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Revision: 1.42
Committed: Sat Mar 17 20:36:05 2007 UTC (17 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.41: +0 -1 lines
Log Message:
fix broken images on missile reflection by using the right function for the job

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
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 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_CHANGE);
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 void
690 move_arrow (object *op)
691 {
692 object *tmp;
693 sint16 new_x, new_y;
694 int was_reflected, mflags;
695 maptile *m;
696
697 if (op->map == NULL)
698 {
699 LOG (llevError, "BUG: Arrow had no map.\n");
700 op->destroy ();
701 return;
702 }
703
704 /* we need to stop thrown objects at some point. Like here. */
705 if (op->type == THROWN_OBJ)
706 {
707 /* If the object that the THROWN_OBJ encapsulates disappears,
708 * we need to have this object go away also - otherwise, you get
709 * left over remnants on the map. Where this currently happens
710 * is if the player throws a bomb - the bomb explodes on its own,
711 * but this object sticks around. We could handle the cleanup in the
712 * bomb code, but there are potential other cases where that could happen,
713 * and it is easy enough to clean it up here.
714 */
715 if (op->inv == NULL)
716 {
717 op->destroy ();
718 return;
719 }
720
721 if (op->last_sp-- < 0)
722 {
723 stop_arrow (op);
724 return;
725 }
726 }
727
728 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
729 values look rediculous. */
730 if (op->speed < 0.5 && op->type == ARROW)
731 {
732 stop_arrow (op);
733 return;
734 }
735
736 /* Calculate target map square */
737 new_x = op->x + DIRX (op);
738 new_y = op->y + DIRY (op);
739 was_reflected = 0;
740
741 m = op->map;
742 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
743
744 if (mflags & P_OUT_OF_MAP)
745 {
746 stop_arrow (op);
747 return;
748 }
749
750 /* only need to look for living creatures if this flag is set */
751 if (mflags & P_IS_ALIVE)
752 {
753 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
754 if (QUERY_FLAG (tmp, FLAG_ALIVE))
755 break;
756
757 /* Not really fair, but don't let monsters hit themselves with
758 * their own arrow - this can be because they fire it then
759 * move into it.
760 */
761 if (tmp && tmp != op->owner)
762 {
763 /* Found living object, but it is reflecting the missile. Update
764 * as below. (Note that for living creatures there is a small
765 * chance that reflect_missile fails.)
766 */
767 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
768 {
769 int number = op->face;
770
771 op->direction = absdir (op->direction + 4);
772 update_turn_face (op);
773 was_reflected = 1; /* skip normal movement calculations */
774 }
775 else
776 {
777 /* Attack the object. */
778 op = hit_with_arrow (op, tmp);
779
780 if (!op)
781 return;
782 }
783 } /* if this is not hitting its owner */
784 } /* if there is something alive on this space */
785
786 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
787 {
788 int retry = 0;
789
790 /* if the object doesn't reflect, stop the arrow from moving
791 * note that this code will now catch cases where a monster is
792 * on a wall but has reflecting - the arrow won't reflect.
793 * Mapmakers shouldn't put monsters on top of wall in the first
794 * place, so I don't consider that a problem.
795 */
796 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
797 {
798 stop_arrow (op);
799 return;
800 }
801 else
802 {
803 /* If one of the major directions (n,s,e,w), just reverse it */
804 if (op->direction & 1)
805 {
806 op->direction = absdir (op->direction + 4);
807 retry = 1;
808 }
809 /* There were two blocks with identical code -
810 * use this retry here to make this one block
811 * that did the same thing.
812 */
813 while (retry < 2)
814 {
815 int left, right, mflags;
816 maptile *m1;
817 sint16 x1, y1;
818
819 retry++;
820
821 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
822 * over a corner in a tiled map, it is possible that
823 * op->direction is within an adjacent map but either
824 * op->direction-1 or op->direction+1 does not exist.
825 */
826 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)],
827 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1);
828 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
829
830 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)],
831 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1);
832 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
833
834 if (left == right)
835 op->direction = absdir (op->direction + 4);
836 else if (left)
837 op->direction = absdir (op->direction + 2);
838 else if (right)
839 op->direction = absdir (op->direction - 2);
840
841 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
842
843 /* If this space is not out of the map and not blocked, valid space -
844 * don't need to retry again.
845 */
846 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
847 break;
848
849 }
850 /* Couldn't find a direction to move the arrow to - just
851 * top it from moving.
852 */
853 if (retry == 2)
854 {
855 stop_arrow (op);
856 return;
857 }
858 /* update object image for new facing */
859 /* many thrown objects *don't* have more than one face */
860 if (GET_ANIM_ID (op))
861 SET_ANIMATION (op, op->direction);
862 } /* object is reflected */
863 } /* object ran into a wall */
864
865 /* Move the arrow. */
866 op->remove ();
867 op->x = new_x;
868 op->y = new_y;
869
870 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
871 * about 17 squares. Tune as needed.
872 */
873 op->speed -= 0.05;
874 insert_ob_in_map (op, m, op, 0);
875 }
876
877 /* This routine doesnt seem to work for "inanimate" objects that
878 * are being carried, ie a held torch leaps from your hands!.
879 * Modified this routine to allow held objects. b.t. */
880
881 void
882 change_object (object *op)
883 { /* Doesn`t handle linked objs yet */
884 int i, j;
885
886 if (op->other_arch == NULL)
887 {
888 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
889 return;
890 }
891
892 /* In non-living items only change when food value is 0 */
893 if (!QUERY_FLAG (op, FLAG_ALIVE))
894 {
895 if (op->stats.food-- > 0)
896 return;
897 else
898 op->stats.food = 1; /* so 1 other_arch is made */
899 }
900
901 object *pl = op->in_player ();
902 object *env = op->env;
903
904 op->remove ();
905 for (i = 0; i < NROFNEWOBJS (op); i++)
906 {
907 object *tmp = arch_to_object (op->other_arch);
908
909 if (op->type == LAMP)
910 tmp->stats.food = op->stats.food - 1;
911
912 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
913 if (env)
914 {
915 tmp->x = env->x, tmp->y = env->y;
916 tmp = insert_ob_in_ob (tmp, env);
917
918 /* If this object is the players inventory, we need to tell the
919 * client of the change. Insert_ob_in_map takes care of the
920 * updating the client, so we don't need to do that below.
921 */
922 if (pl)
923 {
924 esrv_del_item (pl->contr, op->count);
925 esrv_send_item (pl, tmp);
926 }
927 }
928 else
929 {
930 j = find_first_free_spot (tmp, op->map, op->x, op->y);
931 if (j == -1) /* No free spot */
932 tmp->destroy ();
933 else
934 {
935 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
936 insert_ob_in_map (tmp, op->map, op, 0);
937 }
938 }
939 }
940
941 op->destroy ();
942 }
943
944 void
945 move_teleporter (object *op)
946 {
947 object *tmp, *head = op;
948
949 /* if this is a multipart teleporter, handle the other parts
950 * The check for speed isn't strictly needed - basically, if
951 * there is an old multipart teleporter in which the other parts
952 * have speed, we don't really want to call it twice for the same
953 * function - in fact, as written below, part N would get called
954 * N times without the speed check.
955 */
956 if (op->more && !op->more->has_active_speed ())
957 move_teleporter (op->more);
958
959 if (op->head)
960 head = op->head;
961
962 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
963 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
964 break;
965
966 /* If nothing above us to move, nothing to do */
967 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
968 return;
969
970 if (EXIT_PATH (head))
971 {
972 if (tmp->type == PLAYER)
973 {
974 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
975 return;
976
977 tmp->enter_exit (head);
978 }
979 else
980 /* Currently only players can transfer maps */
981 return;
982 }
983 else if (EXIT_X (head) || EXIT_Y (head))
984 {
985 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
986 {
987 LOG (llevError, "Removed illegal teleporter.\n");
988 head->destroy ();
989 return;
990 }
991
992 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
993 return;
994
995 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
996 }
997 else
998 {
999 /* Random teleporter */
1000 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1001 return;
1002 teleport (head, TELEPORTER, tmp);
1003 }
1004 }
1005
1006
1007 /* This object will teleport someone to a different map
1008 and will also apply changes to the player from its inventory.
1009 This was invented for giving classes, but there's no reason it
1010 can't be generalized.
1011 */
1012 void
1013 move_player_changer (object *op)
1014 {
1015 object *player;
1016 object *walk;
1017
1018 if (!op->above || !EXIT_PATH (op))
1019 return;
1020
1021 /* This isn't all that great - means that the player_mover
1022 * needs to be on top.
1023 */
1024 if (op->above->type == PLAYER)
1025 {
1026 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1027 return;
1028
1029 player = op->above;
1030
1031 for (walk = op->inv; walk; walk = walk->below)
1032 apply_changes_to_player (player, walk);
1033
1034 player->update_stats ();
1035
1036 esrv_send_inventory (op->above, op->above);
1037 esrv_update_item (UPD_FACE, op->above, op->above);
1038
1039 /* update players death & WoR home-position */
1040 if (*EXIT_PATH (op) == '/')
1041 {
1042 player->contr->savebed_map = EXIT_PATH (op);
1043 player->contr->bed_x = EXIT_X (op);
1044 player->contr->bed_y = EXIT_Y (op);
1045 }
1046 else
1047 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1048
1049 op->above->enter_exit (op);
1050 }
1051 }
1052
1053 /* firewalls fire other spells.
1054 * The direction of the wall is stored in op->stats.sp.
1055 * walls can have hp, so they can be torn down.
1056 */
1057 void
1058 move_firewall (object *op)
1059 {
1060 object *spell;
1061
1062 if (!op->map)
1063 return; /* dm has created a firewall in his inventory */
1064
1065 spell = op->inv;
1066
1067 if (!spell || spell->type != SPELL)
1068 spell = &op->other_arch->clone;
1069
1070 if (!spell)
1071 {
1072 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1073 return;
1074 }
1075
1076 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1077 }
1078
1079 /* move_player_mover: this function takes a "player mover" as an
1080 * argument, and performs the function of a player mover, which is:
1081 *
1082 * a player mover finds any players that are sitting on it. It
1083 * moves them in the op->stats.sp direction. speed is how often it'll move.
1084 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1085 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1086 * it'll paralyze the victim for hp*his speed/op->speed
1087 */
1088 void
1089 move_player_mover (object *op)
1090 {
1091 object *victim, *nextmover;
1092 int dir = op->stats.sp;
1093 sint16 nx, ny;
1094 maptile *m;
1095
1096 /* Determine direction now for random movers so we do the right thing */
1097 if (!dir)
1098 dir = rndm (1, 8);
1099
1100 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1101 {
1102 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1103 (victim->move_type & op->move_type || !victim->move_type))
1104 {
1105
1106 if (victim->head)
1107 victim = victim->head;
1108
1109 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1110 {
1111 op->remove ();
1112 return;
1113 }
1114
1115 nx = op->x + freearr_x[dir];
1116 ny = op->y + freearr_y[dir];
1117 m = op->map;
1118 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1119 {
1120 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1121 return;
1122 }
1123
1124 if (should_director_abort (op, victim))
1125 return;
1126
1127 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1128 {
1129 if (nextmover->type == PLAYERMOVER)
1130 nextmover->speed_left = -.99;
1131 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1132 {
1133 op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1134 }
1135 }
1136
1137 if (victim->type == PLAYER)
1138 {
1139 /* only level >=1 movers move people */
1140 if (op->level)
1141 {
1142 /* Following is a bit of hack. We need to make sure it
1143 * is cleared, otherwise the player will get stuck in
1144 * place. This can happen if the player used a spell to
1145 * get to this space.
1146 */
1147 victim->contr->fire_on = 0;
1148 victim->speed_left = -FABS (victim->speed);
1149 move_player (victim, dir);
1150 }
1151 else
1152 return;
1153 }
1154 else
1155 move_object (victim, dir);
1156
1157 if (!op->stats.maxsp && op->attacktype)
1158 op->stats.maxsp = 2;
1159
1160 if (op->attacktype)
1161 { /* flag to paralyze the player */
1162
1163 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1164 /* Not sure why, but for some chars on metalforge, they
1165 * would sometimes get -inf speed_left, and from the
1166 * description, it could only happen here, so just put
1167 * a lower sanity limit. My only guess is that the
1168 * mover has 0 speed.
1169 */
1170 if (victim->speed_left < -5.0)
1171 victim->speed_left = -5.0;
1172 }
1173 }
1174 }
1175 }
1176
1177 /*
1178 * Will duplicate a specified object placed on top of it.
1179 * connected: what will trigger it.
1180 * level: multiplier. 0 to destroy.
1181 * other_arch: the object to look for and duplicate.
1182 */
1183
1184 void
1185 move_duplicator (object *op)
1186 {
1187 object *tmp;
1188
1189 if (!op->other_arch)
1190 {
1191 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1192 return;
1193 }
1194
1195 if (op->above == NULL)
1196 return;
1197
1198 for (tmp = op->above; tmp; tmp = tmp->above)
1199 {
1200 if (op->other_arch->name == tmp->arch->name)
1201 {
1202 if (op->level <= 0)
1203 tmp->destroy ();
1204 else
1205 {
1206 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1207
1208 if (new_nrof >= 1UL << 31)
1209 new_nrof = 1UL << 31;
1210
1211 tmp->nrof = new_nrof;
1212 }
1213
1214 break;
1215 }
1216 }
1217 }
1218
1219 /* move_creator (by peterm)
1220 * it has the creator object create it's other_arch right on top of it.
1221 * connected: what will trigger it
1222 * hp: how many times it may create before stopping
1223 * lifesave: if set, it'll never disappear but will go on creating
1224 * everytime it's triggered
1225 * other_arch: the object to create
1226 * Note this can create large objects, however, in that case, it
1227 * has to make sure that there is in fact space for the object.
1228 * It should really do this for small objects also, but there is
1229 * more concern with large objects, most notably a part being placed
1230 * outside of the map which would cause the server to crash
1231 */
1232
1233 void
1234 move_creator (object *creator)
1235 {
1236 object *new_ob;
1237
1238 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1239 {
1240 creator->stats.hp = -1;
1241 return;
1242 }
1243
1244 if (creator->inv != NULL)
1245 {
1246 object *ob;
1247 int i;
1248 object *ob_to_copy;
1249
1250 /* select random object from inventory to copy */
1251 ob_to_copy = creator->inv;
1252 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1253 {
1254 if (rndm (0, i) == 0)
1255 {
1256 ob_to_copy = ob;
1257 }
1258 }
1259 new_ob = object_create_clone (ob_to_copy);
1260 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1261 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1262 }
1263 else
1264 {
1265 if (creator->other_arch == NULL)
1266 {
1267 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1268 &creator->name, &creator->map->path, creator->x, creator->y);
1269 return;
1270 }
1271
1272 new_ob = object_create_arch (creator->other_arch);
1273 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1274 }
1275
1276 /* Make sure this multipart object fits */
1277 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1278 {
1279 new_ob->destroy ();
1280 return;
1281 }
1282
1283 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1284 if (QUERY_FLAG (new_ob, FLAG_FREED))
1285 return;
1286
1287 if (creator->slaying)
1288 {
1289 new_ob->name = new_ob->title = creator->slaying;
1290 }
1291 }
1292
1293 /* move_marker --peterm@soda.csua.berkeley.edu
1294 when moved, a marker will search for a player sitting above
1295 it, and insert an invisible, weightless force into him
1296 with a specific code as the slaying field.
1297 At that time, it writes the contents of its own message
1298 field to the player. The marker will decrement hp to
1299 0 and then delete itself every time it grants a mark.
1300 unless hp was zero to start with, in which case it is infinite.*/
1301 void
1302 move_marker (object *op)
1303 {
1304 if (object *tmp = op->ms ().player ())
1305 {
1306 object *tmp2;
1307
1308 /* remove an old force with a slaying field == op->name */
1309 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1310 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1311 {
1312 tmp2->destroy ();
1313 break;
1314 }
1315
1316 /* cycle through his inventory to look for the MARK we want to
1317 * place
1318 */
1319 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1320 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1321 break;
1322
1323 /* if we didn't find our own MARK */
1324 if (!tmp2)
1325 {
1326 object *force = get_archetype (FORCE_NAME);
1327
1328 if (op->stats.food)
1329 {
1330 force->set_speed (0.01);
1331 force->speed_left = -op->stats.food;
1332 }
1333 else
1334 force->set_speed (0);
1335
1336 /* put in the lock code */
1337 force->slaying = op->slaying;
1338
1339 if (op->lore)
1340 force->lore = op->lore;
1341
1342 insert_ob_in_ob (force, tmp);
1343 if (op->msg)
1344 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1345
1346 if (op->stats.hp > 0)
1347 {
1348 op->stats.hp--;
1349 if (op->stats.hp == 0)
1350 {
1351 /* marker expires--granted mark number limit */
1352 op->destroy ();
1353 return;
1354 }
1355 }
1356 }
1357 }
1358 }
1359
1360 int
1361 process_object (object *op)
1362 {
1363 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1364 return 0;
1365
1366 if (INVOKE_OBJECT (TICK, op))
1367 return 0;
1368
1369 if (QUERY_FLAG (op, FLAG_MONSTER))
1370 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1371 return 1;
1372
1373 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1374 {
1375 if (op->type == PLAYER)
1376 animate_object (op, op->facing);
1377 else
1378 animate_object (op, op->direction);
1379
1380 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1381 make_sure_seen (op);
1382 }
1383
1384 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1385 {
1386 change_object (op);
1387 return 1;
1388 }
1389
1390 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1391 generate_monster (op);
1392
1393 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1394 {
1395 if (QUERY_FLAG (op, FLAG_APPLIED))
1396 remove_force (op);
1397 else
1398 {
1399 /* IF necessary, delete the item from the players inventory */
1400 object *pl = op->in_player ();
1401
1402 if (pl)
1403 esrv_del_item (pl->contr, op->count);
1404
1405 op->remove ();
1406
1407 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1408 make_sure_not_seen (op);
1409
1410 op->destroy ();
1411 }
1412
1413 return 1;
1414 }
1415
1416 switch (op->type)
1417 {
1418 case SPELL_EFFECT:
1419 move_spell_effect (op);
1420 return 1;
1421
1422 case ROD:
1423 case HORN:
1424 regenerate_rod (op);
1425 return 1;
1426
1427 case FORCE:
1428 case POTION_EFFECT:
1429 remove_force (op);
1430 return 1;
1431
1432 case BLINDNESS:
1433 remove_blindness (op);
1434 return 0;
1435
1436 case POISONING:
1437 poison_more (op);
1438 return 0;
1439
1440 case DISEASE:
1441 move_disease (op);
1442 return 0;
1443
1444 case SYMPTOM:
1445 move_symptom (op);
1446 return 0;
1447
1448 case THROWN_OBJ:
1449 case ARROW:
1450 move_arrow (op);
1451 return 0;
1452
1453 case DOOR:
1454 remove_door (op);
1455 return 0;
1456
1457 case LOCKED_DOOR:
1458 remove_door2 (op);
1459 return 0;
1460
1461 case TELEPORTER:
1462 move_teleporter (op);
1463 return 0;
1464
1465 case GOLEM:
1466 move_golem (op);
1467 return 0;
1468
1469 case EARTHWALL:
1470 hit_player (op, 2, op, AT_PHYSICAL, 1);
1471 return 0;
1472
1473 case FIREWALL:
1474 move_firewall (op);
1475 if (op->stats.maxsp)
1476 animate_turning (op);
1477 return 0;
1478
1479 case MOOD_FLOOR:
1480 do_mood_floor (op);
1481 return 0;
1482
1483 case GATE:
1484 move_gate (op);
1485 return 0;
1486
1487 case TIMED_GATE:
1488 move_timed_gate (op);
1489 return 0;
1490
1491 case TRIGGER:
1492 case TRIGGER_BUTTON:
1493 case TRIGGER_PEDESTAL:
1494 case TRIGGER_ALTAR:
1495 animate_trigger (op);
1496 return 0;
1497
1498 case DETECTOR:
1499 move_detector (op);
1500
1501 case DIRECTOR:
1502 if (op->stats.maxsp)
1503 animate_turning (op);
1504 return 0;
1505
1506 case HOLE:
1507 move_hole (op);
1508 return 0;
1509
1510 case DEEP_SWAMP:
1511 move_deep_swamp (op);
1512 return 0;
1513
1514 case RUNE:
1515 case TRAP:
1516 move_rune (op);
1517 return 0;
1518
1519 case PLAYERMOVER:
1520 move_player_mover (op);
1521 return 0;
1522
1523 case CREATOR:
1524 move_creator (op);
1525 return 0;
1526
1527 case MARKER:
1528 move_marker (op);
1529 return 0;
1530
1531 case PLAYER_CHANGER:
1532 move_player_changer (op);
1533 return 0;
1534
1535 case PEACEMAKER:
1536 move_peacemaker (op);
1537 return 0;
1538 }
1539
1540 return 0;
1541 }