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Revision: 1.44
Committed: Sat Apr 21 22:01:57 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.43: +38 -82 lines
Log Message:
rewrote and greatly simplified generator code. if there were any issues with
elmex' monster-in-inventory stuff then they should be fixed by now.

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