1 |
elmex |
1.1 |
/* |
2 |
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CrossFire, A Multiplayer game for X-windows |
3 |
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4 |
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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7 |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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12 |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
19 |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 |
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21 |
root |
1.12 |
The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 |
elmex |
1.1 |
*/ |
23 |
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24 |
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/* |
25 |
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* Routines that is executed from objects based on their speed have been |
26 |
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* collected in this file. |
27 |
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*/ |
28 |
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29 |
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#include <global.h> |
30 |
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#include <spells.h> |
31 |
root |
1.28 |
#include <sproto.h> |
32 |
elmex |
1.1 |
|
33 |
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/* The following removes doors. The functions check to see if similar |
34 |
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* doors are next to the one that is being removed, and if so, set it |
35 |
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* so those will be removed shortly (in a cascade like fashion.) |
36 |
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*/ |
37 |
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|
38 |
root |
1.9 |
void |
39 |
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remove_door (object *op) |
40 |
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{ |
41 |
elmex |
1.1 |
int i; |
42 |
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object *tmp; |
43 |
root |
1.9 |
|
44 |
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for (i = 1; i < 9; i += 2) |
45 |
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if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) |
46 |
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{ |
47 |
root |
1.26 |
tmp->set_speed (0.1); |
48 |
root |
1.9 |
tmp->speed_left = -0.2; |
49 |
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} |
50 |
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|
51 |
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if (op->other_arch) |
52 |
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{ |
53 |
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tmp = arch_to_object (op->other_arch); |
54 |
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tmp->x = op->x; |
55 |
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tmp->y = op->y; |
56 |
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tmp->map = op->map; |
57 |
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tmp->level = op->level; |
58 |
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insert_ob_in_map (tmp, op->map, op, 0); |
59 |
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} |
60 |
root |
1.17 |
|
61 |
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op->destroy (); |
62 |
elmex |
1.1 |
} |
63 |
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64 |
root |
1.9 |
void |
65 |
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remove_door2 (object *op) |
66 |
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{ |
67 |
elmex |
1.1 |
int i; |
68 |
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object *tmp; |
69 |
root |
1.9 |
|
70 |
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for (i = 1; i < 9; i += 2) |
71 |
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{ |
72 |
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tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); |
73 |
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if (tmp && tmp->slaying == op->slaying) |
74 |
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{ /* same key both doors */ |
75 |
root |
1.26 |
tmp->set_speed (0.1); |
76 |
root |
1.9 |
tmp->speed_left = -0.2; |
77 |
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} |
78 |
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} |
79 |
root |
1.27 |
|
80 |
root |
1.9 |
if (op->other_arch) |
81 |
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{ |
82 |
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tmp = arch_to_object (op->other_arch); |
83 |
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tmp->x = op->x; |
84 |
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tmp->y = op->y; |
85 |
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tmp->map = op->map; |
86 |
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tmp->level = op->level; |
87 |
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insert_ob_in_map (tmp, op->map, op, 0); |
88 |
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} |
89 |
root |
1.17 |
|
90 |
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op->destroy (); |
91 |
elmex |
1.1 |
} |
92 |
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|
93 |
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/* Will generate a monster according to content |
94 |
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* of generator. |
95 |
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*/ |
96 |
root |
1.9 |
void |
97 |
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generate_monster_inv (object *gen) |
98 |
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{ |
99 |
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int i; |
100 |
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object *op, *head = NULL; |
101 |
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102 |
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int qty = 0; |
103 |
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104 |
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/* Code below assumes the generator is on a map, as it tries |
105 |
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* to place the monster on the map. So if the generator |
106 |
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* isn't on a map, complain and exit. |
107 |
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*/ |
108 |
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if (gen->map == NULL) |
109 |
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{ |
110 |
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//LOG(llevError,"Generator (%s) not on a map?\n", gen->name); |
111 |
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return; |
112 |
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} |
113 |
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/*First count numer of objects in inv */ |
114 |
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for (op = gen->inv; op; op = op->below) |
115 |
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qty++; |
116 |
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if (!qty) |
117 |
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{ |
118 |
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LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name); |
119 |
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return; /*No inventory */ |
120 |
elmex |
1.1 |
} |
121 |
root |
1.9 |
qty = rndm (0, qty - 1); |
122 |
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for (op = gen->inv; qty; qty--) |
123 |
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op = op->below; |
124 |
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i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); |
125 |
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if (i == -1) |
126 |
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return; |
127 |
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head = object_create_clone (op); |
128 |
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CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); |
129 |
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unflag_inv (head, FLAG_IS_A_TEMPLATE); |
130 |
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if (rndm (0, 9)) |
131 |
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generate_artifact (head, gen->map->difficulty); |
132 |
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insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]); |
133 |
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if (QUERY_FLAG (head, FLAG_FREED)) |
134 |
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return; |
135 |
root |
1.19 |
if (head->has_random_items ()) |
136 |
root |
1.9 |
create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0); |
137 |
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} |
138 |
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139 |
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void |
140 |
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generate_monster_arch (object *gen) |
141 |
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{ |
142 |
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int i; |
143 |
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object *op, *head = NULL, *prev = NULL; |
144 |
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archetype *at = gen->other_arch; |
145 |
elmex |
1.1 |
|
146 |
root |
1.24 |
if (!gen->other_arch) |
147 |
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return; |
148 |
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149 |
root |
1.9 |
/* Code below assumes the generator is on a map, as it tries |
150 |
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* to place the monster on the map. So if the generator |
151 |
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* isn't on a map, complain and exit. |
152 |
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*/ |
153 |
root |
1.24 |
if (!gen->map) |
154 |
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return; |
155 |
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|
156 |
root |
1.9 |
i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); |
157 |
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if (i == -1) |
158 |
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return; |
159 |
root |
1.24 |
|
160 |
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while (at) |
161 |
root |
1.9 |
{ |
162 |
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op = arch_to_object (at); |
163 |
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op->x = gen->x + freearr_x[i] + at->clone.x; |
164 |
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op->y = gen->y + freearr_y[i] + at->clone.y; |
165 |
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166 |
root |
1.24 |
if (head) |
167 |
root |
1.9 |
op->head = head, prev->more = op; |
168 |
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169 |
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if (rndm (0, 9)) |
170 |
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generate_artifact (op, gen->map->difficulty); |
171 |
root |
1.24 |
|
172 |
root |
1.9 |
insert_ob_in_map (op, gen->map, gen, 0); |
173 |
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if (QUERY_FLAG (op, FLAG_FREED)) |
174 |
root |
1.6 |
return; |
175 |
root |
1.24 |
|
176 |
root |
1.19 |
if (op->has_random_items ()) |
177 |
root |
1.9 |
create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); |
178 |
root |
1.24 |
|
179 |
root |
1.9 |
if (head == NULL) |
180 |
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head = op; |
181 |
root |
1.24 |
|
182 |
root |
1.9 |
prev = op; |
183 |
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at = at->more; |
184 |
elmex |
1.1 |
} |
185 |
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} |
186 |
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|
187 |
root |
1.9 |
void |
188 |
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generate_monster (object *gen) |
189 |
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{ |
190 |
elmex |
1.1 |
|
191 |
root |
1.9 |
if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) |
192 |
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return; |
193 |
root |
1.24 |
|
194 |
root |
1.9 |
if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) |
195 |
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generate_monster_inv (gen); |
196 |
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else |
197 |
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generate_monster_arch (gen); |
198 |
elmex |
1.1 |
|
199 |
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} |
200 |
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|
201 |
root |
1.9 |
void |
202 |
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remove_force (object *op) |
203 |
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{ |
204 |
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if (--op->duration > 0) |
205 |
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return; |
206 |
elmex |
1.1 |
|
207 |
root |
1.25 |
if (op->env) |
208 |
|
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switch (op->subtype) |
209 |
|
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{ |
210 |
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case FORCE_CONFUSION: |
211 |
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CLEAR_FLAG (op->env, FLAG_CONFUSED); |
212 |
|
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new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); |
213 |
root |
1.6 |
|
214 |
root |
1.25 |
default: |
215 |
|
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CLEAR_FLAG (op, FLAG_APPLIED); |
216 |
|
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change_abil (op->env, op); |
217 |
|
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op->env->update_stats (); |
218 |
|
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} |
219 |
root |
1.17 |
|
220 |
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op->destroy (); |
221 |
elmex |
1.1 |
} |
222 |
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|
223 |
root |
1.9 |
void |
224 |
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remove_blindness (object *op) |
225 |
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{ |
226 |
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if (--op->stats.food > 0) |
227 |
elmex |
1.1 |
return; |
228 |
root |
1.17 |
|
229 |
root |
1.9 |
CLEAR_FLAG (op, FLAG_APPLIED); |
230 |
root |
1.17 |
|
231 |
root |
1.27 |
if (op->env) |
232 |
root |
1.9 |
{ |
233 |
|
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change_abil (op->env, op); |
234 |
root |
1.23 |
op->env->update_stats (); |
235 |
root |
1.9 |
} |
236 |
root |
1.17 |
|
237 |
|
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op->destroy (); |
238 |
elmex |
1.1 |
} |
239 |
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|
240 |
root |
1.9 |
void |
241 |
|
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poison_more (object *op) |
242 |
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{ |
243 |
|
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if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) |
244 |
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{ |
245 |
root |
1.17 |
op->destroy (); |
246 |
root |
1.9 |
return; |
247 |
|
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} |
248 |
root |
1.17 |
|
249 |
root |
1.9 |
if (op->stats.food == 1) |
250 |
|
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{ |
251 |
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/* need to remove the object before fix_player is called, else fix_player |
252 |
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* will not do anything. |
253 |
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*/ |
254 |
|
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if (op->env->type == PLAYER) |
255 |
|
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{ |
256 |
|
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CLEAR_FLAG (op, FLAG_APPLIED); |
257 |
root |
1.23 |
op->env->update_stats (); |
258 |
root |
1.9 |
new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); |
259 |
|
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} |
260 |
root |
1.17 |
|
261 |
|
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op->destroy (); |
262 |
root |
1.9 |
return; |
263 |
|
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} |
264 |
root |
1.17 |
|
265 |
root |
1.9 |
if (op->env->type == PLAYER) |
266 |
|
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{ |
267 |
|
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op->env->stats.food--; |
268 |
|
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new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); |
269 |
elmex |
1.1 |
} |
270 |
elmex |
1.32 |
|
271 |
|
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hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); |
272 |
elmex |
1.1 |
} |
273 |
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|
274 |
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|
275 |
root |
1.9 |
void |
276 |
|
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move_gate (object *op) |
277 |
|
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{ /* 1 = going down, 0 = goind up */ |
278 |
|
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object *tmp; |
279 |
|
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|
280 |
|
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if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) |
281 |
|
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{ |
282 |
|
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LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); |
283 |
|
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op->stats.wc = 0; |
284 |
|
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} |
285 |
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|
286 |
|
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/* We're going down */ |
287 |
|
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if (op->value) |
288 |
|
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{ |
289 |
|
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if (--op->stats.wc <= 0) |
290 |
|
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{ /* Reached bottom, let's stop */ |
291 |
|
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op->stats.wc = 0; |
292 |
|
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if (op->arch->clone.speed) |
293 |
|
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op->value = 0; |
294 |
|
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else |
295 |
root |
1.26 |
op->set_speed (0); |
296 |
root |
1.6 |
} |
297 |
root |
1.26 |
|
298 |
root |
1.9 |
if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) |
299 |
|
|
{ |
300 |
|
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op->move_block = 0; |
301 |
|
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CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
302 |
|
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update_all_los (op->map, op->x, op->y); |
303 |
|
|
} |
304 |
root |
1.26 |
|
305 |
root |
1.9 |
SET_ANIMATION (op, op->stats.wc); |
306 |
|
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update_object (op, UP_OBJ_CHANGE); |
307 |
|
|
return; |
308 |
elmex |
1.1 |
} |
309 |
|
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|
310 |
root |
1.9 |
/* We're going up */ |
311 |
elmex |
1.1 |
|
312 |
root |
1.9 |
/* First, lets see if we are already at the top */ |
313 |
|
|
if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
314 |
|
|
{ |
315 |
elmex |
1.1 |
|
316 |
root |
1.9 |
/* Check to make sure that only non pickable and non rollable |
317 |
|
|
* objects are above the gate. If so, we finish closing the gate, |
318 |
|
|
* otherwise, we fall through to the code below which should lower |
319 |
|
|
* the gate slightly. |
320 |
|
|
*/ |
321 |
|
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|
322 |
|
|
for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
323 |
|
|
if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
324 |
|
|
break; |
325 |
root |
1.6 |
|
326 |
root |
1.9 |
if (tmp == NULL) |
327 |
|
|
{ |
328 |
|
|
if (op->arch->clone.speed) |
329 |
|
|
op->value = 1; |
330 |
|
|
else |
331 |
root |
1.26 |
op->set_speed (0); |
332 |
|
|
|
333 |
root |
1.9 |
return; |
334 |
|
|
} |
335 |
|
|
} |
336 |
|
|
|
337 |
|
|
if (op->stats.food) |
338 |
|
|
{ /* The gate is going temporarily down */ |
339 |
|
|
if (--op->stats.wc <= 0) |
340 |
|
|
{ /* Gone all the way down? */ |
341 |
|
|
op->stats.food = 0; /* Then let's try again */ |
342 |
|
|
op->stats.wc = 0; |
343 |
root |
1.6 |
} |
344 |
elmex |
1.1 |
} |
345 |
root |
1.9 |
else |
346 |
|
|
{ /* The gate is still going up */ |
347 |
|
|
op->stats.wc++; |
348 |
elmex |
1.1 |
|
349 |
root |
1.9 |
if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) |
350 |
|
|
op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; |
351 |
|
|
|
352 |
|
|
/* If there is something on top of the gate, we try to roll it off. |
353 |
|
|
* If a player/monster, we don't roll, we just hit them with damage |
354 |
|
|
*/ |
355 |
|
|
if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) |
356 |
|
|
{ |
357 |
|
|
/* Halfway or further, check blocks */ |
358 |
|
|
/* First, get the top object on the square. */ |
359 |
|
|
for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
360 |
|
|
|
361 |
|
|
if (tmp != NULL) |
362 |
|
|
{ |
363 |
|
|
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
364 |
|
|
{ |
365 |
|
|
hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); |
366 |
|
|
if (tmp->type == PLAYER) |
367 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); |
368 |
|
|
} |
369 |
|
|
else |
370 |
|
|
/* If the object is not alive, and the object either can |
371 |
|
|
* be picked up or the object rolls, move the object |
372 |
|
|
* off the gate. |
373 |
|
|
*/ |
374 |
|
|
if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) |
375 |
|
|
{ |
376 |
|
|
/* If it has speed, it should move itself, otherwise: */ |
377 |
|
|
int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
378 |
|
|
|
379 |
|
|
/* If there is a free spot, move the object someplace */ |
380 |
|
|
if (i != -1) |
381 |
|
|
{ |
382 |
root |
1.16 |
tmp->remove (); |
383 |
root |
1.9 |
tmp->x += freearr_x[i], tmp->y += freearr_y[i]; |
384 |
|
|
insert_ob_in_map (tmp, op->map, op, 0); |
385 |
root |
1.6 |
} |
386 |
|
|
} |
387 |
|
|
} |
388 |
|
|
|
389 |
root |
1.9 |
/* See if there is still anything blocking the gate */ |
390 |
|
|
for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
391 |
|
|
if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
392 |
|
|
break; |
393 |
|
|
|
394 |
|
|
/* IF there is, start putting the gate down */ |
395 |
|
|
if (tmp) |
396 |
|
|
{ |
397 |
|
|
op->stats.food = 1; |
398 |
|
|
} |
399 |
|
|
else |
400 |
|
|
{ |
401 |
|
|
op->move_block = MOVE_ALL; |
402 |
|
|
if (!op->arch->clone.stats.ac) |
403 |
|
|
SET_FLAG (op, FLAG_BLOCKSVIEW); |
404 |
|
|
update_all_los (op->map, op->x, op->y); |
405 |
|
|
} |
406 |
|
|
} /* gate is halfway up */ |
407 |
|
|
|
408 |
|
|
SET_ANIMATION (op, op->stats.wc); |
409 |
|
|
update_object (op, UP_OBJ_CHANGE); |
410 |
|
|
} /* gate is going up */ |
411 |
elmex |
1.1 |
} |
412 |
|
|
|
413 |
|
|
/* hp : how long door is open/closed |
414 |
|
|
* maxhp : initial value for hp |
415 |
|
|
* sp : 1 = open, 0 = close |
416 |
|
|
*/ |
417 |
root |
1.9 |
void |
418 |
|
|
move_timed_gate (object *op) |
419 |
elmex |
1.1 |
{ |
420 |
|
|
int v = op->value; |
421 |
|
|
|
422 |
root |
1.9 |
if (op->stats.sp) |
423 |
|
|
{ |
424 |
|
|
move_gate (op); |
425 |
|
|
if (op->value != v) /* change direction ? */ |
426 |
|
|
op->stats.sp = 0; |
427 |
|
|
return; |
428 |
|
|
} |
429 |
|
|
if (--op->stats.hp <= 0) |
430 |
|
|
{ /* keep gate down */ |
431 |
|
|
move_gate (op); |
432 |
|
|
if (op->value != v) |
433 |
root |
1.26 |
op->set_speed (0); |
434 |
elmex |
1.1 |
} |
435 |
|
|
} |
436 |
|
|
|
437 |
|
|
/* slaying: name of the thing the detector is to look for |
438 |
|
|
* speed: frequency of 'glances' |
439 |
|
|
* connected: connected value of detector |
440 |
|
|
* sp: 1 if detection sets buttons |
441 |
|
|
* -1 if detection unsets buttons |
442 |
|
|
*/ |
443 |
|
|
|
444 |
root |
1.9 |
void |
445 |
|
|
move_detector (object *op) |
446 |
elmex |
1.1 |
{ |
447 |
root |
1.9 |
object *tmp; |
448 |
|
|
int last = op->value; |
449 |
|
|
int detected; |
450 |
|
|
|
451 |
|
|
detected = 0; |
452 |
|
|
|
453 |
root |
1.20 |
for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) |
454 |
root |
1.9 |
{ |
455 |
|
|
object *tmp2; |
456 |
|
|
|
457 |
|
|
if (op->stats.hp) |
458 |
|
|
{ |
459 |
|
|
for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
460 |
|
|
{ |
461 |
|
|
if (op->slaying && !strcmp (op->slaying, tmp->name)) |
462 |
|
|
detected = 1; |
463 |
|
|
if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) |
464 |
|
|
detected = 1; |
465 |
|
|
} |
466 |
|
|
} |
467 |
|
|
if (op->slaying && !strcmp (op->slaying, tmp->name)) |
468 |
|
|
{ |
469 |
root |
1.6 |
detected = 1; |
470 |
|
|
} |
471 |
root |
1.9 |
else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) |
472 |
|
|
detected = 1; |
473 |
elmex |
1.1 |
} |
474 |
|
|
|
475 |
root |
1.9 |
/* the detector sets the button if detection is found */ |
476 |
|
|
if (op->stats.sp == 1) |
477 |
|
|
{ |
478 |
|
|
if (detected && last == 0) |
479 |
|
|
{ |
480 |
|
|
op->value = 1; |
481 |
|
|
push_button (op); |
482 |
root |
1.6 |
} |
483 |
root |
1.9 |
if (!detected && last == 1) |
484 |
|
|
{ |
485 |
|
|
op->value = 0; |
486 |
|
|
push_button (op); |
487 |
root |
1.6 |
} |
488 |
elmex |
1.1 |
} |
489 |
root |
1.9 |
else |
490 |
|
|
{ /* in this case, we unset buttons */ |
491 |
|
|
if (detected && last == 1) |
492 |
|
|
{ |
493 |
|
|
op->value = 0; |
494 |
|
|
push_button (op); |
495 |
root |
1.6 |
} |
496 |
root |
1.9 |
if (!detected && last == 0) |
497 |
|
|
{ |
498 |
|
|
op->value = 1; |
499 |
|
|
push_button (op); |
500 |
root |
1.6 |
} |
501 |
elmex |
1.1 |
} |
502 |
|
|
} |
503 |
|
|
|
504 |
|
|
|
505 |
root |
1.9 |
void |
506 |
|
|
animate_trigger (object *op) |
507 |
elmex |
1.1 |
{ |
508 |
root |
1.9 |
if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) |
509 |
|
|
{ |
510 |
|
|
op->stats.wc = 0; |
511 |
|
|
check_trigger (op, NULL); |
512 |
|
|
} |
513 |
|
|
else |
514 |
|
|
{ |
515 |
|
|
SET_ANIMATION (op, op->stats.wc); |
516 |
|
|
update_object (op, UP_OBJ_FACE); |
517 |
|
|
} |
518 |
elmex |
1.1 |
} |
519 |
|
|
|
520 |
root |
1.9 |
void |
521 |
|
|
move_hole (object *op) |
522 |
|
|
{ /* 1 = opening, 0 = closing */ |
523 |
|
|
object *next, *tmp; |
524 |
|
|
|
525 |
|
|
if (op->value) |
526 |
|
|
{ /* We're opening */ |
527 |
|
|
if (--op->stats.wc <= 0) |
528 |
|
|
{ /* Opened, let's stop */ |
529 |
|
|
op->stats.wc = 0; |
530 |
root |
1.26 |
op->set_speed (0); |
531 |
root |
1.9 |
|
532 |
|
|
/* Hard coding this makes sense for holes I suppose */ |
533 |
|
|
op->move_on = MOVE_WALK; |
534 |
|
|
for (tmp = op->above; tmp != NULL; tmp = next) |
535 |
|
|
{ |
536 |
|
|
next = tmp->above; |
537 |
|
|
move_apply (op, tmp, tmp); |
538 |
root |
1.6 |
} |
539 |
|
|
} |
540 |
root |
1.26 |
|
541 |
root |
1.9 |
SET_ANIMATION (op, op->stats.wc); |
542 |
|
|
update_object (op, UP_OBJ_FACE); |
543 |
|
|
return; |
544 |
elmex |
1.1 |
} |
545 |
root |
1.9 |
/* We're closing */ |
546 |
|
|
op->move_on = 0; |
547 |
elmex |
1.1 |
|
548 |
root |
1.9 |
op->stats.wc++; |
549 |
|
|
if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) |
550 |
|
|
op->stats.wc = NUM_ANIMATIONS (op) - 1; |
551 |
root |
1.26 |
|
552 |
root |
1.9 |
SET_ANIMATION (op, op->stats.wc); |
553 |
|
|
update_object (op, UP_OBJ_FACE); |
554 |
|
|
if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
555 |
root |
1.26 |
op->set_speed (0); /* closed, let's stop */ |
556 |
elmex |
1.1 |
} |
557 |
|
|
|
558 |
|
|
|
559 |
|
|
/* stop_item() returns a pointer to the stopped object. The stopped object |
560 |
|
|
* may or may not have been removed from maps or inventories. It will not |
561 |
|
|
* have been merged with other items. |
562 |
|
|
* |
563 |
|
|
* This function assumes that only items on maps need special treatment. |
564 |
|
|
* |
565 |
|
|
* If the object can't be stopped, or it was destroyed while trying to stop |
566 |
|
|
* it, NULL is returned. |
567 |
|
|
* |
568 |
|
|
* fix_stopped_item() should be used if the stopped item should be put on |
569 |
|
|
* the map. |
570 |
|
|
*/ |
571 |
root |
1.9 |
object * |
572 |
|
|
stop_item (object *op) |
573 |
elmex |
1.1 |
{ |
574 |
root |
1.9 |
if (op->map == NULL) |
575 |
|
|
return op; |
576 |
elmex |
1.1 |
|
577 |
root |
1.9 |
switch (op->type) |
578 |
elmex |
1.1 |
{ |
579 |
root |
1.10 |
case THROWN_OBJ: |
580 |
|
|
{ |
581 |
|
|
object *payload = op->inv; |
582 |
root |
1.9 |
|
583 |
root |
1.10 |
if (payload == NULL) |
584 |
|
|
return NULL; |
585 |
root |
1.16 |
payload->remove (); |
586 |
root |
1.17 |
op->destroy (); |
587 |
root |
1.10 |
return payload; |
588 |
|
|
} |
589 |
elmex |
1.1 |
|
590 |
root |
1.10 |
case ARROW: |
591 |
elmex |
1.29 |
if (op->has_active_speed ()) |
592 |
root |
1.10 |
op = fix_stopped_arrow (op); |
593 |
|
|
return op; |
594 |
elmex |
1.1 |
|
595 |
root |
1.10 |
default: |
596 |
|
|
return op; |
597 |
elmex |
1.1 |
} |
598 |
|
|
} |
599 |
|
|
|
600 |
|
|
/* fix_stopped_item() - put stopped item where stop_item() had found it. |
601 |
|
|
* Inserts item into the old map, or merges it if it already is on the map. |
602 |
|
|
* |
603 |
|
|
* 'map' must be the value of op->map before stop_item() was called. |
604 |
|
|
*/ |
605 |
root |
1.9 |
void |
606 |
root |
1.13 |
fix_stopped_item (object *op, maptile *map, object *originator) |
607 |
elmex |
1.1 |
{ |
608 |
root |
1.9 |
if (map == NULL) |
609 |
|
|
return; |
610 |
|
|
if (QUERY_FLAG (op, FLAG_REMOVED)) |
611 |
|
|
insert_ob_in_map (op, map, originator, 0); |
612 |
|
|
else if (op->type == ARROW) |
613 |
|
|
merge_ob (op, NULL); /* only some arrows actually need this */ |
614 |
elmex |
1.1 |
} |
615 |
|
|
|
616 |
|
|
|
617 |
root |
1.9 |
object * |
618 |
|
|
fix_stopped_arrow (object *op) |
619 |
|
|
{ |
620 |
|
|
if (rndm (0, 99) < op->stats.food) |
621 |
|
|
{ |
622 |
|
|
/* Small chance of breaking */ |
623 |
root |
1.17 |
op->destroy (); |
624 |
root |
1.9 |
return NULL; |
625 |
|
|
} |
626 |
|
|
|
627 |
root |
1.26 |
op->set_speed (0); |
628 |
root |
1.9 |
op->direction = 0; |
629 |
|
|
op->move_on = 0; |
630 |
|
|
op->move_type = 0; |
631 |
|
|
op->stats.wc = op->stats.sp; |
632 |
|
|
op->stats.dam = op->stats.hp; |
633 |
|
|
op->attacktype = op->stats.grace; |
634 |
|
|
op->slaying = 0; |
635 |
|
|
op->skill = 0; |
636 |
|
|
|
637 |
|
|
if (op->spellarg != NULL) |
638 |
|
|
{ |
639 |
|
|
op->slaying = op->spellarg; |
640 |
|
|
free (op->spellarg); |
641 |
|
|
op->spellarg = NULL; |
642 |
|
|
} |
643 |
|
|
else |
644 |
|
|
op->slaying = NULL; |
645 |
|
|
|
646 |
root |
1.18 |
/* Reset these to zero, so that object::can_merge will work properly */ |
647 |
root |
1.9 |
op->spellarg = NULL; |
648 |
|
|
op->stats.sp = 0; |
649 |
|
|
op->stats.hp = 0; |
650 |
|
|
op->stats.grace = 0; |
651 |
|
|
op->level = 0; |
652 |
|
|
op->face = op->arch->clone.face; |
653 |
|
|
op->owner = NULL; /* So that stopped arrows will be saved */ |
654 |
|
|
update_object (op, UP_OBJ_FACE); |
655 |
|
|
return op; |
656 |
elmex |
1.1 |
} |
657 |
|
|
|
658 |
|
|
/* stop_arrow() - what to do when a non-living flying object |
659 |
|
|
* has to stop. Sept 96 - I added in thrown object code in |
660 |
|
|
* here too. -b.t. |
661 |
|
|
* |
662 |
|
|
* Returns a pointer to the stopped object (which will have been removed |
663 |
|
|
* from maps or inventories), or NULL if was destroyed. |
664 |
|
|
*/ |
665 |
root |
1.9 |
static void |
666 |
|
|
stop_arrow (object *op) |
667 |
elmex |
1.1 |
{ |
668 |
root |
1.9 |
if (INVOKE_OBJECT (STOP, op)) |
669 |
|
|
return; |
670 |
|
|
|
671 |
|
|
if (op->inv) |
672 |
|
|
{ |
673 |
|
|
object *payload = op->inv; |
674 |
root |
1.4 |
|
675 |
root |
1.16 |
payload->remove (); |
676 |
root |
1.18 |
payload->owner = 0; |
677 |
root |
1.9 |
insert_ob_in_map (payload, op->map, payload, 0); |
678 |
root |
1.17 |
op->destroy (); |
679 |
root |
1.9 |
} |
680 |
|
|
else |
681 |
|
|
{ |
682 |
|
|
op = fix_stopped_arrow (op); |
683 |
|
|
if (op) |
684 |
|
|
merge_ob (op, NULL); |
685 |
elmex |
1.1 |
} |
686 |
|
|
} |
687 |
|
|
|
688 |
|
|
/* Move an arrow along its course. op is the arrow or thrown object. |
689 |
|
|
*/ |
690 |
|
|
|
691 |
root |
1.9 |
void |
692 |
|
|
move_arrow (object *op) |
693 |
|
|
{ |
694 |
|
|
object *tmp; |
695 |
|
|
sint16 new_x, new_y; |
696 |
|
|
int was_reflected, mflags; |
697 |
root |
1.13 |
maptile *m; |
698 |
root |
1.9 |
|
699 |
|
|
if (op->map == NULL) |
700 |
|
|
{ |
701 |
|
|
LOG (llevError, "BUG: Arrow had no map.\n"); |
702 |
root |
1.17 |
op->destroy (); |
703 |
root |
1.9 |
return; |
704 |
elmex |
1.1 |
} |
705 |
|
|
|
706 |
root |
1.9 |
/* we need to stop thrown objects at some point. Like here. */ |
707 |
|
|
if (op->type == THROWN_OBJ) |
708 |
|
|
{ |
709 |
|
|
/* If the object that the THROWN_OBJ encapsulates disappears, |
710 |
|
|
* we need to have this object go away also - otherwise, you get |
711 |
|
|
* left over remnants on the map. Where this currently happens |
712 |
|
|
* is if the player throws a bomb - the bomb explodes on its own, |
713 |
|
|
* but this object sticks around. We could handle the cleanup in the |
714 |
|
|
* bomb code, but there are potential other cases where that could happen, |
715 |
|
|
* and it is easy enough to clean it up here. |
716 |
|
|
*/ |
717 |
|
|
if (op->inv == NULL) |
718 |
|
|
{ |
719 |
root |
1.17 |
op->destroy (); |
720 |
root |
1.9 |
return; |
721 |
root |
1.6 |
} |
722 |
root |
1.14 |
|
723 |
root |
1.9 |
if (op->last_sp-- < 0) |
724 |
|
|
{ |
725 |
|
|
stop_arrow (op); |
726 |
|
|
return; |
727 |
root |
1.6 |
} |
728 |
elmex |
1.1 |
} |
729 |
|
|
|
730 |
root |
1.9 |
/* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower |
731 |
|
|
values look rediculous. */ |
732 |
|
|
if (op->speed < 0.5 && op->type == ARROW) |
733 |
|
|
{ |
734 |
|
|
stop_arrow (op); |
735 |
|
|
return; |
736 |
elmex |
1.1 |
} |
737 |
|
|
|
738 |
root |
1.9 |
/* Calculate target map square */ |
739 |
|
|
new_x = op->x + DIRX (op); |
740 |
|
|
new_y = op->y + DIRY (op); |
741 |
|
|
was_reflected = 0; |
742 |
elmex |
1.1 |
|
743 |
root |
1.9 |
m = op->map; |
744 |
|
|
mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); |
745 |
elmex |
1.1 |
|
746 |
root |
1.9 |
if (mflags & P_OUT_OF_MAP) |
747 |
|
|
{ |
748 |
|
|
stop_arrow (op); |
749 |
|
|
return; |
750 |
elmex |
1.1 |
} |
751 |
|
|
|
752 |
root |
1.9 |
/* only need to look for living creatures if this flag is set */ |
753 |
|
|
if (mflags & P_IS_ALIVE) |
754 |
|
|
{ |
755 |
root |
1.20 |
for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) |
756 |
root |
1.9 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
757 |
|
|
break; |
758 |
|
|
|
759 |
|
|
/* Not really fair, but don't let monsters hit themselves with |
760 |
|
|
* their own arrow - this can be because they fire it then |
761 |
|
|
* move into it. |
762 |
|
|
*/ |
763 |
root |
1.14 |
if (tmp && tmp != op->owner) |
764 |
root |
1.9 |
{ |
765 |
|
|
/* Found living object, but it is reflecting the missile. Update |
766 |
|
|
* as below. (Note that for living creatures there is a small |
767 |
|
|
* chance that reflect_missile fails.) |
768 |
|
|
*/ |
769 |
|
|
if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) |
770 |
|
|
{ |
771 |
|
|
int number = op->face->number; |
772 |
|
|
|
773 |
|
|
op->direction = absdir (op->direction + 4); |
774 |
|
|
op->state = 0; |
775 |
root |
1.14 |
|
776 |
root |
1.9 |
if (GET_ANIM_ID (op)) |
777 |
|
|
{ |
778 |
|
|
number += 4; |
779 |
root |
1.14 |
|
780 |
root |
1.9 |
if (number > GET_ANIMATION (op, 8)) |
781 |
|
|
number -= 8; |
782 |
root |
1.14 |
|
783 |
root |
1.9 |
op->face = &new_faces[number]; |
784 |
root |
1.6 |
} |
785 |
root |
1.14 |
|
786 |
root |
1.9 |
was_reflected = 1; /* skip normal movement calculations */ |
787 |
root |
1.6 |
} |
788 |
root |
1.9 |
else |
789 |
|
|
{ |
790 |
|
|
/* Attack the object. */ |
791 |
|
|
op = hit_with_arrow (op, tmp); |
792 |
root |
1.14 |
|
793 |
|
|
if (!op) |
794 |
root |
1.9 |
return; |
795 |
|
|
} |
796 |
|
|
} /* if this is not hitting its owner */ |
797 |
|
|
} /* if there is something alive on this space */ |
798 |
root |
1.6 |
|
799 |
root |
1.9 |
if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) |
800 |
|
|
{ |
801 |
|
|
int retry = 0; |
802 |
|
|
|
803 |
|
|
/* if the object doesn't reflect, stop the arrow from moving |
804 |
|
|
* note that this code will now catch cases where a monster is |
805 |
|
|
* on a wall but has reflecting - the arrow won't reflect. |
806 |
|
|
* Mapmakers shouldn't put monsters on top of wall in the first |
807 |
|
|
* place, so I don't consider that a problem. |
808 |
|
|
*/ |
809 |
|
|
if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) |
810 |
|
|
{ |
811 |
|
|
stop_arrow (op); |
812 |
|
|
return; |
813 |
|
|
} |
814 |
|
|
else |
815 |
|
|
{ |
816 |
|
|
/* If one of the major directions (n,s,e,w), just reverse it */ |
817 |
|
|
if (op->direction & 1) |
818 |
|
|
{ |
819 |
|
|
op->direction = absdir (op->direction + 4); |
820 |
|
|
retry = 1; |
821 |
|
|
} |
822 |
|
|
/* There were two blocks with identical code - |
823 |
|
|
* use this retry here to make this one block |
824 |
|
|
* that did the same thing. |
825 |
|
|
*/ |
826 |
|
|
while (retry < 2) |
827 |
|
|
{ |
828 |
|
|
int left, right, mflags; |
829 |
root |
1.13 |
maptile *m1; |
830 |
root |
1.9 |
sint16 x1, y1; |
831 |
|
|
|
832 |
|
|
retry++; |
833 |
|
|
|
834 |
|
|
/* Need to check for P_OUT_OF_MAP: if the arrow is tavelling |
835 |
|
|
* over a corner in a tiled map, it is possible that |
836 |
|
|
* op->direction is within an adjacent map but either |
837 |
|
|
* op->direction-1 or op->direction+1 does not exist. |
838 |
|
|
*/ |
839 |
|
|
mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], |
840 |
|
|
op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); |
841 |
|
|
left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1))); |
842 |
|
|
|
843 |
|
|
mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], |
844 |
|
|
op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); |
845 |
|
|
right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1))); |
846 |
|
|
|
847 |
|
|
if (left == right) |
848 |
|
|
op->direction = absdir (op->direction + 4); |
849 |
|
|
else if (left) |
850 |
|
|
op->direction = absdir (op->direction + 2); |
851 |
|
|
else if (right) |
852 |
|
|
op->direction = absdir (op->direction - 2); |
853 |
|
|
|
854 |
|
|
mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1); |
855 |
|
|
|
856 |
|
|
/* If this space is not out of the map and not blocked, valid space - |
857 |
|
|
* don't need to retry again. |
858 |
|
|
*/ |
859 |
|
|
if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) |
860 |
|
|
break; |
861 |
root |
1.6 |
|
862 |
|
|
} |
863 |
root |
1.9 |
/* Couldn't find a direction to move the arrow to - just |
864 |
|
|
* top it from moving. |
865 |
|
|
*/ |
866 |
|
|
if (retry == 2) |
867 |
|
|
{ |
868 |
|
|
stop_arrow (op); |
869 |
|
|
return; |
870 |
|
|
} |
871 |
|
|
/* update object image for new facing */ |
872 |
|
|
/* many thrown objects *don't* have more than one face */ |
873 |
|
|
if (GET_ANIM_ID (op)) |
874 |
|
|
SET_ANIMATION (op, op->direction); |
875 |
|
|
} /* object is reflected */ |
876 |
|
|
} /* object ran into a wall */ |
877 |
|
|
|
878 |
|
|
/* Move the arrow. */ |
879 |
root |
1.16 |
op->remove (); |
880 |
root |
1.9 |
op->x = new_x; |
881 |
|
|
op->y = new_y; |
882 |
|
|
|
883 |
|
|
/* decrease the speed as it flies. 0.05 means a standard bow will shoot |
884 |
|
|
* about 17 squares. Tune as needed. |
885 |
|
|
*/ |
886 |
|
|
op->speed -= 0.05; |
887 |
|
|
insert_ob_in_map (op, m, op, 0); |
888 |
elmex |
1.1 |
} |
889 |
|
|
|
890 |
|
|
/* This routine doesnt seem to work for "inanimate" objects that |
891 |
|
|
* are being carried, ie a held torch leaps from your hands!. |
892 |
|
|
* Modified this routine to allow held objects. b.t. */ |
893 |
|
|
|
894 |
root |
1.9 |
void |
895 |
|
|
change_object (object *op) |
896 |
|
|
{ /* Doesn`t handle linked objs yet */ |
897 |
|
|
int i, j; |
898 |
|
|
|
899 |
|
|
if (op->other_arch == NULL) |
900 |
|
|
{ |
901 |
|
|
LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); |
902 |
|
|
return; |
903 |
|
|
} |
904 |
|
|
|
905 |
|
|
/* In non-living items only change when food value is 0 */ |
906 |
|
|
if (!QUERY_FLAG (op, FLAG_ALIVE)) |
907 |
|
|
{ |
908 |
|
|
if (op->stats.food-- > 0) |
909 |
|
|
return; |
910 |
|
|
else |
911 |
|
|
op->stats.food = 1; /* so 1 other_arch is made */ |
912 |
|
|
} |
913 |
root |
1.20 |
|
914 |
|
|
object *pl = op->in_player (); |
915 |
|
|
object *env = op->env; |
916 |
|
|
|
917 |
root |
1.16 |
op->remove (); |
918 |
root |
1.9 |
for (i = 0; i < NROFNEWOBJS (op); i++) |
919 |
|
|
{ |
920 |
root |
1.20 |
object *tmp = arch_to_object (op->other_arch); |
921 |
|
|
|
922 |
root |
1.9 |
if (op->type == LAMP) |
923 |
|
|
tmp->stats.food = op->stats.food - 1; |
924 |
root |
1.20 |
|
925 |
root |
1.9 |
tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ |
926 |
|
|
if (env) |
927 |
|
|
{ |
928 |
|
|
tmp->x = env->x, tmp->y = env->y; |
929 |
|
|
tmp = insert_ob_in_ob (tmp, env); |
930 |
root |
1.20 |
|
931 |
root |
1.9 |
/* If this object is the players inventory, we need to tell the |
932 |
|
|
* client of the change. Insert_ob_in_map takes care of the |
933 |
|
|
* updating the client, so we don't need to do that below. |
934 |
|
|
*/ |
935 |
root |
1.20 |
if (pl) |
936 |
root |
1.9 |
{ |
937 |
|
|
esrv_del_item (pl->contr, op->count); |
938 |
|
|
esrv_send_item (pl, tmp); |
939 |
|
|
} |
940 |
|
|
} |
941 |
|
|
else |
942 |
|
|
{ |
943 |
|
|
j = find_first_free_spot (tmp, op->map, op->x, op->y); |
944 |
|
|
if (j == -1) /* No free spot */ |
945 |
root |
1.17 |
tmp->destroy (); |
946 |
root |
1.9 |
else |
947 |
|
|
{ |
948 |
|
|
tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
949 |
|
|
insert_ob_in_map (tmp, op->map, op, 0); |
950 |
|
|
} |
951 |
|
|
} |
952 |
|
|
} |
953 |
root |
1.17 |
|
954 |
|
|
op->destroy (); |
955 |
root |
1.9 |
} |
956 |
|
|
|
957 |
|
|
void |
958 |
|
|
move_teleporter (object *op) |
959 |
|
|
{ |
960 |
|
|
object *tmp, *head = op; |
961 |
elmex |
1.1 |
|
962 |
root |
1.9 |
/* if this is a multipart teleporter, handle the other parts |
963 |
|
|
* The check for speed isn't strictly needed - basically, if |
964 |
|
|
* there is an old multipart teleporter in which the other parts |
965 |
|
|
* have speed, we don't really want to call it twice for the same |
966 |
|
|
* function - in fact, as written below, part N would get called |
967 |
|
|
* N times without the speed check. |
968 |
|
|
*/ |
969 |
elmex |
1.29 |
if (op->more && !op->more->has_active_speed ()) |
970 |
root |
1.9 |
move_teleporter (op->more); |
971 |
|
|
|
972 |
|
|
if (op->head) |
973 |
|
|
head = op->head; |
974 |
|
|
|
975 |
|
|
for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
976 |
|
|
if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
977 |
|
|
break; |
978 |
|
|
|
979 |
|
|
/* If nothing above us to move, nothing to do */ |
980 |
|
|
if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) |
981 |
elmex |
1.1 |
return; |
982 |
|
|
|
983 |
root |
1.9 |
if (EXIT_PATH (head)) |
984 |
|
|
{ |
985 |
|
|
if (tmp->type == PLAYER) |
986 |
|
|
{ |
987 |
|
|
if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
988 |
|
|
return; |
989 |
root |
1.3 |
|
990 |
root |
1.28 |
tmp->enter_exit (head); |
991 |
root |
1.6 |
} |
992 |
root |
1.9 |
else |
993 |
|
|
/* Currently only players can transfer maps */ |
994 |
|
|
return; |
995 |
elmex |
1.1 |
} |
996 |
root |
1.9 |
else if (EXIT_X (head) || EXIT_Y (head)) |
997 |
|
|
{ |
998 |
|
|
if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) |
999 |
|
|
{ |
1000 |
|
|
LOG (llevError, "Removed illegal teleporter.\n"); |
1001 |
root |
1.17 |
head->destroy (); |
1002 |
root |
1.9 |
return; |
1003 |
root |
1.6 |
} |
1004 |
root |
1.17 |
|
1005 |
root |
1.9 |
if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
1006 |
|
|
return; |
1007 |
root |
1.17 |
|
1008 |
root |
1.9 |
transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); |
1009 |
elmex |
1.1 |
} |
1010 |
root |
1.9 |
else |
1011 |
|
|
{ |
1012 |
|
|
/* Random teleporter */ |
1013 |
|
|
if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
1014 |
|
|
return; |
1015 |
|
|
teleport (head, TELEPORTER, tmp); |
1016 |
elmex |
1.1 |
} |
1017 |
|
|
} |
1018 |
|
|
|
1019 |
|
|
|
1020 |
|
|
/* This object will teleport someone to a different map |
1021 |
|
|
and will also apply changes to the player from its inventory. |
1022 |
|
|
This was invented for giving classes, but there's no reason it |
1023 |
|
|
can't be generalized. |
1024 |
|
|
*/ |
1025 |
root |
1.9 |
void |
1026 |
|
|
move_player_changer (object *op) |
1027 |
|
|
{ |
1028 |
|
|
object *player; |
1029 |
|
|
object *walk; |
1030 |
|
|
char c; |
1031 |
|
|
|
1032 |
|
|
if (!op->above || !EXIT_PATH (op)) |
1033 |
|
|
return; |
1034 |
|
|
|
1035 |
|
|
/* This isn't all that great - means that the player_mover |
1036 |
|
|
* needs to be on top. |
1037 |
|
|
*/ |
1038 |
|
|
if (op->above->type == PLAYER) |
1039 |
|
|
{ |
1040 |
|
|
if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
1041 |
|
|
return; |
1042 |
|
|
player = op->above; |
1043 |
|
|
|
1044 |
|
|
for (walk = op->inv; walk != NULL; walk = walk->below) |
1045 |
|
|
apply_changes_to_player (player, walk); |
1046 |
|
|
|
1047 |
root |
1.23 |
player->update_stats (); |
1048 |
root |
1.9 |
|
1049 |
|
|
esrv_send_inventory (op->above, op->above); |
1050 |
|
|
esrv_update_item (UPD_FACE, op->above, op->above); |
1051 |
|
|
|
1052 |
|
|
/* update players death & WoR home-position */ |
1053 |
|
|
sscanf (EXIT_PATH (op), "%c", &c); |
1054 |
|
|
if (c == '/') |
1055 |
|
|
{ |
1056 |
root |
1.30 |
player->contr->savebed_map = EXIT_PATH (op); |
1057 |
|
|
player->contr->bed_x = EXIT_X (op); |
1058 |
|
|
player->contr->bed_y = EXIT_Y (op); |
1059 |
root |
1.9 |
} |
1060 |
|
|
else |
1061 |
|
|
LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); |
1062 |
|
|
|
1063 |
root |
1.28 |
op->above->enter_exit (op); |
1064 |
root |
1.23 |
player->contr->save (); |
1065 |
elmex |
1.1 |
} |
1066 |
|
|
} |
1067 |
|
|
|
1068 |
|
|
/* firewalls fire other spells. |
1069 |
|
|
* The direction of the wall is stored in op->stats.sp. |
1070 |
|
|
* walls can have hp, so they can be torn down. |
1071 |
|
|
*/ |
1072 |
root |
1.9 |
void |
1073 |
|
|
move_firewall (object *op) |
1074 |
|
|
{ |
1075 |
|
|
object *spell; |
1076 |
elmex |
1.1 |
|
1077 |
root |
1.9 |
if (!op->map) |
1078 |
|
|
return; /* dm has created a firewall in his inventory */ |
1079 |
elmex |
1.1 |
|
1080 |
root |
1.9 |
spell = op->inv; |
1081 |
root |
1.24 |
|
1082 |
root |
1.9 |
if (!spell || spell->type != SPELL) |
1083 |
|
|
spell = &op->other_arch->clone; |
1084 |
root |
1.24 |
|
1085 |
root |
1.9 |
if (!spell) |
1086 |
|
|
{ |
1087 |
root |
1.28 |
LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); |
1088 |
root |
1.9 |
return; |
1089 |
elmex |
1.1 |
} |
1090 |
|
|
|
1091 |
root |
1.9 |
cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); |
1092 |
elmex |
1.1 |
} |
1093 |
|
|
|
1094 |
|
|
/* move_player_mover: this function takes a "player mover" as an |
1095 |
|
|
* argument, and performs the function of a player mover, which is: |
1096 |
|
|
* |
1097 |
|
|
* a player mover finds any players that are sitting on it. It |
1098 |
|
|
* moves them in the op->stats.sp direction. speed is how often it'll move. |
1099 |
|
|
* If attacktype is nonzero it will paralyze the player. If lifesave is set, |
1100 |
|
|
* it'll dissapear after hp+1 moves. If hp is set and attacktype is set, |
1101 |
|
|
* it'll paralyze the victim for hp*his speed/op->speed |
1102 |
|
|
*/ |
1103 |
root |
1.9 |
void |
1104 |
|
|
move_player_mover (object *op) |
1105 |
|
|
{ |
1106 |
|
|
object *victim, *nextmover; |
1107 |
|
|
int dir = op->stats.sp; |
1108 |
|
|
sint16 nx, ny; |
1109 |
root |
1.13 |
maptile *m; |
1110 |
root |
1.9 |
|
1111 |
|
|
/* Determine direction now for random movers so we do the right thing */ |
1112 |
|
|
if (!dir) |
1113 |
|
|
dir = rndm (1, 8); |
1114 |
|
|
|
1115 |
root |
1.20 |
for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) |
1116 |
root |
1.9 |
{ |
1117 |
|
|
if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && |
1118 |
|
|
(victim->move_type & op->move_type || !victim->move_type)) |
1119 |
|
|
{ |
1120 |
|
|
|
1121 |
|
|
if (victim->head) |
1122 |
|
|
victim = victim->head; |
1123 |
|
|
|
1124 |
|
|
if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) |
1125 |
|
|
{ |
1126 |
root |
1.16 |
op->remove (); |
1127 |
root |
1.9 |
return; |
1128 |
|
|
} |
1129 |
root |
1.17 |
|
1130 |
root |
1.9 |
nx = op->x + freearr_x[dir]; |
1131 |
|
|
ny = op->y + freearr_y[dir]; |
1132 |
|
|
m = op->map; |
1133 |
|
|
if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
1134 |
|
|
{ |
1135 |
root |
1.28 |
LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y); |
1136 |
root |
1.9 |
return; |
1137 |
root |
1.6 |
} |
1138 |
root |
1.9 |
|
1139 |
|
|
if (should_director_abort (op, victim)) |
1140 |
|
|
return; |
1141 |
|
|
|
1142 |
root |
1.20 |
for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) |
1143 |
root |
1.9 |
{ |
1144 |
|
|
if (nextmover->type == PLAYERMOVER) |
1145 |
|
|
nextmover->speed_left = -.99; |
1146 |
|
|
if (QUERY_FLAG (nextmover, FLAG_ALIVE)) |
1147 |
|
|
{ |
1148 |
|
|
op->speed_left = -1.1; /* wait until the next thing gets out of the way */ |
1149 |
root |
1.6 |
} |
1150 |
|
|
} |
1151 |
|
|
|
1152 |
root |
1.9 |
if (victim->type == PLAYER) |
1153 |
|
|
{ |
1154 |
|
|
/* only level >=1 movers move people */ |
1155 |
|
|
if (op->level) |
1156 |
|
|
{ |
1157 |
|
|
/* Following is a bit of hack. We need to make sure it |
1158 |
|
|
* is cleared, otherwise the player will get stuck in |
1159 |
|
|
* place. This can happen if the player used a spell to |
1160 |
|
|
* get to this space. |
1161 |
|
|
*/ |
1162 |
|
|
victim->contr->fire_on = 0; |
1163 |
|
|
victim->speed_left = -FABS (victim->speed); |
1164 |
|
|
move_player (victim, dir); |
1165 |
root |
1.6 |
} |
1166 |
root |
1.9 |
else |
1167 |
|
|
return; |
1168 |
root |
1.6 |
} |
1169 |
root |
1.9 |
else |
1170 |
|
|
move_object (victim, dir); |
1171 |
root |
1.6 |
|
1172 |
root |
1.9 |
if (!op->stats.maxsp && op->attacktype) |
1173 |
|
|
op->stats.maxsp = 2; |
1174 |
root |
1.6 |
|
1175 |
root |
1.9 |
if (op->attacktype) |
1176 |
|
|
{ /* flag to paralyze the player */ |
1177 |
root |
1.6 |
|
1178 |
root |
1.9 |
victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); |
1179 |
|
|
/* Not sure why, but for some chars on metalforge, they |
1180 |
|
|
* would sometimes get -inf speed_left, and from the |
1181 |
|
|
* description, it could only happen here, so just put |
1182 |
|
|
* a lower sanity limit. My only guess is that the |
1183 |
|
|
* mover has 0 speed. |
1184 |
|
|
*/ |
1185 |
|
|
if (victim->speed_left < -5.0) |
1186 |
|
|
victim->speed_left = -5.0; |
1187 |
root |
1.6 |
} |
1188 |
|
|
} |
1189 |
elmex |
1.1 |
} |
1190 |
|
|
} |
1191 |
|
|
|
1192 |
|
|
/* |
1193 |
|
|
* Will duplicate a specified object placed on top of it. |
1194 |
|
|
* connected: what will trigger it. |
1195 |
|
|
* level: multiplier. 0 to destroy. |
1196 |
|
|
* other_arch: the object to look for and duplicate. |
1197 |
|
|
*/ |
1198 |
|
|
|
1199 |
root |
1.9 |
void |
1200 |
|
|
move_duplicator (object *op) |
1201 |
|
|
{ |
1202 |
|
|
object *tmp; |
1203 |
elmex |
1.1 |
|
1204 |
root |
1.9 |
if (!op->other_arch) |
1205 |
|
|
{ |
1206 |
root |
1.28 |
LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap"); |
1207 |
root |
1.9 |
return; |
1208 |
elmex |
1.1 |
} |
1209 |
|
|
|
1210 |
root |
1.9 |
if (op->above == NULL) |
1211 |
|
|
return; |
1212 |
|
|
for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
1213 |
|
|
{ |
1214 |
|
|
if (strcmp (op->other_arch->name, tmp->arch->name) == 0) |
1215 |
|
|
{ |
1216 |
|
|
if (op->level <= 0) |
1217 |
root |
1.17 |
tmp->destroy (); |
1218 |
root |
1.9 |
else |
1219 |
|
|
{ |
1220 |
|
|
uint64 new_nrof = (uint64) tmp->nrof * op->level; |
1221 |
|
|
|
1222 |
|
|
if (new_nrof >= 1UL << 31) |
1223 |
|
|
new_nrof = 1UL << 31; |
1224 |
root |
1.17 |
|
1225 |
root |
1.9 |
tmp->nrof = new_nrof; |
1226 |
root |
1.6 |
} |
1227 |
root |
1.17 |
|
1228 |
root |
1.9 |
break; |
1229 |
root |
1.6 |
} |
1230 |
elmex |
1.1 |
} |
1231 |
|
|
} |
1232 |
|
|
|
1233 |
|
|
/* move_creator (by peterm) |
1234 |
|
|
* it has the creator object create it's other_arch right on top of it. |
1235 |
|
|
* connected: what will trigger it |
1236 |
|
|
* hp: how many times it may create before stopping |
1237 |
|
|
* lifesave: if set, it'll never disappear but will go on creating |
1238 |
|
|
* everytime it's triggered |
1239 |
|
|
* other_arch: the object to create |
1240 |
|
|
* Note this can create large objects, however, in that case, it |
1241 |
|
|
* has to make sure that there is in fact space for the object. |
1242 |
|
|
* It should really do this for small objects also, but there is |
1243 |
|
|
* more concern with large objects, most notably a part being placed |
1244 |
|
|
* outside of the map which would cause the server to crash |
1245 |
|
|
*/ |
1246 |
|
|
|
1247 |
root |
1.9 |
void |
1248 |
|
|
move_creator (object *creator) |
1249 |
|
|
{ |
1250 |
|
|
object *new_ob; |
1251 |
elmex |
1.1 |
|
1252 |
root |
1.9 |
if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) |
1253 |
|
|
{ |
1254 |
|
|
creator->stats.hp = -1; |
1255 |
|
|
return; |
1256 |
elmex |
1.1 |
} |
1257 |
|
|
|
1258 |
root |
1.9 |
if (creator->inv != NULL) |
1259 |
|
|
{ |
1260 |
|
|
object *ob; |
1261 |
|
|
int i; |
1262 |
|
|
object *ob_to_copy; |
1263 |
|
|
|
1264 |
|
|
/* select random object from inventory to copy */ |
1265 |
|
|
ob_to_copy = creator->inv; |
1266 |
|
|
for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) |
1267 |
|
|
{ |
1268 |
|
|
if (rndm (0, i) == 0) |
1269 |
|
|
{ |
1270 |
|
|
ob_to_copy = ob; |
1271 |
|
|
} |
1272 |
|
|
} |
1273 |
|
|
new_ob = object_create_clone (ob_to_copy); |
1274 |
|
|
CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); |
1275 |
|
|
unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1276 |
|
|
} |
1277 |
|
|
else |
1278 |
|
|
{ |
1279 |
|
|
if (creator->other_arch == NULL) |
1280 |
|
|
{ |
1281 |
root |
1.28 |
LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", |
1282 |
|
|
&creator->name, &creator->map->path, creator->x, creator->y); |
1283 |
root |
1.9 |
return; |
1284 |
root |
1.6 |
} |
1285 |
elmex |
1.1 |
|
1286 |
root |
1.9 |
new_ob = object_create_arch (creator->other_arch); |
1287 |
|
|
fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); |
1288 |
elmex |
1.1 |
} |
1289 |
|
|
|
1290 |
root |
1.9 |
/* Make sure this multipart object fits */ |
1291 |
|
|
if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) |
1292 |
|
|
{ |
1293 |
root |
1.17 |
new_ob->destroy (); |
1294 |
root |
1.9 |
return; |
1295 |
elmex |
1.1 |
} |
1296 |
|
|
|
1297 |
root |
1.9 |
insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); |
1298 |
|
|
if (QUERY_FLAG (new_ob, FLAG_FREED)) |
1299 |
|
|
return; |
1300 |
elmex |
1.1 |
|
1301 |
root |
1.9 |
if (creator->slaying) |
1302 |
|
|
{ |
1303 |
|
|
new_ob->name = new_ob->title = creator->slaying; |
1304 |
elmex |
1.1 |
} |
1305 |
|
|
} |
1306 |
|
|
|
1307 |
|
|
/* move_marker --peterm@soda.csua.berkeley.edu |
1308 |
|
|
when moved, a marker will search for a player sitting above |
1309 |
|
|
it, and insert an invisible, weightless force into him |
1310 |
|
|
with a specific code as the slaying field. |
1311 |
|
|
At that time, it writes the contents of its own message |
1312 |
|
|
field to the player. The marker will decrement hp to |
1313 |
|
|
0 and then delete itself every time it grants a mark. |
1314 |
|
|
unless hp was zero to start with, in which case it is infinite.*/ |
1315 |
|
|
|
1316 |
root |
1.9 |
void |
1317 |
|
|
move_marker (object *op) |
1318 |
|
|
{ |
1319 |
root |
1.22 |
if (object *tmp = op->ms ().player ()) |
1320 |
|
|
{ |
1321 |
|
|
object *tmp2; |
1322 |
root |
1.9 |
|
1323 |
root |
1.22 |
/* remove an old force with a slaying field == op->name */ |
1324 |
|
|
for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1325 |
|
|
if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) |
1326 |
|
|
{ |
1327 |
|
|
tmp2->destroy (); |
1328 |
|
|
break; |
1329 |
|
|
} |
1330 |
root |
1.9 |
|
1331 |
root |
1.22 |
/* cycle through his inventory to look for the MARK we want to |
1332 |
|
|
* place |
1333 |
|
|
*/ |
1334 |
|
|
for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1335 |
|
|
if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) |
1336 |
|
|
break; |
1337 |
root |
1.9 |
|
1338 |
root |
1.22 |
/* if we didn't find our own MARK */ |
1339 |
|
|
if (tmp2 == NULL) |
1340 |
|
|
{ |
1341 |
|
|
object *force = get_archetype (FORCE_NAME); |
1342 |
root |
1.9 |
|
1343 |
root |
1.22 |
if (op->stats.food) |
1344 |
root |
1.9 |
{ |
1345 |
root |
1.26 |
force->set_speed (0.01); |
1346 |
root |
1.22 |
force->speed_left = -op->stats.food; |
1347 |
root |
1.9 |
} |
1348 |
root |
1.26 |
else |
1349 |
|
|
force->set_speed (0); |
1350 |
|
|
|
1351 |
root |
1.22 |
/* put in the lock code */ |
1352 |
|
|
force->slaying = op->slaying; |
1353 |
|
|
|
1354 |
|
|
if (op->lore) |
1355 |
|
|
force->lore = op->lore; |
1356 |
|
|
|
1357 |
|
|
insert_ob_in_ob (force, tmp); |
1358 |
|
|
if (op->msg) |
1359 |
|
|
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
1360 |
root |
1.9 |
|
1361 |
root |
1.22 |
if (op->stats.hp > 0) |
1362 |
root |
1.9 |
{ |
1363 |
root |
1.22 |
op->stats.hp--; |
1364 |
|
|
if (op->stats.hp == 0) |
1365 |
root |
1.9 |
{ |
1366 |
root |
1.22 |
/* marker expires--granted mark number limit */ |
1367 |
|
|
op->destroy (); |
1368 |
|
|
return; |
1369 |
root |
1.6 |
} |
1370 |
root |
1.22 |
} |
1371 |
|
|
} |
1372 |
|
|
} |
1373 |
root |
1.9 |
} |
1374 |
|
|
|
1375 |
|
|
int |
1376 |
|
|
process_object (object *op) |
1377 |
|
|
{ |
1378 |
|
|
if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
1379 |
|
|
return 0; |
1380 |
|
|
|
1381 |
|
|
if (INVOKE_OBJECT (TICK, op)) |
1382 |
|
|
return 0; |
1383 |
|
|
|
1384 |
|
|
if (QUERY_FLAG (op, FLAG_MONSTER)) |
1385 |
|
|
if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) |
1386 |
|
|
return 1; |
1387 |
|
|
|
1388 |
|
|
if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) |
1389 |
|
|
{ |
1390 |
|
|
if (op->type == PLAYER) |
1391 |
|
|
animate_object (op, op->facing); |
1392 |
|
|
else |
1393 |
|
|
animate_object (op, op->direction); |
1394 |
|
|
|
1395 |
|
|
if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1396 |
|
|
make_sure_seen (op); |
1397 |
|
|
} |
1398 |
root |
1.10 |
|
1399 |
root |
1.9 |
if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) |
1400 |
|
|
{ |
1401 |
|
|
change_object (op); |
1402 |
|
|
return 1; |
1403 |
|
|
} |
1404 |
root |
1.10 |
|
1405 |
root |
1.9 |
if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) |
1406 |
|
|
generate_monster (op); |
1407 |
|
|
|
1408 |
|
|
if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) |
1409 |
|
|
{ |
1410 |
|
|
if (QUERY_FLAG (op, FLAG_APPLIED)) |
1411 |
|
|
remove_force (op); |
1412 |
|
|
else |
1413 |
|
|
{ |
1414 |
|
|
/* IF necessary, delete the item from the players inventory */ |
1415 |
root |
1.20 |
object *pl = op->in_player (); |
1416 |
root |
1.9 |
|
1417 |
|
|
if (pl) |
1418 |
|
|
esrv_del_item (pl->contr, op->count); |
1419 |
root |
1.10 |
|
1420 |
root |
1.16 |
op->remove (); |
1421 |
root |
1.10 |
|
1422 |
root |
1.9 |
if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1423 |
|
|
make_sure_not_seen (op); |
1424 |
root |
1.10 |
|
1425 |
root |
1.17 |
op->destroy (); |
1426 |
root |
1.6 |
} |
1427 |
root |
1.10 |
|
1428 |
root |
1.9 |
return 1; |
1429 |
elmex |
1.1 |
} |
1430 |
root |
1.11 |
|
1431 |
root |
1.9 |
switch (op->type) |
1432 |
|
|
{ |
1433 |
root |
1.10 |
case SPELL_EFFECT: |
1434 |
|
|
move_spell_effect (op); |
1435 |
|
|
return 1; |
1436 |
|
|
|
1437 |
|
|
case ROD: |
1438 |
|
|
case HORN: |
1439 |
|
|
regenerate_rod (op); |
1440 |
|
|
return 1; |
1441 |
|
|
|
1442 |
|
|
case FORCE: |
1443 |
|
|
case POTION_EFFECT: |
1444 |
|
|
remove_force (op); |
1445 |
|
|
return 1; |
1446 |
elmex |
1.1 |
|
1447 |
root |
1.10 |
case BLINDNESS: |
1448 |
|
|
remove_blindness (op); |
1449 |
|
|
return 0; |
1450 |
|
|
|
1451 |
|
|
case POISONING: |
1452 |
|
|
poison_more (op); |
1453 |
|
|
return 0; |
1454 |
|
|
|
1455 |
|
|
case DISEASE: |
1456 |
|
|
move_disease (op); |
1457 |
|
|
return 0; |
1458 |
|
|
|
1459 |
|
|
case SYMPTOM: |
1460 |
|
|
move_symptom (op); |
1461 |
|
|
return 0; |
1462 |
|
|
|
1463 |
|
|
case THROWN_OBJ: |
1464 |
|
|
case ARROW: |
1465 |
|
|
move_arrow (op); |
1466 |
|
|
return 0; |
1467 |
|
|
|
1468 |
|
|
case DOOR: |
1469 |
|
|
remove_door (op); |
1470 |
|
|
return 0; |
1471 |
|
|
|
1472 |
|
|
case LOCKED_DOOR: |
1473 |
|
|
remove_door2 (op); |
1474 |
|
|
return 0; |
1475 |
|
|
|
1476 |
|
|
case TELEPORTER: |
1477 |
|
|
move_teleporter (op); |
1478 |
|
|
return 0; |
1479 |
|
|
|
1480 |
|
|
case GOLEM: |
1481 |
|
|
move_golem (op); |
1482 |
|
|
return 0; |
1483 |
|
|
|
1484 |
|
|
case EARTHWALL: |
1485 |
|
|
hit_player (op, 2, op, AT_PHYSICAL, 1); |
1486 |
|
|
return 0; |
1487 |
|
|
|
1488 |
|
|
case FIREWALL: |
1489 |
|
|
move_firewall (op); |
1490 |
|
|
if (op->stats.maxsp) |
1491 |
|
|
animate_turning (op); |
1492 |
|
|
return 0; |
1493 |
|
|
|
1494 |
|
|
case MOOD_FLOOR: |
1495 |
|
|
do_mood_floor (op); |
1496 |
|
|
return 0; |
1497 |
|
|
|
1498 |
|
|
case GATE: |
1499 |
|
|
move_gate (op); |
1500 |
|
|
return 0; |
1501 |
|
|
|
1502 |
|
|
case TIMED_GATE: |
1503 |
|
|
move_timed_gate (op); |
1504 |
|
|
return 0; |
1505 |
|
|
|
1506 |
|
|
case TRIGGER: |
1507 |
|
|
case TRIGGER_BUTTON: |
1508 |
|
|
case TRIGGER_PEDESTAL: |
1509 |
|
|
case TRIGGER_ALTAR: |
1510 |
|
|
animate_trigger (op); |
1511 |
|
|
return 0; |
1512 |
|
|
|
1513 |
|
|
case DETECTOR: |
1514 |
|
|
move_detector (op); |
1515 |
|
|
|
1516 |
|
|
case DIRECTOR: |
1517 |
|
|
if (op->stats.maxsp) |
1518 |
|
|
animate_turning (op); |
1519 |
|
|
return 0; |
1520 |
|
|
|
1521 |
|
|
case HOLE: |
1522 |
|
|
move_hole (op); |
1523 |
|
|
return 0; |
1524 |
|
|
|
1525 |
|
|
case DEEP_SWAMP: |
1526 |
|
|
move_deep_swamp (op); |
1527 |
|
|
return 0; |
1528 |
|
|
|
1529 |
|
|
case RUNE: |
1530 |
|
|
case TRAP: |
1531 |
|
|
move_rune (op); |
1532 |
|
|
return 0; |
1533 |
|
|
|
1534 |
|
|
case PLAYERMOVER: |
1535 |
|
|
move_player_mover (op); |
1536 |
|
|
return 0; |
1537 |
|
|
|
1538 |
|
|
case CREATOR: |
1539 |
|
|
move_creator (op); |
1540 |
|
|
return 0; |
1541 |
|
|
|
1542 |
|
|
case MARKER: |
1543 |
|
|
move_marker (op); |
1544 |
|
|
return 0; |
1545 |
|
|
|
1546 |
|
|
case PLAYER_CHANGER: |
1547 |
|
|
move_player_changer (op); |
1548 |
|
|
return 0; |
1549 |
|
|
|
1550 |
|
|
case PEACEMAKER: |
1551 |
|
|
move_peacemaker (op); |
1552 |
|
|
return 0; |
1553 |
elmex |
1.1 |
} |
1554 |
|
|
|
1555 |
root |
1.9 |
return 0; |
1556 |
elmex |
1.1 |
} |