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/cvs/deliantra/server/server/time.C
Revision: 1.43
Committed: Sat Apr 21 16:56:32 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.42: +6 -0 lines
Log Message:
having a) monsters as treasures b) multipart monsters as treasures
and c) multipart monsters as terasures on tiled maps... hit a big
pile of bugs again.

this change:

- implements a per-map active flag. when items are being inserted
  they are activated or deactivated according to that flag.
  this could get rid of most or even all of the explicit
  activate/deactivate calls.
- implement some glue to make instantiating multipart objects easier
  (this is used inside fix_multipart_objects and might make it possible
  to put multipart objects at map borders - those were winged before)
- do finer-grained locking as to not lead to deadlocks when insert
  recurses e.g. when loading tiled maps.

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