ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/time.c
Revision: 1.6
Committed: Sun Aug 13 17:16:05 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.5: +0 -0 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# Content
1 /*
2 * static char *rcsid_time_c =
3 * "$Id$";
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 /* Lauwenmark: Handle for plugin stop event */
600 execute_event(op, EVENT_STOP,NULL,NULL,NULL,SCRIPT_FIX_NOTHING);
601 if (op->inv) {
602 object *payload = op->inv;
603 remove_ob (payload);
604 clear_owner(payload);
605 insert_ob_in_map (payload, op->map, payload,0);
606 remove_ob (op);
607 free_object (op);
608 } else {
609 op = fix_stopped_arrow (op);
610 if (op)
611 merge_ob (op, NULL);
612 }
613 }
614
615 /* Move an arrow along its course. op is the arrow or thrown object.
616 */
617
618 void move_arrow(object *op) {
619 object *tmp;
620 sint16 new_x, new_y;
621 int was_reflected, mflags;
622 mapstruct *m;
623
624 if(op->map==NULL) {
625 LOG (llevError, "BUG: Arrow had no map.\n");
626 remove_ob(op);
627 free_object(op);
628 return;
629 }
630
631 /* we need to stop thrown objects at some point. Like here. */
632 if(op->type==THROWN_OBJ) {
633 /* If the object that the THROWN_OBJ encapsulates disappears,
634 * we need to have this object go away also - otherwise, you get
635 * left over remnants on the map. Where this currently happens
636 * is if the player throws a bomb - the bomb explodes on its own,
637 * but this object sticks around. We could handle the cleanup in the
638 * bomb code, but there are potential other cases where that could happen,
639 * and it is easy enough to clean it up here.
640 */
641 if (op->inv == NULL) {
642 remove_ob(op);
643 free_object(op);
644 return;
645 }
646 if(op->last_sp-- < 0) {
647 stop_arrow (op);
648 return;
649 }
650 }
651
652 /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower
653 values look rediculous. */
654 if (op->speed < 0.5 && op->type==ARROW) {
655 stop_arrow(op);
656 return;
657 }
658
659 /* Calculate target map square */
660 new_x = op->x + DIRX(op);
661 new_y = op->y + DIRY(op);
662 was_reflected = 0;
663
664 m = op->map;
665 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
666
667 if (mflags & P_OUT_OF_MAP) {
668 stop_arrow(op);
669 return;
670 }
671
672 /* only need to look for living creatures if this flag is set */
673 if (mflags & P_IS_ALIVE) {
674 for (tmp = get_map_ob(m, new_x, new_y); tmp != NULL; tmp=tmp->above)
675 if (QUERY_FLAG(tmp, FLAG_ALIVE)) break;
676
677
678 /* Not really fair, but don't let monsters hit themselves with
679 * their own arrow - this can be because they fire it then
680 * move into it.
681 */
682
683 if (tmp != NULL && tmp != op->owner) {
684 /* Found living object, but it is reflecting the missile. Update
685 * as below. (Note that for living creatures there is a small
686 * chance that reflect_missile fails.)
687 */
688
689 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) &&
690 (rndm(0, 99)) < (90-op->level/10)) {
691
692 int number = op->face->number;
693
694 op->direction = absdir (op->direction + 4);
695 op->state = 0;
696 if (GET_ANIM_ID (op)) {
697 number += 4;
698 if (number > GET_ANIMATION (op, 8))
699 number -= 8;
700 op->face = &new_faces[number];
701 }
702 was_reflected = 1; /* skip normal movement calculations */
703 }
704 else {
705 /* Attack the object. */
706 op = hit_with_arrow (op, tmp);
707 if (op == NULL)
708 return;
709 }
710 } /* if this is not hitting its owner */
711 } /* if there is something alive on this space */
712
713
714 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
715 int retry=0;
716
717 /* if the object doesn't reflect, stop the arrow from moving
718 * note that this code will now catch cases where a monster is
719 * on a wall but has reflecting - the arrow won't reflect.
720 * Mapmakers shouldn't put monsters on top of wall in the first
721 * place, so I don't consider that a problem.
722 */
723 if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) {
724 stop_arrow (op);
725 return;
726 } else {
727 /* If one of the major directions (n,s,e,w), just reverse it */
728 if(op->direction&1) {
729 op->direction=absdir(op->direction+4);
730 retry=1;
731 }
732 /* There were two blocks with identical code -
733 * use this retry here to make this one block
734 * that did the same thing.
735 */
736 while (retry<2) {
737 int left, right, mflags;
738 mapstruct *m1;
739 sint16 x1, y1;
740
741 retry++;
742
743 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling
744 * over a corner in a tiled map, it is possible that
745 * op->direction is within an adjacent map but either
746 * op->direction-1 or op->direction+1 does not exist.
747 */
748 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)],
749 op->y+freearr_y[absdir(op->direction-1)], &x1, &y1);
750 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
751
752 mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)],
753 op->y+freearr_y[absdir(op->direction+1)], &x1, &y1);
754 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1)));
755
756 if(left==right)
757 op->direction=absdir(op->direction+4);
758 else if(left)
759 op->direction=absdir(op->direction+2);
760 else if(right)
761 op->direction=absdir(op->direction-2);
762
763 mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1);
764
765 /* If this space is not out of the map and not blocked, valid space -
766 * don't need to retry again.
767 */
768 if (!(mflags & P_OUT_OF_MAP) &&
769 !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break;
770
771 }
772 /* Couldn't find a direction to move the arrow to - just
773 * top it from moving.
774 */
775 if (retry==2) {
776 stop_arrow (op);
777 return;
778 }
779 /* update object image for new facing */
780 /* many thrown objects *don't* have more than one face */
781 if(GET_ANIM_ID(op))
782 SET_ANIMATION(op, op->direction);
783 } /* object is reflected */
784 } /* object ran into a wall */
785
786 /* Move the arrow. */
787 remove_ob (op);
788 op->x = new_x;
789 op->y = new_y;
790
791 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
792 * about 17 squares. Tune as needed.
793 */
794 op->speed -= 0.05;
795 insert_ob_in_map (op, m, op,0);
796 }
797
798 /* This routine doesnt seem to work for "inanimate" objects that
799 * are being carried, ie a held torch leaps from your hands!.
800 * Modified this routine to allow held objects. b.t. */
801
802 void change_object(object *op) { /* Doesn`t handle linked objs yet */
803 object *tmp,*env,*pl;
804 int i,j;
805
806 if(op->other_arch==NULL) {
807 LOG(llevError,"Change object (%s) without other_arch error.\n", op->name);
808 return;
809 }
810
811 /* In non-living items only change when food value is 0 */
812 if(!QUERY_FLAG(op,FLAG_ALIVE)) {
813 if(op->stats.food-- > 0) return;
814 else op->stats.food=1; /* so 1 other_arch is made */
815 }
816 env=op->env;
817 remove_ob(op);
818 for(i=0;i<NROFNEWOBJS(op);i++) {
819 tmp=arch_to_object(op->other_arch);
820 if (op->type == LAMP)
821 tmp->stats.food = op->stats.food-1;
822 tmp->stats.hp=op->stats.hp; /* The only variable it keeps. */
823 if(env) {
824 tmp->x=env->x,tmp->y=env->y;
825 tmp=insert_ob_in_ob(tmp,env);
826 /* If this object is the players inventory, we need to tell the
827 * client of the change. Insert_ob_in_map takes care of the
828 * updating the client, so we don't need to do that below.
829 */
830 if ((pl=is_player_inv(env))!=NULL) {
831 esrv_del_item(pl->contr, op->count);
832 esrv_send_item(pl, tmp);
833 }
834 } else {
835 j=find_first_free_spot(tmp,op->map,op->x,op->y);
836 if (j==-1) /* No free spot */
837 free_object(tmp);
838 else {
839 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
840 insert_ob_in_map(tmp,op->map,op,0);
841 }
842 }
843 }
844 free_object(op);
845 }
846
847 void move_teleporter(object *op) {
848 object *tmp, *head=op;
849
850 /* if this is a multipart teleporter, handle the other parts
851 * The check for speed isn't strictly needed - basically, if
852 * there is an old multipart teleporter in which the other parts
853 * have speed, we don't really want to call it twice for the same
854 * function - in fact, as written below, part N would get called
855 * N times without the speed check.
856 */
857 if (op->more && FABS(op->more->speed)<MIN_ACTIVE_SPEED) move_teleporter(op->more);
858
859 if (op->head) head=op->head;
860
861 for (tmp=op->above; tmp!=NULL; tmp=tmp->above)
862 if (!QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
863
864 /* If nothing above us to move, nothing to do */
865 if (!tmp || QUERY_FLAG(tmp, FLAG_WIZPASS)) return;
866
867 if(EXIT_PATH(head)) {
868 if(tmp->type==PLAYER) {
869 /* Lauwenmark: Handle for plugin TRIGGER event */
870 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0)
871 return;
872 enter_exit(tmp, head);
873 }
874 else
875 /* Currently only players can transfer maps */
876 return;
877 }
878 else if(EXIT_X(head)||EXIT_Y(head)) {
879 if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) {
880 LOG(llevError, "Removed illegal teleporter.\n");
881 remove_ob(head);
882 free_object(head);
883 return;
884 }
885 /* Lauwenmark: Handle for plugin TRIGGER event */
886 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0)
887 return;
888 transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head);
889 }
890 else {
891 /* Random teleporter */
892 /* Lauwenmark: Handle for plugin TRIGGER event */
893 if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0)
894 return;
895 teleport(head, TELEPORTER, tmp);
896 }
897 }
898
899
900 /* This object will teleport someone to a different map
901 and will also apply changes to the player from its inventory.
902 This was invented for giving classes, but there's no reason it
903 can't be generalized.
904 */
905
906 void move_player_changer(object *op) {
907 object *player;
908 object *walk;
909 char c;
910
911 if (!op->above || !EXIT_PATH(op)) return;
912
913 /* This isn't all that great - means that the player_mover
914 * needs to be on top.
915 */
916 if(op->above->type==PLAYER) {
917 /* Lauwenmark: Handle for plugin TRIGGER event */
918 if (execute_event(op, EVENT_TRIGGER,op->above,NULL,NULL,SCRIPT_FIX_NOTHING)!=0)
919 return;
920 player=op->above;
921 for(walk=op->inv;walk!=NULL;walk=walk->below)
922 apply_changes_to_player(player,walk);
923
924 fix_player(player);
925 esrv_send_inventory(op->above,op->above);
926 esrv_update_item(UPD_FACE, op->above, op->above);
927
928 /* update players death & WoR home-position */
929 sscanf(EXIT_PATH(op), "%c", &c);
930 if (c == '/') {
931 strcpy(player->contr->savebed_map, EXIT_PATH(op));
932 player->contr->bed_x = EXIT_X(op);
933 player->contr->bed_y = EXIT_Y(op);
934 }
935 else
936 LOG(llevDebug,
937 "WARNING: destination '%s' in player_changer must be an absolute path!\n",
938 EXIT_PATH(op));
939
940 enter_exit(op->above,op);
941 save_player(player, 1);
942 }
943 }
944
945 /* firewalls fire other spells.
946 * The direction of the wall is stored in op->stats.sp.
947 * walls can have hp, so they can be torn down.
948 */
949 void move_firewall(object *op) {
950 object *spell;
951
952 if ( ! op->map)
953 return; /* dm has created a firewall in his inventory */
954
955 spell = op->inv;
956 if (!spell || spell->type != SPELL) spell=&op->other_arch->clone;
957 if (!spell) {
958 LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n",
959 op->name, op->map->name, op->x, op->y);
960 return;
961 }
962
963 cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL);
964 }
965
966
967 /* move_player_mover: this function takes a "player mover" as an
968 * argument, and performs the function of a player mover, which is:
969 *
970 * a player mover finds any players that are sitting on it. It
971 * moves them in the op->stats.sp direction. speed is how often it'll move.
972 * If attacktype is nonzero it will paralyze the player. If lifesave is set,
973 * it'll dissapear after hp+1 moves. If hp is set and attacktype is set,
974 * it'll paralyze the victim for hp*his speed/op->speed
975 */
976 void move_player_mover(object *op) {
977 object *victim, *nextmover;
978 int dir = op->stats.sp;
979 sint16 nx, ny;
980 mapstruct *m;
981
982 /* Determine direction now for random movers so we do the right thing */
983 if (!dir) dir=rndm(1, 8);
984
985 for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) {
986 if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) &&
987 (victim->move_type & op->move_type || !victim->move_type)) {
988
989 if (victim->head) victim = victim->head;
990
991 if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) {
992 remove_ob(op);
993 free_object(op);
994 return;
995 }
996 nx = op->x+freearr_x[dir];
997 ny = op->y+freearr_y[dir];
998 m = op->map;
999 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) {
1000 LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n",
1001 m->path, op->x, op->y);
1002 return ;
1003 }
1004
1005 if (should_director_abort(op, victim)) return ;
1006
1007 for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) {
1008 if(nextmover->type == PLAYERMOVER)
1009 nextmover->speed_left=-.99;
1010 if(QUERY_FLAG(nextmover,FLAG_ALIVE)) {
1011 op->speed_left=-1.1; /* wait until the next thing gets out of the way */
1012 }
1013 }
1014
1015 if(victim->type==PLAYER) {
1016 /* only level >=1 movers move people */
1017 if(op->level) {
1018 /* Following is a bit of hack. We need to make sure it
1019 * is cleared, otherwise the player will get stuck in
1020 * place. This can happen if the player used a spell to
1021 * get to this space.
1022 */
1023 victim->contr->fire_on=0;
1024 victim->speed_left=-FABS(victim->speed);
1025 move_player(victim, dir);
1026 }
1027 else return;
1028 }
1029 else move_object(victim,dir);
1030
1031 if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2.0;
1032
1033 if(op->attacktype) { /* flag to paralyze the player */
1034
1035 victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed);
1036 /* Not sure why, but for some chars on metalforge, they
1037 * would sometimes get -inf speed_left, and from the
1038 * description, it could only happen here, so just put
1039 * a lower sanity limit. My only guess is that the
1040 * mover has 0 speed.
1041 */
1042 if (victim->speed_left < -5.0) victim->speed_left=-5.0;
1043 }
1044 }
1045 }
1046 }
1047
1048 /*
1049 * Will duplicate a specified object placed on top of it.
1050 * connected: what will trigger it.
1051 * level: multiplier. 0 to destroy.
1052 * other_arch: the object to look for and duplicate.
1053 */
1054
1055 void move_duplicator(object *op) {
1056 object *tmp;
1057
1058 if ( !op->other_arch ) {
1059 LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap");
1060 return;
1061 }
1062
1063 if (op->above == NULL)
1064 return;
1065 for (tmp=op->above; tmp != NULL; tmp=tmp->above) {
1066 if (strcmp(op->other_arch->name, tmp->arch->name) == 0) {
1067 if (op->level <= 0) {
1068 remove_ob(tmp);
1069 free_object(tmp);
1070 } else {
1071 uint64 new_nrof = (uint64)tmp->nrof*op->level;
1072 if (new_nrof >= 1UL<<31)
1073 new_nrof = 1UL<<31;
1074 tmp->nrof = new_nrof;
1075 }
1076 break;
1077 }
1078 }
1079 }
1080
1081 /* move_creator (by peterm)
1082 * it has the creator object create it's other_arch right on top of it.
1083 * connected: what will trigger it
1084 * hp: how many times it may create before stopping
1085 * lifesave: if set, it'll never disappear but will go on creating
1086 * everytime it's triggered
1087 * other_arch: the object to create
1088 * Note this can create large objects, however, in that case, it
1089 * has to make sure that there is in fact space for the object.
1090 * It should really do this for small objects also, but there is
1091 * more concern with large objects, most notably a part being placed
1092 * outside of the map which would cause the server to crash
1093 */
1094
1095 void move_creator(object *creator) {
1096 object *new_ob;
1097
1098 if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) {
1099 creator->stats.hp=-1;
1100 return;
1101 }
1102
1103 if (creator->inv != NULL) {
1104 object *ob;
1105 int i;
1106 object *ob_to_copy;
1107
1108 /* select random object from inventory to copy */
1109 ob_to_copy = creator->inv;
1110 for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
1111 if (rndm(0, i) == 0) {
1112 ob_to_copy = ob;
1113 }
1114 }
1115 new_ob = object_create_clone(ob_to_copy);
1116 CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE);
1117 unflag_inv(new_ob, FLAG_IS_A_TEMPLATE);
1118 } else {
1119 if (creator->other_arch == NULL) {
1120 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);
1121 return;
1122 }
1123
1124 new_ob = object_create_arch(creator->other_arch);
1125 fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL);
1126 }
1127
1128 /* Make sure this multipart object fits */
1129 if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) {
1130 free_object(new_ob);
1131 return;
1132 }
1133
1134 insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y);
1135 if (QUERY_FLAG(new_ob, FLAG_FREED))
1136 return;
1137
1138 if (creator->slaying) {
1139 FREE_AND_COPY(new_ob->name, creator->slaying);
1140 FREE_AND_COPY(new_ob->title, creator->slaying);
1141 }
1142 }
1143
1144 /* move_marker --peterm@soda.csua.berkeley.edu
1145 when moved, a marker will search for a player sitting above
1146 it, and insert an invisible, weightless force into him
1147 with a specific code as the slaying field.
1148 At that time, it writes the contents of its own message
1149 field to the player. The marker will decrement hp to
1150 0 and then delete itself every time it grants a mark.
1151 unless hp was zero to start with, in which case it is infinite.*/
1152
1153 void move_marker(object *op) {
1154 object *tmp,*tmp2;
1155
1156 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1157 if(tmp->type == PLAYER) { /* we've got someone to MARK */
1158
1159 if ( quest_on_activate(op, tmp->contr) )
1160 return;
1161
1162 /* remove an old force with a slaying field == op->name */
1163 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) {
1164 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break;
1165 }
1166
1167 if(tmp2) {
1168 remove_ob(tmp2);
1169 free_object(tmp2);
1170 }
1171
1172 /* cycle through his inventory to look for the MARK we want to
1173 * place
1174 */
1175 for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) {
1176 if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break;
1177 }
1178
1179 /* if we didn't find our own MARK */
1180 if(tmp2==NULL) {
1181 object *force = get_archetype(FORCE_NAME);
1182
1183 force->speed = 0;
1184 if(op->stats.food) {
1185 force->speed = 0.01;
1186 force->speed_left = -op->stats.food;
1187 }
1188 update_ob_speed (force);
1189 /* put in the lock code */
1190 force->slaying = add_string(op->slaying);
1191
1192 if ( op->lore )
1193 force->lore = add_string( op->lore );
1194
1195 insert_ob_in_ob(force,tmp);
1196 if(op->msg)
1197 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg);
1198
1199 if(op->stats.hp > 0) {
1200 op->stats.hp--;
1201 if(op->stats.hp==0) {
1202 /* marker expires--granted mark number limit */
1203 remove_ob(op);
1204 free_object(op);
1205 return;
1206 }
1207 }
1208 } /* if tmp2 == NULL */
1209 } /* if tmp->type == PLAYER */
1210 } /* For all objects on this space */
1211 }
1212
1213 int process_object(object *op) {
1214 if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE))
1215 return 0;
1216
1217 if(QUERY_FLAG(op, FLAG_MONSTER))
1218 if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED))
1219 return 1;
1220
1221 if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) {
1222 if (op->type == PLAYER)
1223 animate_object(op, op->facing);
1224 else
1225 animate_object(op, op->direction);
1226
1227 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE))
1228 make_sure_seen(op);
1229 }
1230 if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) {
1231 change_object(op);
1232 return 1;
1233 }
1234 if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY))
1235 generate_monster(op);
1236
1237 if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) {
1238 if(QUERY_FLAG(op, FLAG_APPLIED))
1239 remove_force(op);
1240 else {
1241 /* IF necessary, delete the item from the players inventory */
1242 object *pl=is_player_inv(op);
1243 if (pl)
1244 esrv_del_item(pl->contr, op->count);
1245 remove_ob(op);
1246 if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE))
1247 make_sure_not_seen(op);
1248 free_object(op);
1249 }
1250 return 1;
1251 }
1252 /* Lauwenmark: Handle for plugin time event */
1253 execute_event(op, EVENT_TIME,NULL,NULL,NULL,SCRIPT_FIX_NOTHING);
1254 switch(op->type) {
1255 case TRANSPORT:
1256 /* Transports are directed by players - thus, their
1257 * speed is reduced when the player moves them about.
1258 * So give them back there speed here, since process_objects()
1259 * has decremented it.
1260 */
1261 if (op->speed_left < 0.0) op->speed_left += 1.0;
1262 return 1;
1263
1264 case SPELL_EFFECT:
1265 move_spell_effect(op);
1266 return 1;
1267
1268 case ROD:
1269 case HORN:
1270 regenerate_rod(op);
1271 return 1;
1272
1273 case FORCE:
1274 case POTION_EFFECT:
1275 remove_force(op);
1276 return 1;
1277
1278 case BLINDNESS:
1279 remove_blindness(op);
1280 return 0;
1281
1282 case POISONING:
1283 poison_more(op);
1284 return 0;
1285
1286 case DISEASE:
1287 move_disease(op);
1288 return 0;
1289
1290 case SYMPTOM:
1291 move_symptom(op);
1292 return 0;
1293
1294 case THROWN_OBJ:
1295 case ARROW:
1296 move_arrow(op);
1297 return 0;
1298
1299 case LIGHTNING: /* It now moves twice as fast */
1300 move_bolt(op);
1301 return 0;
1302
1303 case DOOR:
1304 remove_door(op);
1305 return 0;
1306
1307 case LOCKED_DOOR:
1308 remove_door2(op);
1309 return 0;
1310
1311 case TELEPORTER:
1312 move_teleporter(op);
1313 return 0;
1314
1315 case GOLEM:
1316 move_golem(op);
1317 return 0;
1318
1319 case EARTHWALL:
1320 hit_player(op, 2, op, AT_PHYSICAL, 1);
1321 return 0;
1322
1323 case FIREWALL:
1324 move_firewall(op);
1325 if (op->stats.maxsp)
1326 animate_turning(op);
1327 return 0;
1328
1329 case MOOD_FLOOR:
1330 do_mood_floor(op, op);
1331 return 0;
1332
1333 case GATE:
1334 move_gate(op);
1335 return 0;
1336
1337 case TIMED_GATE:
1338 move_timed_gate(op);
1339 return 0;
1340
1341 case TRIGGER:
1342 case TRIGGER_BUTTON:
1343 case TRIGGER_PEDESTAL:
1344 case TRIGGER_ALTAR:
1345 animate_trigger(op);
1346 return 0;
1347
1348 case DETECTOR:
1349 move_detector(op);
1350
1351 case DIRECTOR:
1352 if (op->stats.maxsp)
1353 animate_turning(op);
1354 return 0;
1355
1356 case HOLE:
1357 move_hole(op);
1358 return 0;
1359
1360 case DEEP_SWAMP:
1361 move_deep_swamp(op);
1362 return 0;
1363
1364 case RUNE:
1365 case TRAP:
1366 move_rune(op);
1367 return 0;
1368
1369 case PLAYERMOVER:
1370 move_player_mover(op);
1371 return 0;
1372
1373 case CREATOR:
1374 move_creator(op);
1375 return 0;
1376
1377 case MARKER:
1378 move_marker(op);
1379 return 0;
1380
1381 case PLAYER_CHANGER:
1382 move_player_changer(op);
1383 return 0;
1384
1385 case PEACEMAKER:
1386 move_peacemaker(op);
1387 return 0;
1388 }
1389
1390 return 0;
1391 }