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Revision: 1.6
Committed: Tue Aug 29 08:01:38 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.5: +680 -680 lines
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File Contents

# Content
1 /*
2 * static char *rcsid_time_c =
3 * "$Id: time.C,v 1.5 2006-08-29 07:34:01 root Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 /*
30 * Routines that is executed from objects based on their speed have been
31 * collected in this file.
32 */
33
34 #include <global.h>
35 #include <spells.h>
36 #ifndef __CEXTRACT__
37 #include <sproto.h>
38 #endif
39
40 /* The following removes doors. The functions check to see if similar
41 * doors are next to the one that is being removed, and if so, set it
42 * so those will be removed shortly (in a cascade like fashion.)
43 */
44
45 void remove_door(object *op) {
46 int i;
47 object *tmp;
48 for(i=1;i<9;i+=2)
49 if((tmp=present(DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]))!=NULL) {
50 tmp->speed = 0.1;
51 update_ob_speed(tmp);
52 tmp->speed_left= -0.2;
53 }
54
55 if(op->other_arch)
56 {
57 tmp=arch_to_object(op->other_arch);
58 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level;
59 insert_ob_in_map(tmp,op->map,op,0);
60 }
61 remove_ob(op);
62 free_object(op);
63 }
64
65 void remove_door2(object *op) {
66 int i;
67 object *tmp;
68 for(i=1;i<9;i+=2) {
69 tmp=present(LOCKED_DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]);
70 if(tmp && tmp->slaying == op->slaying) {/* same key both doors */
71 tmp->speed = 0.1;
72 update_ob_speed(tmp);
73 tmp->speed_left= -0.2;
74 }
75 }
76 if(op->other_arch)
77 {
78 tmp=arch_to_object(op->other_arch);
79 tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level;
80 insert_ob_in_map(tmp,op->map,op,0);
81 }
82 remove_ob(op);
83 free_object(op);
84 }
85
86 /* Will generate a monster according to content
87 * of generator.
88 */
89 void generate_monster_inv(object *gen) {
90 int i;
91 object *op,*head=NULL;
92
93 int qty=0;
94 /* Code below assumes the generator is on a map, as it tries
95 * to place the monster on the map. So if the generator
96 * isn't on a map, complain and exit.
97 */
98 if (gen->map == NULL) {
99 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
100 return;
101 }
102 /*First count numer of objects in inv*/
103 for (op=gen->inv;op;op=op->below)
104 qty++;
105 if (!qty){
106 LOG(llevError,"Generator (%s) has no inventory in generate_monster_inv?\n", gen->name);
107 return;/*No inventory*/
108 }
109 qty=rndm(0,qty-1);
110 for (op=gen->inv;qty;qty--)
111 op=op->below;
112 i=find_free_spot(op,gen->map,gen->x,gen->y,1,9);
113 if (i==-1)
114 return;
115 head=object_create_clone(op);
116 CLEAR_FLAG(head, FLAG_IS_A_TEMPLATE);
117 unflag_inv (head,FLAG_IS_A_TEMPLATE);
118 if (rndm(0, 9))
119 generate_artifact(head, gen->map->difficulty);
120 insert_ob_in_map_at(head,gen->map,gen,0,gen->x+freearr_x[i],gen->y+freearr_y[i]);
121 if (QUERY_FLAG(head, FLAG_FREED)) return;
122 if(HAS_RANDOM_ITEMS(head))
123 create_treasure(head->randomitems,head,GT_APPLY,
124 gen->map->difficulty,0);
125 }
126
127 void generate_monster_arch(object *gen) {
128 int i;
129 object *op,*head=NULL,*prev=NULL;
130 archetype *at=gen->other_arch;
131
132 if(gen->other_arch==NULL) {
133 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
134 return;
135 }
136 /* Code below assumes the generator is on a map, as it tries
137 * to place the monster on the map. So if the generator
138 * isn't on a map, complain and exit.
139 */
140 if (gen->map == NULL) {
141 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
142 return;
143 }
144 i=find_free_spot(&at->clone,gen->map,gen->x,gen->y,1,9);
145 if (i==-1) return;
146 while(at!=NULL) {
147 op=arch_to_object(at);
148 op->x=gen->x+freearr_x[i]+at->clone.x;
149 op->y=gen->y+freearr_y[i]+at->clone.y;
150
151 if(head!=NULL)
152 op->head=head,prev->more=op;
153
154 if (rndm(0, 9)) generate_artifact(op, gen->map->difficulty);
155 insert_ob_in_map(op,gen->map,gen,0);
156 if (QUERY_FLAG(op, FLAG_FREED)) return;
157 if(HAS_RANDOM_ITEMS(op))
158 create_treasure(op->randomitems,op,GT_APPLY,
159 gen->map->difficulty,0);
160 if(head==NULL)
161 head=op;
162 prev=op;
163 at=at->more;
164 }
165 }
166
167 void generate_monster(object *gen) {
168
169 if(GENERATE_SPEED(gen)&&rndm(0, GENERATE_SPEED(gen)-1))
170 return;
171 if (QUERY_FLAG(gen,FLAG_CONTENT_ON_GEN))
172 generate_monster_inv(gen);
173 else
174 generate_monster_arch(gen);
175
176 }
177
178 void remove_force(object *op) {
179 if (--op->duration > 0) return;
180
181 switch (op->subtype) {
182 case FORCE_CONFUSION:
183 if(op->env!=NULL) {
184 CLEAR_FLAG(op->env, FLAG_CONFUSED);
185 new_draw_info(NDI_UNIQUE, 0,op->env, "You regain your senses.\n");
186 }
187
188 default:
189 if(op->env!=NULL) {
190 CLEAR_FLAG(op, FLAG_APPLIED);
191 change_abil(op->env,op);
192 fix_player(op->env);
193 }
194 }
195 remove_ob(op);
196 free_object(op);
197 }
198
199 void remove_blindness(object *op) {
200 if(--op->stats.food > 0)
201 return;
202 CLEAR_FLAG(op, FLAG_APPLIED);
203 if(op->env!=NULL) {
204 change_abil(op->env,op);
205 fix_player(op->env);
206 }
207 remove_ob(op);
208 free_object(op);
209 }
210
211 void poison_more(object *op) {
212 if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) {
213 remove_ob(op);
214 free_object(op);
215 return;
216 }
217 if(op->stats.food==1) {
218 /* need to remove the object before fix_player is called, else fix_player
219 * will not do anything.
220 */
221 if(op->env->type==PLAYER) {
222 CLEAR_FLAG(op, FLAG_APPLIED);
223 fix_player(op->env);
224 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now.");
225 }
226 remove_ob(op);
227 free_object(op);
228 return;
229 }
230 if(op->env->type==PLAYER) {
231 op->env->stats.food--;
232 new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick...");
233 }
234 (void)hit_player(op->env,
235 op->stats.dam,
236 op,AT_INTERNAL,1);
237 }
238
239
240 void move_gate(object *op) { /* 1 = going down, 0 = goind up */
241 object *tmp;
242
243 if(op->stats.wc < 0 || (int)op->stats.wc >= NUM_ANIMATIONS(op)) {
244 LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc,
245 NUM_ANIMATIONS(op));
246 dump_object(op);
247 LOG(llevError,"%s\n",errmsg);
248 op->stats.wc=0;
249 }
250
251 /* We're going down */
252 if(op->value) {
253 if(--op->stats.wc<=0) { /* Reached bottom, let's stop */
254 op->stats.wc=0;
255 if(op->arch->clone.speed)
256 op->value=0;
257 else {
258 op->speed = 0;
259 update_ob_speed(op);
260 }
261 }
262 if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) {
263 op->move_block = 0;
264 CLEAR_FLAG(op, FLAG_BLOCKSVIEW);
265 update_all_los(op->map, op->x, op->y);
266 }
267 SET_ANIMATION(op, op->stats.wc);
268 update_object(op,UP_OBJ_CHANGE);
269 return;
270 }
271
272 /* We're going up */
273
274 /* First, lets see if we are already at the top */
275 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) {
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)
285 || QUERY_FLAG(tmp, FLAG_CAN_ROLL)
286 || QUERY_FLAG(tmp, FLAG_ALIVE))
287 break;
288
289 if (tmp==NULL) {
290 if(op->arch->clone.speed)
291 op->value=1;
292 else {
293 op->speed = 0;
294 update_ob_speed(op); /* Reached top, let's stop */
295 }
296 return;
297 }
298 }
299
300 if(op->stats.food) { /* The gate is going temporarily down */
301 if(--op->stats.wc<=0) { /* Gone all the way down? */
302 op->stats.food=0; /* Then let's try again */
303 op->stats.wc=0;
304 }
305 } else { /* The gate is still going up */
306 op->stats.wc++;
307
308 if((int)op->stats.wc >= (NUM_ANIMATIONS(op)))
309 op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1;
310
311 /* If there is something on top of the gate, we try to roll it off.
312 * If a player/monster, we don't roll, we just hit them with damage
313 */
314 if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) {
315 /* Halfway or further, check blocks */
316 /* First, get the top object on the square. */
317 for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above);
318
319 if(tmp!=NULL) {
320 if(QUERY_FLAG(tmp, FLAG_ALIVE)) {
321 hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
322 if(tmp->type==PLAYER)
323 new_draw_info_format(NDI_UNIQUE, 0, tmp,
324 "You are crushed by the %s!",op->name);
325 } else
326 /* If the object is not alive, and the object either can
327 * be picked up or the object rolls, move the object
328 * off the gate.
329 */
330 if(!QUERY_FLAG(tmp, FLAG_ALIVE)
331 && (!QUERY_FLAG(tmp, FLAG_NO_PICK)
332 ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) {
333 /* If it has speed, it should move itself, otherwise: */
334 int i=find_free_spot(tmp,op->map,op->x,op->y,1,9);
335
336 /* If there is a free spot, move the object someplace */
337 if (i!=-1) {
338 remove_ob(tmp);
339 tmp->x+=freearr_x[i],tmp->y+=freearr_y[i];
340 insert_ob_in_map(tmp,op->map,op,0);
341 }
342 }
343 }
344
345 /* See if there is still anything blocking the gate */
346 for (tmp=op->above; tmp!=NULL; tmp=tmp->above)
347 if (!QUERY_FLAG(tmp, FLAG_NO_PICK)
348 || QUERY_FLAG(tmp, FLAG_CAN_ROLL)
349 || QUERY_FLAG(tmp, FLAG_ALIVE))
350 break;
351
352 /* IF there is, start putting the gate down */
353 if(tmp) {
354 op->stats.food=1;
355 } else {
356 op->move_block = MOVE_ALL;
357 if(!op->arch->clone.stats.ac)
358 SET_FLAG(op, FLAG_BLOCKSVIEW);
359 update_all_los(op->map, op->x, op->y);
360 }
361 } /* gate is halfway up */
362
363 SET_ANIMATION(op, op->stats.wc);
364 update_object(op,UP_OBJ_CHANGE);
365 } /* gate is going up */
366 }
367
368 /* hp : how long door is open/closed
369 * maxhp : initial value for hp
370 * sp : 1 = open, 0 = close
371 */
372 void move_timed_gate(object *op)
373 {
374 int v = op->value;
375
376 if (op->stats.sp) {
377 move_gate(op);
378 if (op->value != v) /* change direction ? */
379 op->stats.sp = 0;
380 return;
381 }
382 if (--op->stats.hp <= 0) { /* keep gate down */
383 move_gate(op);
384 if (op->value != v) { /* ready ? */
385 op->speed = 0;
386 update_ob_speed(op);
387 }
388 }
389 }
390
391 /* slaying: name of the thing the detector is to look for
392 * speed: frequency of 'glances'
393 * connected: connected value of detector
394 * sp: 1 if detection sets buttons
395 * -1 if detection unsets buttons
396 */
397
398 void move_detector(object *op)
399 {
400 object *tmp;
401 int last = op->value;
402 int detected;
403 detected = 0;
404
405 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL&&!detected;tmp=tmp->above) {
406 object *tmp2;
407 if(op->stats.hp) {
408 for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) {
409 if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1;
410 if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1;
411 }
412 }
413 if (op->slaying && !strcmp(op->slaying,tmp->name)) {
414 detected = 1;
415 }
416 else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying)
417 detected=1;
418 }
419
420 /* the detector sets the button if detection is found */
421 if(op->stats.sp == 1) {
422 if(detected && last == 0) {
423 op->value = 1;
424 push_button(op);
425 }
426 if(!detected && last == 1) {
427 op->value = 0;
428 push_button(op);
429 }
430 }
431 else { /* in this case, we unset buttons */
432 if(detected && last == 1) {
433 op->value = 0;
434 push_button(op);
435 }
436 if(!detected && last == 0) {
437 op->value = 1;
438 push_button(op);
439 }
440 }
441 }
442
443
444 void animate_trigger (object *op)
445 {
446 if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) {
447 op->stats.wc = 0;
448 check_trigger(op,NULL);
449 } else {
450 SET_ANIMATION(op, op->stats.wc);
451 update_object(op,UP_OBJ_FACE);
452 }
453 }
454
455 void move_hole(object *op) { /* 1 = opening, 0 = closing */
456 object *next,*tmp;
457
458 if(op->value) { /* We're opening */
459 if(--op->stats.wc<=0) { /* Opened, let's stop */
460 op->stats.wc=0;
461 op->speed = 0;
462 update_ob_speed(op);
463
464 /* Hard coding this makes sense for holes I suppose */
465 op->move_on = MOVE_WALK;
466 for (tmp=op->above; tmp!=NULL; tmp=next) {
467 next=tmp->above;
468 move_apply(op,tmp,tmp);
469 }
470 }
471 SET_ANIMATION(op, op->stats.wc);
472 update_object(op,UP_OBJ_FACE);
473 return;
474 }
475 /* We're closing */
476 op->move_on = 0;
477
478 op->stats.wc++;
479 if((int)op->stats.wc >= NUM_ANIMATIONS(op))
480 op->stats.wc=NUM_ANIMATIONS(op)-1;
481 SET_ANIMATION(op, op->stats.wc);
482 update_object(op,UP_OBJ_FACE);
483 if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) {
484 op->speed = 0;
485 update_ob_speed(op); /* closed, let's stop */
486 return;
487 }
488 }
489
490
491 /* stop_item() returns a pointer to the stopped object. The stopped object
492 * may or may not have been removed from maps or inventories. It will not
493 * have been merged with other items.
494 *
495 * This function assumes that only items on maps need special treatment.
496 *
497 * If the object can't be stopped, or it was destroyed while trying to stop
498 * it, NULL is returned.
499 *
500 * fix_stopped_item() should be used if the stopped item should be put on
501 * the map.
502 */
503 object *stop_item (object *op)
504 {
505 if (op->map == NULL)
506 return op;
507
508 switch (op->type)
509 {
510 case THROWN_OBJ:
511 {
512 object *payload = op->inv;
513 if (payload == NULL)
514 return NULL;
515 remove_ob (payload);
516 remove_ob (op);
517 free_object (op);
518 return payload;
519 }
520
521 case ARROW:
522 if (op->speed >= MIN_ACTIVE_SPEED)
523 op = fix_stopped_arrow (op);
524 return op;
525
526 default:
527 return op;
528 }
529 }
530
531 /* fix_stopped_item() - put stopped item where stop_item() had found it.
532 * Inserts item into the old map, or merges it if it already is on the map.
533 *
534 * 'map' must be the value of op->map before stop_item() was called.
535 */
536 void fix_stopped_item (object *op, mapstruct *map, object *originator)
537 {
538 if (map == NULL)
539 return;
540 if (QUERY_FLAG (op, FLAG_REMOVED))
541 insert_ob_in_map (op, map, originator,0);
542 else if (op->type == ARROW)
543 merge_ob (op, NULL); /* only some arrows actually need this */
544 }
545
546
547 object *fix_stopped_arrow (object *op)
548 {
549 if(rndm(0, 99) < op->stats.food) {
550 /* Small chance of breaking */
551 remove_ob (op);
552 free_object(op);
553 return NULL;
554 }
555
556 op->direction=0;
557 op->move_on=0;
558 op->move_type=0;
559 op->speed = 0;
560 update_ob_speed(op);
561 op->stats.wc = op->stats.sp;
562 op->stats.dam= op->stats.hp;
563 op->attacktype = op->stats.grace;
564 if (op->slaying != NULL)
565 FREE_AND_CLEAR_STR(op->slaying);
566
567 if (op->skill != NULL)
568 FREE_AND_CLEAR_STR(op->skill);
569
570 if (op->spellarg != NULL) {
571 op->slaying = add_string(op->spellarg);
572 free(op->spellarg);
573 op->spellarg = NULL;
574 } else
575 op->slaying = NULL;
576
577 /* Reset these to zero, so that CAN_MERGE will work properly */
578 op->spellarg = NULL;
579 op->stats.sp = 0;
580 op->stats.hp = 0;
581 op->stats.grace = 0;
582 op->level = 0;
583 op->face=op->arch->clone.face;
584 op->owner=NULL; /* So that stopped arrows will be saved */
585 update_object (op,UP_OBJ_FACE);
586 return op;
587 }
588
589 /* stop_arrow() - what to do when a non-living flying object
590 * has to stop. Sept 96 - I added in thrown object code in
591 * here too. -b.t.
592 *
593 * Returns a pointer to the stopped object (which will have been removed
594 * from maps or inventories), or NULL if was destroyed.
595 */
596
597 static void stop_arrow (object *op)
598 {
599 if (INVOKE_OBJECT (STOP, op))
600 return;
601
602 if (op->inv) {
603 object *payload = op->inv;
604 remove_ob (payload);
605 clear_owner(payload);
606 insert_ob_in_map (payload, op->map, payload,0);
607 remove_ob (op);
608 free_object (op);
609 } else {
610 op = fix_stopped_arrow (op);
611 if (op)
612 merge_ob (op, NULL);
613 }
614 }
615
616 /* Move an arrow along its course. op is the arrow or thrown object.
617 */
618
619 void move_arrow(object *op) {
620 object *tmp;
621 sint16 new_x, new_y;
622 int was_reflected, mflags;
623 mapstruct *m;
624
625 if(op->map==NULL) {
626 LOG (llevError, "BUG: Arrow had no map.\n");
627 remove_ob(op);
628 free_object(op);
629 return;
630 }
631
632 /* we need to stop thrown objects at some point. Like here. */
633 if(op->type==THROWN_OBJ) {
634 /* If the object that the THROWN_OBJ encapsulates disappears,
635 * we need to have this object go away also - otherwise, you get
636 * left over remnants on the map. Where this currently happens
637 * is if the player throws a bomb - the bomb explodes on its own,
638 * but this object sticks around. We could handle the cleanup in the
639 * bomb code, but there are potential other cases where that could happen,
640 * and it is easy enough to clean it up here.
641 */
642 if (op->inv == NULL) {
643 remove_ob(op);
644 free_object(op);
645 return;
646 }
647 if(op->last_sp-- < 0) {
648 stop_arrow (op);
649 return;
650 }
651 }
652
653 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
654 values look rediculous. */
655 if (op->speed < 0.5 && op->type==ARROW) {
656 stop_arrow(op);
657 return;
658 }
659
660 /* Calculate target map square */
661 new_x = op->x + DIRX(op);
662 new_y = op->y + DIRY(op);
663 was_reflected = 0;
664
665 m = op->map;
666 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
667
668 if (mflags & P_OUT_OF_MAP) {
669 stop_arrow(op);
670 return;
671 }
672
673 /* only need to look for living creatures if this flag is set */
674 if (mflags & P_IS_ALIVE) {
675 for (tmp = get_map_ob(m, new_x, new_y); tmp != NULL; tmp=tmp->above)
676 if (QUERY_FLAG(tmp, FLAG_ALIVE)) break;
677
678
679 /* Not really fair, but don't let monsters hit themselves with
680 * their own arrow - this can be because they fire it then
681 * move into it.
682 */
683
684 if (tmp != NULL && tmp != op->owner) {
685 /* Found living object, but it is reflecting the missile. Update
686 * as below. (Note that for living creatures there is a small
687 * chance that reflect_missile fails.)
688 */
689
690 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) &&
691 (rndm(0, 99)) < (90-op->level/10)) {
692
693 int number = op->face->number;
694
695 op->direction = absdir (op->direction + 4);
696 op->state = 0;
697 if (GET_ANIM_ID (op)) {
698 number += 4;
699 if (number > GET_ANIMATION (op, 8))
700 number -= 8;
701 op->face = &new_faces[number];
702 }
703 was_reflected = 1; /* skip normal movement calculations */
704 }
705 else {
706 /* Attack the object. */
707 op = hit_with_arrow (op, tmp);
708 if (op == NULL)
709 return;
710 }
711 } /* if this is not hitting its owner */
712 } /* if there is something alive on this space */
713
714
715 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
716 int retry=0;
717
718 /* if the object doesn't reflect, stop the arrow from moving
719 * note that this code will now catch cases where a monster is
720 * on a wall but has reflecting - the arrow won't reflect.
721 * Mapmakers shouldn't put monsters on top of wall in the first
722 * place, so I don't consider that a problem.
723 */
724 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) {
725 stop_arrow (op);
726 return;
727 } else {
728 /* If one of the major directions (n,s,e,w), just reverse it */
729 if(op->direction&1) {
730 op->direction=absdir(op->direction+4);
731 retry=1;
732 }
733 /* There were two blocks with identical code -
734 * use this retry here to make this one block
735 * that did the same thing.
736 */
737 while (retry<2) {
738 int left, right, mflags;
739 mapstruct *m1;
740 sint16 x1, y1;
741
742 retry++;
743
744 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
745 * over a corner in a tiled map, it is possible that
746 * op->direction is within an adjacent map but either
747 * op->direction-1 or op->direction+1 does not exist.
748 */
749 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)],
750 op->y+freearr_y[absdir(op->direction-1)], &x1, &y1);
751 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
752
753 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)],
754 op->y+freearr_y[absdir(op->direction+1)], &x1, &y1);
755 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
756
757 if(left==right)
758 op->direction=absdir(op->direction+4);
759 else if(left)
760 op->direction=absdir(op->direction+2);
761 else if(right)
762 op->direction=absdir(op->direction-2);
763
764 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1);
765
766 /* If this space is not out of the map and not blocked, valid space -
767 * don't need to retry again.
768 */
769 if (!(mflags & P_OUT_OF_MAP) &&
770 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break;
771
772 }
773 /* Couldn't find a direction to move the arrow to - just
774 * top it from moving.
775 */
776 if (retry==2) {
777 stop_arrow (op);
778 return;
779 }
780 /* update object image for new facing */
781 /* many thrown objects *don't* have more than one face */
782 if(GET_ANIM_ID(op))
783 SET_ANIMATION(op, op->direction);
784 } /* object is reflected */
785 } /* object ran into a wall */
786
787 /* Move the arrow. */
788 remove_ob (op);
789 op->x = new_x;
790 op->y = new_y;
791
792 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
793 * about 17 squares. Tune as needed.
794 */
795 op->speed -= 0.05;
796 insert_ob_in_map (op, m, op,0);
797 }
798
799 /* This routine doesnt seem to work for "inanimate" objects that
800 * are being carried, ie a held torch leaps from your hands!.
801 * Modified this routine to allow held objects. b.t. */
802
803 void change_object(object *op) { /* Doesn`t handle linked objs yet */
804 object *tmp,*env,*pl;
805 int i,j;
806
807 if(op->other_arch==NULL) {
808 LOG(llevError,"Change object (%s) without other_arch error.\n", op->name);
809 return;
810 }
811
812 /* In non-living items only change when food value is 0 */
813 if(!QUERY_FLAG(op,FLAG_ALIVE)) {
814 if(op->stats.food-- > 0) return;
815 else op->stats.food=1; /* so 1 other_arch is made */
816 }
817 env=op->env;
818 remove_ob(op);
819 for(i=0;i<NROFNEWOBJS(op);i++) {
820 tmp=arch_to_object(op->other_arch);
821 if (op->type == LAMP)
822 tmp->stats.food = op->stats.food-1;
823 tmp->stats.hp=op->stats.hp; /* The only variable it keeps. */
824 if(env) {
825 tmp->x=env->x,tmp->y=env->y;
826 tmp=insert_ob_in_ob(tmp,env);
827 /* If this object is the players inventory, we need to tell the
828 * client of the change. Insert_ob_in_map takes care of the
829 * updating the client, so we don't need to do that below.
830 */
831 if ((pl=is_player_inv(env))!=NULL) {
832 esrv_del_item(pl->contr, op->count);
833 esrv_send_item(pl, tmp);
834 }
835 } else {
836 j=find_first_free_spot(tmp,op->map,op->x,op->y);
837 if (j==-1) /* No free spot */
838 free_object(tmp);
839 else {
840 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
841 insert_ob_in_map(tmp,op->map,op,0);
842 }
843 }
844 }
845 free_object(op);
846 }
847
848 void move_teleporter(object *op) {
849 object *tmp, *head=op;
850
851 /* if this is a multipart teleporter, handle the other parts
852 * The check for speed isn't strictly needed - basically, if
853 * there is an old multipart teleporter in which the other parts
854 * have speed, we don't really want to call it twice for the same
855 * function - in fact, as written below, part N would get called
856 * N times without the speed check.
857 */
858 if (op->more && FABS(op->more->speed)<MIN_ACTIVE_SPEED) move_teleporter(op->more);
859
860 if (op->head) head=op->head;
861
862 for (tmp=op->above; tmp!=NULL; tmp=tmp->above)
863 if (!QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
864
865 /* If nothing above us to move, nothing to do */
866 if (!tmp || QUERY_FLAG(tmp, FLAG_WIZPASS)) return;
867
868 if(EXIT_PATH(head)) {
869 if(tmp->type==PLAYER) {
870 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
871 return;
872
873 enter_exit(tmp, head);
874 }
875 else
876 /* Currently only players can transfer maps */
877 return;
878 }
879 else if(EXIT_X(head)||EXIT_Y(head)) {
880 if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) {
881 LOG(llevError, "Removed illegal teleporter.\n");
882 remove_ob(head);
883 free_object(head);
884 return;
885 }
886 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
887 return;
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head);
889 }
890 else {
891 /* Random teleporter */
892 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
893 return;
894 teleport(head, TELEPORTER, tmp);
895 }
896 }
897
898
899 /* This object will teleport someone to a different map
900 and will also apply changes to the player from its inventory.
901 This was invented for giving classes, but there's no reason it
902 can't be generalized.
903 */
904
905 void move_player_changer(object *op) {
906 object *player;
907 object *walk;
908 char c;
909
910 if (!op->above || !EXIT_PATH(op)) return;
911
912 /* This isn't all that great - means that the player_mover
913 * needs to be on top.
914 */
915 if(op->above->type==PLAYER) {
916 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
917 return;
918 player=op->above;
919 for(walk=op->inv;walk!=NULL;walk=walk->below)
920 apply_changes_to_player(player,walk);
921
922 fix_player(player);
923 esrv_send_inventory(op->above,op->above);
924 esrv_update_item(UPD_FACE, op->above, op->above);
925
926 /* update players death & WoR home-position */
927 sscanf(EXIT_PATH(op), "%c", &c);
928 if (c == '/') {
929 strcpy(player->contr->savebed_map, EXIT_PATH(op));
930 player->contr->bed_x = EXIT_X(op);
931 player->contr->bed_y = EXIT_Y(op);
932 }
933 else
934 LOG(llevDebug,
935 "WARNING: destination '%s' in player_changer must be an absolute path!\n",
936 EXIT_PATH(op));
937
938 enter_exit(op->above,op);
939 save_player(player, 1);
940 }
941 }
942
943 /* firewalls fire other spells.
944 * The direction of the wall is stored in op->stats.sp.
945 * walls can have hp, so they can be torn down.
946 */
947 void move_firewall(object *op) {
948 object *spell;
949
950 if ( ! op->map)
951 return; /* dm has created a firewall in his inventory */
952
953 spell = op->inv;
954 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone;
955 if (!spell) {
956 LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n",
957 op->name, op->map->name, op->x, op->y);
958 return;
959 }
960
961 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL);
962 }
963
964
965 /* move_player_mover: this function takes a "player mover" as an
966 * argument, and performs the function of a player mover, which is:
967 *
968 * a player mover finds any players that are sitting on it. It
969 * moves them in the op->stats.sp direction. speed is how often it'll move.
970 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
971 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
972 * it'll paralyze the victim for hp*his speed/op->speed
973 */
974 void move_player_mover(object *op) {
975 object *victim, *nextmover;
976 int dir = op->stats.sp;
977 sint16 nx, ny;
978 mapstruct *m;
979
980 /* Determine direction now for random movers so we do the right thing */
981 if (!dir) dir=rndm(1, 8);
982
983 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) {
984 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) &&
985 (victim->move_type & op->move_type || !victim->move_type)) {
986
987 if (victim->head) victim = victim->head;
988
989 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) {
990 remove_ob(op);
991 free_object(op);
992 return;
993 }
994 nx = op->x+freearr_x[dir];
995 ny = op->y+freearr_y[dir];
996 m = op->map;
997 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) {
998 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n",
999 m->path, op->x, op->y);
1000 return ;
1001 }
1002
1003 if (should_director_abort(op, victim)) return ;
1004
1005 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) {
1006 if(nextmover->type == PLAYERMOVER)
1007 nextmover->speed_left=-.99;
1008 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) {
1009 op->speed_left=-1.1; /* wait until the next thing gets out of the way */
1010 }
1011 }
1012
1013 if(victim->type==PLAYER) {
1014 /* only level >=1 movers move people */
1015 if(op->level) {
1016 /* Following is a bit of hack. We need to make sure it
1017 * is cleared, otherwise the player will get stuck in
1018 * place. This can happen if the player used a spell to
1019 * get to this space.
1020 */
1021 victim->contr->fire_on=0;
1022 victim->speed_left=-FABS(victim->speed);
1023 move_player(victim, dir);
1024 }
1025 else return;
1026 }
1027 else move_object(victim,dir);
1028
1029 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2;
1030
1031 if(op->attacktype) { /* flag to paralyze the player */
1032
1033 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed);
1034 /* Not sure why, but for some chars on metalforge, they
1035 * would sometimes get -inf speed_left, and from the
1036 * description, it could only happen here, so just put
1037 * a lower sanity limit. My only guess is that the
1038 * mover has 0 speed.
1039 */
1040 if (victim->speed_left < -5.0) victim->speed_left=-5.0;
1041 }
1042 }
1043 }
1044 }
1045
1046 /*
1047 * Will duplicate a specified object placed on top of it.
1048 * connected: what will trigger it.
1049 * level: multiplier. 0 to destroy.
1050 * other_arch: the object to look for and duplicate.
1051 */
1052
1053 void move_duplicator(object *op) {
1054 object *tmp;
1055
1056 if ( !op->other_arch ) {
1057 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap");
1058 return;
1059 }
1060
1061 if (op->above == NULL)
1062 return;
1063 for (tmp=op->above; tmp != NULL; tmp=tmp->above) {
1064 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) {
1065 if (op->level <= 0) {
1066 remove_ob(tmp);
1067 free_object(tmp);
1068 } else {
1069 uint64 new_nrof = (uint64)tmp->nrof*op->level;
1070 if (new_nrof >= 1UL<<31)
1071 new_nrof = 1UL<<31;
1072 tmp->nrof = new_nrof;
1073 }
1074 break;
1075 }
1076 }
1077 }
1078
1079 /* move_creator (by peterm)
1080 * it has the creator object create it's other_arch right on top of it.
1081 * connected: what will trigger it
1082 * hp: how many times it may create before stopping
1083 * lifesave: if set, it'll never disappear but will go on creating
1084 * everytime it's triggered
1085 * other_arch: the object to create
1086 * Note this can create large objects, however, in that case, it
1087 * has to make sure that there is in fact space for the object.
1088 * It should really do this for small objects also, but there is
1089 * more concern with large objects, most notably a part being placed
1090 * outside of the map which would cause the server to crash
1091 */
1092
1093 void move_creator(object *creator) {
1094 object *new_ob;
1095
1096 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) {
1097 creator->stats.hp=-1;
1098 return;
1099 }
1100
1101 if (creator->inv != NULL) {
1102 object *ob;
1103 int i;
1104 object *ob_to_copy;
1105
1106 /* select random object from inventory to copy */
1107 ob_to_copy = creator->inv;
1108 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
1109 if (rndm(0, i) == 0) {
1110 ob_to_copy = ob;
1111 }
1112 }
1113 new_ob = object_create_clone(ob_to_copy);
1114 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE);
1115 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE);
1116 } else {
1117 if (creator->other_arch == NULL) {
1118 LOG(llevError,"move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", creator->name ? creator->name : "(null)", creator->map->path, creator->x, creator->y);
1119 return;
1120 }
1121
1122 new_ob = object_create_arch(creator->other_arch);
1123 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL);
1124 }
1125
1126 /* Make sure this multipart object fits */
1127 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) {
1128 free_object(new_ob);
1129 return;
1130 }
1131
1132 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y);
1133 if (QUERY_FLAG(new_ob, FLAG_FREED))
1134 return;
1135
1136 if (creator->slaying) {
1137 FREE_AND_COPY(new_ob->name, creator->slaying);
1138 FREE_AND_COPY(new_ob->title, creator->slaying);
1139 }
1140 }
1141
1142 /* move_marker --peterm@soda.csua.berkeley.edu
1143 when moved, a marker will search for a player sitting above
1144 it, and insert an invisible, weightless force into him
1145 with a specific code as the slaying field.
1146 At that time, it writes the contents of its own message
1147 field to the player. The marker will decrement hp to
1148 0 and then delete itself every time it grants a mark.
1149 unless hp was zero to start with, in which case it is infinite.*/
1150
1151 void move_marker(object *op) {
1152 object *tmp,*tmp2;
1153
1154 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1155 if(tmp->type == PLAYER) { /* we've got someone to MARK */
1156
1157 if ( quest_on_activate(op, tmp->contr) )
1158 return;
1159
1160 /* remove an old force with a slaying field == op->name */
1161 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) {
1162 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break;
1163 }
1164
1165 if(tmp2) {
1166 remove_ob(tmp2);
1167 free_object(tmp2);
1168 }
1169
1170 /* cycle through his inventory to look for the MARK we want to
1171 * place
1172 */
1173 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) {
1174 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break;
1175 }
1176
1177 /* if we didn't find our own MARK */
1178 if(tmp2==NULL) {
1179 object *force = get_archetype(FORCE_NAME);
1180
1181 force->speed = 0;
1182 if(op->stats.food) {
1183 force->speed = 0.01;
1184 force->speed_left = -op->stats.food;
1185 }
1186 update_ob_speed (force);
1187 /* put in the lock code */
1188 force->slaying = add_string(op->slaying);
1189
1190 if ( op->lore )
1191 force->lore = add_string( op->lore );
1192
1193 insert_ob_in_ob(force,tmp);
1194 if(op->msg)
1195 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg);
1196
1197 if(op->stats.hp > 0) {
1198 op->stats.hp--;
1199 if(op->stats.hp==0) {
1200 /* marker expires--granted mark number limit */
1201 remove_ob(op);
1202 free_object(op);
1203 return;
1204 }
1205 }
1206 } /* if tmp2 == NULL */
1207 } /* if tmp->type == PLAYER */
1208 } /* For all objects on this space */
1209 }
1210
1211 int process_object(object *op) {
1212 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE))
1213 return 0;
1214
1215 if (INVOKE_OBJECT (TICK, op))
1216 return 0;
1217
1218 if(QUERY_FLAG(op, FLAG_MONSTER))
1219 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED))
1220 return 1;
1221
1222 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) {
1223 if (op->type == PLAYER)
1224 animate_object(op, op->facing);
1225 else
1226 animate_object(op, op->direction);
1227
1228 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE))
1229 make_sure_seen(op);
1230 }
1231 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) {
1232 change_object(op);
1233 return 1;
1234 }
1235 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY))
1236 generate_monster(op);
1237
1238 if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) {
1239 if(QUERY_FLAG(op, FLAG_APPLIED))
1240 remove_force(op);
1241 else {
1242 /* IF necessary, delete the item from the players inventory */
1243 object *pl=is_player_inv(op);
1244 if (pl)
1245 esrv_del_item(pl->contr, op->count);
1246 remove_ob(op);
1247 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE))
1248 make_sure_not_seen(op);
1249 free_object(op);
1250 }
1251 return 1;
1252 }
1253 switch(op->type) {
1254
1255 case SPELL_EFFECT:
1256 move_spell_effect(op);
1257 return 1;
1258
1259 case ROD:
1260 case HORN:
1261 regenerate_rod(op);
1262 return 1;
1263
1264 case FORCE:
1265 case POTION_EFFECT:
1266 remove_force(op);
1267 return 1;
1268
1269 case BLINDNESS:
1270 remove_blindness(op);
1271 return 0;
1272
1273 case POISONING:
1274 poison_more(op);
1275 return 0;
1276
1277 case DISEASE:
1278 move_disease(op);
1279 return 0;
1280
1281 case SYMPTOM:
1282 move_symptom(op);
1283 return 0;
1284
1285 case THROWN_OBJ:
1286 case ARROW:
1287 move_arrow(op);
1288 return 0;
1289
1290 case LIGHTNING: /* It now moves twice as fast */
1291 move_bolt(op);
1292 return 0;
1293
1294 case DOOR:
1295 remove_door(op);
1296 return 0;
1297
1298 case LOCKED_DOOR:
1299 remove_door2(op);
1300 return 0;
1301
1302 case TELEPORTER:
1303 move_teleporter(op);
1304 return 0;
1305
1306 case GOLEM:
1307 move_golem(op);
1308 return 0;
1309
1310 case EARTHWALL:
1311 hit_player(op, 2, op, AT_PHYSICAL, 1);
1312 return 0;
1313
1314 case FIREWALL:
1315 move_firewall(op);
1316 if (op->stats.maxsp)
1317 animate_turning(op);
1318 return 0;
1319
1320 case MOOD_FLOOR:
1321 do_mood_floor(op, op);
1322 return 0;
1323
1324 case GATE:
1325 move_gate(op);
1326 return 0;
1327
1328 case TIMED_GATE:
1329 move_timed_gate(op);
1330 return 0;
1331
1332 case TRIGGER:
1333 case TRIGGER_BUTTON:
1334 case TRIGGER_PEDESTAL:
1335 case TRIGGER_ALTAR:
1336 animate_trigger(op);
1337 return 0;
1338
1339 case DETECTOR:
1340 move_detector(op);
1341
1342 case DIRECTOR:
1343 if (op->stats.maxsp)
1344 animate_turning(op);
1345 return 0;
1346
1347 case HOLE:
1348 move_hole(op);
1349 return 0;
1350
1351 case DEEP_SWAMP:
1352 move_deep_swamp(op);
1353 return 0;
1354
1355 case RUNE:
1356 case TRAP:
1357 move_rune(op);
1358 return 0;
1359
1360 case PLAYERMOVER:
1361 move_player_mover(op);
1362 return 0;
1363
1364 case CREATOR:
1365 move_creator(op);
1366 return 0;
1367
1368 case MARKER:
1369 move_marker(op);
1370 return 0;
1371
1372 case PLAYER_CHANGER:
1373 move_player_changer(op);
1374 return 0;
1375
1376 case PEACEMAKER:
1377 move_peacemaker(op);
1378 return 0;
1379 }
1380
1381 return 0;
1382 }