1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
|
|
4 | * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
18 | * |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
21 | * <http://www.gnu.org/licenses/>. |
21 | * |
22 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
24 | */ |
24 | |
25 | |
25 | /* |
26 | /* |
26 | * Routines that is executed from objects based on their speed have been |
27 | * Routines that is executed from objects based on their speed have been |
… | |
… | |
28 | */ |
29 | */ |
29 | #include <global.h> |
30 | #include <global.h> |
30 | #include <spells.h> |
31 | #include <spells.h> |
31 | #include <sproto.h> |
32 | #include <sproto.h> |
32 | |
33 | |
33 | /* The following removes doors. The functions check to see if similar |
34 | /* The following removes doors. The functions check to see if similar |
34 | * doors are next to the one that is being removed, and if so, set it |
35 | * doors are next to the one that is being removed, and if so, set it |
35 | * so those will be removed shortly (in a cascade like fashion.) |
36 | * so those will be removed shortly (in a cascade like fashion.) |
36 | */ |
37 | */ |
37 | void |
38 | void |
38 | remove_door (object *op) |
39 | remove_door (object *op) |
… | |
… | |
69 | int i; |
70 | int i; |
70 | object *tmp; |
71 | object *tmp; |
71 | |
72 | |
72 | for (i = 1; i < 9; i += 2) |
73 | for (i = 1; i < 9; i += 2) |
73 | { |
74 | { |
74 | tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); |
75 | tmp = present (LOCKED_DOOR, op->map, op->x + DIRX (i), op->y + DIRY (i)); |
75 | if (tmp && tmp->slaying == op->slaying) |
76 | if (tmp && tmp->slaying == op->slaying) |
76 | { /* same key both doors */ |
77 | { /* same key both doors */ |
77 | tmp->set_speed (0.1f); |
78 | tmp->set_speed (0.1f); |
78 | tmp->speed_left = -0.2f; |
79 | tmp->speed_left = -0.2f; |
79 | } |
80 | } |
… | |
… | |
237 | static void |
238 | static void |
238 | move_gate (object *op) |
239 | move_gate (object *op) |
239 | { /* 1 = going down, 0 = going up */ |
240 | { /* 1 = going down, 0 = going up */ |
240 | object *tmp; |
241 | object *tmp; |
241 | |
242 | |
242 | if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) |
243 | if (uint32_t (op->stats.wc) >= op->anim_frames ()) |
243 | { |
244 | { |
244 | LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); |
245 | LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, op->anim_frames ()); |
245 | op->stats.wc = 0; |
246 | op->stats.wc = 0; |
246 | } |
247 | } |
247 | |
248 | |
248 | /* We're going down */ |
|
|
249 | if (op->value) |
249 | if (op->value) |
250 | { |
250 | { |
|
|
251 | /* We're going down */ |
251 | if (--op->stats.wc <= 0) |
252 | if (--op->stats.wc <= 0) |
252 | { /* Reached bottom, let's stop */ |
253 | { /* Reached bottom, let's stop */ |
253 | op->stats.wc = 0; |
254 | op->stats.wc = 0; |
254 | if (op->arch->has_active_speed ()) |
255 | if (op->arch->has_active_speed ()) |
255 | op->value = 0; |
256 | op->value = 0; |
256 | else |
257 | else |
257 | op->set_speed (0); |
258 | op->set_speed (0); |
258 | } |
259 | } |
259 | |
260 | |
260 | if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) |
261 | if (op->stats.wc < op->anim_frames () / 2 + 1) |
261 | { |
262 | { |
262 | op->move_block = 0; |
263 | op->move_block = 0; |
263 | op->clr_flag (FLAG_BLOCKSVIEW); |
264 | op->clr_flag (FLAG_BLOCKSVIEW); |
264 | update_all_los (op->map, op->x, op->y); |
265 | update_all_los (op->map, op->x, op->y); |
265 | } |
266 | } |
266 | |
|
|
267 | SET_ANIMATION (op, op->stats.wc); |
|
|
268 | update_object (op, UP_OBJ_CHANGE); |
|
|
269 | return; |
|
|
270 | } |
|
|
271 | |
|
|
272 | /* We're going up */ |
|
|
273 | |
|
|
274 | /* First, lets see if we are already at the top */ |
|
|
275 | if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
|
|
276 | { |
|
|
277 | |
|
|
278 | /* Check to make sure that only non pickable and non rollable |
|
|
279 | * objects are above the gate. If so, we finish closing the gate, |
|
|
280 | * otherwise, we fall through to the code below which should lower |
|
|
281 | * the gate slightly. |
|
|
282 | */ |
|
|
283 | |
|
|
284 | for (tmp = op->above; tmp; tmp = tmp->above) |
|
|
285 | if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE]) |
|
|
286 | break; |
|
|
287 | |
|
|
288 | if (!tmp) |
|
|
289 | { |
|
|
290 | if (op->arch->has_active_speed ()) |
|
|
291 | op->value = 1; |
|
|
292 | else |
|
|
293 | op->set_speed (0); |
|
|
294 | |
|
|
295 | return; |
|
|
296 | } |
|
|
297 | } |
|
|
298 | |
|
|
299 | if (op->stats.food) |
|
|
300 | { /* The gate is going temporarily down */ |
|
|
301 | if (--op->stats.wc <= 0) |
|
|
302 | { /* Gone all the way down? */ |
|
|
303 | op->stats.food = 0; /* Then let's try again */ |
|
|
304 | op->stats.wc = 0; |
|
|
305 | } |
|
|
306 | } |
267 | } |
307 | else |
268 | else |
308 | { /* The gate is still going up */ |
269 | { |
309 | op->stats.wc++; |
270 | /* We're going up */ |
310 | |
271 | |
311 | if (op->stats.wc >= NUM_ANIMATIONS (op)) |
272 | /* First, lets see if we are already at the top */ |
312 | op->stats.wc = NUM_ANIMATIONS (op) - 1; |
273 | if (op->stats.wc == op->anim_frames () - 1) |
313 | |
|
|
314 | /* If there is something on top of the gate, we try to roll it off. |
|
|
315 | * If a player/monster, we don't roll, we just hit them with damage |
|
|
316 | */ |
274 | { |
317 | if (op->stats.wc >= NUM_ANIMATIONS (op) / 2) |
275 | /* Check to make sure that only non pickable and non rollable |
318 | { |
276 | * objects are above the gate. If so, we finish closing the gate, |
319 | /* Halfway or further, check blocks */ |
277 | * otherwise, we fall through to the code below which should lower |
320 | /* First, get the top object on the square. */ |
278 | * the gate slightly. |
321 | for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) |
|
|
322 | ; |
279 | */ |
323 | |
280 | |
324 | if (tmp) |
|
|
325 | { |
|
|
326 | if (tmp->flag [FLAG_ALIVE]) |
|
|
327 | { |
|
|
328 | hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); |
|
|
329 | op->play_sound (sound_find ("blocked_gate")); |
|
|
330 | |
|
|
331 | if (tmp->type == PLAYER) |
|
|
332 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); |
|
|
333 | } |
|
|
334 | /* If the object is not alive, and the object either can |
|
|
335 | * be picked up or the object rolls, move the object |
|
|
336 | * off the gate. |
|
|
337 | */ |
|
|
338 | else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL])) |
|
|
339 | { |
|
|
340 | /* If it has speed, it should move itself, otherwise: */ |
|
|
341 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); |
|
|
342 | |
|
|
343 | /* If there is a free spot, move the object someplace */ |
|
|
344 | if (i > 0) |
|
|
345 | { |
|
|
346 | mapxy pos (tmp); |
|
|
347 | pos.move (i); |
|
|
348 | if (pos.normalise ()) |
|
|
349 | tmp->move_to (pos); |
|
|
350 | } |
|
|
351 | } |
|
|
352 | } |
|
|
353 | |
|
|
354 | /* See if there is still anything blocking the gate */ |
|
|
355 | for (tmp = op->above; tmp; tmp = tmp->above) |
281 | for (tmp = op->above; tmp; tmp = tmp->above) |
356 | if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE]) |
282 | if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE]) |
357 | break; |
283 | break; |
358 | |
284 | |
359 | /* IF there is, start putting the gate down */ |
|
|
360 | if (tmp) |
285 | if (!tmp) |
|
|
286 | { |
|
|
287 | if (op->arch->has_active_speed ()) |
|
|
288 | op->value = 1; |
|
|
289 | else |
|
|
290 | op->set_speed (0); |
|
|
291 | |
|
|
292 | return; |
|
|
293 | } |
|
|
294 | } |
|
|
295 | |
|
|
296 | if (op->stats.food) |
|
|
297 | { /* The gate is going temporarily down */ |
|
|
298 | if (--op->stats.wc <= 0) |
|
|
299 | { /* Gone all the way down? */ |
|
|
300 | op->stats.food = 0; /* Then let's try again */ |
|
|
301 | op->stats.wc = 0; |
|
|
302 | } |
|
|
303 | } |
|
|
304 | else |
|
|
305 | { /* The gate is still going up */ |
|
|
306 | op->stats.wc++; |
|
|
307 | min_it (op->stats.wc, op->anim_frames () - 1); |
|
|
308 | |
|
|
309 | /* If there is something on top of the gate, we try to roll it off. |
|
|
310 | * If a player/monster, we don't roll, we just hit them with damage |
|
|
311 | */ |
|
|
312 | if (op->stats.wc >= op->anim_frames () / 2) |
|
|
313 | { |
|
|
314 | /* Halfway or further, check blocks */ |
|
|
315 | /* First, get the top object on the square. */ |
|
|
316 | for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) |
|
|
317 | ; |
|
|
318 | |
|
|
319 | if (tmp) |
|
|
320 | { |
|
|
321 | if (tmp->flag [FLAG_ALIVE]) |
|
|
322 | { |
|
|
323 | hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); |
|
|
324 | op->play_sound (sound_find ("blocked_gate")); |
|
|
325 | |
|
|
326 | if (tmp->type == PLAYER) |
|
|
327 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); |
|
|
328 | } |
|
|
329 | /* If the object is not alive, and the object either can |
|
|
330 | * be picked up or the object rolls, move the object |
|
|
331 | * off the gate. |
|
|
332 | */ |
|
|
333 | else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL])) |
|
|
334 | { |
|
|
335 | /* If it has speed, it should move itself, otherwise: */ |
|
|
336 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); |
|
|
337 | |
|
|
338 | /* If there is a free spot, move the object someplace */ |
|
|
339 | if (i > 0) |
|
|
340 | { |
|
|
341 | mapxy pos (tmp); |
|
|
342 | pos.move (i); |
|
|
343 | if (pos.normalise ()) |
|
|
344 | tmp->move_to (pos); |
|
|
345 | } |
|
|
346 | } |
|
|
347 | } |
|
|
348 | |
|
|
349 | /* See if there is still anything blocking the gate */ |
|
|
350 | for (tmp = op->above; tmp; tmp = tmp->above) |
|
|
351 | if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE]) |
|
|
352 | break; |
|
|
353 | |
|
|
354 | /* IF there is, start putting the gate down */ |
|
|
355 | if (tmp) |
361 | op->stats.food = 1; |
356 | op->stats.food = 1; |
362 | else |
357 | else |
363 | { |
358 | { |
364 | op->move_block = MOVE_ALL; |
359 | op->move_block = MOVE_ALL; |
365 | |
360 | |
366 | if (!op->arch->stats.ac) |
361 | if (!op->arch->stats.ac) |
367 | op->set_flag (FLAG_BLOCKSVIEW); |
362 | op->set_flag (FLAG_BLOCKSVIEW); |
|
|
363 | |
368 | update_all_los (op->map, op->x, op->y); |
364 | update_all_los (op->map, op->x, op->y); |
369 | } |
365 | } |
370 | } /* gate is halfway up */ |
366 | } /* gate is halfway up */ |
371 | |
|
|
372 | SET_ANIMATION (op, op->stats.wc); |
|
|
373 | update_object (op, UP_OBJ_CHANGE); |
|
|
374 | } /* gate is going up */ |
367 | } /* gate is going up */ |
|
|
368 | } |
|
|
369 | |
|
|
370 | op->update_anim_frame (op->stats.wc); |
375 | } |
371 | } |
376 | |
372 | |
377 | /* hp : how long door is open/closed |
373 | /* hp : how long door is open/closed |
378 | * maxhp : initial value for hp |
374 | * maxhp : initial value for hp |
379 | * sp : 1 = open, 0 = close |
375 | * sp : 1 = open, 0 = close |
… | |
… | |
470 | } |
466 | } |
471 | |
467 | |
472 | void |
468 | void |
473 | animate_trigger (object *op) |
469 | animate_trigger (object *op) |
474 | { |
470 | { |
475 | if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) |
471 | if (uint32_t (++op->stats.wc) >= op->anim_frames ()) |
476 | { |
472 | { |
477 | op->stats.wc = 0; |
473 | op->stats.wc = 0; |
478 | check_trigger (op, NULL); |
474 | check_trigger (op, NULL); |
479 | } |
475 | } |
480 | else |
476 | else |
481 | { |
477 | op->update_anim_frame (op->stats.wc); |
482 | SET_ANIMATION (op, op->stats.wc); |
|
|
483 | update_object (op, UP_OBJ_FACE); |
|
|
484 | } |
|
|
485 | } |
478 | } |
486 | |
479 | |
487 | static void |
480 | static void |
488 | move_hole (object *op) |
481 | move_hole (object *op) |
489 | { /* 1 = opening, 0 = closing */ |
482 | { /* 1 = opening, 0 = closing */ |
490 | if (op->value) |
483 | if (op->value) |
491 | { /* We're opening */ |
484 | { |
|
|
485 | /* We're opening */ |
|
|
486 | op->stats.wc--; |
492 | if (--op->stats.wc <= 0) |
487 | if (op->stats.wc <= 0) |
493 | { /* Opened, let's stop */ |
488 | { /* Opened, let's stop */ |
494 | op->stats.wc = 0; |
489 | op->stats.wc = 0; |
495 | op->set_speed (0); |
490 | op->set_speed (0); |
496 | |
491 | |
497 | /* Hard coding this makes sense for holes I suppose */ |
492 | /* Hard coding this makes sense for holes I suppose */ |
… | |
… | |
500 | { |
495 | { |
501 | next = tmp->above; |
496 | next = tmp->above; |
502 | move_apply (op, tmp, tmp); |
497 | move_apply (op, tmp, tmp); |
503 | } |
498 | } |
504 | } |
499 | } |
505 | |
500 | } |
506 | SET_ANIMATION (op, op->stats.wc); |
501 | else |
507 | update_object (op, UP_OBJ_FACE); |
|
|
508 | return; |
|
|
509 | } |
502 | { |
510 | |
|
|
511 | /* We're closing */ |
503 | /* We're closing */ |
512 | op->move_on = 0; |
504 | op->move_on = 0; |
513 | |
505 | |
514 | op->stats.wc++; |
506 | op->stats.wc++; |
515 | if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) |
507 | if (op->stats.wc >= op->anim_frames ()) |
516 | op->stats.wc = NUM_ANIMATIONS (op) - 1; |
508 | { |
517 | |
509 | op->stats.wc = op->anim_frames () - 1; |
518 | SET_ANIMATION (op, op->stats.wc); |
|
|
519 | update_object (op, UP_OBJ_FACE); |
|
|
520 | if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
|
|
521 | op->set_speed (0); /* closed, let's stop */ |
510 | op->set_speed (0); /* closed, let's stop */ |
|
|
511 | } |
|
|
512 | } |
|
|
513 | |
|
|
514 | op->update_anim_frame (op->stats.wc); |
522 | } |
515 | } |
523 | |
516 | |
524 | |
517 | |
525 | /* stop_item() returns a pointer to the stopped object. The stopped object |
518 | /* stop_item() returns a pointer to the stopped object. The stopped object |
526 | * may or may not have been removed from maps or inventories. It will not |
519 | * may or may not have been removed from maps or inventories. It will not |
… | |
… | |
610 | op->stats.grace = 0; |
603 | op->stats.grace = 0; |
611 | op->level = 0; |
604 | op->level = 0; |
612 | op->face = op->arch->face; |
605 | op->face = op->arch->face; |
613 | op->owner = 0; |
606 | op->owner = 0; |
614 | |
607 | |
|
|
608 | op->clr_flag (FLAG_NO_PICK); /* fire_bow makes arrows NO_PICK so monsters (or anything else) don't pick them mid-flight */ |
|
|
609 | |
615 | update_object (op, UP_OBJ_CHANGE); |
610 | update_object (op, UP_OBJ_CHANGE); |
616 | |
611 | |
617 | return op; |
612 | return op; |
618 | } |
613 | } |
619 | |
614 | |
… | |
… | |
655 | { |
650 | { |
656 | int was_reflected; |
651 | int was_reflected; |
657 | |
652 | |
658 | if (!op->map) |
653 | if (!op->map) |
659 | { |
654 | { |
660 | LOG (llevError, "BUG: Arrow had no map.\n"); |
655 | LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ()); |
661 | op->destroy (); |
656 | op->destroy (); |
662 | return; |
657 | return; |
663 | } |
658 | } |
664 | |
659 | |
665 | /* we need to stop thrown objects at some point. Like here. */ |
660 | /* we need to stop thrown objects at some point. Like here. */ |
… | |
… | |
687 | } |
682 | } |
688 | |
683 | |
689 | /* decrease the speed as it flies. 0.05 means a standard bow will shoot |
684 | /* decrease the speed as it flies. 0.05 means a standard bow will shoot |
690 | * about 17 squares. Tune as needed. |
685 | * about 17 squares. Tune as needed. |
691 | */ |
686 | */ |
692 | op->speed -= 0.05; |
687 | op->set_speed (op->speed - 0.05); |
693 | |
688 | |
694 | /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower |
689 | /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower |
695 | values look rediculous. */ |
690 | values look ridiculous. */ |
696 | if (op->speed < (op->type == ARROW ? 0.05 : MIN_ACTIVE_SPEED)) |
691 | if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED)) |
697 | { |
692 | { |
698 | stop_arrow (op); |
693 | stop_arrow (op); |
699 | return; |
694 | return; |
700 | } |
695 | } |
701 | |
696 | |
… | |
… | |
714 | if (pos->flags () & P_IS_ALIVE) |
709 | if (pos->flags () & P_IS_ALIVE) |
715 | { |
710 | { |
716 | object *tmp; |
711 | object *tmp; |
717 | |
712 | |
718 | for (tmp = pos->bot; tmp; tmp = tmp->above) |
713 | for (tmp = pos->bot; tmp; tmp = tmp->above) |
719 | if (tmp->flag [FLAG_ALIVE]) |
714 | if (tmp->flag [FLAG_ALIVE] && tmp != op->owner) |
720 | break; |
715 | { |
721 | |
|
|
722 | /* Not really fair, but don't let monsters hit themselves with |
716 | /* Not really fair, but don't let monsters hit themselves with |
723 | * their own arrow - this can be because they fire it then |
717 | * their own arrow - this can be because they fire it then |
724 | * move into it. |
718 | * move into it. |
725 | */ |
719 | */ |
726 | if (tmp && tmp != op->owner) |
720 | |
727 | { |
|
|
728 | /* Found living object, but it is reflecting the missile. Update |
721 | /* Found living object, but it is reflecting the missile. Update |
729 | * as below. (Note that for living creatures there is a small |
722 | * as below. (Note that for living creatures there is a small |
730 | * chance that reflect_missile fails.) |
723 | * chance that reflect_missile fails.) |
731 | */ |
724 | */ |
732 | if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10)) |
725 | if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10)) |
733 | { |
726 | { |
734 | int number = op->face; |
|
|
735 | |
|
|
736 | op->direction = absdir (op->direction + 4); |
727 | op->direction = absdir (op->direction + 4); |
737 | update_turn_face (op); |
728 | update_turn_face (op); |
738 | was_reflected = 1; /* skip normal movement calculations */ |
729 | was_reflected = 1; /* skip normal movement calculations */ |
739 | } |
730 | } |
740 | else |
731 | else |
741 | { |
732 | { |
742 | /* Attack the object. */ |
733 | /* Attack the object. */ |
743 | op = hit_with_arrow (op, tmp); |
734 | op = hit_with_arrow (op, tmp); |
744 | |
735 | |
745 | if (!op) |
736 | if (!op) |
746 | return; |
737 | return; |
747 | } |
738 | } |
748 | } /* if this is not hitting its owner */ |
739 | |
749 | } /* if there is something alive on this space */ |
740 | break; |
|
|
741 | } |
|
|
742 | } |
750 | |
743 | |
751 | if (OB_TYPE_MOVE_BLOCK (op, pos->move_block)) |
744 | if (OB_TYPE_MOVE_BLOCK (op, pos->move_block)) |
752 | { |
745 | { |
753 | int retry = 0; |
746 | int retry = 0; |
754 | |
747 | |
… | |
… | |
1004 | } |
997 | } |
1005 | |
998 | |
1006 | cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); |
999 | cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); |
1007 | } |
1000 | } |
1008 | |
1001 | |
1009 | /* move_player_mover: this function takes a "player mover" as an |
1002 | /* move_player_mover: this function takes a "player mover" as an |
1010 | * argument, and performs the function of a player mover, which is: |
1003 | * argument, and performs the function of a player mover, which is: |
1011 | * |
1004 | * |
1012 | * a player mover finds any players that are sitting on it. It |
1005 | * a player mover finds any players that are sitting on it. It |
1013 | * moves them in the op->stats.sp direction. speed is how often it'll move. |
1006 | * moves them in the op->stats.sp direction. speed is how often it'll move. |
1014 | * If attacktype is nonzero it will paralyze the player. If lifesave is set, |
1007 | * If attacktype is nonzero it will paralyze the player. If lifesave is set, |
… | |
… | |
1016 | * it'll paralyze the victim for hp*his speed/op->speed |
1009 | * it'll paralyze the victim for hp*his speed/op->speed |
1017 | */ |
1010 | */ |
1018 | static void |
1011 | static void |
1019 | move_player_mover (object *op) |
1012 | move_player_mover (object *op) |
1020 | { |
1013 | { |
1021 | int dir = op->stats.sp; |
1014 | int dir = 0; |
1022 | sint16 nx, ny; |
|
|
1023 | maptile *m; |
|
|
1024 | |
|
|
1025 | /* Determine direction now for random movers so we do the right thing */ |
|
|
1026 | if (!dir) |
|
|
1027 | dir = rndm (1, 8); |
|
|
1028 | |
1015 | |
1029 | for (object *victim = op->ms ().bot; victim; victim = victim->above) |
1016 | for (object *victim = op->ms ().bot; victim; victim = victim->above) |
1030 | { |
1017 | { |
1031 | if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_WIZPASS] && |
1018 | if (victim->flag [FLAG_ALIVE] |
|
|
1019 | && !victim->flag [FLAG_WIZPASS] |
1032 | (victim->move_type & op->move_type || !victim->move_type)) |
1020 | && (victim->move_type & op->move_type || !victim->move_type)) |
|
|
1021 | { |
|
|
1022 | if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0) |
1033 | { |
1023 | { |
|
|
1024 | op->destroy (); |
|
|
1025 | return; |
|
|
1026 | } |
|
|
1027 | |
|
|
1028 | /* Determine direction only once so we do the right thing */ |
|
|
1029 | // why is it the right thing, though? |
|
|
1030 | if (!dir) |
|
|
1031 | dir = op->stats.sp ? op->stats.sp : rndm (1, 8); |
|
|
1032 | |
|
|
1033 | sint16 nx = op->x + DIRX (dir); |
|
|
1034 | sint16 ny = op->y + DIRY (dir); |
|
|
1035 | maptile *m = op->map; |
|
|
1036 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
|
|
1037 | { |
|
|
1038 | LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y); |
|
|
1039 | return; |
|
|
1040 | } |
1034 | |
1041 | |
1035 | if (victim->head) |
1042 | if (victim->head) |
1036 | victim = victim->head; |
1043 | victim = victim->head; |
1037 | |
|
|
1038 | if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0) |
|
|
1039 | { |
|
|
1040 | op->remove (); |
|
|
1041 | return; |
|
|
1042 | } |
|
|
1043 | |
|
|
1044 | nx = op->x + freearr_x[dir]; |
|
|
1045 | ny = op->y + freearr_y[dir]; |
|
|
1046 | m = op->map; |
|
|
1047 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
|
|
1048 | { |
|
|
1049 | LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y); |
|
|
1050 | return; |
|
|
1051 | } |
|
|
1052 | |
1044 | |
1053 | if (should_director_abort (op, victim)) |
1045 | if (should_director_abort (op, victim)) |
1054 | return; |
1046 | return; |
1055 | |
1047 | |
1056 | for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) |
1048 | for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) |
… | |
… | |
1133 | break; |
1125 | break; |
1134 | } |
1126 | } |
1135 | } |
1127 | } |
1136 | } |
1128 | } |
1137 | |
1129 | |
1138 | /* move_creator (by peterm) |
1130 | /* move_creator (by peterm) |
1139 | * it has the creator object create it's other_arch right on top of it. |
1131 | * it has the creator object create it's other_arch right on top of it. |
1140 | * connected: what will trigger it |
1132 | * connected: what will trigger it |
1141 | * hp: how many times it may create before stopping |
1133 | * hp: how many times it may create before stopping |
1142 | * lifesave: if set, it'll never disappear but will go on creating |
1134 | * lifesave: if set, it'll never disappear but will go on creating |
1143 | * everytime it's triggered |
1135 | * everytime it's triggered |
… | |
… | |
1165 | int i; |
1157 | int i; |
1166 | object *ob_to_copy; |
1158 | object *ob_to_copy; |
1167 | |
1159 | |
1168 | /* select random object from inventory to copy */ |
1160 | /* select random object from inventory to copy */ |
1169 | ob_to_copy = creator->inv; |
1161 | ob_to_copy = creator->inv; |
1170 | for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) |
1162 | for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++) |
1171 | { |
1163 | { |
1172 | if (rndm (0, i) == 0) |
1164 | if (rndm (0, i) == 0) |
1173 | { |
1165 | { |
1174 | ob_to_copy = ob; |
1166 | ob_to_copy = ob; |
1175 | } |
1167 | } |
1176 | } |
1168 | } |
|
|
1169 | |
1177 | new_ob = ob_to_copy->deep_clone (); |
1170 | new_ob = ob_to_copy->deep_clone (); |
1178 | new_ob->clr_flag (FLAG_IS_A_TEMPLATE); |
1171 | new_ob->clr_flag (FLAG_IS_A_TEMPLATE); |
1179 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1172 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1180 | } |
1173 | } |
1181 | else |
1174 | else |
… | |
… | |
1198 | return; |
1191 | return; |
1199 | } |
1192 | } |
1200 | |
1193 | |
1201 | // for now lets try to identify everything generated here, it mostly |
1194 | // for now lets try to identify everything generated here, it mostly |
1202 | // happens automated, so this will at least fix many identify-experience holes |
1195 | // happens automated, so this will at least fix many identify-experience holes |
|
|
1196 | if (new_ob->need_identify ()) |
1203 | new_ob->set_flag (FLAG_IDENTIFIED); |
1197 | new_ob->set_flag (FLAG_IDENTIFIED); |
1204 | |
1198 | |
1205 | insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); |
1199 | insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); |
1206 | if (new_ob->flag [FLAG_FREED]) |
1200 | if (new_ob->flag [FLAG_FREED]) |
1207 | return; |
1201 | return; |
1208 | |
1202 | |
… | |
… | |
1296 | } |
1290 | } |
1297 | |
1291 | |
1298 | void |
1292 | void |
1299 | process_object (object *op) |
1293 | process_object (object *op) |
1300 | { |
1294 | { |
1301 | if (expect_false (op->flag [FLAG_IS_A_TEMPLATE])) |
1295 | if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE])) |
1302 | return; |
1296 | return; |
1303 | |
1297 | |
1304 | if (expect_false (INVOKE_OBJECT (TICK, op))) |
1298 | if (ecb_expect_false (INVOKE_OBJECT (TICK, op))) |
1305 | return; |
1299 | return; |
1306 | |
1300 | |
1307 | if (op->flag [FLAG_MONSTER]) |
1301 | if (op->flag [FLAG_MONSTER]) |
1308 | if (move_monster (op) || op->flag [FLAG_FREED]) |
1302 | if (move_monster (op) || op->flag [FLAG_FREED]) |
1309 | return; |
1303 | return; |
… | |
… | |
1314 | |
1308 | |
1315 | if (op->flag [FLAG_SEE_ANYWHERE]) |
1309 | if (op->flag [FLAG_SEE_ANYWHERE]) |
1316 | make_sure_seen (op); |
1310 | make_sure_seen (op); |
1317 | } |
1311 | } |
1318 | |
1312 | |
1319 | if (expect_false ( |
1313 | if (ecb_expect_false ( |
1320 | op->flag [FLAG_GENERATOR] |
1314 | op->flag [FLAG_GENERATOR] |
1321 | || op->flag [FLAG_CHANGING] |
1315 | || op->flag [FLAG_CHANGING] |
1322 | || op->flag [FLAG_IS_USED_UP] |
1316 | || op->flag [FLAG_IS_USED_UP] |
1323 | )) |
1317 | )) |
1324 | { |
1318 | { |
… | |
… | |
1483 | |
1477 | |
1484 | case LAMP: |
1478 | case LAMP: |
1485 | case TORCH: |
1479 | case TORCH: |
1486 | move_lamp (op); |
1480 | move_lamp (op); |
1487 | break; |
1481 | break; |
1488 | } |
|
|
1489 | } |
|
|
1490 | |
1482 | |
|
|
1483 | case PHYSICS: // hmm, bad naming |
|
|
1484 | move_physics (op); |
|
|
1485 | break; |
|
|
1486 | } |
|
|
1487 | } |
|
|
1488 | |