1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
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|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* |
25 | /* |
25 | * Routines that is executed from objects based on their speed have been |
26 | * Routines that is executed from objects based on their speed have been |
26 | * collected in this file. |
27 | * collected in this file. |
… | |
… | |
34 | * so those will be removed shortly (in a cascade like fashion.) |
35 | * so those will be removed shortly (in a cascade like fashion.) |
35 | */ |
36 | */ |
36 | void |
37 | void |
37 | remove_door (object *op) |
38 | remove_door (object *op) |
38 | { |
39 | { |
39 | int i; |
40 | for (int i = 1; i < SIZEOFFREE1 + 1; i += 2) |
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|
41 | { |
40 | object *tmp; |
42 | object *tmp; |
41 | |
43 | mapxy pos (op); |
42 | for (i = 1; i < 9; i += 2) |
44 | pos.move (i); |
43 | if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) |
45 | if (pos.normalise () |
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46 | && (tmp = present (DOOR, pos.m, pos.x, pos.y))) |
44 | { |
47 | { |
45 | tmp->set_speed (0.1f); |
48 | tmp->set_speed (0.1f); |
46 | tmp->speed_left = -0.2f; |
49 | tmp->speed_left = -0.2f; |
47 | } |
50 | } |
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|
51 | } |
48 | |
52 | |
49 | if (op->other_arch) |
53 | if (op->other_arch) |
50 | { |
54 | { |
51 | tmp = arch_to_object (op->other_arch); |
55 | object *tmp = op->other_arch->instance (); |
52 | tmp->x = op->x; |
56 | tmp->x = op->x; |
53 | tmp->y = op->y; |
57 | tmp->y = op->y; |
54 | tmp->map = op->map; |
58 | tmp->map = op->map; |
55 | tmp->level = op->level; |
59 | tmp->level = op->level; |
56 | insert_ob_in_map (tmp, op->map, op, 0); |
60 | insert_ob_in_map (tmp, op->map, op, 0); |
57 | } |
61 | } |
58 | |
62 | |
59 | op->destroy (); |
63 | op->drop_and_destroy (); |
60 | } |
64 | } |
61 | |
65 | |
62 | void |
66 | void |
63 | remove_door2 (object *op) |
67 | remove_door2 (object *op) |
64 | { |
68 | { |
… | |
… | |
75 | } |
79 | } |
76 | } |
80 | } |
77 | |
81 | |
78 | if (op->other_arch) |
82 | if (op->other_arch) |
79 | { |
83 | { |
80 | tmp = arch_to_object (op->other_arch); |
84 | tmp = op->other_arch->instance (); |
81 | tmp->x = op->x; |
85 | tmp->x = op->x; |
82 | tmp->y = op->y; |
86 | tmp->y = op->y; |
83 | tmp->map = op->map; |
87 | tmp->map = op->map; |
84 | tmp->level = op->level; |
88 | tmp->level = op->level; |
85 | insert_ob_in_map (tmp, op->map, op, 0); |
89 | insert_ob_in_map (tmp, op->map, op, 0); |
86 | } |
90 | } |
87 | |
91 | |
88 | op->destroy (); |
92 | op->drop_and_destroy (); |
89 | } |
93 | } |
90 | |
94 | |
91 | void |
95 | static void |
92 | generate_monster (object *gen) |
96 | generate_monster (object *gen) |
93 | { |
97 | { |
94 | if (!gen->map) |
98 | if (!gen->map) |
95 | return; |
99 | return; |
96 | |
100 | |
97 | if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) |
101 | if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) |
98 | return; |
102 | return; |
99 | |
103 | |
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104 | // sleeping generators won't generate, this will make monsters like |
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|
105 | // centipedes not generate more centipedes when being asleep. |
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|
106 | if (gen->flag [FLAG_SLEEP]) |
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107 | return; |
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108 | |
100 | object *op; |
109 | object *op; |
101 | int i; |
110 | int dir; |
102 | |
111 | |
103 | if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) |
112 | if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) |
104 | { |
113 | { |
105 | // either copy one item from the inventory... |
114 | // either copy one item from the inventory... |
106 | if (!gen->inv) |
115 | if (!gen->inv) |
… | |
… | |
110 | int index = 0; |
119 | int index = 0; |
111 | for (object *tmp = gen->inv; tmp; tmp = tmp->below) |
120 | for (object *tmp = gen->inv; tmp; tmp = tmp->below) |
112 | if (!rndm (++index)) |
121 | if (!rndm (++index)) |
113 | op = tmp; |
122 | op = tmp; |
114 | |
123 | |
115 | i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); |
124 | dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
116 | if (i < 0) |
125 | if (dir < 0) |
117 | return; |
126 | return; |
118 | |
127 | |
119 | op = object_create_clone (op); |
128 | op = op->deep_clone (); |
120 | |
129 | |
121 | CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); |
130 | CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); |
122 | unflag_inv (op, FLAG_IS_A_TEMPLATE); |
131 | unflag_inv (op, FLAG_IS_A_TEMPLATE); |
123 | } |
132 | } |
124 | else if (gen->other_arch) |
133 | else if (gen->other_arch) |
125 | { |
134 | { |
126 | // ...or use other_arch |
135 | // ...or use other_arch |
127 | i = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, 9); |
136 | dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
128 | if (i < 0) |
137 | if (dir < 0) |
129 | return; |
138 | return; |
130 | |
139 | |
131 | op = arch_to_object (gen->other_arch); |
140 | op = gen->other_arch->instance (); |
132 | } |
141 | } |
133 | else |
142 | else |
134 | return; |
143 | return; |
135 | |
144 | |
136 | op->expand_tail (); |
145 | op->expand_tail (); |
137 | |
146 | |
138 | if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i])) |
147 | mapxy pos (gen); pos.move (dir); |
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148 | |
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149 | if (pos.insert (op, gen)) |
139 | { |
150 | { |
140 | if (rndm (0, 9)) |
151 | if (rndm (0, 9)) |
141 | generate_artifact (op, gen->map->difficulty); |
152 | generate_artifact (op, gen->map->difficulty); |
142 | |
153 | |
143 | if (op->has_random_items ()) |
154 | if (op->has_random_items ()) |
… | |
… | |
147 | } |
158 | } |
148 | |
159 | |
149 | op->destroy (); |
160 | op->destroy (); |
150 | } |
161 | } |
151 | |
162 | |
152 | void |
163 | static void |
153 | remove_force (object *op) |
164 | remove_force (object *op) |
154 | { |
165 | { |
155 | if (--op->duration > 0) |
166 | if (--op->duration > 0) |
156 | return; |
167 | return; |
157 | |
168 | |
… | |
… | |
169 | } |
180 | } |
170 | |
181 | |
171 | op->destroy (); |
182 | op->destroy (); |
172 | } |
183 | } |
173 | |
184 | |
174 | void |
185 | static void |
175 | remove_blindness (object *op) |
186 | remove_blindness (object *op) |
176 | { |
187 | { |
177 | if (--op->stats.food > 0) |
188 | if (--op->stats.food > 0) |
178 | return; |
189 | return; |
179 | |
190 | |
… | |
… | |
186 | } |
197 | } |
187 | |
198 | |
188 | op->destroy (); |
199 | op->destroy (); |
189 | } |
200 | } |
190 | |
201 | |
191 | void |
202 | static void |
192 | poison_more (object *op) |
203 | poison_more (object *op) |
193 | { |
204 | { |
194 | if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) |
205 | if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) |
195 | { |
206 | { |
196 | op->destroy (); |
207 | op->destroy (); |
… | |
… | |
221 | |
232 | |
222 | hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); |
233 | hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); |
223 | } |
234 | } |
224 | |
235 | |
225 | |
236 | |
226 | void |
237 | static void |
227 | move_gate (object *op) |
238 | move_gate (object *op) |
228 | { /* 1 = going down, 0 = going up */ |
239 | { /* 1 = going down, 0 = going up */ |
229 | object *tmp; |
240 | object *tmp; |
230 | |
241 | |
231 | if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) |
242 | if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) |
… | |
… | |
238 | if (op->value) |
249 | if (op->value) |
239 | { |
250 | { |
240 | if (--op->stats.wc <= 0) |
251 | if (--op->stats.wc <= 0) |
241 | { /* Reached bottom, let's stop */ |
252 | { /* Reached bottom, let's stop */ |
242 | op->stats.wc = 0; |
253 | op->stats.wc = 0; |
243 | if (op->arch->speed) |
254 | if (op->arch->has_active_speed ()) |
244 | op->value = 0; |
255 | op->value = 0; |
245 | else |
256 | else |
246 | op->set_speed (0); |
257 | op->set_speed (0); |
247 | } |
258 | } |
248 | |
259 | |
… | |
… | |
268 | * objects are above the gate. If so, we finish closing the gate, |
279 | * objects are above the gate. If so, we finish closing the gate, |
269 | * otherwise, we fall through to the code below which should lower |
280 | * otherwise, we fall through to the code below which should lower |
270 | * the gate slightly. |
281 | * the gate slightly. |
271 | */ |
282 | */ |
272 | |
283 | |
273 | for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
284 | for (tmp = op->above; tmp; tmp = tmp->above) |
274 | if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
285 | if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
275 | break; |
286 | break; |
276 | |
287 | |
277 | if (tmp == NULL) |
288 | if (!tmp) |
278 | { |
289 | { |
279 | if (op->arch->speed) |
290 | if (op->arch->has_active_speed ()) |
280 | op->value = 1; |
291 | op->value = 1; |
281 | else |
292 | else |
282 | op->set_speed (0); |
293 | op->set_speed (0); |
283 | |
294 | |
284 | return; |
295 | return; |
… | |
… | |
295 | } |
306 | } |
296 | else |
307 | else |
297 | { /* The gate is still going up */ |
308 | { /* The gate is still going up */ |
298 | op->stats.wc++; |
309 | op->stats.wc++; |
299 | |
310 | |
300 | if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) |
311 | if (op->stats.wc >= NUM_ANIMATIONS (op)) |
301 | op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; |
312 | op->stats.wc = NUM_ANIMATIONS (op) - 1; |
302 | |
313 | |
303 | /* If there is something on top of the gate, we try to roll it off. |
314 | /* If there is something on top of the gate, we try to roll it off. |
304 | * If a player/monster, we don't roll, we just hit them with damage |
315 | * If a player/monster, we don't roll, we just hit them with damage |
305 | */ |
316 | */ |
306 | if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) |
317 | if (op->stats.wc >= NUM_ANIMATIONS (op) / 2) |
307 | { |
318 | { |
308 | /* Halfway or further, check blocks */ |
319 | /* Halfway or further, check blocks */ |
309 | /* First, get the top object on the square. */ |
320 | /* First, get the top object on the square. */ |
310 | for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) |
321 | for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) |
311 | ; |
322 | ; |
… | |
… | |
313 | if (tmp) |
324 | if (tmp) |
314 | { |
325 | { |
315 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
326 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
316 | { |
327 | { |
317 | hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); |
328 | hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); |
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329 | op->play_sound (sound_find ("blocked_gate")); |
318 | |
330 | |
319 | if (tmp->type == PLAYER) |
331 | if (tmp->type == PLAYER) |
320 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); |
332 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); |
321 | } |
333 | } |
322 | else |
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323 | /* If the object is not alive, and the object either can |
334 | /* If the object is not alive, and the object either can |
324 | * be picked up or the object rolls, move the object |
335 | * be picked up or the object rolls, move the object |
325 | * off the gate. |
336 | * off the gate. |
326 | */ |
337 | */ |
327 | if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) |
338 | else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) |
328 | { |
339 | { |
329 | /* If it has speed, it should move itself, otherwise: */ |
340 | /* If it has speed, it should move itself, otherwise: */ |
330 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
341 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); |
331 | |
342 | |
332 | /* If there is a free spot, move the object someplace */ |
343 | /* If there is a free spot, move the object someplace */ |
333 | if (i != -1) |
344 | if (i > 0) |
334 | { |
345 | { |
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346 | mapxy pos (tmp); |
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347 | pos.move (i); |
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|
348 | if (pos.normalise ()) |
335 | tmp->remove (); |
349 | tmp->move_to (pos); |
336 | tmp->x += freearr_x[i], tmp->y += freearr_y[i]; |
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337 | insert_ob_in_map (tmp, op->map, op, 0); |
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|
338 | } |
350 | } |
339 | } |
351 | } |
340 | } |
352 | } |
341 | |
353 | |
342 | /* See if there is still anything blocking the gate */ |
354 | /* See if there is still anything blocking the gate */ |
343 | for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
355 | for (tmp = op->above; tmp; tmp = tmp->above) |
344 | if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
356 | if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
345 | break; |
357 | break; |
346 | |
358 | |
347 | /* IF there is, start putting the gate down */ |
359 | /* IF there is, start putting the gate down */ |
348 | if (tmp) |
360 | if (tmp) |
349 | { |
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|
350 | op->stats.food = 1; |
361 | op->stats.food = 1; |
351 | } |
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|
352 | else |
362 | else |
353 | { |
363 | { |
354 | op->move_block = MOVE_ALL; |
364 | op->move_block = MOVE_ALL; |
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365 | |
355 | if (!op->arch->stats.ac) |
366 | if (!op->arch->stats.ac) |
356 | SET_FLAG (op, FLAG_BLOCKSVIEW); |
367 | SET_FLAG (op, FLAG_BLOCKSVIEW); |
357 | update_all_los (op->map, op->x, op->y); |
368 | update_all_los (op->map, op->x, op->y); |
358 | } |
369 | } |
359 | } /* gate is halfway up */ |
370 | } /* gate is halfway up */ |
… | |
… | |
365 | |
376 | |
366 | /* hp : how long door is open/closed |
377 | /* hp : how long door is open/closed |
367 | * maxhp : initial value for hp |
378 | * maxhp : initial value for hp |
368 | * sp : 1 = open, 0 = close |
379 | * sp : 1 = open, 0 = close |
369 | */ |
380 | */ |
370 | void |
381 | static void |
371 | move_timed_gate (object *op) |
382 | move_timed_gate (object *op) |
372 | { |
383 | { |
373 | int v = op->value; |
384 | int v = op->value; |
374 | |
385 | |
375 | if (op->stats.sp) |
386 | if (op->stats.sp) |
376 | { |
387 | { |
377 | move_gate (op); |
388 | move_gate (op); |
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|
389 | |
378 | if (op->value != v) /* change direction ? */ |
390 | if (op->value != v) /* change direction ? */ |
379 | op->stats.sp = 0; |
391 | op->stats.sp = 0; |
380 | return; |
392 | return; |
381 | } |
393 | } |
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|
394 | |
382 | if (--op->stats.hp <= 0) |
395 | if (--op->stats.hp <= 0) |
383 | { /* keep gate down */ |
396 | { /* keep gate down */ |
384 | move_gate (op); |
397 | move_gate (op); |
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|
398 | |
385 | if (op->value != v) |
399 | if (op->value != v) |
386 | op->set_speed (0); |
400 | op->set_speed (0); |
387 | } |
401 | } |
388 | } |
402 | } |
389 | |
403 | |
… | |
… | |
391 | * speed: frequency of 'glances' |
405 | * speed: frequency of 'glances' |
392 | * connected: connected value of detector |
406 | * connected: connected value of detector |
393 | * sp: 1 if detection sets buttons |
407 | * sp: 1 if detection sets buttons |
394 | * -1 if detection unsets buttons |
408 | * -1 if detection unsets buttons |
395 | */ |
409 | */ |
396 | |
410 | static void |
397 | void |
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|
398 | move_detector (object *op) |
411 | move_detector (object *op) |
399 | { |
412 | { |
400 | object *tmp; |
413 | object *tmp; |
401 | int last = op->value; |
414 | int last = op->value; |
402 | int detected; |
415 | int detected; |
403 | |
416 | |
404 | detected = 0; |
417 | detected = 0; |
405 | |
418 | |
406 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) |
419 | for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above) |
407 | { |
420 | { |
408 | object *tmp2; |
421 | object *tmp2; |
409 | |
422 | |
410 | if (op->stats.hp) |
423 | if (op->stats.hp) |
411 | { |
424 | { |
… | |
… | |
429 | if (op->stats.sp == 1) |
442 | if (op->stats.sp == 1) |
430 | { |
443 | { |
431 | if (detected && last == 0) |
444 | if (detected && last == 0) |
432 | { |
445 | { |
433 | op->value = 1; |
446 | op->value = 1; |
434 | push_button (op); |
447 | push_button (op, tmp); |
435 | } |
448 | } |
|
|
449 | |
436 | if (!detected && last == 1) |
450 | if (!detected && last == 1) |
437 | { |
451 | { |
438 | op->value = 0; |
452 | op->value = 0; |
439 | push_button (op); |
453 | push_button (op, tmp); |
440 | } |
454 | } |
441 | } |
455 | } |
442 | else |
456 | else |
443 | { /* in this case, we unset buttons */ |
457 | { /* in this case, we unset buttons */ |
444 | if (detected && last == 1) |
458 | if (detected && last == 1) |
445 | { |
459 | { |
446 | op->value = 0; |
460 | op->value = 0; |
447 | push_button (op); |
461 | push_button (op, tmp); |
448 | } |
462 | } |
|
|
463 | |
449 | if (!detected && last == 0) |
464 | if (!detected && last == 0) |
450 | { |
465 | { |
451 | op->value = 1; |
466 | op->value = 1; |
452 | push_button (op); |
467 | push_button (op, tmp); |
453 | } |
468 | } |
454 | } |
469 | } |
455 | } |
470 | } |
456 | |
|
|
457 | |
471 | |
458 | void |
472 | void |
459 | animate_trigger (object *op) |
473 | animate_trigger (object *op) |
460 | { |
474 | { |
461 | if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) |
475 | if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) |
… | |
… | |
468 | SET_ANIMATION (op, op->stats.wc); |
482 | SET_ANIMATION (op, op->stats.wc); |
469 | update_object (op, UP_OBJ_FACE); |
483 | update_object (op, UP_OBJ_FACE); |
470 | } |
484 | } |
471 | } |
485 | } |
472 | |
486 | |
473 | void |
487 | static void |
474 | move_hole (object *op) |
488 | move_hole (object *op) |
475 | { /* 1 = opening, 0 = closing */ |
489 | { /* 1 = opening, 0 = closing */ |
476 | object *next, *tmp; |
|
|
477 | |
|
|
478 | if (op->value) |
490 | if (op->value) |
479 | { /* We're opening */ |
491 | { /* We're opening */ |
480 | if (--op->stats.wc <= 0) |
492 | if (--op->stats.wc <= 0) |
481 | { /* Opened, let's stop */ |
493 | { /* Opened, let's stop */ |
482 | op->stats.wc = 0; |
494 | op->stats.wc = 0; |
483 | op->set_speed (0); |
495 | op->set_speed (0); |
484 | |
496 | |
485 | /* Hard coding this makes sense for holes I suppose */ |
497 | /* Hard coding this makes sense for holes I suppose */ |
486 | op->move_on = MOVE_WALK; |
498 | op->move_on = MOVE_WALK; |
487 | for (tmp = op->above; tmp != NULL; tmp = next) |
499 | for (object *next, *tmp = op->above; tmp; tmp = next) |
488 | { |
500 | { |
489 | next = tmp->above; |
501 | next = tmp->above; |
490 | move_apply (op, tmp, tmp); |
502 | move_apply (op, tmp, tmp); |
491 | } |
503 | } |
492 | } |
504 | } |
493 | |
505 | |
494 | SET_ANIMATION (op, op->stats.wc); |
506 | SET_ANIMATION (op, op->stats.wc); |
495 | update_object (op, UP_OBJ_FACE); |
507 | update_object (op, UP_OBJ_FACE); |
496 | return; |
508 | return; |
497 | } |
509 | } |
|
|
510 | |
498 | /* We're closing */ |
511 | /* We're closing */ |
499 | op->move_on = 0; |
512 | op->move_on = 0; |
500 | |
513 | |
501 | op->stats.wc++; |
514 | op->stats.wc++; |
502 | if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) |
515 | if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) |
… | |
… | |
533 | { |
546 | { |
534 | object *payload = op->inv; |
547 | object *payload = op->inv; |
535 | |
548 | |
536 | if (payload == NULL) |
549 | if (payload == NULL) |
537 | return NULL; |
550 | return NULL; |
|
|
551 | |
538 | payload->remove (); |
552 | payload->remove (); |
539 | op->destroy (); |
553 | op->destroy (); |
540 | return payload; |
554 | return payload; |
541 | } |
555 | } |
542 | |
556 | |
… | |
… | |
585 | |
599 | |
586 | // restore original wc, dam, attacktype and slaying |
600 | // restore original wc, dam, attacktype and slaying |
587 | op->stats.wc = op->stats.sp; |
601 | op->stats.wc = op->stats.sp; |
588 | op->stats.dam = op->stats.hp; |
602 | op->stats.dam = op->stats.hp; |
589 | op->attacktype = op->stats.grace; |
603 | op->attacktype = op->stats.grace; |
|
|
604 | op->slaying = op->custom_name; |
590 | |
605 | |
591 | if (op->spellarg) |
|
|
592 | { |
|
|
593 | op->slaying = op->spellarg; |
|
|
594 | free (op->spellarg); |
|
|
595 | op->spellarg = 0; |
|
|
596 | } |
|
|
597 | else |
|
|
598 | op->slaying = 0; |
|
|
599 | |
|
|
600 | /* Reset these to zero, so that object::can_merge will work properly */ |
606 | /* Reset these to defaults, so that object::can_merge will work properly */ |
601 | op->spellarg = NULL; |
607 | op->custom_name = 0; |
602 | op->stats.sp = 0; |
608 | op->stats.sp = 0; |
603 | op->stats.hp = 0; |
609 | op->stats.hp = 0; |
604 | op->stats.grace = 0; |
610 | op->stats.grace = 0; |
605 | op->level = 0; |
611 | op->level = 0; |
606 | op->face = op->arch->face; |
612 | op->face = op->arch->face; |
607 | op->owner = NULL; /* So that stopped arrows will be saved */ |
613 | op->owner = 0; |
|
|
614 | |
608 | update_object (op, UP_OBJ_CHANGE); |
615 | update_object (op, UP_OBJ_CHANGE); |
|
|
616 | |
609 | return op; |
617 | return op; |
610 | } |
618 | } |
611 | |
619 | |
612 | /* stop_arrow() - what to do when a non-living flying object |
620 | /* stop_arrow() - what to do when a non-living flying object |
613 | * has to stop. Sept 96 - I added in thrown object code in |
621 | * has to stop. Sept 96 - I added in thrown object code in |
… | |
… | |
622 | if (INVOKE_OBJECT (STOP, op)) |
630 | if (INVOKE_OBJECT (STOP, op)) |
623 | return; |
631 | return; |
624 | |
632 | |
625 | if (op->inv) |
633 | if (op->inv) |
626 | { |
634 | { |
|
|
635 | // replace this by straightforward drop to ground? |
627 | object *payload = op->inv; |
636 | object *payload = op->inv; |
628 | |
637 | |
629 | payload->remove (); |
|
|
630 | payload->owner = 0; |
638 | payload->owner = 0; |
631 | insert_ob_in_map (payload, op->map, payload, 0); |
639 | insert_ob_in_map (payload, op->map, payload, 0); |
632 | op->destroy (); |
640 | op->destroy (); |
633 | } |
641 | } |
634 | else |
642 | else |
… | |
… | |
643 | /* Move an arrow along its course. op is the arrow or thrown object. |
651 | /* Move an arrow along its course. op is the arrow or thrown object. |
644 | */ |
652 | */ |
645 | void |
653 | void |
646 | move_arrow (object *op) |
654 | move_arrow (object *op) |
647 | { |
655 | { |
648 | object *tmp; |
|
|
649 | sint16 new_x, new_y; |
|
|
650 | int was_reflected, mflags; |
656 | int was_reflected; |
651 | maptile *m; |
|
|
652 | |
657 | |
653 | if (op->map == NULL) |
658 | if (!op->map) |
654 | { |
659 | { |
655 | LOG (llevError, "BUG: Arrow had no map.\n"); |
660 | LOG (llevError, "BUG: Arrow had no map.\n"); |
656 | op->destroy (); |
661 | op->destroy (); |
657 | return; |
662 | return; |
658 | } |
663 | } |
… | |
… | |
666 | * is if the player throws a bomb - the bomb explodes on its own, |
671 | * is if the player throws a bomb - the bomb explodes on its own, |
667 | * but this object sticks around. We could handle the cleanup in the |
672 | * but this object sticks around. We could handle the cleanup in the |
668 | * bomb code, but there are potential other cases where that could happen, |
673 | * bomb code, but there are potential other cases where that could happen, |
669 | * and it is easy enough to clean it up here. |
674 | * and it is easy enough to clean it up here. |
670 | */ |
675 | */ |
671 | if (op->inv == NULL) |
676 | if (!op->inv) |
672 | { |
677 | { |
673 | op->destroy (); |
678 | op->destroy (); |
674 | return; |
679 | return; |
675 | } |
680 | } |
676 | |
681 | |
… | |
… | |
688 | stop_arrow (op); |
693 | stop_arrow (op); |
689 | return; |
694 | return; |
690 | } |
695 | } |
691 | |
696 | |
692 | /* Calculate target map square */ |
697 | /* Calculate target map square */ |
693 | new_x = op->x + DIRX (op); |
|
|
694 | new_y = op->y + DIRY (op); |
|
|
695 | was_reflected = 0; |
698 | was_reflected = 0; |
696 | |
699 | |
697 | m = op->map; |
700 | mapxy pos (op); pos.move (op->direction); |
698 | mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); |
|
|
699 | |
701 | |
700 | if (mflags & P_OUT_OF_MAP) |
702 | if (!pos.normalise ()) |
701 | { |
703 | { |
702 | stop_arrow (op); |
704 | stop_arrow (op); |
703 | return; |
705 | return; |
704 | } |
706 | } |
705 | |
707 | |
706 | /* only need to look for living creatures if this flag is set */ |
708 | /* only need to look for living creatures if this flag is set */ |
707 | if (mflags & P_IS_ALIVE) |
709 | if (pos->flags () & P_IS_ALIVE) |
708 | { |
710 | { |
709 | for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) |
711 | object *tmp; |
|
|
712 | |
|
|
713 | for (tmp = pos->bot; tmp; tmp = tmp->above) |
710 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
714 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
711 | break; |
715 | break; |
712 | |
716 | |
713 | /* Not really fair, but don't let monsters hit themselves with |
717 | /* Not really fair, but don't let monsters hit themselves with |
714 | * their own arrow - this can be because they fire it then |
718 | * their own arrow - this can be because they fire it then |
… | |
… | |
737 | return; |
741 | return; |
738 | } |
742 | } |
739 | } /* if this is not hitting its owner */ |
743 | } /* if this is not hitting its owner */ |
740 | } /* if there is something alive on this space */ |
744 | } /* if there is something alive on this space */ |
741 | |
745 | |
742 | if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) |
746 | if (OB_TYPE_MOVE_BLOCK (op, pos->move_block)) |
743 | { |
747 | { |
744 | int retry = 0; |
748 | int retry = 0; |
745 | |
749 | |
746 | /* if the object doesn't reflect, stop the arrow from moving |
750 | /* if the object doesn't reflect, stop the arrow from moving |
747 | * note that this code will now catch cases where a monster is |
751 | * note that this code will now catch cases where a monster is |
… | |
… | |
760 | if (op->direction & 1) |
764 | if (op->direction & 1) |
761 | { |
765 | { |
762 | op->direction = absdir (op->direction + 4); |
766 | op->direction = absdir (op->direction + 4); |
763 | retry = 1; |
767 | retry = 1; |
764 | } |
768 | } |
|
|
769 | |
765 | /* There were two blocks with identical code - |
770 | /* There were two blocks with identical code - |
766 | * use this retry here to make this one block |
771 | * use this retry here to make this one block |
767 | * that did the same thing. |
772 | * that did the same thing. |
768 | */ |
773 | */ |
769 | while (retry < 2) |
774 | while (retry < 2) |
770 | { |
775 | { |
771 | int left, right, mflags; |
|
|
772 | maptile *m1; |
|
|
773 | sint16 x1, y1; |
|
|
774 | |
|
|
775 | retry++; |
776 | retry++; |
776 | |
777 | |
777 | /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling |
778 | /* Need to check for P_OUT_OF_MAP: if the arrow is travelling |
778 | * over a corner in a tiled map, it is possible that |
779 | * over a corner in a tiled map, it is possible that |
779 | * op->direction is within an adjacent map but either |
780 | * op->direction is within an adjacent map but either |
780 | * op->direction-1 or op->direction+1 does not exist. |
781 | * op->direction-1 or op->direction+1 does not exist. |
781 | */ |
782 | */ |
782 | mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], |
783 | mapxy pos1 (pos); pos1.move (absdir (op->direction - 1)); |
783 | op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); |
784 | bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block); |
784 | left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1))); |
|
|
785 | |
785 | |
786 | mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], |
786 | mapxy pos2 (pos); pos2.move (absdir (op->direction + 1)); |
787 | op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); |
787 | bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block); |
788 | right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1))); |
|
|
789 | |
788 | |
790 | if (left == right) |
789 | if (left == right) |
791 | op->direction = absdir (op->direction + 4); |
790 | op->direction = absdir (op->direction + 4); |
792 | else if (left) |
791 | else if (left) |
793 | op->direction = absdir (op->direction + 2); |
792 | op->direction = absdir (op->direction + 2); |
794 | else if (right) |
793 | else if (right) |
795 | op->direction = absdir (op->direction - 2); |
794 | op->direction = absdir (op->direction - 2); |
796 | |
795 | |
797 | mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1); |
|
|
798 | |
|
|
799 | /* If this space is not out of the map and not blocked, valid space - |
796 | /* If this space is not out of the map and not blocked, valid space - |
800 | * don't need to retry again. |
797 | * don't need to retry again. |
801 | */ |
798 | */ |
802 | if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) |
799 | mapxy pos3 (pos); pos3.move (op->direction); |
|
|
800 | if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block)) |
803 | break; |
801 | break; |
804 | |
|
|
805 | } |
802 | } |
|
|
803 | |
806 | /* Couldn't find a direction to move the arrow to - just |
804 | /* Couldn't find a direction to move the arrow to - just |
807 | * top it from moving. |
805 | * stop it from moving. |
808 | */ |
806 | */ |
809 | if (retry == 2) |
807 | if (retry == 2) |
810 | { |
808 | { |
811 | stop_arrow (op); |
809 | stop_arrow (op); |
812 | return; |
810 | return; |
813 | } |
811 | } |
|
|
812 | |
814 | /* update object image for new facing */ |
813 | /* update object image for new facing */ |
815 | /* many thrown objects *don't* have more than one face */ |
814 | /* many thrown objects *don't* have more than one face */ |
816 | if (GET_ANIM_ID (op)) |
815 | if (op->has_anim ()) |
817 | SET_ANIMATION (op, op->direction); |
816 | op->set_anim_frame (op->direction); |
818 | } /* object is reflected */ |
817 | } /* object is reflected */ |
819 | } /* object ran into a wall */ |
818 | } /* object ran into a wall */ |
820 | |
|
|
821 | /* Move the arrow. */ |
|
|
822 | op->remove (); |
|
|
823 | op->x = new_x; |
|
|
824 | op->y = new_y; |
|
|
825 | |
819 | |
826 | /* decrease the speed as it flies. 0.05 means a standard bow will shoot |
820 | /* decrease the speed as it flies. 0.05 means a standard bow will shoot |
827 | * about 17 squares. Tune as needed. |
821 | * about 17 squares. Tune as needed. |
828 | */ |
822 | */ |
829 | op->speed -= 0.05; |
823 | op->speed -= 0.05; |
830 | insert_ob_in_map (op, m, op, 0); |
|
|
831 | } |
|
|
832 | |
824 | |
833 | /* This routine doesnt seem to work for "inanimate" objects that |
825 | /* Move the arrow. */ |
834 | * are being carried, ie a held torch leaps from your hands!. |
826 | op->move_to (pos); |
835 | * Modified this routine to allow held objects. b.t. */ |
827 | } |
836 | |
828 | |
837 | void |
829 | static void |
838 | change_object (object *op) |
830 | change_object (object *op) |
839 | { /* Doesn`t handle linked objs yet */ |
831 | { /* Doesn`t handle linked objs yet */ |
840 | int i, j; |
|
|
841 | |
|
|
842 | if (op->other_arch == NULL) |
832 | if (!op->other_arch) |
843 | { |
833 | { |
844 | LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); |
834 | LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); |
845 | return; |
835 | return; |
846 | } |
836 | } |
847 | |
837 | |
848 | /* In non-living items only change when food value is 0 */ |
838 | /* In non-living items only change when food value is 0 */ |
849 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
839 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
850 | { |
840 | { |
851 | if (op->stats.food-- > 0) |
841 | if (op->stats.food-- > 0) |
852 | return; |
842 | return; |
|
|
843 | |
|
|
844 | op->stats.food = 1; /* so 1 other_arch is made */ |
|
|
845 | } |
|
|
846 | |
|
|
847 | object *env = op->env; |
|
|
848 | |
|
|
849 | op->remove (); |
|
|
850 | for (int i = 0; i < op->stats.food; i++) |
|
|
851 | { |
|
|
852 | object *tmp = op->other_arch->instance (); |
|
|
853 | |
|
|
854 | tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ |
|
|
855 | |
|
|
856 | if (env) |
|
|
857 | env->insert (tmp); |
853 | else |
858 | else |
854 | op->stats.food = 1; /* so 1 other_arch is made */ |
|
|
855 | } |
|
|
856 | |
|
|
857 | object *pl = op->in_player (); |
|
|
858 | object *env = op->env; |
|
|
859 | |
|
|
860 | op->remove (); |
|
|
861 | for (i = 0; i < NROFNEWOBJS (op); i++) |
|
|
862 | { |
|
|
863 | object *tmp = arch_to_object (op->other_arch); |
|
|
864 | |
|
|
865 | if (op->type == LAMP) |
|
|
866 | tmp->stats.food = op->stats.food - 1; |
|
|
867 | |
|
|
868 | tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ |
|
|
869 | if (env) |
|
|
870 | { |
|
|
871 | tmp->x = env->x, tmp->y = env->y; |
|
|
872 | tmp = insert_ob_in_ob (tmp, env); |
|
|
873 | |
|
|
874 | /* If this object is the players inventory, we need to tell the |
|
|
875 | * client of the change. Insert_ob_in_map takes care of the |
|
|
876 | * updating the client, so we don't need to do that below. |
|
|
877 | */ |
|
|
878 | if (pl) |
|
|
879 | { |
|
|
880 | esrv_del_item (pl->contr, op->count); |
|
|
881 | esrv_send_item (pl, tmp); |
|
|
882 | } |
|
|
883 | } |
859 | { |
884 | else |
|
|
885 | { |
|
|
886 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
860 | int j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
861 | |
887 | if (j == -1) /* No free spot */ |
862 | if (j < 0) /* No free spot */ |
888 | tmp->destroy (); |
863 | tmp->destroy (); |
889 | else |
864 | else |
890 | { |
865 | { |
891 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
866 | mapxy pos (op); pos.move (j); |
892 | insert_ob_in_map (tmp, op->map, op, 0); |
867 | |
|
|
868 | if (pos.normalise ()) |
|
|
869 | pos.insert (tmp, op); |
893 | } |
870 | } |
894 | } |
871 | } |
895 | } |
872 | } |
896 | |
873 | |
897 | op->destroy (); |
874 | op->destroy (); |
… | |
… | |
953 | else |
930 | else |
954 | { |
931 | { |
955 | /* Random teleporter */ |
932 | /* Random teleporter */ |
956 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
933 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
957 | return; |
934 | return; |
|
|
935 | |
958 | teleport (head, TELEPORTER, tmp); |
936 | teleport (head, TELEPORTER, tmp); |
959 | } |
937 | } |
960 | } |
938 | } |
961 | |
939 | |
962 | /* This object will teleport someone to a different map |
940 | /* This object will teleport someone to a different map |
963 | and will also apply changes to the player from its inventory. |
941 | and will also apply changes to the player from its inventory. |
964 | This was invented for giving classes, but there's no reason it |
942 | This was invented for giving classes, but there's no reason it |
965 | can't be generalized. |
943 | can't be generalized. |
966 | */ |
944 | */ |
967 | void |
945 | static void |
968 | move_player_changer (object *op) |
946 | move_player_changer (object *op) |
969 | { |
947 | { |
970 | object *player; |
|
|
971 | object *walk; |
|
|
972 | |
|
|
973 | if (!op->above || !EXIT_PATH (op)) |
948 | if (!op->above || !EXIT_PATH (op)) |
974 | return; |
949 | return; |
975 | |
950 | |
976 | /* This isn't all that great - means that the player_mover |
951 | /* This isn't all that great - means that the player_mover |
977 | * needs to be on top. |
952 | * needs to be on top. |
978 | */ |
953 | */ |
979 | if (op->above->type == PLAYER) |
954 | if (op->above->type == PLAYER) |
980 | { |
955 | { |
|
|
956 | object *player = op->above; |
|
|
957 | |
981 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
958 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
982 | return; |
959 | return; |
983 | |
960 | |
984 | player = op->above; |
|
|
985 | |
|
|
986 | for (walk = op->inv; walk; walk = walk->below) |
961 | for (object *walk = op->inv; walk; walk = walk->below) |
987 | apply_changes_to_player (player, walk); |
962 | apply_changes_to_player (player, walk); |
988 | |
963 | |
989 | player->update_stats (); |
964 | player->update_stats (); |
990 | |
965 | |
991 | esrv_send_inventory (op->above, op->above); |
966 | esrv_send_inventory (op->above, op->above); |
… | |
… | |
1038 | * moves them in the op->stats.sp direction. speed is how often it'll move. |
1013 | * moves them in the op->stats.sp direction. speed is how often it'll move. |
1039 | * If attacktype is nonzero it will paralyze the player. If lifesave is set, |
1014 | * If attacktype is nonzero it will paralyze the player. If lifesave is set, |
1040 | * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, |
1015 | * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, |
1041 | * it'll paralyze the victim for hp*his speed/op->speed |
1016 | * it'll paralyze the victim for hp*his speed/op->speed |
1042 | */ |
1017 | */ |
1043 | void |
1018 | static void |
1044 | move_player_mover (object *op) |
1019 | move_player_mover (object *op) |
1045 | { |
1020 | { |
1046 | int dir = op->stats.sp; |
1021 | int dir = op->stats.sp; |
1047 | sint16 nx, ny; |
1022 | sint16 nx, ny; |
1048 | maptile *m; |
1023 | maptile *m; |
… | |
… | |
1092 | /* only level >=1 movers move people */ |
1067 | /* only level >=1 movers move people */ |
1093 | if (op->level) |
1068 | if (op->level) |
1094 | { |
1069 | { |
1095 | /* Following is a bit of hack. We need to make sure it |
1070 | /* Following is a bit of hack. We need to make sure it |
1096 | * is cleared, otherwise the player will get stuck in |
1071 | * is cleared, otherwise the player will get stuck in |
1097 | * place. This can happen if the player used a spell to |
1072 | * place. This can happen if the player used a spell to |
1098 | * get to this space. |
1073 | * get to this space. |
1099 | */ |
1074 | */ |
1100 | victim->contr->fire_on = 0; |
1075 | victim->contr->fire_on = 0; |
1101 | victim->speed_left = 1.f; |
1076 | victim->speed_left = 1.f; |
1102 | move_player (victim, dir); |
1077 | move_player (victim, dir); |
1103 | } |
1078 | } |
1104 | else |
1079 | else |
1105 | return; |
1080 | return; |
1106 | } |
1081 | } |
1107 | else |
1082 | else |
1108 | move_object (victim, dir); |
1083 | victim->move (dir); |
1109 | |
1084 | |
1110 | if (!op->stats.maxsp && op->attacktype) |
1085 | if (!op->stats.maxsp && op->attacktype) |
1111 | op->stats.maxsp = 2; |
1086 | op->stats.maxsp = 2; |
1112 | |
1087 | |
1113 | if (op->attacktype) |
1088 | if (op->attacktype) |
1114 | { /* flag to paralyze the player */ |
1089 | { /* flag to paralyze the player */ |
1115 | victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); |
1090 | victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed); |
1116 | } |
1091 | } |
1117 | } |
1092 | } |
1118 | } |
1093 | } |
1119 | } |
1094 | } |
1120 | |
1095 | |
… | |
… | |
1182 | { |
1157 | { |
1183 | creator->stats.hp = -1; |
1158 | creator->stats.hp = -1; |
1184 | return; |
1159 | return; |
1185 | } |
1160 | } |
1186 | |
1161 | |
1187 | if (creator->inv != NULL) |
1162 | if (creator->inv) |
1188 | { |
1163 | { |
1189 | object *ob; |
1164 | object *ob; |
1190 | int i; |
1165 | int i; |
1191 | object *ob_to_copy; |
1166 | object *ob_to_copy; |
1192 | |
1167 | |
… | |
… | |
1197 | if (rndm (0, i) == 0) |
1172 | if (rndm (0, i) == 0) |
1198 | { |
1173 | { |
1199 | ob_to_copy = ob; |
1174 | ob_to_copy = ob; |
1200 | } |
1175 | } |
1201 | } |
1176 | } |
1202 | new_ob = object_create_clone (ob_to_copy); |
1177 | new_ob = ob_to_copy->deep_clone (); |
1203 | CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); |
1178 | CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); |
1204 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1179 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1205 | } |
1180 | } |
1206 | else |
1181 | else |
1207 | { |
1182 | { |
1208 | if (creator->other_arch == NULL) |
1183 | if (!creator->other_arch) |
1209 | { |
1184 | { |
1210 | LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", |
1185 | LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", |
1211 | &creator->name, &creator->map->path, creator->x, creator->y); |
1186 | &creator->name, &creator->map->path, creator->x, creator->y); |
1212 | return; |
1187 | return; |
1213 | } |
1188 | } |
… | |
… | |
1215 | new_ob = object_create_arch (creator->other_arch); |
1190 | new_ob = object_create_arch (creator->other_arch); |
1216 | fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); |
1191 | fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); |
1217 | } |
1192 | } |
1218 | |
1193 | |
1219 | /* Make sure this multipart object fits */ |
1194 | /* Make sure this multipart object fits */ |
1220 | if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) |
1195 | if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y)) |
1221 | { |
1196 | { |
1222 | new_ob->destroy (); |
1197 | new_ob->destroy (); |
1223 | return; |
1198 | return; |
1224 | } |
1199 | } |
1225 | |
1200 | |
… | |
… | |
1230 | insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); |
1205 | insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); |
1231 | if (QUERY_FLAG (new_ob, FLAG_FREED)) |
1206 | if (QUERY_FLAG (new_ob, FLAG_FREED)) |
1232 | return; |
1207 | return; |
1233 | |
1208 | |
1234 | if (creator->slaying) |
1209 | if (creator->slaying) |
1235 | { |
|
|
1236 | new_ob->name = new_ob->title = creator->slaying; |
1210 | new_ob->name = new_ob->title = creator->slaying; |
1237 | } |
|
|
1238 | } |
1211 | } |
1239 | |
1212 | |
1240 | /* move_marker --peterm@soda.csua.berkeley.edu |
1213 | /* move_marker --peterm@soda.csua.berkeley.edu |
1241 | when moved, a marker will search for a player sitting above |
1214 | when moved, a marker will search for a player sitting above |
1242 | it, and insert an invisible, weightless force into him |
1215 | it, and insert an invisible, weightless force into him |
… | |
… | |
1252 | { |
1225 | { |
1253 | /* remove an old force with a slaying field == op->name */ |
1226 | /* remove an old force with a slaying field == op->name */ |
1254 | if (object *force = tmp->force_find (op->name)) |
1227 | if (object *force = tmp->force_find (op->name)) |
1255 | force->destroy (); |
1228 | force->destroy (); |
1256 | |
1229 | |
1257 | if (!tmp->force_find (op->slaying)) |
1230 | if (op->slaying && !tmp->force_find (op->slaying)) |
1258 | { |
1231 | { |
1259 | tmp->force_add (op->slaying, op->stats.food); |
1232 | tmp->force_add (op->slaying, op->stats.food); |
1260 | |
1233 | |
1261 | if (op->msg) |
1234 | if (op->msg) |
1262 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
1235 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
… | |
… | |
1274 | } |
1247 | } |
1275 | } |
1248 | } |
1276 | } |
1249 | } |
1277 | } |
1250 | } |
1278 | |
1251 | |
|
|
1252 | // mapscript objects activate themselves (only) then their timer fires |
|
|
1253 | // TODO: maybe they should simply trigger the link like any other object? |
|
|
1254 | static void |
|
|
1255 | move_mapscript (object *op) |
|
|
1256 | { |
|
|
1257 | op->set_speed (0); |
|
|
1258 | cfperl_mapscript_activate (op, true, op, 0); |
|
|
1259 | } |
|
|
1260 | |
|
|
1261 | static void |
|
|
1262 | move_lamp (object *op) |
|
|
1263 | { |
|
|
1264 | // if the lamp/torch is off, we should disable it. |
|
|
1265 | if (!op->glow_radius) |
|
|
1266 | { |
|
|
1267 | op->set_speed (0); |
|
|
1268 | return; |
|
|
1269 | } |
|
|
1270 | else |
|
|
1271 | { |
|
|
1272 | // check whether the face might need to be updated |
|
|
1273 | // (currently this is needed to have already switched on torches |
|
|
1274 | // on maps, as they just set the glow_radius in the archetype) |
|
|
1275 | if (op->other_arch |
|
|
1276 | && ( |
|
|
1277 | (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE]) |
|
|
1278 | || (op->flag [FLAG_ANIMATE] |
|
|
1279 | ? (op->animation_id != op->other_arch->animation_id) |
|
|
1280 | : (op->face != op->other_arch->face)) |
|
|
1281 | )) |
|
|
1282 | get_animation_from_arch (op, op->other_arch); |
|
|
1283 | } |
|
|
1284 | |
|
|
1285 | // lamps and torches on maps don't use up their fuel |
|
|
1286 | if (op->is_on_map ()) |
|
|
1287 | return; |
|
|
1288 | |
|
|
1289 | if (op->stats.food > 0) |
|
|
1290 | { |
|
|
1291 | op->stats.food--; |
|
|
1292 | return; |
|
|
1293 | } |
|
|
1294 | |
|
|
1295 | apply_lamp (op, false); |
|
|
1296 | } |
|
|
1297 | |
1279 | void |
1298 | void |
1280 | process_object (object *op) |
1299 | process_object (object *op) |
1281 | { |
1300 | { |
1282 | if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) |
1301 | if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) |
1283 | return; |
1302 | return; |
… | |
… | |
1316 | { |
1335 | { |
1317 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1336 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1318 | remove_force (op); |
1337 | remove_force (op); |
1319 | else |
1338 | else |
1320 | { |
1339 | { |
1321 | /* If necessary, delete the item from the players inventory */ |
1340 | op->remove (); // TODO: really necessary? |
1322 | object *pl = op->in_player (); |
|
|
1323 | |
|
|
1324 | if (pl) |
|
|
1325 | esrv_del_item (pl->contr, op->count); |
|
|
1326 | |
|
|
1327 | op->remove (); |
|
|
1328 | |
1341 | |
1329 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1342 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1330 | make_sure_not_seen (op); |
1343 | make_sure_not_seen (op); |
1331 | |
1344 | |
1332 | op->destroy (); |
1345 | op->drop_and_destroy (); |
1333 | } |
1346 | } |
1334 | |
1347 | |
1335 | return; |
1348 | return; |
1336 | } |
1349 | } |
1337 | } |
1350 | } |
… | |
… | |
1461 | |
1474 | |
1462 | case PLAYER: |
1475 | case PLAYER: |
1463 | // players have their own speed-management, so undo the --speed_left |
1476 | // players have their own speed-management, so undo the --speed_left |
1464 | ++op->speed_left; |
1477 | ++op->speed_left; |
1465 | break; |
1478 | break; |
1466 | } |
|
|
1467 | } |
|
|
1468 | |
1479 | |
|
|
1480 | case MAPSCRIPT: |
|
|
1481 | move_mapscript (op); |
|
|
1482 | break; |
|
|
1483 | |
|
|
1484 | case LAMP: |
|
|
1485 | case TORCH: |
|
|
1486 | move_lamp (op); |
|
|
1487 | break; |
|
|
1488 | } |
|
|
1489 | } |
|
|
1490 | |