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Revision: 1.48
Committed: Sat May 12 21:56:35 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.47: +3 -5 lines
Log Message:
lots of speed logic changes

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->skill = 0; // really?
582
583 // restore original wc, dam, attacktype and slaying
584 op->stats.wc = op->stats.sp;
585 op->stats.dam = op->stats.hp;
586 op->attacktype = op->stats.grace;
587
588 if (op->spellarg)
589 {
590 op->slaying = op->spellarg;
591 free (op->spellarg);
592 op->spellarg = 0;
593 }
594 else
595 op->slaying = 0;
596
597 /* Reset these to zero, so that object::can_merge will work properly */
598 op->spellarg = NULL;
599 op->stats.sp = 0;
600 op->stats.hp = 0;
601 op->stats.grace = 0;
602 op->level = 0;
603 op->face = op->arch->clone.face;
604 op->owner = NULL; /* So that stopped arrows will be saved */
605 update_object (op, UP_OBJ_CHANGE);
606 return op;
607 }
608
609 /* stop_arrow() - what to do when a non-living flying object
610 * has to stop. Sept 96 - I added in thrown object code in
611 * here too. -b.t.
612 *
613 * Returns a pointer to the stopped object (which will have been removed
614 * from maps or inventories), or NULL if was destroyed.
615 */
616 static void
617 stop_arrow (object *op)
618 {
619 if (INVOKE_OBJECT (STOP, op))
620 return;
621
622 if (op->inv)
623 {
624 object *payload = op->inv;
625
626 payload->remove ();
627 payload->owner = 0;
628 insert_ob_in_map (payload, op->map, payload, 0);
629 op->destroy ();
630 }
631 else
632 {
633 op = fix_stopped_arrow (op);
634
635 if (op)
636 merge_ob (op, 0);
637 }
638 }
639
640 /* Move an arrow along its course. op is the arrow or thrown object.
641 */
642 void
643 move_arrow (object *op)
644 {
645 object *tmp;
646 sint16 new_x, new_y;
647 int was_reflected, mflags;
648 maptile *m;
649
650 if (op->map == NULL)
651 {
652 LOG (llevError, "BUG: Arrow had no map.\n");
653 op->destroy ();
654 return;
655 }
656
657 /* we need to stop thrown objects at some point. Like here. */
658 if (op->type == THROWN_OBJ)
659 {
660 /* If the object that the THROWN_OBJ encapsulates disappears,
661 * we need to have this object go away also - otherwise, you get
662 * left over remnants on the map. Where this currently happens
663 * is if the player throws a bomb - the bomb explodes on its own,
664 * but this object sticks around. We could handle the cleanup in the
665 * bomb code, but there are potential other cases where that could happen,
666 * and it is easy enough to clean it up here.
667 */
668 if (op->inv == NULL)
669 {
670 op->destroy ();
671 return;
672 }
673
674 if (op->last_sp-- < 0)
675 {
676 stop_arrow (op);
677 return;
678 }
679 }
680
681 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
682 values look rediculous. */
683 if (op->speed < 0.5 && op->type == ARROW)
684 {
685 stop_arrow (op);
686 return;
687 }
688
689 /* Calculate target map square */
690 new_x = op->x + DIRX (op);
691 new_y = op->y + DIRY (op);
692 was_reflected = 0;
693
694 m = op->map;
695 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
696
697 if (mflags & P_OUT_OF_MAP)
698 {
699 stop_arrow (op);
700 return;
701 }
702
703 /* only need to look for living creatures if this flag is set */
704 if (mflags & P_IS_ALIVE)
705 {
706 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
707 if (QUERY_FLAG (tmp, FLAG_ALIVE))
708 break;
709
710 /* Not really fair, but don't let monsters hit themselves with
711 * their own arrow - this can be because they fire it then
712 * move into it.
713 */
714 if (tmp && tmp != op->owner)
715 {
716 /* Found living object, but it is reflecting the missile. Update
717 * as below. (Note that for living creatures there is a small
718 * chance that reflect_missile fails.)
719 */
720 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
721 {
722 int number = op->face;
723
724 op->direction = absdir (op->direction + 4);
725 update_turn_face (op);
726 was_reflected = 1; /* skip normal movement calculations */
727 }
728 else
729 {
730 /* Attack the object. */
731 op = hit_with_arrow (op, tmp);
732
733 if (!op)
734 return;
735 }
736 } /* if this is not hitting its owner */
737 } /* if there is something alive on this space */
738
739 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
740 {
741 int retry = 0;
742
743 /* if the object doesn't reflect, stop the arrow from moving
744 * note that this code will now catch cases where a monster is
745 * on a wall but has reflecting - the arrow won't reflect.
746 * Mapmakers shouldn't put monsters on top of wall in the first
747 * place, so I don't consider that a problem.
748 */
749 if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19)))
750 {
751 stop_arrow (op);
752 return;
753 }
754 else
755 {
756 /* If one of the major directions (n,s,e,w), just reverse it */
757 if (op->direction & 1)
758 {
759 op->direction = absdir (op->direction + 4);
760 retry = 1;
761 }
762 /* There were two blocks with identical code -
763 * use this retry here to make this one block
764 * that did the same thing.
765 */
766 while (retry < 2)
767 {
768 int left, right, mflags;
769 maptile *m1;
770 sint16 x1, y1;
771
772 retry++;
773
774 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
775 * over a corner in a tiled map, it is possible that
776 * op->direction is within an adjacent map but either
777 * op->direction-1 or op->direction+1 does not exist.
778 */
779 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)],
780 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1);
781 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
782
783 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)],
784 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1);
785 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
786
787 if (left == right)
788 op->direction = absdir (op->direction + 4);
789 else if (left)
790 op->direction = absdir (op->direction + 2);
791 else if (right)
792 op->direction = absdir (op->direction - 2);
793
794 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
795
796 /* If this space is not out of the map and not blocked, valid space -
797 * don't need to retry again.
798 */
799 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1)))
800 break;
801
802 }
803 /* Couldn't find a direction to move the arrow to - just
804 * top it from moving.
805 */
806 if (retry == 2)
807 {
808 stop_arrow (op);
809 return;
810 }
811 /* update object image for new facing */
812 /* many thrown objects *don't* have more than one face */
813 if (GET_ANIM_ID (op))
814 SET_ANIMATION (op, op->direction);
815 } /* object is reflected */
816 } /* object ran into a wall */
817
818 /* Move the arrow. */
819 op->remove ();
820 op->x = new_x;
821 op->y = new_y;
822
823 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
824 * about 17 squares. Tune as needed.
825 */
826 op->speed -= 0.05;
827 insert_ob_in_map (op, m, op, 0);
828 }
829
830 /* This routine doesnt seem to work for "inanimate" objects that
831 * are being carried, ie a held torch leaps from your hands!.
832 * Modified this routine to allow held objects. b.t. */
833
834 void
835 change_object (object *op)
836 { /* Doesn`t handle linked objs yet */
837 int i, j;
838
839 if (op->other_arch == NULL)
840 {
841 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
842 return;
843 }
844
845 /* In non-living items only change when food value is 0 */
846 if (!QUERY_FLAG (op, FLAG_ALIVE))
847 {
848 if (op->stats.food-- > 0)
849 return;
850 else
851 op->stats.food = 1; /* so 1 other_arch is made */
852 }
853
854 object *pl = op->in_player ();
855 object *env = op->env;
856
857 op->remove ();
858 for (i = 0; i < NROFNEWOBJS (op); i++)
859 {
860 object *tmp = arch_to_object (op->other_arch);
861
862 if (op->type == LAMP)
863 tmp->stats.food = op->stats.food - 1;
864
865 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
866 if (env)
867 {
868 tmp->x = env->x, tmp->y = env->y;
869 tmp = insert_ob_in_ob (tmp, env);
870
871 /* If this object is the players inventory, we need to tell the
872 * client of the change. Insert_ob_in_map takes care of the
873 * updating the client, so we don't need to do that below.
874 */
875 if (pl)
876 {
877 esrv_del_item (pl->contr, op->count);
878 esrv_send_item (pl, tmp);
879 }
880 }
881 else
882 {
883 j = find_first_free_spot (tmp, op->map, op->x, op->y);
884 if (j == -1) /* No free spot */
885 tmp->destroy ();
886 else
887 {
888 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
889 insert_ob_in_map (tmp, op->map, op, 0);
890 }
891 }
892 }
893
894 op->destroy ();
895 }
896
897 void
898 move_teleporter (object *op)
899 {
900 object *tmp, *head = op;
901
902 /* if this is a multipart teleporter, handle the other parts
903 * The check for speed isn't strictly needed - basically, if
904 * there is an old multipart teleporter in which the other parts
905 * have speed, we don't really want to call it twice for the same
906 * function - in fact, as written below, part N would get called
907 * N times without the speed check.
908 */
909 if (op->more && !op->more->has_active_speed ())
910 move_teleporter (op->more);
911
912 if (op->head)
913 head = op->head;
914
915 for (tmp = op->above; tmp != NULL; tmp = tmp->above)
916 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
917 break;
918
919 /* If nothing above us to move, nothing to do */
920 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
921 return;
922
923 if (EXIT_PATH (head))
924 {
925 if (tmp->type == PLAYER)
926 {
927 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
928 return;
929
930 tmp->enter_exit (head);
931 }
932 else
933 /* Currently only players can transfer maps */
934 return;
935 }
936 else if (EXIT_X (head) || EXIT_Y (head))
937 {
938 if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head)))
939 {
940 LOG (llevError, "Removed illegal teleporter.\n");
941 head->destroy ();
942 return;
943 }
944
945 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
946 return;
947
948 transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head);
949 }
950 else
951 {
952 /* Random teleporter */
953 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
954 return;
955 teleport (head, TELEPORTER, tmp);
956 }
957 }
958
959
960 /* This object will teleport someone to a different map
961 and will also apply changes to the player from its inventory.
962 This was invented for giving classes, but there's no reason it
963 can't be generalized.
964 */
965 void
966 move_player_changer (object *op)
967 {
968 object *player;
969 object *walk;
970
971 if (!op->above || !EXIT_PATH (op))
972 return;
973
974 /* This isn't all that great - means that the player_mover
975 * needs to be on top.
976 */
977 if (op->above->type == PLAYER)
978 {
979 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
980 return;
981
982 player = op->above;
983
984 for (walk = op->inv; walk; walk = walk->below)
985 apply_changes_to_player (player, walk);
986
987 player->update_stats ();
988
989 esrv_send_inventory (op->above, op->above);
990 esrv_update_item (UPD_FACE, op->above, op->above);
991
992 /* update players death & WoR home-position */
993 if (*EXIT_PATH (op) == '/')
994 {
995 player->contr->savebed_map = EXIT_PATH (op);
996 player->contr->bed_x = EXIT_X (op);
997 player->contr->bed_y = EXIT_Y (op);
998 }
999 else
1000 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1001
1002 op->above->enter_exit (op);
1003 }
1004 }
1005
1006 /* firewalls fire other spells.
1007 * The direction of the wall is stored in op->stats.sp.
1008 * walls can have hp, so they can be torn down.
1009 */
1010 void
1011 move_firewall (object *op)
1012 {
1013 object *spell;
1014
1015 if (!op->map)
1016 return; /* dm has created a firewall in his inventory */
1017
1018 spell = op->inv;
1019
1020 if (!spell || spell->type != SPELL)
1021 spell = &op->other_arch->clone;
1022
1023 if (!spell)
1024 {
1025 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1026 return;
1027 }
1028
1029 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1030 }
1031
1032 /* move_player_mover: this function takes a "player mover" as an
1033 * argument, and performs the function of a player mover, which is:
1034 *
1035 * a player mover finds any players that are sitting on it. It
1036 * moves them in the op->stats.sp direction. speed is how often it'll move.
1037 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
1038 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
1039 * it'll paralyze the victim for hp*his speed/op->speed
1040 */
1041 void
1042 move_player_mover (object *op)
1043 {
1044 object *victim, *nextmover;
1045 int dir = op->stats.sp;
1046 sint16 nx, ny;
1047 maptile *m;
1048
1049 /* Determine direction now for random movers so we do the right thing */
1050 if (!dir)
1051 dir = rndm (1, 8);
1052
1053 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1054 {
1055 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1056 (victim->move_type & op->move_type || !victim->move_type))
1057 {
1058
1059 if (victim->head)
1060 victim = victim->head;
1061
1062 if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0)
1063 {
1064 op->remove ();
1065 return;
1066 }
1067
1068 nx = op->x + freearr_x[dir];
1069 ny = op->y + freearr_y[dir];
1070 m = op->map;
1071 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1072 {
1073 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1074 return;
1075 }
1076
1077 if (should_director_abort (op, victim))
1078 return;
1079
1080 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1081 {
1082 if (nextmover->type == PLAYERMOVER)
1083 nextmover->speed_left = -.99;
1084 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1085 {
1086 op->speed_left = -1.1; /* wait until the next thing gets out of the way */
1087 }
1088 }
1089
1090 if (victim->type == PLAYER)
1091 {
1092 /* only level >=1 movers move people */
1093 if (op->level)
1094 {
1095 /* Following is a bit of hack. We need to make sure it
1096 * is cleared, otherwise the player will get stuck in
1097 * place. This can happen if the player used a spell to
1098 * get to this space.
1099 */
1100 victim->contr->fire_on = 0;
1101 victim->speed_left = -FABS (victim->speed);
1102 move_player (victim, dir);
1103 }
1104 else
1105 return;
1106 }
1107 else
1108 move_object (victim, dir);
1109
1110 if (!op->stats.maxsp && op->attacktype)
1111 op->stats.maxsp = 2;
1112
1113 if (op->attacktype)
1114 { /* flag to paralyze the player */
1115
1116 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed);
1117 /* Not sure why, but for some chars on metalforge, they
1118 * would sometimes get -inf speed_left, and from the
1119 * description, it could only happen here, so just put
1120 * a lower sanity limit. My only guess is that the
1121 * mover has 0 speed.
1122 */
1123 if (victim->speed_left < -5.0)
1124 victim->speed_left = -5.0;
1125 }
1126 }
1127 }
1128 }
1129
1130 /*
1131 * Will duplicate a specified object placed on top of it.
1132 * connected: what will trigger it.
1133 * level: multiplier. 0 to destroy.
1134 * other_arch: the object to look for and duplicate.
1135 */
1136
1137 void
1138 move_duplicator (object *op)
1139 {
1140 object *tmp;
1141
1142 if (!op->other_arch)
1143 {
1144 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1145 return;
1146 }
1147
1148 if (op->above == NULL)
1149 return;
1150
1151 for (tmp = op->above; tmp; tmp = tmp->above)
1152 {
1153 if (op->other_arch->name == tmp->arch->name)
1154 {
1155 if (op->level <= 0)
1156 tmp->destroy ();
1157 else
1158 {
1159 uint64 new_nrof = (uint64) tmp->nrof * op->level;
1160
1161 if (new_nrof >= 1UL << 31)
1162 new_nrof = 1UL << 31;
1163
1164 tmp->nrof = new_nrof;
1165 }
1166
1167 break;
1168 }
1169 }
1170 }
1171
1172 /* move_creator (by peterm)
1173 * it has the creator object create it's other_arch right on top of it.
1174 * connected: what will trigger it
1175 * hp: how many times it may create before stopping
1176 * lifesave: if set, it'll never disappear but will go on creating
1177 * everytime it's triggered
1178 * other_arch: the object to create
1179 * Note this can create large objects, however, in that case, it
1180 * has to make sure that there is in fact space for the object.
1181 * It should really do this for small objects also, but there is
1182 * more concern with large objects, most notably a part being placed
1183 * outside of the map which would cause the server to crash
1184 */
1185
1186 void
1187 move_creator (object *creator)
1188 {
1189 object *new_ob;
1190
1191 if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0)
1192 {
1193 creator->stats.hp = -1;
1194 return;
1195 }
1196
1197 if (creator->inv != NULL)
1198 {
1199 object *ob;
1200 int i;
1201 object *ob_to_copy;
1202
1203 /* select random object from inventory to copy */
1204 ob_to_copy = creator->inv;
1205 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
1206 {
1207 if (rndm (0, i) == 0)
1208 {
1209 ob_to_copy = ob;
1210 }
1211 }
1212 new_ob = object_create_clone (ob_to_copy);
1213 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1214 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1215 }
1216 else
1217 {
1218 if (creator->other_arch == NULL)
1219 {
1220 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1221 &creator->name, &creator->map->path, creator->x, creator->y);
1222 return;
1223 }
1224
1225 new_ob = object_create_arch (creator->other_arch);
1226 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1227 }
1228
1229 /* Make sure this multipart object fits */
1230 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y))
1231 {
1232 new_ob->destroy ();
1233 return;
1234 }
1235
1236 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1237 if (QUERY_FLAG (new_ob, FLAG_FREED))
1238 return;
1239
1240 if (creator->slaying)
1241 {
1242 new_ob->name = new_ob->title = creator->slaying;
1243 }
1244 }
1245
1246 /* move_marker --peterm@soda.csua.berkeley.edu
1247 when moved, a marker will search for a player sitting above
1248 it, and insert an invisible, weightless force into him
1249 with a specific code as the slaying field.
1250 At that time, it writes the contents of its own message
1251 field to the player. The marker will decrement hp to
1252 0 and then delete itself every time it grants a mark.
1253 unless hp was zero to start with, in which case it is infinite.*/
1254 void
1255 move_marker (object *op)
1256 {
1257 if (object *tmp = op->ms ().player ())
1258 {
1259 object *tmp2;
1260
1261 /* remove an old force with a slaying field == op->name */
1262 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1263 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1264 {
1265 tmp2->destroy ();
1266 break;
1267 }
1268
1269 /* cycle through his inventory to look for the MARK we want to
1270 * place
1271 */
1272 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1273 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1274 break;
1275
1276 /* if we didn't find our own MARK */
1277 if (!tmp2)
1278 {
1279 object *force = get_archetype (FORCE_NAME);
1280
1281 if (op->stats.food)
1282 {
1283 force->set_speed (0.01);
1284 force->speed_left = -op->stats.food;
1285 }
1286 else
1287 force->set_speed (0);
1288
1289 /* put in the lock code */
1290 force->slaying = op->slaying;
1291
1292 if (op->lore)
1293 force->lore = op->lore;
1294
1295 insert_ob_in_ob (force, tmp);
1296 if (op->msg)
1297 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1298
1299 if (op->stats.hp > 0)
1300 {
1301 op->stats.hp--;
1302 if (op->stats.hp == 0)
1303 {
1304 /* marker expires--granted mark number limit */
1305 op->destroy ();
1306 return;
1307 }
1308 }
1309 }
1310 }
1311 }
1312
1313 int
1314 process_object (object *op)
1315 {
1316 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1317 return 0;
1318
1319 if (INVOKE_OBJECT (TICK, op))
1320 return 0;
1321
1322 if (QUERY_FLAG (op, FLAG_MONSTER))
1323 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1324 return 1;
1325
1326 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1327 {
1328 animate_object (op, op->contr ? op->facing : op->direction);
1329
1330 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1331 make_sure_seen (op);
1332 }
1333
1334 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1335 {
1336 change_object (op);
1337 return 1;
1338 }
1339
1340 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1341 generate_monster (op);
1342
1343 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1344 {
1345 if (QUERY_FLAG (op, FLAG_APPLIED))
1346 remove_force (op);
1347 else
1348 {
1349 /* If necessary, delete the item from the players inventory */
1350 object *pl = op->in_player ();
1351
1352 if (pl)
1353 esrv_del_item (pl->contr, op->count);
1354
1355 op->remove ();
1356
1357 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1358 make_sure_not_seen (op);
1359
1360 op->destroy ();
1361 }
1362
1363 return 1;
1364 }
1365
1366 switch (op->type)
1367 {
1368 case SPELL_EFFECT:
1369 move_spell_effect (op);
1370 return 1;
1371
1372 case ROD:
1373 case HORN:
1374 regenerate_rod (op);
1375 return 1;
1376
1377 case FORCE:
1378 case POTION_EFFECT:
1379 remove_force (op);
1380 return 1;
1381
1382 case BLINDNESS:
1383 remove_blindness (op);
1384 return 0;
1385
1386 case POISONING:
1387 poison_more (op);
1388 return 0;
1389
1390 case DISEASE:
1391 move_disease (op);
1392 return 0;
1393
1394 case SYMPTOM:
1395 move_symptom (op);
1396 return 0;
1397
1398 case THROWN_OBJ:
1399 case ARROW:
1400 move_arrow (op);
1401 return 0;
1402
1403 case DOOR:
1404 remove_door (op);
1405 return 0;
1406
1407 case LOCKED_DOOR:
1408 remove_door2 (op);
1409 return 0;
1410
1411 case TELEPORTER:
1412 move_teleporter (op);
1413 return 0;
1414
1415 case GOLEM:
1416 move_golem (op);
1417 return 0;
1418
1419 case EARTHWALL:
1420 hit_player (op, 2, op, AT_PHYSICAL, 1);
1421 return 0;
1422
1423 case FIREWALL:
1424 move_firewall (op);
1425 if (op->stats.maxsp)
1426 animate_turning (op);
1427 return 0;
1428
1429 case MOOD_FLOOR:
1430 do_mood_floor (op);
1431 return 0;
1432
1433 case GATE:
1434 move_gate (op);
1435 return 0;
1436
1437 case TIMED_GATE:
1438 move_timed_gate (op);
1439 return 0;
1440
1441 case TRIGGER:
1442 case TRIGGER_BUTTON:
1443 case TRIGGER_PEDESTAL:
1444 case TRIGGER_ALTAR:
1445 animate_trigger (op);
1446 return 0;
1447
1448 case DETECTOR:
1449 move_detector (op);
1450
1451 case DIRECTOR:
1452 if (op->stats.maxsp)
1453 animate_turning (op);
1454 return 0;
1455
1456 case HOLE:
1457 move_hole (op);
1458 return 0;
1459
1460 case DEEP_SWAMP:
1461 move_deep_swamp (op);
1462 return 0;
1463
1464 case RUNE:
1465 case TRAP:
1466 move_rune (op);
1467 return 0;
1468
1469 case PLAYERMOVER:
1470 move_player_mover (op);
1471 return 0;
1472
1473 case CREATOR:
1474 move_creator (op);
1475 return 0;
1476
1477 case MARKER:
1478 move_marker (op);
1479 return 0;
1480
1481 case PLAYER_CHANGER:
1482 move_player_changer (op);
1483 return 0;
1484
1485 case PEACEMAKER:
1486 move_peacemaker (op);
1487 return 0;
1488 }
1489
1490 return 0;
1491 }
1492