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Revision: 1.46
Committed: Sat Apr 28 21:34:38 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.45: +6 -4 lines
Log Message:
cleanup

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