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Revision: 1.32
Committed: Wed Jan 3 00:56:40 2007 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.31: +2 -1 lines
Log Message:
small formatting change

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
271 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
272 }
273
274
275 void
276 move_gate (object *op)
277 { /* 1 = going down, 0 = goind up */
278 object *tmp;
279
280 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
281 {
282 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
283 op->stats.wc = 0;
284 }
285
286 /* We're going down */
287 if (op->value)
288 {
289 if (--op->stats.wc <= 0)
290 { /* Reached bottom, let's stop */
291 op->stats.wc = 0;
292 if (op->arch->clone.speed)
293 op->value = 0;
294 else
295 op->set_speed (0);
296 }
297
298 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
299 {
300 op->move_block = 0;
301 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
302 update_all_los (op->map, op->x, op->y);
303 }
304
305 SET_ANIMATION (op, op->stats.wc);
306 update_object (op, UP_OBJ_CHANGE);
307 return;
308 }
309
310 /* We're going up */
311
312 /* First, lets see if we are already at the top */
313 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
314 {
315
316 /* Check to make sure that only non pickable and non rollable
317 * objects are above the gate. If so, we finish closing the gate,
318 * otherwise, we fall through to the code below which should lower
319 * the gate slightly.
320 */
321
322 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
323 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
324 break;
325
326 if (tmp == NULL)
327 {
328 if (op->arch->clone.speed)
329 op->value = 1;
330 else
331 op->set_speed (0);
332
333 return;
334 }
335 }
336
337 if (op->stats.food)
338 { /* The gate is going temporarily down */
339 if (--op->stats.wc <= 0)
340 { /* Gone all the way down? */
341 op->stats.food = 0; /* Then let's try again */
342 op->stats.wc = 0;
343 }
344 }
345 else
346 { /* The gate is still going up */
347 op->stats.wc++;
348
349 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op)))
350 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1;
351
352 /* If there is something on top of the gate, we try to roll it off.
353 * If a player/monster, we don't roll, we just hit them with damage
354 */
355 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
356 {
357 /* Halfway or further, check blocks */
358 /* First, get the top object on the square. */
359 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above);
360
361 if (tmp != NULL)
362 {
363 if (QUERY_FLAG (tmp, FLAG_ALIVE))
364 {
365 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
366 if (tmp->type == PLAYER)
367 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
368 }
369 else
370 /* If the object is not alive, and the object either can
371 * be picked up or the object rolls, move the object
372 * off the gate.
373 */
374 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
375 {
376 /* If it has speed, it should move itself, otherwise: */
377 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
378
379 /* If there is a free spot, move the object someplace */
380 if (i != -1)
381 {
382 tmp->remove ();
383 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
384 insert_ob_in_map (tmp, op->map, op, 0);
385 }
386 }
387 }
388
389 /* See if there is still anything blocking the gate */
390 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
391 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
392 break;
393
394 /* IF there is, start putting the gate down */
395 if (tmp)
396 {
397 op->stats.food = 1;
398 }
399 else
400 {
401 op->move_block = MOVE_ALL;
402 if (!op->arch->clone.stats.ac)
403 SET_FLAG (op, FLAG_BLOCKSVIEW);
404 update_all_los (op->map, op->x, op->y);
405 }
406 } /* gate is halfway up */
407
408 SET_ANIMATION (op, op->stats.wc);
409 update_object (op, UP_OBJ_CHANGE);
410 } /* gate is going up */
411 }
412
413 /* hp : how long door is open/closed
414 * maxhp : initial value for hp
415 * sp : 1 = open, 0 = close
416 */
417 void
418 move_timed_gate (object *op)
419 {
420 int v = op->value;
421
422 if (op->stats.sp)
423 {
424 move_gate (op);
425 if (op->value != v) /* change direction ? */
426 op->stats.sp = 0;
427 return;
428 }
429 if (--op->stats.hp <= 0)
430 { /* keep gate down */
431 move_gate (op);
432 if (op->value != v)
433 op->set_speed (0);
434 }
435 }
436
437 /* slaying: name of the thing the detector is to look for
438 * speed: frequency of 'glances'
439 * connected: connected value of detector
440 * sp: 1 if detection sets buttons
441 * -1 if detection unsets buttons
442 */
443
444 void
445 move_detector (object *op)
446 {
447 object *tmp;
448 int last = op->value;
449 int detected;
450
451 detected = 0;
452
453 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
454 {
455 object *tmp2;
456
457 if (op->stats.hp)
458 {
459 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
460 {
461 if (op->slaying && !strcmp (op->slaying, tmp->name))
462 detected = 1;
463 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
464 detected = 1;
465 }
466 }
467 if (op->slaying && !strcmp (op->slaying, tmp->name))
468 {
469 detected = 1;
470 }
471 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
472 detected = 1;
473 }
474
475 /* the detector sets the button if detection is found */
476 if (op->stats.sp == 1)
477 {
478 if (detected && last == 0)
479 {
480 op->value = 1;
481 push_button (op);
482 }
483 if (!detected && last == 1)
484 {
485 op->value = 0;
486 push_button (op);
487 }
488 }
489 else
490 { /* in this case, we unset buttons */
491 if (detected && last == 1)
492 {
493 op->value = 0;
494 push_button (op);
495 }
496 if (!detected && last == 0)
497 {
498 op->value = 1;
499 push_button (op);
500 }
501 }
502 }
503
504
505 void
506 animate_trigger (object *op)
507 {
508 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
509 {
510 op->stats.wc = 0;
511 check_trigger (op, NULL);
512 }
513 else
514 {
515 SET_ANIMATION (op, op->stats.wc);
516 update_object (op, UP_OBJ_FACE);
517 }
518 }
519
520 void
521 move_hole (object *op)
522 { /* 1 = opening, 0 = closing */
523 object *next, *tmp;
524
525 if (op->value)
526 { /* We're opening */
527 if (--op->stats.wc <= 0)
528 { /* Opened, let's stop */
529 op->stats.wc = 0;
530 op->set_speed (0);
531
532 /* Hard coding this makes sense for holes I suppose */
533 op->move_on = MOVE_WALK;
534 for (tmp = op->above; tmp != NULL; tmp = next)
535 {
536 next = tmp->above;
537 move_apply (op, tmp, tmp);
538 }
539 }
540
541 SET_ANIMATION (op, op->stats.wc);
542 update_object (op, UP_OBJ_FACE);
543 return;
544 }
545 /* We're closing */
546 op->move_on = 0;
547
548 op->stats.wc++;
549 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
550 op->stats.wc = NUM_ANIMATIONS (op) - 1;
551
552 SET_ANIMATION (op, op->stats.wc);
553 update_object (op, UP_OBJ_FACE);
554 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
555 op->set_speed (0); /* closed, let's stop */
556 }
557
558
559 /* stop_item() returns a pointer to the stopped object. The stopped object
560 * may or may not have been removed from maps or inventories. It will not
561 * have been merged with other items.
562 *
563 * This function assumes that only items on maps need special treatment.
564 *
565 * If the object can't be stopped, or it was destroyed while trying to stop
566 * it, NULL is returned.
567 *
568 * fix_stopped_item() should be used if the stopped item should be put on
569 * the map.
570 */
571 object *
572 stop_item (object *op)
573 {
574 if (op->map == NULL)
575 return op;
576
577 switch (op->type)
578 {
579 case THROWN_OBJ:
580 {
581 object *payload = op->inv;
582
583 if (payload == NULL)
584 return NULL;
585 payload->remove ();
586 op->destroy ();
587 return payload;
588 }
589
590 case ARROW:
591 if (op->has_active_speed ())
592 op = fix_stopped_arrow (op);
593 return op;
594
595 default:
596 return op;
597 }
598 }
599
600 /* fix_stopped_item() - put stopped item where stop_item() had found it.
601 * Inserts item into the old map, or merges it if it already is on the map.
602 *
603 * 'map' must be the value of op->map before stop_item() was called.
604 */
605 void
606 fix_stopped_item (object *op, maptile *map, object *originator)
607 {
608 if (map == NULL)
609 return;
610 if (QUERY_FLAG (op, FLAG_REMOVED))
611 insert_ob_in_map (op, map, originator, 0);
612 else if (op->type == ARROW)
613 merge_ob (op, NULL); /* only some arrows actually need this */
614 }
615
616
617 object *
618 fix_stopped_arrow (object *op)
619 {
620 if (rndm (0, 99) < op->stats.food)
621 {
622 /* Small chance of breaking */
623 op->destroy ();
624 return NULL;
625 }
626
627 op->set_speed (0);
628 op->direction = 0;
629 op->move_on = 0;
630 op->move_type = 0;
631 op->stats.wc = op->stats.sp;
632 op->stats.dam = op->stats.hp;
633 op->attacktype = op->stats.grace;
634 op->slaying = 0;
635 op->skill = 0;
636
637 if (op->spellarg != NULL)
638 {
639 op->slaying = op->spellarg;
640 free (op->spellarg);
641 op->spellarg = NULL;
642 }
643 else
644 op->slaying = NULL;
645
646 /* Reset these to zero, so that object::can_merge will work properly */
647 op->spellarg = NULL;
648 op->stats.sp = 0;
649 op->stats.hp = 0;
650 op->stats.grace = 0;
651 op->level = 0;
652 op->face = op->arch->clone.face;
653 op->owner = NULL; /* So that stopped arrows will be saved */
654 update_object (op, UP_OBJ_FACE);
655 return op;
656 }
657
658 /* stop_arrow() - what to do when a non-living flying object
659 * has to stop. Sept 96 - I added in thrown object code in
660 * here too. -b.t.
661 *
662 * Returns a pointer to the stopped object (which will have been removed
663 * from maps or inventories), or NULL if was destroyed.
664 */
665 static void
666 stop_arrow (object *op)
667 {
668 if (INVOKE_OBJECT (STOP, op))
669 return;
670
671 if (op->inv)
672 {
673 object *payload = op->inv;
674
675 payload->remove ();
676 payload->owner = 0;
677 insert_ob_in_map (payload, op->map, payload, 0);
678 op->destroy ();
679 }
680 else
681 {
682 op = fix_stopped_arrow (op);
683 if (op)
684 merge_ob (op, NULL);
685 }
686 }
687
688 /* Move an arrow along its course. op is the arrow or thrown object.
689 */
690
691 void
692 move_arrow (object *op)
693 {
694 object *tmp;
695 sint16 new_x, new_y;
696 int was_reflected, mflags;
697 maptile *m;
698
699 if (op->map == NULL)
700 {
701 LOG (llevError, "BUG: Arrow had no map.\n");
702 op->destroy ();
703 return;
704 }
705
706 /* we need to stop thrown objects at some point. Like here. */
707 if (op->type == THROWN_OBJ)
708 {
709 /* If the object that the THROWN_OBJ encapsulates disappears,
710 * we need to have this object go away also - otherwise, you get
711 * left over remnants on the map. Where this currently happens
712 * is if the player throws a bomb - the bomb explodes on its own,
713 * but this object sticks around. We could handle the cleanup in the
714 * bomb code, but there are potential other cases where that could happen,
715 * and it is easy enough to clean it up here.
716 */
717 if (op->inv == NULL)
718 {
719 op->destroy ();
720 return;
721 }
722
723 if (op->last_sp-- < 0)
724 {
725 stop_arrow (op);
726 return;
727 }
728 }
729
730 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
731 values look rediculous. */
732 if (op->speed < 0.5 && op->type == ARROW)
733 {
734 stop_arrow (op);
735 return;
736 }
737
738 /* Calculate target map square */
739 new_x = op->x + DIRX (op);
740 new_y = op->y + DIRY (op);
741 was_reflected = 0;
742
743 m = op->map;
744 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
745
746 if (mflags & P_OUT_OF_MAP)
747 {
748 stop_arrow (op);
749 return;
750 }
751
752 /* only need to look for living creatures if this flag is set */
753 if (mflags & P_IS_ALIVE)
754 {
755 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
756 if (QUERY_FLAG (tmp, FLAG_ALIVE))
757 break;
758
759 /* Not really fair, but don't let monsters hit themselves with
760 * their own arrow - this can be because they fire it then
761 * move into it.
762 */
763 if (tmp && tmp != op->owner)
764 {
765 /* Found living object, but it is reflecting the missile. Update
766 * as below. (Note that for living creatures there is a small
767 * chance that reflect_missile fails.)
768 */
769 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
770 {
771 int number = op->face->number;
772
773 op->direction = absdir (op->direction + 4);
774 op->state = 0;
775
776 if (GET_ANIM_ID (op))
777 {
778 number += 4;
779
780 if (number > GET_ANIMATION (op, 8))
781 number -= 8;
782
783 op->face = &new_faces[number];
784 }
785
786 was_reflected = 1; /* skip normal movement calculations */
787 }
788 else
789 {
790 /* Attack the object. */
791 op = hit_with_arrow (op, tmp);
792
793 if (!op)
794 return;
795 }
796 } /* if this is not hitting its owner */
797 } /* if there is something alive on this space */
798
799 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
800 {
801 int retry = 0;
802
803 /* if the object doesn't reflect, stop the arrow from moving
804 * note that this code will now catch cases where a monster is
805 * on a wall but has reflecting - the arrow won't reflect.
806 * Mapmakers shouldn't put monsters on top of wall in the first
807 * place, so I don't consider that a problem.
808 */
809 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
810 {
811 stop_arrow (op);
812 return;
813 }
814 else
815 {
816 /* If one of the major directions (n,s,e,w), just reverse it */
817 if (op->direction & 1)
818 {
819 op->direction = absdir (op->direction + 4);
820 retry = 1;
821 }
822 /* There were two blocks with identical code -
823 * use this retry here to make this one block
824 * that did the same thing.
825 */
826 while (retry < 2)
827 {
828 int left, right, mflags;
829 maptile *m1;
830 sint16 x1, y1;
831
832 retry++;
833
834 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
835 * over a corner in a tiled map, it is possible that
836 * op->direction is within an adjacent map but either
837 * op->direction-1 or op->direction+1 does not exist.
838 */
839 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)],
840 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1);
841 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
842
843 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)],
844 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1);
845 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
846
847 if (left == right)
848 op->direction = absdir (op->direction + 4);
849 else if (left)
850 op->direction = absdir (op->direction + 2);
851 else if (right)
852 op->direction = absdir (op->direction - 2);
853
854 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
855
856 /* If this space is not out of the map and not blocked, valid space -
857 * don't need to retry again.
858 */
859 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
860 break;
861
862 }
863 /* Couldn't find a direction to move the arrow to - just
864 * top it from moving.
865 */
866 if (retry == 2)
867 {
868 stop_arrow (op);
869 return;
870 }
871 /* update object image for new facing */
872 /* many thrown objects *don't* have more than one face */
873 if (GET_ANIM_ID (op))
874 SET_ANIMATION (op, op->direction);
875 } /* object is reflected */
876 } /* object ran into a wall */
877
878 /* Move the arrow. */
879 op->remove ();
880 op->x = new_x;
881 op->y = new_y;
882
883 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
884 * about 17 squares. Tune as needed.
885 */
886 op->speed -= 0.05;
887 insert_ob_in_map (op, m, op, 0);
888 }
889
890 /* This routine doesnt seem to work for "inanimate" objects that
891 * are being carried, ie a held torch leaps from your hands!.
892 * Modified this routine to allow held objects. b.t. */
893
894 void
895 change_object (object *op)
896 { /* Doesn`t handle linked objs yet */
897 int i, j;
898
899 if (op->other_arch == NULL)
900 {
901 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
902 return;
903 }
904
905 /* In non-living items only change when food value is 0 */
906 if (!QUERY_FLAG (op, FLAG_ALIVE))
907 {
908 if (op->stats.food-- > 0)
909 return;
910 else
911 op->stats.food = 1; /* so 1 other_arch is made */
912 }
913
914 object *pl = op->in_player ();
915 object *env = op->env;
916
917 op->remove ();
918 for (i = 0; i < NROFNEWOBJS (op); i++)
919 {
920 object *tmp = arch_to_object (op->other_arch);
921
922 if (op->type == LAMP)
923 tmp->stats.food = op->stats.food - 1;
924
925 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
926 if (env)
927 {
928 tmp->x = env->x, tmp->y = env->y;
929 tmp = insert_ob_in_ob (tmp, env);
930
931 /* If this object is the players inventory, we need to tell the
932 * client of the change. Insert_ob_in_map takes care of the
933 * updating the client, so we don't need to do that below.
934 */
935 if (pl)
936 {
937 esrv_del_item (pl->contr, op->count);
938 esrv_send_item (pl, tmp);
939 }
940 }
941 else
942 {
943 j = find_first_free_spot (tmp, op->map, op->x, op->y);
944 if (j == -1) /* No free spot */
945 tmp->destroy ();
946 else
947 {
948 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
949 insert_ob_in_map (tmp, op->map, op, 0);
950 }
951 }
952 }
953
954 op->destroy ();
955 }
956
957 void
958 move_teleporter (object *op)
959 {
960 object *tmp, *head = op;
961
962 /* if this is a multipart teleporter, handle the other parts
963 * The check for speed isn't strictly needed - basically, if
964 * there is an old multipart teleporter in which the other parts
965 * have speed, we don't really want to call it twice for the same
966 * function - in fact, as written below, part N would get called
967 * N times without the speed check.
968 */
969 if (op->more && !op->more->has_active_speed ())
970 move_teleporter (op->more);
971
972 if (op->head)
973 head = op->head;
974
975 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
976 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
977 break;
978
979 /* If nothing above us to move, nothing to do */
980 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
981 return;
982
983 if (EXIT_PATH (head))
984 {
985 if (tmp->type == PLAYER)
986 {
987 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
988 return;
989
990 tmp->enter_exit (head);
991 }
992 else
993 /* Currently only players can transfer maps */
994 return;
995 }
996 else if (EXIT_X (head) || EXIT_Y (head))
997 {
998 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
999 {
1000 LOG (llevError, "Removed illegal teleporter.\n");
1001 head->destroy ();
1002 return;
1003 }
1004
1005 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1006 return;
1007
1008 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
1009 }
1010 else
1011 {
1012 /* Random teleporter */
1013 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1014 return;
1015 teleport (head, TELEPORTER, tmp);
1016 }
1017 }
1018
1019
1020 /* This object will teleport someone to a different map
1021 and will also apply changes to the player from its inventory.
1022 This was invented for giving classes, but there's no reason it
1023 can't be generalized.
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 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 }