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 | |
… | |
… | |
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) |
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 | ; |
… | |
… | |
325 | * off the gate. |
336 | * off the gate. |
326 | */ |
337 | */ |
327 | else 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 */ |
… | |
… | |
364 | |
376 | |
365 | /* hp : how long door is open/closed |
377 | /* hp : how long door is open/closed |
366 | * maxhp : initial value for hp |
378 | * maxhp : initial value for hp |
367 | * sp : 1 = open, 0 = close |
379 | * sp : 1 = open, 0 = close |
368 | */ |
380 | */ |
369 | void |
381 | static void |
370 | move_timed_gate (object *op) |
382 | move_timed_gate (object *op) |
371 | { |
383 | { |
372 | int v = op->value; |
384 | int v = op->value; |
373 | |
385 | |
374 | if (op->stats.sp) |
386 | if (op->stats.sp) |
… | |
… | |
393 | * speed: frequency of 'glances' |
405 | * speed: frequency of 'glances' |
394 | * connected: connected value of detector |
406 | * connected: connected value of detector |
395 | * sp: 1 if detection sets buttons |
407 | * sp: 1 if detection sets buttons |
396 | * -1 if detection unsets buttons |
408 | * -1 if detection unsets buttons |
397 | */ |
409 | */ |
398 | |
410 | static void |
399 | void |
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400 | move_detector (object *op) |
411 | move_detector (object *op) |
401 | { |
412 | { |
402 | object *tmp; |
413 | object *tmp; |
403 | int last = op->value; |
414 | int last = op->value; |
404 | int detected; |
415 | int detected; |
… | |
… | |
431 | if (op->stats.sp == 1) |
442 | if (op->stats.sp == 1) |
432 | { |
443 | { |
433 | if (detected && last == 0) |
444 | if (detected && last == 0) |
434 | { |
445 | { |
435 | op->value = 1; |
446 | op->value = 1; |
436 | push_button (op); |
447 | push_button (op, tmp); |
437 | } |
448 | } |
438 | |
449 | |
439 | if (!detected && last == 1) |
450 | if (!detected && last == 1) |
440 | { |
451 | { |
441 | op->value = 0; |
452 | op->value = 0; |
442 | push_button (op); |
453 | push_button (op, tmp); |
443 | } |
454 | } |
444 | } |
455 | } |
445 | else |
456 | else |
446 | { /* in this case, we unset buttons */ |
457 | { /* in this case, we unset buttons */ |
447 | if (detected && last == 1) |
458 | if (detected && last == 1) |
448 | { |
459 | { |
449 | op->value = 0; |
460 | op->value = 0; |
450 | push_button (op); |
461 | push_button (op, tmp); |
451 | } |
462 | } |
452 | |
463 | |
453 | if (!detected && last == 0) |
464 | if (!detected && last == 0) |
454 | { |
465 | { |
455 | op->value = 1; |
466 | op->value = 1; |
456 | push_button (op); |
467 | push_button (op, tmp); |
457 | } |
468 | } |
458 | } |
469 | } |
459 | } |
470 | } |
460 | |
471 | |
461 | void |
472 | void |
… | |
… | |
471 | SET_ANIMATION (op, op->stats.wc); |
482 | SET_ANIMATION (op, op->stats.wc); |
472 | update_object (op, UP_OBJ_FACE); |
483 | update_object (op, UP_OBJ_FACE); |
473 | } |
484 | } |
474 | } |
485 | } |
475 | |
486 | |
476 | void |
487 | static void |
477 | move_hole (object *op) |
488 | move_hole (object *op) |
478 | { /* 1 = opening, 0 = closing */ |
489 | { /* 1 = opening, 0 = closing */ |
479 | object *next, *tmp; |
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|
480 | |
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481 | if (op->value) |
490 | if (op->value) |
482 | { /* We're opening */ |
491 | { /* We're opening */ |
483 | if (--op->stats.wc <= 0) |
492 | if (--op->stats.wc <= 0) |
484 | { /* Opened, let's stop */ |
493 | { /* Opened, let's stop */ |
485 | op->stats.wc = 0; |
494 | op->stats.wc = 0; |
486 | op->set_speed (0); |
495 | op->set_speed (0); |
487 | |
496 | |
488 | /* Hard coding this makes sense for holes I suppose */ |
497 | /* Hard coding this makes sense for holes I suppose */ |
489 | op->move_on = MOVE_WALK; |
498 | op->move_on = MOVE_WALK; |
490 | for (tmp = op->above; tmp != NULL; tmp = next) |
499 | for (object *next, *tmp = op->above; tmp; tmp = next) |
491 | { |
500 | { |
492 | next = tmp->above; |
501 | next = tmp->above; |
493 | move_apply (op, tmp, tmp); |
502 | move_apply (op, tmp, tmp); |
494 | } |
503 | } |
495 | } |
504 | } |
… | |
… | |
537 | { |
546 | { |
538 | object *payload = op->inv; |
547 | object *payload = op->inv; |
539 | |
548 | |
540 | if (payload == NULL) |
549 | if (payload == NULL) |
541 | return NULL; |
550 | return NULL; |
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|
551 | |
542 | payload->remove (); |
552 | payload->remove (); |
543 | op->destroy (); |
553 | op->destroy (); |
544 | return payload; |
554 | return payload; |
545 | } |
555 | } |
546 | |
556 | |
… | |
… | |
589 | |
599 | |
590 | // restore original wc, dam, attacktype and slaying |
600 | // restore original wc, dam, attacktype and slaying |
591 | op->stats.wc = op->stats.sp; |
601 | op->stats.wc = op->stats.sp; |
592 | op->stats.dam = op->stats.hp; |
602 | op->stats.dam = op->stats.hp; |
593 | op->attacktype = op->stats.grace; |
603 | op->attacktype = op->stats.grace; |
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|
604 | op->slaying = op->custom_name; |
594 | |
605 | |
595 | if (op->spellarg) |
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|
596 | { |
|
|
597 | op->slaying = op->spellarg; |
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|
598 | free (op->spellarg); |
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|
599 | op->spellarg = 0; |
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|
600 | } |
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|
601 | else |
|
|
602 | op->slaying = 0; |
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603 | |
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|
604 | /* 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 */ |
605 | op->spellarg = NULL; |
607 | op->custom_name = 0; |
606 | op->stats.sp = 0; |
608 | op->stats.sp = 0; |
607 | op->stats.hp = 0; |
609 | op->stats.hp = 0; |
608 | op->stats.grace = 0; |
610 | op->stats.grace = 0; |
609 | op->level = 0; |
611 | op->level = 0; |
610 | op->face = op->arch->face; |
612 | op->face = op->arch->face; |
611 | op->owner = NULL; /* So that stopped arrows will be saved */ |
613 | op->owner = 0; |
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|
614 | |
612 | update_object (op, UP_OBJ_CHANGE); |
615 | update_object (op, UP_OBJ_CHANGE); |
|
|
616 | |
613 | return op; |
617 | return op; |
614 | } |
618 | } |
615 | |
619 | |
616 | /* stop_arrow() - what to do when a non-living flying object |
620 | /* stop_arrow() - what to do when a non-living flying object |
617 | * 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 |
… | |
… | |
626 | if (INVOKE_OBJECT (STOP, op)) |
630 | if (INVOKE_OBJECT (STOP, op)) |
627 | return; |
631 | return; |
628 | |
632 | |
629 | if (op->inv) |
633 | if (op->inv) |
630 | { |
634 | { |
|
|
635 | // replace this by straightforward drop to ground? |
631 | object *payload = op->inv; |
636 | object *payload = op->inv; |
632 | |
637 | |
633 | payload->remove (); |
|
|
634 | payload->owner = 0; |
638 | payload->owner = 0; |
635 | insert_ob_in_map (payload, op->map, payload, 0); |
639 | insert_ob_in_map (payload, op->map, payload, 0); |
636 | op->destroy (); |
640 | op->destroy (); |
637 | } |
641 | } |
638 | else |
642 | else |
… | |
… | |
667 | * 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, |
668 | * 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 |
669 | * 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, |
670 | * and it is easy enough to clean it up here. |
674 | * and it is easy enough to clean it up here. |
671 | */ |
675 | */ |
672 | if (op->inv == NULL) |
676 | if (!op->inv) |
673 | { |
677 | { |
674 | op->destroy (); |
678 | op->destroy (); |
675 | return; |
679 | return; |
676 | } |
680 | } |
677 | |
681 | |
… | |
… | |
806 | return; |
810 | return; |
807 | } |
811 | } |
808 | |
812 | |
809 | /* update object image for new facing */ |
813 | /* update object image for new facing */ |
810 | /* many thrown objects *don't* have more than one face */ |
814 | /* many thrown objects *don't* have more than one face */ |
811 | if (GET_ANIM_ID (op)) |
815 | if (op->has_anim ()) |
812 | SET_ANIMATION (op, op->direction); |
816 | op->set_anim_frame (op->direction); |
813 | } /* object is reflected */ |
817 | } /* object is reflected */ |
814 | } /* object ran into a wall */ |
818 | } /* object ran into a wall */ |
815 | |
819 | |
816 | /* 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 |
817 | * about 17 squares. Tune as needed. |
821 | * about 17 squares. Tune as needed. |
… | |
… | |
820 | |
824 | |
821 | /* Move the arrow. */ |
825 | /* Move the arrow. */ |
822 | op->move_to (pos); |
826 | op->move_to (pos); |
823 | } |
827 | } |
824 | |
828 | |
825 | /* This routine doesnt seem to work for "inanimate" objects that |
829 | static void |
826 | * are being carried, ie a held torch leaps from your hands!. |
|
|
827 | * Modified this routine to allow held objects. b.t. */ |
|
|
828 | void |
|
|
829 | change_object (object *op) |
830 | change_object (object *op) |
830 | { /* Doesn`t handle linked objs yet */ |
831 | { /* Doesn`t handle linked objs yet */ |
831 | int i, j; |
|
|
832 | |
|
|
833 | if (op->other_arch == NULL) |
832 | if (!op->other_arch) |
834 | { |
833 | { |
835 | 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 ()); |
836 | return; |
835 | return; |
837 | } |
836 | } |
838 | |
837 | |
839 | /* In non-living items only change when food value is 0 */ |
838 | /* In non-living items only change when food value is 0 */ |
840 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
839 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
841 | { |
840 | { |
842 | if (op->stats.food-- > 0) |
841 | if (op->stats.food-- > 0) |
843 | 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); |
844 | else |
858 | else |
845 | op->stats.food = 1; /* so 1 other_arch is made */ |
|
|
846 | } |
|
|
847 | |
|
|
848 | object *pl = op->in_player (); |
|
|
849 | object *env = op->env; |
|
|
850 | |
|
|
851 | op->remove (); |
|
|
852 | for (i = 0; i < NROFNEWOBJS (op); i++) |
|
|
853 | { |
|
|
854 | object *tmp = arch_to_object (op->other_arch); |
|
|
855 | |
|
|
856 | if (op->type == LAMP) |
|
|
857 | tmp->stats.food = op->stats.food - 1; |
|
|
858 | |
|
|
859 | tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ |
|
|
860 | if (env) |
|
|
861 | { |
|
|
862 | tmp->x = env->x, tmp->y = env->y; |
|
|
863 | tmp = insert_ob_in_ob (tmp, env); |
|
|
864 | |
|
|
865 | /* If this object is the players inventory, we need to tell the |
|
|
866 | * client of the change. Insert_ob_in_map takes care of the |
|
|
867 | * updating the client, so we don't need to do that below. |
|
|
868 | */ |
|
|
869 | if (pl) |
|
|
870 | { |
|
|
871 | esrv_del_item (pl->contr, op->count); |
|
|
872 | esrv_send_item (pl, tmp); |
|
|
873 | } |
|
|
874 | } |
859 | { |
875 | else |
|
|
876 | { |
|
|
877 | 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 | |
878 | if (j == -1) /* No free spot */ |
862 | if (j < 0) /* No free spot */ |
879 | tmp->destroy (); |
863 | tmp->destroy (); |
880 | else |
864 | else |
881 | { |
865 | { |
882 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
866 | mapxy pos (op); pos.move (j); |
883 | insert_ob_in_map (tmp, op->map, op, 0); |
867 | |
|
|
868 | if (pos.normalise ()) |
|
|
869 | pos.insert (tmp, op); |
884 | } |
870 | } |
885 | } |
871 | } |
886 | } |
872 | } |
887 | |
873 | |
888 | op->destroy (); |
874 | op->destroy (); |
… | |
… | |
944 | else |
930 | else |
945 | { |
931 | { |
946 | /* Random teleporter */ |
932 | /* Random teleporter */ |
947 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
933 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
948 | return; |
934 | return; |
|
|
935 | |
949 | teleport (head, TELEPORTER, tmp); |
936 | teleport (head, TELEPORTER, tmp); |
950 | } |
937 | } |
951 | } |
938 | } |
952 | |
939 | |
953 | /* This object will teleport someone to a different map |
940 | /* This object will teleport someone to a different map |
954 | and will also apply changes to the player from its inventory. |
941 | and will also apply changes to the player from its inventory. |
955 | 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 |
956 | can't be generalized. |
943 | can't be generalized. |
957 | */ |
944 | */ |
958 | void |
945 | static void |
959 | move_player_changer (object *op) |
946 | move_player_changer (object *op) |
960 | { |
947 | { |
961 | object *player; |
|
|
962 | object *walk; |
|
|
963 | |
|
|
964 | if (!op->above || !EXIT_PATH (op)) |
948 | if (!op->above || !EXIT_PATH (op)) |
965 | return; |
949 | return; |
966 | |
950 | |
967 | /* This isn't all that great - means that the player_mover |
951 | /* This isn't all that great - means that the player_mover |
968 | * needs to be on top. |
952 | * needs to be on top. |
969 | */ |
953 | */ |
970 | if (op->above->type == PLAYER) |
954 | if (op->above->type == PLAYER) |
971 | { |
955 | { |
|
|
956 | object *player = op->above; |
|
|
957 | |
972 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
958 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
973 | return; |
959 | return; |
974 | |
960 | |
975 | player = op->above; |
|
|
976 | |
|
|
977 | for (walk = op->inv; walk; walk = walk->below) |
961 | for (object *walk = op->inv; walk; walk = walk->below) |
978 | apply_changes_to_player (player, walk); |
962 | apply_changes_to_player (player, walk); |
979 | |
963 | |
980 | player->update_stats (); |
964 | player->update_stats (); |
981 | |
965 | |
982 | esrv_send_inventory (op->above, op->above); |
966 | esrv_send_inventory (op->above, op->above); |
… | |
… | |
1029 | * 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. |
1030 | * 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, |
1031 | * 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, |
1032 | * it'll paralyze the victim for hp*his speed/op->speed |
1016 | * it'll paralyze the victim for hp*his speed/op->speed |
1033 | */ |
1017 | */ |
1034 | void |
1018 | static void |
1035 | move_player_mover (object *op) |
1019 | move_player_mover (object *op) |
1036 | { |
1020 | { |
1037 | int dir = op->stats.sp; |
1021 | int dir = op->stats.sp; |
1038 | sint16 nx, ny; |
1022 | sint16 nx, ny; |
1039 | maptile *m; |
1023 | maptile *m; |
… | |
… | |
1083 | /* only level >=1 movers move people */ |
1067 | /* only level >=1 movers move people */ |
1084 | if (op->level) |
1068 | if (op->level) |
1085 | { |
1069 | { |
1086 | /* 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 |
1087 | * is cleared, otherwise the player will get stuck in |
1071 | * is cleared, otherwise the player will get stuck in |
1088 | * place. This can happen if the player used a spell to |
1072 | * place. This can happen if the player used a spell to |
1089 | * get to this space. |
1073 | * get to this space. |
1090 | */ |
1074 | */ |
1091 | victim->contr->fire_on = 0; |
1075 | victim->contr->fire_on = 0; |
1092 | victim->speed_left = 1.f; |
1076 | victim->speed_left = 1.f; |
1093 | move_player (victim, dir); |
1077 | move_player (victim, dir); |
1094 | } |
1078 | } |
1095 | else |
1079 | else |
1096 | return; |
1080 | return; |
1097 | } |
1081 | } |
1098 | else |
1082 | else |
1099 | move_object (victim, dir); |
1083 | victim->move (dir); |
1100 | |
1084 | |
1101 | if (!op->stats.maxsp && op->attacktype) |
1085 | if (!op->stats.maxsp && op->attacktype) |
1102 | op->stats.maxsp = 2; |
1086 | op->stats.maxsp = 2; |
1103 | |
1087 | |
1104 | if (op->attacktype) |
1088 | if (op->attacktype) |
1105 | { /* flag to paralyze the player */ |
1089 | { /* flag to paralyze the player */ |
1106 | 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); |
1107 | } |
1091 | } |
1108 | } |
1092 | } |
1109 | } |
1093 | } |
1110 | } |
1094 | } |
1111 | |
1095 | |
… | |
… | |
1173 | { |
1157 | { |
1174 | creator->stats.hp = -1; |
1158 | creator->stats.hp = -1; |
1175 | return; |
1159 | return; |
1176 | } |
1160 | } |
1177 | |
1161 | |
1178 | if (creator->inv != NULL) |
1162 | if (creator->inv) |
1179 | { |
1163 | { |
1180 | object *ob; |
1164 | object *ob; |
1181 | int i; |
1165 | int i; |
1182 | object *ob_to_copy; |
1166 | object *ob_to_copy; |
1183 | |
1167 | |
… | |
… | |
1188 | if (rndm (0, i) == 0) |
1172 | if (rndm (0, i) == 0) |
1189 | { |
1173 | { |
1190 | ob_to_copy = ob; |
1174 | ob_to_copy = ob; |
1191 | } |
1175 | } |
1192 | } |
1176 | } |
1193 | new_ob = object_create_clone (ob_to_copy); |
1177 | new_ob = ob_to_copy->deep_clone (); |
1194 | CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); |
1178 | CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); |
1195 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1179 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1196 | } |
1180 | } |
1197 | else |
1181 | else |
1198 | { |
1182 | { |
1199 | if (creator->other_arch == NULL) |
1183 | if (!creator->other_arch) |
1200 | { |
1184 | { |
1201 | 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", |
1202 | &creator->name, &creator->map->path, creator->x, creator->y); |
1186 | &creator->name, &creator->map->path, creator->x, creator->y); |
1203 | return; |
1187 | return; |
1204 | } |
1188 | } |
… | |
… | |
1206 | new_ob = object_create_arch (creator->other_arch); |
1190 | new_ob = object_create_arch (creator->other_arch); |
1207 | fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); |
1191 | fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); |
1208 | } |
1192 | } |
1209 | |
1193 | |
1210 | /* Make sure this multipart object fits */ |
1194 | /* Make sure this multipart object fits */ |
1211 | 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)) |
1212 | { |
1196 | { |
1213 | new_ob->destroy (); |
1197 | new_ob->destroy (); |
1214 | return; |
1198 | return; |
1215 | } |
1199 | } |
1216 | |
1200 | |
… | |
… | |
1221 | 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); |
1222 | if (QUERY_FLAG (new_ob, FLAG_FREED)) |
1206 | if (QUERY_FLAG (new_ob, FLAG_FREED)) |
1223 | return; |
1207 | return; |
1224 | |
1208 | |
1225 | if (creator->slaying) |
1209 | if (creator->slaying) |
1226 | { |
|
|
1227 | new_ob->name = new_ob->title = creator->slaying; |
1210 | new_ob->name = new_ob->title = creator->slaying; |
1228 | } |
|
|
1229 | } |
1211 | } |
1230 | |
1212 | |
1231 | /* move_marker --peterm@soda.csua.berkeley.edu |
1213 | /* move_marker --peterm@soda.csua.berkeley.edu |
1232 | when moved, a marker will search for a player sitting above |
1214 | when moved, a marker will search for a player sitting above |
1233 | it, and insert an invisible, weightless force into him |
1215 | it, and insert an invisible, weightless force into him |
… | |
… | |
1243 | { |
1225 | { |
1244 | /* remove an old force with a slaying field == op->name */ |
1226 | /* remove an old force with a slaying field == op->name */ |
1245 | if (object *force = tmp->force_find (op->name)) |
1227 | if (object *force = tmp->force_find (op->name)) |
1246 | force->destroy (); |
1228 | force->destroy (); |
1247 | |
1229 | |
1248 | if (!tmp->force_find (op->slaying)) |
1230 | if (op->slaying && !tmp->force_find (op->slaying)) |
1249 | { |
1231 | { |
1250 | tmp->force_add (op->slaying, op->stats.food); |
1232 | tmp->force_add (op->slaying, op->stats.food); |
1251 | |
1233 | |
1252 | if (op->msg) |
1234 | if (op->msg) |
1253 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
1235 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
… | |
… | |
1265 | } |
1247 | } |
1266 | } |
1248 | } |
1267 | } |
1249 | } |
1268 | } |
1250 | } |
1269 | |
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 | |
1270 | void |
1298 | void |
1271 | process_object (object *op) |
1299 | process_object (object *op) |
1272 | { |
1300 | { |
1273 | if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) |
1301 | if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) |
1274 | return; |
1302 | return; |
… | |
… | |
1307 | { |
1335 | { |
1308 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1336 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1309 | remove_force (op); |
1337 | remove_force (op); |
1310 | else |
1338 | else |
1311 | { |
1339 | { |
1312 | /* If necessary, delete the item from the players inventory */ |
1340 | op->remove (); // TODO: really necessary? |
1313 | object *pl = op->in_player (); |
|
|
1314 | |
|
|
1315 | if (pl) |
|
|
1316 | esrv_del_item (pl->contr, op->count); |
|
|
1317 | |
|
|
1318 | op->remove (); |
|
|
1319 | |
1341 | |
1320 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1342 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1321 | make_sure_not_seen (op); |
1343 | make_sure_not_seen (op); |
1322 | |
1344 | |
1323 | op->destroy (); |
1345 | op->drop_and_destroy (); |
1324 | } |
1346 | } |
1325 | |
1347 | |
1326 | return; |
1348 | return; |
1327 | } |
1349 | } |
1328 | } |
1350 | } |
… | |
… | |
1452 | |
1474 | |
1453 | case PLAYER: |
1475 | case PLAYER: |
1454 | // players have their own speed-management, so undo the --speed_left |
1476 | // players have their own speed-management, so undo the --speed_left |
1455 | ++op->speed_left; |
1477 | ++op->speed_left; |
1456 | break; |
1478 | break; |
1457 | } |
|
|
1458 | } |
|
|
1459 | |
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 | |