ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/time.C
Revision: 1.39
Committed: Sun Mar 11 02:12:45 2007 UTC (17 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.38: +2 -2 lines
Log Message:
- MAJOR CHANGE
- you now need to use cfutil to install arches.
- former bigfaces are broken in the server
- bigfaces are no longer supported. at all.
- use face numbers instead of pointers
  * saves lotsa space
  * saves lotsa indirections
  * saves lots(?) cpu cycles
- completely rewrote face handling
- faces can now be added at runtime
- reload will add new faces
- this does not apply to animations
- use a hastable instead of binary search (faster) for faces
- face caching is broken
- facesets are gone
- server always reports MAX_FACES to any client who asks

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 /*
26 * Routines that is executed from objects based on their speed have been
27 * collected in this file.
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 void
38 remove_door (object *op)
39 {
40 int i;
41 object *tmp;
42
43 for (i = 1; i < 9; i += 2)
44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
45 {
46 tmp->set_speed (0.1);
47 tmp->speed_left = -0.2;
48 }
49
50 if (op->other_arch)
51 {
52 tmp = arch_to_object (op->other_arch);
53 tmp->x = op->x;
54 tmp->y = op->y;
55 tmp->map = op->map;
56 tmp->level = op->level;
57 insert_ob_in_map (tmp, op->map, op, 0);
58 }
59
60 op->destroy ();
61 }
62
63 void
64 remove_door2 (object *op)
65 {
66 int i;
67 object *tmp;
68
69 for (i = 1; i < 9; i += 2)
70 {
71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
72 if (tmp && tmp->slaying == op->slaying)
73 { /* same key both doors */
74 tmp->set_speed (0.1);
75 tmp->speed_left = -0.2;
76 }
77 }
78
79 if (op->other_arch)
80 {
81 tmp = arch_to_object (op->other_arch);
82 tmp->x = op->x;
83 tmp->y = op->y;
84 tmp->map = op->map;
85 tmp->level = op->level;
86 insert_ob_in_map (tmp, op->map, op, 0);
87 }
88
89 op->destroy ();
90 }
91
92 /* Will generate a monster according to content
93 * of generator.
94 */
95 void
96 generate_monster_inv (object *gen)
97 {
98 int i;
99 object *op, *head = NULL;
100
101 int qty = 0;
102
103 /* Code below assumes the generator is on a map, as it tries
104 * to place the monster on the map. So if the generator
105 * isn't on a map, complain and exit.
106 */
107 if (gen->map == NULL)
108 {
109 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
110 return;
111 }
112 /*First count numer of objects in inv */
113 for (op = gen->inv; op; op = op->below)
114 qty++;
115 if (!qty)
116 {
117 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
118 return; /*No inventory */
119 }
120 qty = rndm (0, qty - 1);
121 for (op = gen->inv; qty; qty--)
122 op = op->below;
123 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
124 if (i == -1)
125 return;
126 head = object_create_clone (op);
127 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
128 unflag_inv (head, FLAG_IS_A_TEMPLATE);
129 if (rndm (0, 9))
130 generate_artifact (head, gen->map->difficulty);
131 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
132 if (QUERY_FLAG (head, FLAG_FREED))
133 return;
134 if (head->has_random_items ())
135 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
136 }
137
138 void
139 generate_monster_arch (object *gen)
140 {
141 int i;
142 object *op, *head = NULL, *prev = NULL;
143 archetype *at = gen->other_arch;
144
145 if (!gen->other_arch)
146 return;
147
148 /* Code below assumes the generator is on a map, as it tries
149 * to place the monster on the map. So if the generator
150 * isn't on a map, complain and exit.
151 */
152 if (!gen->map)
153 return;
154
155 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
156 if (i == -1)
157 return;
158
159 while (at)
160 {
161 op = arch_to_object (at);
162 op->x = gen->x + freearr_x[i] + at->clone.x;
163 op->y = gen->y + freearr_y[i] + at->clone.y;
164
165 if (head)
166 op->head = head, prev->more = op;
167
168 if (rndm (0, 9))
169 generate_artifact (op, gen->map->difficulty);
170
171 insert_ob_in_map (op, gen->map, gen, 0);
172 if (QUERY_FLAG (op, FLAG_FREED))
173 return;
174
175 if (op->has_random_items ())
176 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
177
178 if (head == NULL)
179 head = op;
180
181 prev = op;
182 at = at->more;
183 }
184 }
185
186 void
187 generate_monster (object *gen)
188 {
189
190 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
191 return;
192
193 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
194 generate_monster_inv (gen);
195 else
196 generate_monster_arch (gen);
197
198 }
199
200 void
201 remove_force (object *op)
202 {
203 if (--op->duration > 0)
204 return;
205
206 if (op->env)
207 switch (op->subtype)
208 {
209 case FORCE_CONFUSION:
210 CLEAR_FLAG (op->env, FLAG_CONFUSED);
211 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
212
213 default:
214 CLEAR_FLAG (op, FLAG_APPLIED);
215 change_abil (op->env, op);
216 op->env->update_stats ();
217 }
218
219 op->destroy ();
220 }
221
222 void
223 remove_blindness (object *op)
224 {
225 if (--op->stats.food > 0)
226 return;
227
228 CLEAR_FLAG (op, FLAG_APPLIED);
229
230 if (op->env)
231 {
232 change_abil (op->env, op);
233 op->env->update_stats ();
234 }
235
236 op->destroy ();
237 }
238
239 void
240 poison_more (object *op)
241 {
242 if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0)
243 {
244 op->destroy ();
245 return;
246 }
247
248 if (op->stats.food == 1)
249 {
250 /* need to unapply the object before update_stats is called, else fix_player
251 * will not do anything.
252 */
253 if (op->env->type == PLAYER)
254 {
255 CLEAR_FLAG (op, FLAG_APPLIED);
256 op->env->update_stats ();
257 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
258 }
259
260 op->destroy ();
261 return;
262 }
263
264 if (op->env->type == PLAYER)
265 {
266 op->env->stats.food--;
267 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
268 }
269
270 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 && op->slaying == tmp->name)
461 detected = 1;
462
463 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
464 detected = 1;
465 }
466 }
467
468 if (op->slaying && op->slaying == tmp->name)
469 detected = 1;
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->has_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;
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 = 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 && !op->more->has_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 void
1025 move_player_changer (object *op)
1026 {
1027 object *player;
1028 object *walk;
1029
1030 if (!op->above || !EXIT_PATH (op))
1031 return;
1032
1033 /* This isn't all that great - means that the player_mover
1034 * needs to be on top.
1035 */
1036 if (op->above->type == PLAYER)
1037 {
1038 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1039 return;
1040
1041 player = op->above;
1042
1043 for (walk = op->inv; walk; walk = walk->below)
1044 apply_changes_to_player (player, walk);
1045
1046 player->update_stats ();
1047
1048 esrv_send_inventory (op->above, op->above);
1049 esrv_update_item (UPD_FACE, op->above, op->above);
1050
1051 /* update players death & WoR home-position */
1052 if (*EXIT_PATH (op) == '/')
1053 {
1054 player->contr->savebed_map = EXIT_PATH (op);
1055 player->contr->bed_x = EXIT_X (op);
1056 player->contr->bed_y = EXIT_Y (op);
1057 }
1058 else
1059 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1060
1061 op->above->enter_exit (op);
1062 }
1063 }
1064
1065 /* firewalls fire other spells.
1066 * The direction of the wall is stored in op->stats.sp.
1067 * walls can have hp, so they can be torn down.
1068 */
1069 void
1070 move_firewall (object *op)
1071 {
1072 object *spell;
1073
1074 if (!op->map)
1075 return; /* dm has created a firewall in his inventory */
1076
1077 spell = op->inv;
1078
1079 if (!spell || spell->type != SPELL)
1080 spell = &op->other_arch->clone;
1081
1082 if (!spell)
1083 {
1084 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1085 return;
1086 }
1087
1088 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1089 }
1090
1091 /* move_player_mover: this function takes a "player mover" as an
1092 * argument, and performs the function of a player mover, which is:
1093 *
1094 * a player mover finds any players that are sitting on it. It
1095 * moves them in the op->stats.sp direction. speed is how often it'll move.
1096 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1097 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1098 * it'll paralyze the victim for hp*his speed/op->speed
1099 */
1100 void
1101 move_player_mover (object *op)
1102 {
1103 object *victim, *nextmover;
1104 int dir = op->stats.sp;
1105 sint16 nx, ny;
1106 maptile *m;
1107
1108 /* Determine direction now for random movers so we do the right thing */
1109 if (!dir)
1110 dir = rndm (1, 8);
1111
1112 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1113 {
1114 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1115 (victim->move_type & op->move_type || !victim->move_type))
1116 {
1117
1118 if (victim->head)
1119 victim = victim->head;
1120
1121 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1122 {
1123 op->remove ();
1124 return;
1125 }
1126
1127 nx = op->x + freearr_x[dir];
1128 ny = op->y + freearr_y[dir];
1129 m = op->map;
1130 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1131 {
1132 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1133 return;
1134 }
1135
1136 if (should_director_abort (op, victim))
1137 return;
1138
1139 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1140 {
1141 if (nextmover->type == PLAYERMOVER)
1142 nextmover->speed_left = -.99;
1143 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1144 {
1145 op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1146 }
1147 }
1148
1149 if (victim->type == PLAYER)
1150 {
1151 /* only level >=1 movers move people */
1152 if (op->level)
1153 {
1154 /* Following is a bit of hack. We need to make sure it
1155 * is cleared, otherwise the player will get stuck in
1156 * place. This can happen if the player used a spell to
1157 * get to this space.
1158 */
1159 victim->contr->fire_on = 0;
1160 victim->speed_left = -FABS (victim->speed);
1161 move_player (victim, dir);
1162 }
1163 else
1164 return;
1165 }
1166 else
1167 move_object (victim, dir);
1168
1169 if (!op->stats.maxsp && op->attacktype)
1170 op->stats.maxsp = 2;
1171
1172 if (op->attacktype)
1173 { /* flag to paralyze the player */
1174
1175 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1176 /* Not sure why, but for some chars on metalforge, they
1177 * would sometimes get -inf speed_left, and from the
1178 * description, it could only happen here, so just put
1179 * a lower sanity limit. My only guess is that the
1180 * mover has 0 speed.
1181 */
1182 if (victim->speed_left < -5.0)
1183 victim->speed_left = -5.0;
1184 }
1185 }
1186 }
1187 }
1188
1189 /*
1190 * Will duplicate a specified object placed on top of it.
1191 * connected: what will trigger it.
1192 * level: multiplier. 0 to destroy.
1193 * other_arch: the object to look for and duplicate.
1194 */
1195
1196 void
1197 move_duplicator (object *op)
1198 {
1199 object *tmp;
1200
1201 if (!op->other_arch)
1202 {
1203 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1204 return;
1205 }
1206
1207 if (op->above == NULL)
1208 return;
1209
1210 for (tmp = op->above; tmp; tmp = tmp->above)
1211 {
1212 if (op->other_arch->name == tmp->arch->name)
1213 {
1214 if (op->level <= 0)
1215 tmp->destroy ();
1216 else
1217 {
1218 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1219
1220 if (new_nrof >= 1UL << 31)
1221 new_nrof = 1UL << 31;
1222
1223 tmp->nrof = new_nrof;
1224 }
1225
1226 break;
1227 }
1228 }
1229 }
1230
1231 /* move_creator (by peterm)
1232 * it has the creator object create it's other_arch right on top of it.
1233 * connected: what will trigger it
1234 * hp: how many times it may create before stopping
1235 * lifesave: if set, it'll never disappear but will go on creating
1236 * everytime it's triggered
1237 * other_arch: the object to create
1238 * Note this can create large objects, however, in that case, it
1239 * has to make sure that there is in fact space for the object.
1240 * It should really do this for small objects also, but there is
1241 * more concern with large objects, most notably a part being placed
1242 * outside of the map which would cause the server to crash
1243 */
1244
1245 void
1246 move_creator (object *creator)
1247 {
1248 object *new_ob;
1249
1250 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1251 {
1252 creator->stats.hp = -1;
1253 return;
1254 }
1255
1256 if (creator->inv != NULL)
1257 {
1258 object *ob;
1259 int i;
1260 object *ob_to_copy;
1261
1262 /* select random object from inventory to copy */
1263 ob_to_copy = creator->inv;
1264 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1265 {
1266 if (rndm (0, i) == 0)
1267 {
1268 ob_to_copy = ob;
1269 }
1270 }
1271 new_ob = object_create_clone (ob_to_copy);
1272 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1273 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1274 }
1275 else
1276 {
1277 if (creator->other_arch == NULL)
1278 {
1279 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1280 &creator->name, &creator->map->path, creator->x, creator->y);
1281 return;
1282 }
1283
1284 new_ob = object_create_arch (creator->other_arch);
1285 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1286 }
1287
1288 /* Make sure this multipart object fits */
1289 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1290 {
1291 new_ob->destroy ();
1292 return;
1293 }
1294
1295 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1296 if (QUERY_FLAG (new_ob, FLAG_FREED))
1297 return;
1298
1299 if (creator->slaying)
1300 {
1301 new_ob->name = new_ob->title = creator->slaying;
1302 }
1303 }
1304
1305 /* move_marker --peterm@soda.csua.berkeley.edu
1306 when moved, a marker will search for a player sitting above
1307 it, and insert an invisible, weightless force into him
1308 with a specific code as the slaying field.
1309 At that time, it writes the contents of its own message
1310 field to the player. The marker will decrement hp to
1311 0 and then delete itself every time it grants a mark.
1312 unless hp was zero to start with, in which case it is infinite.*/
1313 void
1314 move_marker (object *op)
1315 {
1316 if (object *tmp = op->ms ().player ())
1317 {
1318 object *tmp2;
1319
1320 /* remove an old force with a slaying field == op->name */
1321 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1322 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1323 {
1324 tmp2->destroy ();
1325 break;
1326 }
1327
1328 /* cycle through his inventory to look for the MARK we want to
1329 * place
1330 */
1331 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1332 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1333 break;
1334
1335 /* if we didn't find our own MARK */
1336 if (!tmp2)
1337 {
1338 object *force = get_archetype (FORCE_NAME);
1339
1340 if (op->stats.food)
1341 {
1342 force->set_speed (0.01);
1343 force->speed_left = -op->stats.food;
1344 }
1345 else
1346 force->set_speed (0);
1347
1348 /* put in the lock code */
1349 force->slaying = op->slaying;
1350
1351 if (op->lore)
1352 force->lore = op->lore;
1353
1354 insert_ob_in_ob (force, tmp);
1355 if (op->msg)
1356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1357
1358 if (op->stats.hp > 0)
1359 {
1360 op->stats.hp--;
1361 if (op->stats.hp == 0)
1362 {
1363 /* marker expires--granted mark number limit */
1364 op->destroy ();
1365 return;
1366 }
1367 }
1368 }
1369 }
1370 }
1371
1372 int
1373 process_object (object *op)
1374 {
1375 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1376 return 0;
1377
1378 if (INVOKE_OBJECT (TICK, op))
1379 return 0;
1380
1381 if (QUERY_FLAG (op, FLAG_MONSTER))
1382 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1383 return 1;
1384
1385 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1386 {
1387 if (op->type == PLAYER)
1388 animate_object (op, op->facing);
1389 else
1390 animate_object (op, op->direction);
1391
1392 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1393 make_sure_seen (op);
1394 }
1395
1396 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1397 {
1398 change_object (op);
1399 return 1;
1400 }
1401
1402 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1403 generate_monster (op);
1404
1405 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1406 {
1407 if (QUERY_FLAG (op, FLAG_APPLIED))
1408 remove_force (op);
1409 else
1410 {
1411 /* IF necessary, delete the item from the players inventory */
1412 object *pl = op->in_player ();
1413
1414 if (pl)
1415 esrv_del_item (pl->contr, op->count);
1416
1417 op->remove ();
1418
1419 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1420 make_sure_not_seen (op);
1421
1422 op->destroy ();
1423 }
1424
1425 return 1;
1426 }
1427
1428 switch (op->type)
1429 {
1430 case SPELL_EFFECT:
1431 move_spell_effect (op);
1432 return 1;
1433
1434 case ROD:
1435 case HORN:
1436 regenerate_rod (op);
1437 return 1;
1438
1439 case FORCE:
1440 case POTION_EFFECT:
1441 remove_force (op);
1442 return 1;
1443
1444 case BLINDNESS:
1445 remove_blindness (op);
1446 return 0;
1447
1448 case POISONING:
1449 poison_more (op);
1450 return 0;
1451
1452 case DISEASE:
1453 move_disease (op);
1454 return 0;
1455
1456 case SYMPTOM:
1457 move_symptom (op);
1458 return 0;
1459
1460 case THROWN_OBJ:
1461 case ARROW:
1462 move_arrow (op);
1463 return 0;
1464
1465 case DOOR:
1466 remove_door (op);
1467 return 0;
1468
1469 case LOCKED_DOOR:
1470 remove_door2 (op);
1471 return 0;
1472
1473 case TELEPORTER:
1474 move_teleporter (op);
1475 return 0;
1476
1477 case GOLEM:
1478 move_golem (op);
1479 return 0;
1480
1481 case EARTHWALL:
1482 hit_player (op, 2, op, AT_PHYSICAL, 1);
1483 return 0;
1484
1485 case FIREWALL:
1486 move_firewall (op);
1487 if (op->stats.maxsp)
1488 animate_turning (op);
1489 return 0;
1490
1491 case MOOD_FLOOR:
1492 do_mood_floor (op);
1493 return 0;
1494
1495 case GATE:
1496 move_gate (op);
1497 return 0;
1498
1499 case TIMED_GATE:
1500 move_timed_gate (op);
1501 return 0;
1502
1503 case TRIGGER:
1504 case TRIGGER_BUTTON:
1505 case TRIGGER_PEDESTAL:
1506 case TRIGGER_ALTAR:
1507 animate_trigger (op);
1508 return 0;
1509
1510 case DETECTOR:
1511 move_detector (op);
1512
1513 case DIRECTOR:
1514 if (op->stats.maxsp)
1515 animate_turning (op);
1516 return 0;
1517
1518 case HOLE:
1519 move_hole (op);
1520 return 0;
1521
1522 case DEEP_SWAMP:
1523 move_deep_swamp (op);
1524 return 0;
1525
1526 case RUNE:
1527 case TRAP:
1528 move_rune (op);
1529 return 0;
1530
1531 case PLAYERMOVER:
1532 move_player_mover (op);
1533 return 0;
1534
1535 case CREATOR:
1536 move_creator (op);
1537 return 0;
1538
1539 case MARKER:
1540 move_marker (op);
1541 return 0;
1542
1543 case PLAYER_CHANGER:
1544 move_player_changer (op);
1545 return 0;
1546
1547 case PEACEMAKER:
1548 move_peacemaker (op);
1549 return 0;
1550 }
1551
1552 return 0;
1553 }