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Revision: 1.8
Committed: Sun Sep 3 00:18:42 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +14 -21 lines
Log Message:
THIS CODE WILL NOT COMPILE
use the STABLE tag instead.

- major changes in object lifetime and memory management
- replaced manual refcounting by shstr class
- removed quest system
- many optimisations
- major changes

File Contents

# Content
1 /*
2 * static char *rcsid_time_c =
3 * "$Id: time.C,v 1.7 2006-08-29 17:29:28 elmex 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 op->slaying = 0;
565 op->skill = 0;
566
567 if (op->spellarg != NULL) {
568 op->slaying = op->spellarg;
569 free(op->spellarg);
570 op->spellarg = NULL;
571 } else
572 op->slaying = NULL;
573
574 /* Reset these to zero, so that CAN_MERGE will work properly */
575 op->spellarg = NULL;
576 op->stats.sp = 0;
577 op->stats.hp = 0;
578 op->stats.grace = 0;
579 op->level = 0;
580 op->face=op->arch->clone.face;
581 op->owner=NULL; /* So that stopped arrows will be saved */
582 update_object (op,UP_OBJ_FACE);
583 return op;
584 }
585
586 /* stop_arrow() - what to do when a non-living flying object
587 * has to stop. Sept 96 - I added in thrown object code in
588 * here too. -b.t.
589 *
590 * Returns a pointer to the stopped object (which will have been removed
591 * from maps or inventories), or NULL if was destroyed.
592 */
593
594 static void stop_arrow (object *op)
595 {
596 if (INVOKE_OBJECT (STOP, op))
597 return;
598
599 if (op->inv) {
600 object *payload = op->inv;
601 remove_ob (payload);
602 clear_owner(payload);
603 insert_ob_in_map (payload, op->map, payload,0);
604 remove_ob (op);
605 free_object (op);
606 } else {
607 op = fix_stopped_arrow (op);
608 if (op)
609 merge_ob (op, NULL);
610 }
611 }
612
613 /* Move an arrow along its course. op is the arrow or thrown object.
614 */
615
616 void move_arrow(object *op) {
617 object *tmp;
618 sint16 new_x, new_y;
619 int was_reflected, mflags;
620 mapstruct *m;
621
622 if(op->map==NULL) {
623 LOG (llevError, "BUG: Arrow had no map.\n");
624 remove_ob(op);
625 free_object(op);
626 return;
627 }
628
629 /* we need to stop thrown objects at some point. Like here. */
630 if(op->type==THROWN_OBJ) {
631 /* If the object that the THROWN_OBJ encapsulates disappears,
632 * we need to have this object go away also - otherwise, you get
633 * left over remnants on the map. Where this currently happens
634 * is if the player throws a bomb - the bomb explodes on its own,
635 * but this object sticks around. We could handle the cleanup in the
636 * bomb code, but there are potential other cases where that could happen,
637 * and it is easy enough to clean it up here.
638 */
639 if (op->inv == NULL) {
640 remove_ob(op);
641 free_object(op);
642 return;
643 }
644 if(op->last_sp-- < 0) {
645 stop_arrow (op);
646 return;
647 }
648 }
649
650 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
651 values look rediculous. */
652 if (op->speed < 0.5 && op->type==ARROW) {
653 stop_arrow(op);
654 return;
655 }
656
657 /* Calculate target map square */
658 new_x = op->x + DIRX(op);
659 new_y = op->y + DIRY(op);
660 was_reflected = 0;
661
662 m = op->map;
663 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
664
665 if (mflags & P_OUT_OF_MAP) {
666 stop_arrow(op);
667 return;
668 }
669
670 /* only need to look for living creatures if this flag is set */
671 if (mflags & P_IS_ALIVE) {
672 for (tmp = get_map_ob(m, new_x, new_y); tmp != NULL; tmp=tmp->above)
673 if (QUERY_FLAG(tmp, FLAG_ALIVE)) break;
674
675
676 /* Not really fair, but don't let monsters hit themselves with
677 * their own arrow - this can be because they fire it then
678 * move into it.
679 */
680
681 if (tmp != NULL && tmp != op->owner) {
682 /* Found living object, but it is reflecting the missile. Update
683 * as below. (Note that for living creatures there is a small
684 * chance that reflect_missile fails.)
685 */
686
687 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) &&
688 (rndm(0, 99)) < (90-op->level/10)) {
689
690 int number = op->face->number;
691
692 op->direction = absdir (op->direction + 4);
693 op->state = 0;
694 if (GET_ANIM_ID (op)) {
695 number += 4;
696 if (number > GET_ANIMATION (op, 8))
697 number -= 8;
698 op->face = &new_faces[number];
699 }
700 was_reflected = 1; /* skip normal movement calculations */
701 }
702 else {
703 /* Attack the object. */
704 op = hit_with_arrow (op, tmp);
705 if (op == NULL)
706 return;
707 }
708 } /* if this is not hitting its owner */
709 } /* if there is something alive on this space */
710
711
712 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
713 int retry=0;
714
715 /* if the object doesn't reflect, stop the arrow from moving
716 * note that this code will now catch cases where a monster is
717 * on a wall but has reflecting - the arrow won't reflect.
718 * Mapmakers shouldn't put monsters on top of wall in the first
719 * place, so I don't consider that a problem.
720 */
721 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) {
722 stop_arrow (op);
723 return;
724 } else {
725 /* If one of the major directions (n,s,e,w), just reverse it */
726 if(op->direction&1) {
727 op->direction=absdir(op->direction+4);
728 retry=1;
729 }
730 /* There were two blocks with identical code -
731 * use this retry here to make this one block
732 * that did the same thing.
733 */
734 while (retry<2) {
735 int left, right, mflags;
736 mapstruct *m1;
737 sint16 x1, y1;
738
739 retry++;
740
741 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
742 * over a corner in a tiled map, it is possible that
743 * op->direction is within an adjacent map but either
744 * op->direction-1 or op->direction+1 does not exist.
745 */
746 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)],
747 op->y+freearr_y[absdir(op->direction-1)], &x1, &y1);
748 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
749
750 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)],
751 op->y+freearr_y[absdir(op->direction+1)], &x1, &y1);
752 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
753
754 if(left==right)
755 op->direction=absdir(op->direction+4);
756 else if(left)
757 op->direction=absdir(op->direction+2);
758 else if(right)
759 op->direction=absdir(op->direction-2);
760
761 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1);
762
763 /* If this space is not out of the map and not blocked, valid space -
764 * don't need to retry again.
765 */
766 if (!(mflags & P_OUT_OF_MAP) &&
767 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break;
768
769 }
770 /* Couldn't find a direction to move the arrow to - just
771 * top it from moving.
772 */
773 if (retry==2) {
774 stop_arrow (op);
775 return;
776 }
777 /* update object image for new facing */
778 /* many thrown objects *don't* have more than one face */
779 if(GET_ANIM_ID(op))
780 SET_ANIMATION(op, op->direction);
781 } /* object is reflected */
782 } /* object ran into a wall */
783
784 /* Move the arrow. */
785 remove_ob (op);
786 op->x = new_x;
787 op->y = new_y;
788
789 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
790 * about 17 squares. Tune as needed.
791 */
792 op->speed -= 0.05;
793 insert_ob_in_map (op, m, op,0);
794 }
795
796 /* This routine doesnt seem to work for "inanimate" objects that
797 * are being carried, ie a held torch leaps from your hands!.
798 * Modified this routine to allow held objects. b.t. */
799
800 void change_object(object *op) { /* Doesn`t handle linked objs yet */
801 object *tmp,*env,*pl;
802 int i,j;
803
804 if(op->other_arch==NULL) {
805 LOG(llevError,"Change object (%s) without other_arch error.\n", &op->name);
806 return;
807 }
808
809 /* In non-living items only change when food value is 0 */
810 if(!QUERY_FLAG(op,FLAG_ALIVE)) {
811 if(op->stats.food-- > 0) return;
812 else op->stats.food=1; /* so 1 other_arch is made */
813 }
814 env=op->env;
815 remove_ob(op);
816 for(i=0;i<NROFNEWOBJS(op);i++) {
817 tmp=arch_to_object(op->other_arch);
818 if (op->type == LAMP)
819 tmp->stats.food = op->stats.food-1;
820 tmp->stats.hp=op->stats.hp; /* The only variable it keeps. */
821 if(env) {
822 tmp->x=env->x,tmp->y=env->y;
823 tmp=insert_ob_in_ob(tmp,env);
824 /* If this object is the players inventory, we need to tell the
825 * client of the change. Insert_ob_in_map takes care of the
826 * updating the client, so we don't need to do that below.
827 */
828 if ((pl=is_player_inv(env))!=NULL) {
829 esrv_del_item(pl->contr, op->count);
830 esrv_send_item(pl, tmp);
831 }
832 } else {
833 j=find_first_free_spot(tmp,op->map,op->x,op->y);
834 if (j==-1) /* No free spot */
835 free_object(tmp);
836 else {
837 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
838 insert_ob_in_map(tmp,op->map,op,0);
839 }
840 }
841 }
842 free_object(op);
843 }
844
845 void move_teleporter(object *op) {
846 object *tmp, *head=op;
847
848 /* if this is a multipart teleporter, handle the other parts
849 * The check for speed isn't strictly needed - basically, if
850 * there is an old multipart teleporter in which the other parts
851 * have speed, we don't really want to call it twice for the same
852 * function - in fact, as written below, part N would get called
853 * N times without the speed check.
854 */
855 if (op->more && FABS(op->more->speed)<MIN_ACTIVE_SPEED) move_teleporter(op->more);
856
857 if (op->head) head=op->head;
858
859 for (tmp=op->above; tmp!=NULL; tmp=tmp->above)
860 if (!QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
861
862 /* If nothing above us to move, nothing to do */
863 if (!tmp || QUERY_FLAG(tmp, FLAG_WIZPASS)) return;
864
865 if(EXIT_PATH(head)) {
866 if(tmp->type==PLAYER) {
867 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
868 return;
869
870 enter_exit(tmp, head);
871 }
872 else
873 /* Currently only players can transfer maps */
874 return;
875 }
876 else if(EXIT_X(head)||EXIT_Y(head)) {
877 if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) {
878 LOG(llevError, "Removed illegal teleporter.\n");
879 remove_ob(head);
880 free_object(head);
881 return;
882 }
883 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
884 return;
885 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head);
886 }
887 else {
888 /* Random teleporter */
889 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
890 return;
891 teleport(head, TELEPORTER, tmp);
892 }
893 }
894
895
896 /* This object will teleport someone to a different map
897 and will also apply changes to the player from its inventory.
898 This was invented for giving classes, but there's no reason it
899 can't be generalized.
900 */
901
902 void move_player_changer(object *op) {
903 object *player;
904 object *walk;
905 char c;
906
907 if (!op->above || !EXIT_PATH(op)) return;
908
909 /* This isn't all that great - means that the player_mover
910 * needs to be on top.
911 */
912 if(op->above->type==PLAYER) {
913 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
914 return;
915 player=op->above;
916 for(walk=op->inv;walk!=NULL;walk=walk->below)
917 apply_changes_to_player(player,walk);
918
919 fix_player(player);
920 esrv_send_inventory(op->above,op->above);
921 esrv_update_item(UPD_FACE, op->above, op->above);
922
923 /* update players death & WoR home-position */
924 sscanf(EXIT_PATH(op), "%c", &c);
925 if (c == '/') {
926 strcpy(player->contr->savebed_map, EXIT_PATH(op));
927 player->contr->bed_x = EXIT_X(op);
928 player->contr->bed_y = EXIT_Y(op);
929 }
930 else
931 LOG(llevDebug,
932 "WARNING: destination '%s' in player_changer must be an absolute path!\n",
933 &EXIT_PATH(op));
934
935 enter_exit(op->above,op);
936 save_player(player, 1);
937 }
938 }
939
940 /* firewalls fire other spells.
941 * The direction of the wall is stored in op->stats.sp.
942 * walls can have hp, so they can be torn down.
943 */
944 void move_firewall(object *op) {
945 object *spell;
946
947 if ( ! op->map)
948 return; /* dm has created a firewall in his inventory */
949
950 spell = op->inv;
951 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone;
952 if (!spell) {
953 LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n",
954 &op->name, op->map->name, op->x, op->y);
955 return;
956 }
957
958 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL);
959 }
960
961
962 /* move_player_mover: this function takes a "player mover" as an
963 * argument, and performs the function of a player mover, which is:
964 *
965 * a player mover finds any players that are sitting on it. It
966 * moves them in the op->stats.sp direction. speed is how often it'll move.
967 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
968 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
969 * it'll paralyze the victim for hp*his speed/op->speed
970 */
971 void move_player_mover(object *op) {
972 object *victim, *nextmover;
973 int dir = op->stats.sp;
974 sint16 nx, ny;
975 mapstruct *m;
976
977 /* Determine direction now for random movers so we do the right thing */
978 if (!dir) dir=rndm(1, 8);
979
980 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) {
981 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) &&
982 (victim->move_type & op->move_type || !victim->move_type)) {
983
984 if (victim->head) victim = victim->head;
985
986 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) {
987 remove_ob(op);
988 free_object(op);
989 return;
990 }
991 nx = op->x+freearr_x[dir];
992 ny = op->y+freearr_y[dir];
993 m = op->map;
994 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) {
995 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n",
996 m->path, op->x, op->y);
997 return ;
998 }
999
1000 if (should_director_abort(op, victim)) return ;
1001
1002 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) {
1003 if(nextmover->type == PLAYERMOVER)
1004 nextmover->speed_left=-.99;
1005 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) {
1006 op->speed_left=-1.1; /* wait until the next thing gets out of the way */
1007 }
1008 }
1009
1010 if(victim->type==PLAYER) {
1011 /* only level >=1 movers move people */
1012 if(op->level) {
1013 /* Following is a bit of hack. We need to make sure it
1014 * is cleared, otherwise the player will get stuck in
1015 * place. This can happen if the player used a spell to
1016 * get to this space.
1017 */
1018 victim->contr->fire_on=0;
1019 victim->speed_left=-FABS(victim->speed);
1020 move_player(victim, dir);
1021 }
1022 else return;
1023 }
1024 else move_object(victim,dir);
1025
1026 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2;
1027
1028 if(op->attacktype) { /* flag to paralyze the player */
1029
1030 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed);
1031 /* Not sure why, but for some chars on metalforge, they
1032 * would sometimes get -inf speed_left, and from the
1033 * description, it could only happen here, so just put
1034 * a lower sanity limit. My only guess is that the
1035 * mover has 0 speed.
1036 */
1037 if (victim->speed_left < -5.0) victim->speed_left=-5.0;
1038 }
1039 }
1040 }
1041 }
1042
1043 /*
1044 * Will duplicate a specified object placed on top of it.
1045 * connected: what will trigger it.
1046 * level: multiplier. 0 to destroy.
1047 * other_arch: the object to look for and duplicate.
1048 */
1049
1050 void move_duplicator(object *op) {
1051 object *tmp;
1052
1053 if ( !op->other_arch ) {
1054 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap");
1055 return;
1056 }
1057
1058 if (op->above == NULL)
1059 return;
1060 for (tmp=op->above; tmp != NULL; tmp=tmp->above) {
1061 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) {
1062 if (op->level <= 0) {
1063 remove_ob(tmp);
1064 free_object(tmp);
1065 } else {
1066 uint64 new_nrof = (uint64)tmp->nrof*op->level;
1067 if (new_nrof >= 1UL<<31)
1068 new_nrof = 1UL<<31;
1069 tmp->nrof = new_nrof;
1070 }
1071 break;
1072 }
1073 }
1074 }
1075
1076 /* move_creator (by peterm)
1077 * it has the creator object create it's other_arch right on top of it.
1078 * connected: what will trigger it
1079 * hp: how many times it may create before stopping
1080 * lifesave: if set, it'll never disappear but will go on creating
1081 * everytime it's triggered
1082 * other_arch: the object to create
1083 * Note this can create large objects, however, in that case, it
1084 * has to make sure that there is in fact space for the object.
1085 * It should really do this for small objects also, but there is
1086 * more concern with large objects, most notably a part being placed
1087 * outside of the map which would cause the server to crash
1088 */
1089
1090 void move_creator(object *creator) {
1091 object *new_ob;
1092
1093 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) {
1094 creator->stats.hp=-1;
1095 return;
1096 }
1097
1098 if (creator->inv != NULL) {
1099 object *ob;
1100 int i;
1101 object *ob_to_copy;
1102
1103 /* select random object from inventory to copy */
1104 ob_to_copy = creator->inv;
1105 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
1106 if (rndm(0, i) == 0) {
1107 ob_to_copy = ob;
1108 }
1109 }
1110 new_ob = object_create_clone(ob_to_copy);
1111 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE);
1112 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE);
1113 } else {
1114 if (creator->other_arch == NULL) {
1115 LOG(llevError,"move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, creator->x, creator->y);
1116 return;
1117 }
1118
1119 new_ob = object_create_arch(creator->other_arch);
1120 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL);
1121 }
1122
1123 /* Make sure this multipart object fits */
1124 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) {
1125 free_object(new_ob);
1126 return;
1127 }
1128
1129 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y);
1130 if (QUERY_FLAG(new_ob, FLAG_FREED))
1131 return;
1132
1133 if (creator->slaying) {
1134 new_ob->name = new_ob->title = creator->slaying;
1135 }
1136 }
1137
1138 /* move_marker --peterm@soda.csua.berkeley.edu
1139 when moved, a marker will search for a player sitting above
1140 it, and insert an invisible, weightless force into him
1141 with a specific code as the slaying field.
1142 At that time, it writes the contents of its own message
1143 field to the player. The marker will decrement hp to
1144 0 and then delete itself every time it grants a mark.
1145 unless hp was zero to start with, in which case it is infinite.*/
1146
1147 void move_marker(object *op) {
1148 object *tmp,*tmp2;
1149
1150 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1151 if(tmp->type == PLAYER) { /* we've got someone to MARK */
1152
1153 /* remove an old force with a slaying field == op->name */
1154 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) {
1155 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break;
1156 }
1157
1158 if(tmp2) {
1159 remove_ob(tmp2);
1160 free_object(tmp2);
1161 }
1162
1163 /* cycle through his inventory to look for the MARK we want to
1164 * place
1165 */
1166 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) {
1167 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break;
1168 }
1169
1170 /* if we didn't find our own MARK */
1171 if(tmp2==NULL) {
1172 object *force = get_archetype(FORCE_NAME);
1173
1174 force->speed = 0;
1175 if(op->stats.food) {
1176 force->speed = 0.01;
1177 force->speed_left = -op->stats.food;
1178 }
1179 update_ob_speed (force);
1180 /* put in the lock code */
1181 force->slaying = op->slaying;
1182
1183 if (op->lore)
1184 force->lore = op->lore;
1185
1186 insert_ob_in_ob(force,tmp);
1187 if(op->msg)
1188 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg);
1189
1190 if(op->stats.hp > 0) {
1191 op->stats.hp--;
1192 if(op->stats.hp==0) {
1193 /* marker expires--granted mark number limit */
1194 remove_ob(op);
1195 free_object(op);
1196 return;
1197 }
1198 }
1199 } /* if tmp2 == NULL */
1200 } /* if tmp->type == PLAYER */
1201 } /* For all objects on this space */
1202 }
1203
1204 int process_object(object *op) {
1205 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE))
1206 return 0;
1207
1208 if (INVOKE_OBJECT (TICK, op))
1209 return 0;
1210
1211 if(QUERY_FLAG(op, FLAG_MONSTER))
1212 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED))
1213 return 1;
1214
1215 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) {
1216 if (op->type == PLAYER)
1217 animate_object(op, op->facing);
1218 else
1219 animate_object(op, op->direction);
1220
1221 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE))
1222 make_sure_seen(op);
1223 }
1224 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) {
1225 change_object(op);
1226 return 1;
1227 }
1228 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY))
1229 generate_monster(op);
1230
1231 if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) {
1232 if(QUERY_FLAG(op, FLAG_APPLIED))
1233 remove_force(op);
1234 else {
1235 /* IF necessary, delete the item from the players inventory */
1236 object *pl=is_player_inv(op);
1237 if (pl)
1238 esrv_del_item(pl->contr, op->count);
1239 remove_ob(op);
1240 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE))
1241 make_sure_not_seen(op);
1242 free_object(op);
1243 }
1244 return 1;
1245 }
1246 switch(op->type) {
1247
1248 case SPELL_EFFECT:
1249 move_spell_effect(op);
1250 return 1;
1251
1252 case ROD:
1253 case HORN:
1254 regenerate_rod(op);
1255 return 1;
1256
1257 case FORCE:
1258 case POTION_EFFECT:
1259 remove_force(op);
1260 return 1;
1261
1262 case BLINDNESS:
1263 remove_blindness(op);
1264 return 0;
1265
1266 case POISONING:
1267 poison_more(op);
1268 return 0;
1269
1270 case DISEASE:
1271 move_disease(op);
1272 return 0;
1273
1274 case SYMPTOM:
1275 move_symptom(op);
1276 return 0;
1277
1278 case THROWN_OBJ:
1279 case ARROW:
1280 move_arrow(op);
1281 return 0;
1282
1283 case LIGHTNING: /* It now moves twice as fast */
1284 move_bolt(op);
1285 return 0;
1286
1287 case DOOR:
1288 remove_door(op);
1289 return 0;
1290
1291 case LOCKED_DOOR:
1292 remove_door2(op);
1293 return 0;
1294
1295 case TELEPORTER:
1296 move_teleporter(op);
1297 return 0;
1298
1299 case GOLEM:
1300 move_golem(op);
1301 return 0;
1302
1303 case EARTHWALL:
1304 hit_player(op, 2, op, AT_PHYSICAL, 1);
1305 return 0;
1306
1307 case FIREWALL:
1308 move_firewall(op);
1309 if (op->stats.maxsp)
1310 animate_turning(op);
1311 return 0;
1312
1313 case MOOD_FLOOR:
1314 do_mood_floor(op);
1315 return 0;
1316
1317 case GATE:
1318 move_gate(op);
1319 return 0;
1320
1321 case TIMED_GATE:
1322 move_timed_gate(op);
1323 return 0;
1324
1325 case TRIGGER:
1326 case TRIGGER_BUTTON:
1327 case TRIGGER_PEDESTAL:
1328 case TRIGGER_ALTAR:
1329 animate_trigger(op);
1330 return 0;
1331
1332 case DETECTOR:
1333 move_detector(op);
1334
1335 case DIRECTOR:
1336 if (op->stats.maxsp)
1337 animate_turning(op);
1338 return 0;
1339
1340 case HOLE:
1341 move_hole(op);
1342 return 0;
1343
1344 case DEEP_SWAMP:
1345 move_deep_swamp(op);
1346 return 0;
1347
1348 case RUNE:
1349 case TRAP:
1350 move_rune(op);
1351 return 0;
1352
1353 case PLAYERMOVER:
1354 move_player_mover(op);
1355 return 0;
1356
1357 case CREATOR:
1358 move_creator(op);
1359 return 0;
1360
1361 case MARKER:
1362 move_marker(op);
1363 return 0;
1364
1365 case PLAYER_CHANGER:
1366 move_player_changer(op);
1367 return 0;
1368
1369 case PEACEMAKER:
1370 move_peacemaker(op);
1371 return 0;
1372 }
1373
1374 return 0;
1375 }