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Revision: 1.28
Committed: Sat Dec 30 10:16:11 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.27: +8 -10 lines
Log Message:
preliminary snapshot check-in, DO NOT USE IN PRODUCTION SYSTEMS
See the Changes file for details

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