 * there is an old multipart teleporter in which the other parts
978 * have speed, we don't really want to call it twice for the same
979 * function - in fact, as written below, part N would get called
980 * N times without the speed check.
981 */
982 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED)
983 move_teleporter (op->more);
984
985 if (op->head)
986 head = op->head;
987
988 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
989 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
990 break;
991
992 /* If nothing above us to move, nothing to do */
993 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
994 return;
995
996 if (EXIT_PATH (head))
997 {
998 if (tmp->type == PLAYER)
999 {
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return;
1002
1003 enter_exit (tmp, head);
1004 }
1005 else
1006 /* Currently only players can transfer maps */
1007 return;
1008 }
1009 else if (EXIT_X (head) || EXIT_Y (head))
1010 {
1011 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
1012 {
1013 LOG (llevError, "Removed illegal teleporter.\n");
1014 head->destroy ();
1015 return;
1016 }
1017
1018 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1019 return;
1020
1021 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1022 }
1023 else
1024 {
1025 /* Random teleporter */
1026 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1027 return;
1028 teleport (head, TELEPORTER, tmp);
1029 }
1030 }
1031
1032
1033 /* This object will teleport someone to a different map
1034 and will also apply changes to the player from its inventory.
1035 This was invented for giving classes, but there's no reason it
1036 can't be generalized.
1037 */
1038
1039 void
1040 move_player_changer (object *op)
1041 {
1042 object *player;
1043 object *walk;
1044 char c;
1045
1046 if (!op->above || !EXIT_PATH (op))
1047 return;
1048
1049 /* This isn't all that great - means that the player_mover
1050 * needs to be on top.
1051 */
1052 if (op->above->type == PLAYER)
1053 {
1054 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1055 return;
1056 player = op->above;
1057
1058 for (walk = op->inv; walk != NULL; walk = walk->below)
1059 apply_changes_to_player (player, walk);
1060
1061 player->update_stats ();
1062
1063 esrv_send_inventory (op->above, op->above);
1064 esrv_update_item (UPD_FACE, op->above, op->above);
1065
1066 /* update players death & WoR home-position */
1067 sscanf (EXIT_PATH (op), "%c", &c);
1068 if (c == '/')
1069 {
1070 strcpy (player->contr->savebed_map, EXIT_PATH (op));
1071 player->contr->bed_x = EXIT_X (op);
1072 player->contr->bed_y = EXIT_Y (op);
1073 }
1074 else
1075 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1076
1077 enter_exit (op->above, op);
1078 player->contr->save ();
1079 }
1080 }
1081
1082 /* firewalls fire other spells.
1083 * The direction of the wall is stored in op->stats.sp.
1084 * walls can have hp, so they can be torn down.
1085 */
1086 void
1087 move_firewall (object *op)
1088 {
1089 object *spell;
1090
1091 if (!op->map)
1092 return; /* dm has created a firewall in his inventory */
1093
1094 spell = op->inv;
1095
1096 if (!spell || spell->type != SPELL)
1097 spell = &op->other_arch->clone;
1098
1099 if (!spell)
1100 {
1101 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y);
1102 return;
1103 }
1104
1105 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1106 }
1107
1108 /* move_player_mover: this function takes a "player mover" as an
1109 * argument, and performs the function of a player mover, which is:
1110 *
1111 * a player mover finds any players that are sitting on it. It
1112 * moves them in the op->stats.sp direction. speed is how often it'll move.
1113 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1114 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1115 * it'll paralyze the victim for hp*his speed/op->speed
1116 */
1117 void
1118 move_player_mover (object *op)
1119 {
1120 object *victim, *nextmover;
1121 int dir = op->stats.sp;
1122 sint16 nx, ny;
1123 maptile *m;
1124
1125 /* Determine direction now for random movers so we do the right thing */
1126 if (!dir)
1127 dir = rndm (1, 8);
1128
1129 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1130 {
1131 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1132 (victim->move_type & op->move_type || !victim->move_type))
1133 {
1134
1135 if (victim->head)
1136 victim = victim->head;
1137
1138 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1139 {
1140 op->remove ();
1141 return;
1142 }
1143
1144 nx = op->x + freearr_x[dir];
1145 ny = op->y + freearr_y[dir];
1146 m = op->map;
1147 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1148 {
1149 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y);
1150 return;
1151 }
1152
1153 if (should_director_abort (op, victim))
1154 return;
1155
1156 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1157 {
1158 if (nextmover->type == PLAYERMOVER)
1159 nextmover->speed_left = -.99;
1160 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1161 {
1162 op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1163 }
1164 }
1165
1166 if (victim->type == PLAYER)
1167 {
1168 /* only level >=1 movers move people */
1169 if (op->level)
1170 {
1171 /* Following is a bit of hack. We need to make sure it
1172 * is cleared, otherwise the player will get stuck in
1173 * place. This can happen if the player used a spell to
1174 * get to this space.
1175 */
1176 victim->contr->fire_on = 0;
1177 victim->speed_left = -FABS (victim->speed);
1178 move_player (victim, dir);
1179 }
1180 else
1181 return;
1182 }
1183 else
1184 move_object (victim, dir);
1185
1186 if (!op->stats.maxsp && op->attacktype)
1187 op->stats.maxsp = 2;
1188
1189 if (op->attacktype)
1190 { /* flag to paralyze the player */
1191
1192 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1193 /* Not sure why, but for some chars on metalforge, they
1194 * would sometimes get -inf speed_left, and from the
1195 * description, it could only happen here, so just put
1196 * a lower sanity limit. My only guess is that the
1197 * mover has 0 speed.
1198 */
1199 if (victim->speed_left < -5.0)
1200 victim->speed_left = -5.0;
1201 }
1202 }
1203 }
1204 }
1205
1206 /*
1207 * Will duplicate a specified object placed on top of it.
1208 * connected: what will trigger it.
1209 * level: multiplier. 0 to destroy.
1210 * other_arch: the object to look for and duplicate.
1211 */
1212
1213 void
1214 move_duplicator (object *op)
1215 {
1216 object *tmp;
1217
1218 if (!op->other_arch)
1219 {
1220 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap");
1221 return;
1222 }
1223
1224 if (op->above == NULL)
1225 return;
1226 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
1227 {
1228 if (strcmp (op->other_arch->name, tmp->arch->name) == 0)
1229 {
1230 if (op->level <= 0)
1231 tmp->destroy ();
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
1239 tmp->nrof = new_nrof;
1240 }
1241
1242 break;
1243 }
1244 }
1245 }
1246
1247 /* move_creator (by peterm)
1248 * it has the creator object create it's other_arch right on top of it.
1249 * connected: what will trigger it
1250 * hp: how many times it may create before stopping
1251 * lifesave: if set, it'll never disappear but will go on creating
1252 * everytime it's triggered
1253 * other_arch: the object to create
1254 * Note this can create large objects, however, in that case, it
1255 * has to make sure that there is in fact space for the object.
1256 * It should really do this for small objects also, but there is
1257 * more concern with large objects, most notably a part being placed
1258 * outside of the map which would cause the server to crash
1259 */
1260
1261 void
1262 move_creator (object *creator)
1263 {
1264 object *new_ob;
1265
1266 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1267 {
1268 creator->stats.hp = -1;
1269 return;
1270 }
1271
1272 if (creator->inv != NULL)
1273 {
1274 object *ob;
1275 int i;
1276 object *ob_to_copy;
1277
1278 /* select random object from inventory to copy */
1279 ob_to_copy = creator->inv;
1280 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1281 {
1282 if (rndm (0, i) == 0)
1283 {
1284 ob_to_copy = ob;
1285 }
1286 }
1287 new_ob = object_create_clone (ob_to_copy);
1288 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1289 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1290 }
1291 else
1292 {
1293 if (creator->other_arch == NULL)
1294 {
1295 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path,
1296 creator->x, creator->y);
1297 return;
1298 }
1299
1300 new_ob = object_create_arch (creator->other_arch);
1301 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1302 }
1303
1304 /* Make sure this multipart object fits */
1305 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1306 {
1307 new_ob->destroy ();
1308 return;
1309 }
1310
1311 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1312 if (QUERY_FLAG (new_ob, FLAG_FREED))
1313 return;
1314
1315 if (creator->slaying)
1316 {
1317 new_ob->name = new_ob->title = creator->slaying;
1318 }
1319 }
1320
1321 /* move_marker --peterm@soda.csua.berkeley.edu
1322 when moved, a marker will search for a player sitting above
1323 it, and insert an invisible, weightless force into him
1324 with a specific code as the slaying field.
1325 At that time, it writes the contents of its own message
1326 field to the player. The marker will decrement hp to
1327 0 and then delete itself every time it grants a mark.
1328 unless hp was zero to start with, in which case it is infinite.*/
1329
1330 void
1331 move_marker (object *op)
1332 {
1333 if (object *tmp = op->ms ().player ())
1334 {
1335 object *tmp2;
1336
1337 /* remove an old force with a slaying field == op->name */
1338 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1339 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1340 {
1341 tmp2->destroy ();
1342 break;
1343 }
1344
1345 /* cycle through his inventory to look for the MARK we want to
1346 * place
1347 */
1348 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1349 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1350 break;
1351
1352 /* if we didn't find our own MARK */
1353 if (tmp2 == NULL)
1354 {
1355 object *force = get_archetype (FORCE_NAME);
1356
1357 force->speed = 0;
1358 if (op->stats.food)
1359 {
1360 force->speed = 0.01;
1361 force->speed_left = -op->stats.food;
1362 }
1363 update_ob_speed (force);
1364 /* put in the lock code */
1365 force->slaying = op->slaying;
1366
1367 if (op->lore)
1368 force->lore = op->lore;
1369
1370 insert_ob_in_ob (force, tmp);
1371 if (op->msg)
1372 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1373
1374 if (op->stats.hp > 0)
1375 {
1376 op->stats.hp--;
1377 if (op->stats.hp == 0)
1378 {
1379 /* marker expires--granted mark number limit */
1380 op->destroy ();
1381 return;
1382 }
1383 }
1384 }
1385 }
1386 }
1387
1388 int
1389 process_object (object *op)
1390 {
1391 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1392 return 0;
1393
1394 if (INVOKE_OBJECT (TICK, op))
1395 return 0;
1396
1397 if (QUERY_FLAG (op, FLAG_MONSTER))
1398 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1399 return 1;
1400
1401 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1402 {
1403 if (op->type == PLAYER)
1404 animate_object (op, op->facing);
1405 else
1406 animate_object (op, op->direction);
1407
1408 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1409 make_sure_seen (op);
1410 }
1411
1412 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1413 {
1414 change_object (op);
1415 return 1;
1416 }
1417
1418 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1419 generate_monster (op);
1420
1421 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1422 {
1423 if (QUERY_FLAG (op, FLAG_APPLIED))
1424 remove_force (op);
1425 else
1426 {
1427 /* IF necessary, delete the item from the players inventory */
1428 object *pl = op->in_player ();
1429
1430 if (pl)
1431 esrv_del_item (pl->contr, op->count);
1432
1433 op->remove ();
1434
1435 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1436 make_sure_not_seen (op);
1437
1438 op->destroy ();
1439 }
1440
1441 return 1;
1442 }
1443
1444 switch (op->type)
1445 {
1446 case SPELL_EFFECT:
1447 move_spell_effect (op);
1448 return 1;
1449
1450 case ROD:
1451 case HORN:
1452 regenerate_rod (op);
1453 return 1;
1454
1455 case FORCE:
1456 case POTION_EFFECT:
1457 remove_force (op);
1458 return 1;
1459
1460 case BLINDNESS:
1461 remove_blindness (op);
1462 return 0;
1463
1464 case POISONING:
1465 poison_more (op);
1466 return 0;
1467
1468 case DISEASE:
1469 move_disease (op);
1470 return 0;
1471
1472 case SYMPTOM:
1473 move_symptom (op);
1474 return 0;
1475
1476 case THROWN_OBJ:
1477 case ARROW:
1478 move_arrow (op);
1479 return 0;
1480
1481 case DOOR:
1482 remove_door (op);
1483 return 0;
1484
1485 case LOCKED_DOOR:
1486 remove_door2 (op);
1487 return 0;
1488
1489 case TELEPORTER:
1490 move_teleporter (op);
1491 return 0;
1492
1493 case GOLEM:
1494 move_golem (op);
1495 return 0;
1496
1497 case EARTHWALL:
1498 hit_player (op, 2, op, AT_PHYSICAL, 1);
1499 return 0;
1500
1501 case FIREWALL:
1502 move_firewall (op);
1503 if (op->stats.maxsp)
1504 animate_turning (op);
1505 return 0;
1506
1507 case MOOD_FLOOR:
1508 do_mood_floor (op);
1509 return 0;
1510
1511 case GATE:
1512 move_gate (op);
1513 return 0;
1514
1515 case TIMED_GATE:
1516 move_timed_gate (op);
1517 return 0;
1518
1519 case TRIGGER:
1520 case TRIGGER_BUTTON:
1521 case TRIGGER_PEDESTAL:
1522 case TRIGGER_ALTAR:
1523 animate_trigger (op);
1524 return 0;
1525
1526 case DETECTOR:
1527 move_detector (op);
1528
1529 case DIRECTOR:
1530 if (op->stats.maxsp)
1531 animate_turning (op);
1532 return 0;
1533
1534 case HOLE:
1535 move_hole (op);
1536 return 0;
1537
1538 case DEEP_SWAMP:
1539 move_deep_swamp (op);
1540 return 0;
1541
1542 case RUNE:
1543 case TRAP:
1544 move_rune (op);
1545 return 0;
1546
1547 case PLAYERMOVER:
1548 move_player_mover (op);
1549 return 0;
1550
1551 case CREATOR:
1552 move_creator (op);
1553 return 0;
1554
1555 case MARKER:
1556 move_marker (op);
1557 return 0;
1558
1559 case PLAYER_CHANGER:
1560 move_player_changer (op);
1561 return 0;
1562
1563 case PEACEMAKER:
1564 move_peacemaker (op);
1565 return 0;
1566 }
1567
1568 return 0;
1569 }