1 | /* |
1 | /* |
2 | * static char *rcsid_time_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: time.C,v 1.5 2006/08/29 07:34:01 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify it under |
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9 | * the terms of the Affero GNU General Public License as published by the |
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10 | * Free Software Foundation, either version 3 of the License, or (at your |
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11 | * option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the Affero GNU General Public License |
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
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21 | * |
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22 | * The authors can be reached via e-mail to <support@deliantra.net> |
4 | */ |
23 | */ |
5 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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27 | */ |
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28 | |
24 | |
29 | /* |
25 | /* |
30 | * 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 |
31 | * collected in this file. |
27 | * collected in this file. |
32 | */ |
28 | */ |
33 | |
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34 | #include <global.h> |
29 | #include <global.h> |
35 | #include <spells.h> |
30 | #include <spells.h> |
36 | #ifndef __CEXTRACT__ |
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37 | #include <sproto.h> |
31 | #include <sproto.h> |
38 | #endif |
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39 | |
32 | |
40 | /* The following removes doors. The functions check to see if similar |
33 | /* The following removes doors. The functions check to see if similar |
41 | * doors are next to the one that is being removed, and if so, set it |
34 | * doors are next to the one that is being removed, and if so, set it |
42 | * so those will be removed shortly (in a cascade like fashion.) |
35 | * so those will be removed shortly (in a cascade like fashion.) |
43 | */ |
36 | */ |
44 | |
37 | void |
45 | void remove_door(object *op) { |
38 | remove_door (object *op) |
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39 | { |
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40 | for (int i = 1; i < SIZEOFFREE1 + 1; i += 2) |
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41 | { |
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42 | object *tmp; |
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43 | mapxy pos (op); |
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44 | pos.move (i); |
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45 | if (pos.normalise () |
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46 | && (tmp = present (DOOR, pos.m, pos.x, pos.y))) |
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47 | { |
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48 | tmp->set_speed (0.1f); |
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49 | tmp->speed_left = -0.2f; |
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50 | } |
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51 | } |
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52 | |
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53 | if (op->other_arch) |
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54 | { |
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55 | object *tmp = op->other_arch->instance (); |
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56 | tmp->x = op->x; |
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57 | tmp->y = op->y; |
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58 | tmp->map = op->map; |
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59 | tmp->level = op->level; |
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60 | insert_ob_in_map (tmp, op->map, op, 0); |
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61 | } |
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62 | |
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63 | op->drop_and_destroy (); |
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64 | } |
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65 | |
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66 | void |
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67 | remove_door2 (object *op) |
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68 | { |
46 | int i; |
69 | int i; |
47 | object *tmp; |
70 | object *tmp; |
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71 | |
48 | for(i=1;i<9;i+=2) |
72 | for (i = 1; i < 9; i += 2) |
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73 | { |
49 | if((tmp=present(DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]))!=NULL) { |
74 | tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); |
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75 | if (tmp && tmp->slaying == op->slaying) |
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76 | { /* same key both doors */ |
50 | tmp->speed = 0.1; |
77 | tmp->set_speed (0.1f); |
51 | update_ob_speed(tmp); |
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52 | tmp->speed_left= -0.2; |
78 | tmp->speed_left = -0.2f; |
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79 | } |
53 | } |
80 | } |
54 | |
81 | |
55 | if(op->other_arch) |
82 | if (op->other_arch) |
56 | { |
83 | { |
57 | tmp=arch_to_object(op->other_arch); |
84 | tmp = op->other_arch->instance (); |
58 | tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; |
85 | tmp->x = op->x; |
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86 | tmp->y = op->y; |
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87 | tmp->map = op->map; |
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88 | tmp->level = op->level; |
59 | insert_ob_in_map(tmp,op->map,op,0); |
89 | insert_ob_in_map (tmp, op->map, op, 0); |
60 | } |
90 | } |
61 | remove_ob(op); |
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62 | free_object(op); |
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63 | } |
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64 | |
91 | |
65 | void remove_door2(object *op) { |
92 | op->drop_and_destroy (); |
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93 | } |
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94 | |
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95 | static void |
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96 | generate_monster (object *gen) |
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97 | { |
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98 | if (!gen->map) |
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99 | return; |
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100 | |
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101 | if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) |
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102 | return; |
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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 | |
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109 | object *op; |
66 | int i; |
110 | int dir; |
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111 | |
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112 | if (gen->flag [FLAG_CONTENT_ON_GEN]) |
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113 | { |
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114 | // either copy one item from the inventory... |
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115 | if (!gen->inv) |
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116 | return; |
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117 | |
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118 | // first select one item from the inventory |
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119 | int index = 0; |
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120 | for (object *tmp = gen->inv; tmp; tmp = tmp->below) |
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121 | if (!rndm (++index)) |
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122 | op = tmp; |
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123 | |
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124 | dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
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125 | if (dir < 0) |
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126 | return; |
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127 | |
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128 | op = op->deep_clone (); |
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129 | |
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130 | op->clr_flag (FLAG_IS_A_TEMPLATE); |
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131 | unflag_inv (op, FLAG_IS_A_TEMPLATE); |
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132 | } |
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133 | else if (gen->other_arch) |
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134 | { |
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135 | // ...or use other_arch |
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136 | dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
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137 | if (dir < 0) |
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138 | return; |
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139 | |
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140 | op = gen->other_arch->instance (); |
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141 | } |
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142 | else |
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143 | return; |
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144 | |
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145 | op->expand_tail (); |
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146 | |
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147 | mapxy pos (gen); pos.move (dir); |
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148 | |
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149 | if (pos.insert (op, gen)) |
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150 | { |
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151 | if (rndm (0, 9)) |
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152 | generate_artifact (op, gen->map->difficulty); |
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153 | |
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154 | if (op->has_random_items ()) |
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155 | create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); |
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156 | |
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157 | return; |
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158 | } |
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159 | |
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160 | op->destroy (); |
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161 | } |
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162 | |
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163 | static void |
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164 | remove_force (object *op) |
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165 | { |
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166 | if (--op->duration > 0) |
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167 | return; |
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168 | |
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169 | if (op->env) |
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170 | switch (op->subtype) |
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171 | { |
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172 | case FORCE_CONFUSION: |
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173 | op->env->clr_flag (FLAG_CONFUSED); |
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174 | new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); |
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175 | |
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176 | default: |
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177 | op->clr_flag (FLAG_APPLIED); |
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178 | change_abil (op->env, op); |
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179 | op->env->update_stats (); |
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180 | } |
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181 | |
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182 | op->destroy (); |
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183 | } |
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184 | |
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185 | static void |
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186 | remove_blindness (object *op) |
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187 | { |
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188 | if (--op->stats.food > 0) |
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189 | return; |
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190 | |
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191 | op->clr_flag (FLAG_APPLIED); |
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192 | |
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193 | if (op->env) |
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194 | { |
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195 | change_abil (op->env, op); |
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196 | op->env->update_stats (); |
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197 | } |
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198 | |
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199 | op->destroy (); |
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200 | } |
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201 | |
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202 | static void |
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203 | poison_more (object *op) |
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204 | { |
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205 | if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0) |
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206 | { |
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207 | op->destroy (); |
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208 | return; |
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209 | } |
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210 | |
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211 | if (op->stats.food == 1) |
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212 | { |
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213 | /* need to unapply the object before update_stats is called, else fix_player |
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214 | * will not do anything. |
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215 | */ |
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216 | if (op->env->type == PLAYER) |
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217 | { |
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218 | op->clr_flag (FLAG_APPLIED); |
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219 | op->env->update_stats (); |
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220 | new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); |
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221 | } |
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222 | |
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223 | op->destroy (); |
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224 | return; |
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225 | } |
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226 | |
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227 | if (op->env->type == PLAYER) |
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228 | { |
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229 | op->env->stats.food--; |
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230 | new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); |
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231 | } |
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232 | |
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233 | hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); |
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234 | } |
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235 | |
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236 | |
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237 | static void |
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238 | move_gate (object *op) |
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239 | { /* 1 = going down, 0 = going up */ |
67 | object *tmp; |
240 | object *tmp; |
68 | for(i=1;i<9;i+=2) { |
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69 | tmp=present(LOCKED_DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]); |
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70 | if(tmp && tmp->slaying == op->slaying) {/* same key both doors */ |
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71 | tmp->speed = 0.1; |
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72 | update_ob_speed(tmp); |
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73 | tmp->speed_left= -0.2; |
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74 | } |
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75 | } |
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76 | if(op->other_arch) |
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77 | { |
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78 | tmp=arch_to_object(op->other_arch); |
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79 | tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; |
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80 | insert_ob_in_map(tmp,op->map,op,0); |
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81 | } |
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82 | remove_ob(op); |
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83 | free_object(op); |
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84 | } |
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85 | |
241 | |
86 | /* Will generate a monster according to content |
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87 | * of generator. |
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88 | */ |
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89 | void generate_monster_inv(object *gen) { |
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90 | int i; |
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91 | object *op,*head=NULL; |
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92 | |
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93 | int qty=0; |
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94 | /* Code below assumes the generator is on a map, as it tries |
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95 | * to place the monster on the map. So if the generator |
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96 | * isn't on a map, complain and exit. |
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97 | */ |
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98 | if (gen->map == NULL) { |
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99 | //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); |
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100 | return; |
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101 | } |
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102 | /*First count numer of objects in inv*/ |
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103 | for (op=gen->inv;op;op=op->below) |
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104 | qty++; |
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105 | if (!qty){ |
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106 | LOG(llevError,"Generator (%s) has no inventory in generate_monster_inv?\n", gen->name); |
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107 | return;/*No inventory*/ |
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108 | } |
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109 | qty=rndm(0,qty-1); |
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110 | for (op=gen->inv;qty;qty--) |
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111 | op=op->below; |
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112 | i=find_free_spot(op,gen->map,gen->x,gen->y,1,9); |
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113 | if (i==-1) |
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114 | return; |
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115 | head=object_create_clone(op); |
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116 | CLEAR_FLAG(head, FLAG_IS_A_TEMPLATE); |
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117 | unflag_inv (head,FLAG_IS_A_TEMPLATE); |
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118 | if (rndm(0, 9)) |
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119 | generate_artifact(head, gen->map->difficulty); |
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120 | insert_ob_in_map_at(head,gen->map,gen,0,gen->x+freearr_x[i],gen->y+freearr_y[i]); |
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121 | if (QUERY_FLAG(head, FLAG_FREED)) return; |
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122 | if(HAS_RANDOM_ITEMS(head)) |
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123 | create_treasure(head->randomitems,head,GT_APPLY, |
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124 | gen->map->difficulty,0); |
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125 | } |
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126 | |
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127 | void generate_monster_arch(object *gen) { |
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128 | int i; |
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129 | object *op,*head=NULL,*prev=NULL; |
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130 | archetype *at=gen->other_arch; |
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131 | |
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132 | if(gen->other_arch==NULL) { |
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133 | //LOG(llevError,"Generator without other_arch: %s\n",gen->name); |
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134 | return; |
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135 | } |
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136 | /* Code below assumes the generator is on a map, as it tries |
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137 | * to place the monster on the map. So if the generator |
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138 | * isn't on a map, complain and exit. |
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139 | */ |
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140 | if (gen->map == NULL) { |
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141 | //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); |
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142 | return; |
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143 | } |
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144 | i=find_free_spot(&at->clone,gen->map,gen->x,gen->y,1,9); |
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145 | if (i==-1) return; |
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146 | while(at!=NULL) { |
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147 | op=arch_to_object(at); |
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148 | op->x=gen->x+freearr_x[i]+at->clone.x; |
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149 | op->y=gen->y+freearr_y[i]+at->clone.y; |
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150 | |
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151 | if(head!=NULL) |
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152 | op->head=head,prev->more=op; |
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153 | |
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154 | if (rndm(0, 9)) generate_artifact(op, gen->map->difficulty); |
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155 | insert_ob_in_map(op,gen->map,gen,0); |
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156 | if (QUERY_FLAG(op, FLAG_FREED)) return; |
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157 | if(HAS_RANDOM_ITEMS(op)) |
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158 | create_treasure(op->randomitems,op,GT_APPLY, |
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159 | gen->map->difficulty,0); |
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160 | if(head==NULL) |
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161 | head=op; |
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162 | prev=op; |
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163 | at=at->more; |
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164 | } |
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165 | } |
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166 | |
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167 | void generate_monster(object *gen) { |
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168 | |
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169 | if(GENERATE_SPEED(gen)&&rndm(0, GENERATE_SPEED(gen)-1)) |
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170 | return; |
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171 | if (QUERY_FLAG(gen,FLAG_CONTENT_ON_GEN)) |
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172 | generate_monster_inv(gen); |
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173 | else |
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174 | generate_monster_arch(gen); |
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175 | |
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176 | } |
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177 | |
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178 | void remove_force(object *op) { |
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179 | if (--op->duration > 0) return; |
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180 | |
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181 | switch (op->subtype) { |
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182 | case FORCE_CONFUSION: |
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183 | if(op->env!=NULL) { |
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184 | CLEAR_FLAG(op->env, FLAG_CONFUSED); |
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185 | new_draw_info(NDI_UNIQUE, 0,op->env, "You regain your senses.\n"); |
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186 | } |
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187 | |
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188 | default: |
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189 | if(op->env!=NULL) { |
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190 | CLEAR_FLAG(op, FLAG_APPLIED); |
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191 | change_abil(op->env,op); |
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192 | fix_player(op->env); |
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193 | } |
|
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194 | } |
|
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195 | remove_ob(op); |
|
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196 | free_object(op); |
|
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197 | } |
|
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198 | |
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199 | void remove_blindness(object *op) { |
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200 | if(--op->stats.food > 0) |
|
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201 | return; |
|
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202 | CLEAR_FLAG(op, FLAG_APPLIED); |
|
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203 | if(op->env!=NULL) { |
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204 | change_abil(op->env,op); |
|
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205 | fix_player(op->env); |
|
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206 | } |
|
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207 | remove_ob(op); |
|
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208 | free_object(op); |
|
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209 | } |
|
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210 | |
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211 | void poison_more(object *op) { |
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212 | if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) { |
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213 | remove_ob(op); |
|
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214 | free_object(op); |
|
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215 | return; |
|
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216 | } |
|
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217 | if(op->stats.food==1) { |
|
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218 | /* need to remove the object before fix_player is called, else fix_player |
|
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219 | * will not do anything. |
|
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220 | */ |
|
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221 | if(op->env->type==PLAYER) { |
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222 | CLEAR_FLAG(op, FLAG_APPLIED); |
|
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223 | fix_player(op->env); |
|
|
224 | new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now."); |
|
|
225 | } |
|
|
226 | remove_ob(op); |
|
|
227 | free_object(op); |
|
|
228 | return; |
|
|
229 | } |
|
|
230 | if(op->env->type==PLAYER) { |
|
|
231 | op->env->stats.food--; |
|
|
232 | new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick..."); |
|
|
233 | } |
|
|
234 | (void)hit_player(op->env, |
|
|
235 | op->stats.dam, |
|
|
236 | op,AT_INTERNAL,1); |
|
|
237 | } |
|
|
238 | |
|
|
239 | |
|
|
240 | void move_gate(object *op) { /* 1 = going down, 0 = goind up */ |
|
|
241 | object *tmp; |
|
|
242 | |
|
|
243 | if(op->stats.wc < 0 || (int)op->stats.wc >= NUM_ANIMATIONS(op)) { |
242 | if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) |
|
|
243 | { |
244 | LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, |
244 | LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); |
245 | NUM_ANIMATIONS(op)); |
|
|
246 | dump_object(op); |
|
|
247 | LOG(llevError,"%s\n",errmsg); |
|
|
248 | op->stats.wc=0; |
245 | op->stats.wc = 0; |
249 | } |
246 | } |
250 | |
247 | |
251 | /* We're going down */ |
248 | /* We're going down */ |
252 | if(op->value) { |
249 | if (op->value) |
253 | if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ |
250 | { |
|
|
251 | if (--op->stats.wc <= 0) |
|
|
252 | { /* Reached bottom, let's stop */ |
254 | op->stats.wc=0; |
253 | op->stats.wc = 0; |
255 | if(op->arch->clone.speed) |
254 | if (op->arch->has_active_speed ()) |
256 | op->value=0; |
255 | op->value = 0; |
257 | else { |
256 | else |
258 | op->speed = 0; |
257 | op->set_speed (0); |
259 | update_ob_speed(op); |
258 | } |
260 | } |
259 | |
261 | } |
|
|
262 | if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { |
260 | if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) |
|
|
261 | { |
263 | op->move_block = 0; |
262 | op->move_block = 0; |
264 | CLEAR_FLAG(op, FLAG_BLOCKSVIEW); |
263 | op->clr_flag (FLAG_BLOCKSVIEW); |
265 | update_all_los(op->map, op->x, op->y); |
264 | update_all_los (op->map, op->x, op->y); |
266 | } |
265 | } |
|
|
266 | |
267 | SET_ANIMATION(op, op->stats.wc); |
267 | SET_ANIMATION (op, op->stats.wc); |
268 | update_object(op,UP_OBJ_CHANGE); |
268 | update_object (op, UP_OBJ_CHANGE); |
269 | return; |
269 | return; |
270 | } |
270 | } |
271 | |
271 | |
272 | /* We're going up */ |
272 | /* We're going up */ |
273 | |
273 | |
274 | /* First, lets see if we are already at the top */ |
274 | /* First, lets see if we are already at the top */ |
275 | if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { |
275 | if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
|
|
276 | { |
276 | |
277 | |
277 | /* Check to make sure that only non pickable and non rollable |
278 | /* Check to make sure that only non pickable and non rollable |
278 | * objects are above the gate. If so, we finish closing the gate, |
279 | * objects are above the gate. If so, we finish closing the gate, |
279 | * otherwise, we fall through to the code below which should lower |
280 | * otherwise, we fall through to the code below which should lower |
280 | * the gate slightly. |
281 | * the gate slightly. |
281 | */ |
282 | */ |
282 | |
283 | |
283 | for (tmp=op->above; tmp!=NULL; tmp=tmp->above) |
284 | for (tmp = op->above; tmp; tmp = tmp->above) |
284 | if (!QUERY_FLAG(tmp, FLAG_NO_PICK) |
285 | if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE]) |
285 | || QUERY_FLAG(tmp, FLAG_CAN_ROLL) |
286 | break; |
286 | || QUERY_FLAG(tmp, FLAG_ALIVE)) |
|
|
287 | break; |
|
|
288 | |
287 | |
289 | if (tmp==NULL) { |
288 | if (!tmp) |
290 | if(op->arch->clone.speed) |
289 | { |
291 | op->value=1; |
290 | if (op->arch->has_active_speed ()) |
292 | else { |
291 | op->value = 1; |
293 | op->speed = 0; |
292 | else |
294 | update_ob_speed(op); /* Reached top, let's stop */ |
293 | op->set_speed (0); |
|
|
294 | |
|
|
295 | return; |
|
|
296 | } |
295 | } |
297 | } |
296 | return; |
|
|
297 | } |
|
|
298 | } |
|
|
299 | |
298 | |
300 | if(op->stats.food) { /* The gate is going temporarily down */ |
299 | if (op->stats.food) |
301 | if(--op->stats.wc<=0) { /* Gone all the way down? */ |
300 | { /* The gate is going temporarily down */ |
|
|
301 | if (--op->stats.wc <= 0) |
|
|
302 | { /* Gone all the way down? */ |
302 | op->stats.food=0; /* Then let's try again */ |
303 | op->stats.food = 0; /* Then let's try again */ |
303 | op->stats.wc=0; |
304 | op->stats.wc = 0; |
304 | } |
305 | } |
|
|
306 | } |
|
|
307 | else |
305 | } else { /* The gate is still going up */ |
308 | { /* The gate is still going up */ |
306 | op->stats.wc++; |
309 | op->stats.wc++; |
307 | |
310 | |
308 | if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) |
311 | if (op->stats.wc >= NUM_ANIMATIONS (op)) |
309 | op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; |
312 | op->stats.wc = NUM_ANIMATIONS (op) - 1; |
310 | |
313 | |
311 | /* 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. |
312 | * 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 |
313 | */ |
316 | */ |
314 | if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { |
317 | if (op->stats.wc >= NUM_ANIMATIONS (op) / 2) |
|
|
318 | { |
315 | /* Halfway or further, check blocks */ |
319 | /* Halfway or further, check blocks */ |
316 | /* First, get the top object on the square. */ |
320 | /* First, get the top object on the square. */ |
317 | for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); |
321 | for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) |
|
|
322 | ; |
318 | |
323 | |
319 | if(tmp!=NULL) { |
324 | if (tmp) |
320 | if(QUERY_FLAG(tmp, FLAG_ALIVE)) { |
325 | { |
|
|
326 | if (tmp->flag [FLAG_ALIVE]) |
|
|
327 | { |
321 | hit_player(tmp, random_roll(1, 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); |
322 | if(tmp->type==PLAYER) |
329 | op->play_sound (sound_find ("blocked_gate")); |
323 | new_draw_info_format(NDI_UNIQUE, 0, tmp, |
330 | |
324 | "You are crushed by the %s!",op->name); |
331 | if (tmp->type == PLAYER) |
325 | } else |
332 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); |
|
|
333 | } |
326 | /* If the object is not alive, and the object either can |
334 | /* If the object is not alive, and the object either can |
327 | * be picked up or the object rolls, move the object |
335 | * be picked up or the object rolls, move the object |
328 | * off the gate. |
336 | * off the gate. |
329 | */ |
337 | */ |
330 | if(!QUERY_FLAG(tmp, FLAG_ALIVE) |
338 | else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL])) |
331 | && (!QUERY_FLAG(tmp, FLAG_NO_PICK) |
339 | { |
332 | ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) { |
|
|
333 | /* If it has speed, it should move itself, otherwise: */ |
340 | /* If it has speed, it should move itself, otherwise: */ |
334 | 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); |
335 | |
342 | |
336 | /* If there is a free spot, move the object someplace */ |
343 | /* If there is a free spot, move the object someplace */ |
337 | if (i!=-1) { |
344 | if (i > 0) |
338 | remove_ob(tmp); |
345 | { |
339 | tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; |
346 | mapxy pos (tmp); |
340 | insert_ob_in_map(tmp,op->map,op,0); |
347 | pos.move (i); |
341 | } |
348 | if (pos.normalise ()) |
342 | } |
349 | tmp->move_to (pos); |
343 | } |
350 | } |
|
|
351 | } |
|
|
352 | } |
344 | |
353 | |
345 | /* See if there is still anything blocking the gate */ |
354 | /* See if there is still anything blocking the gate */ |
346 | for (tmp=op->above; tmp!=NULL; tmp=tmp->above) |
355 | for (tmp = op->above; tmp; tmp = tmp->above) |
347 | if (!QUERY_FLAG(tmp, FLAG_NO_PICK) |
356 | if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE]) |
348 | || QUERY_FLAG(tmp, FLAG_CAN_ROLL) |
357 | break; |
349 | || QUERY_FLAG(tmp, FLAG_ALIVE)) |
|
|
350 | break; |
|
|
351 | |
358 | |
352 | /* IF there is, start putting the gate down */ |
359 | /* IF there is, start putting the gate down */ |
353 | if(tmp) { |
360 | if (tmp) |
354 | op->stats.food=1; |
361 | op->stats.food = 1; |
355 | } else { |
362 | else |
|
|
363 | { |
356 | op->move_block = MOVE_ALL; |
364 | op->move_block = MOVE_ALL; |
357 | if(!op->arch->clone.stats.ac) |
365 | |
358 | SET_FLAG(op, FLAG_BLOCKSVIEW); |
366 | if (!op->arch->stats.ac) |
|
|
367 | op->set_flag (FLAG_BLOCKSVIEW); |
359 | update_all_los(op->map, op->x, op->y); |
368 | update_all_los (op->map, op->x, op->y); |
360 | } |
369 | } |
361 | } /* gate is halfway up */ |
370 | } /* gate is halfway up */ |
362 | |
371 | |
363 | SET_ANIMATION(op, op->stats.wc); |
372 | SET_ANIMATION (op, op->stats.wc); |
364 | update_object(op,UP_OBJ_CHANGE); |
373 | update_object (op, UP_OBJ_CHANGE); |
365 | } /* gate is going up */ |
374 | } /* gate is going up */ |
366 | } |
375 | } |
367 | |
376 | |
368 | /* hp : how long door is open/closed |
377 | /* hp : how long door is open/closed |
369 | * maxhp : initial value for hp |
378 | * maxhp : initial value for hp |
370 | * sp : 1 = open, 0 = close |
379 | * sp : 1 = open, 0 = close |
371 | */ |
380 | */ |
|
|
381 | static void |
372 | void move_timed_gate(object *op) |
382 | move_timed_gate (object *op) |
373 | { |
383 | { |
374 | int v = op->value; |
384 | int v = op->value; |
375 | |
385 | |
376 | if (op->stats.sp) { |
386 | if (op->stats.sp) |
|
|
387 | { |
377 | move_gate(op); |
388 | move_gate (op); |
|
|
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 | } |
382 | if (--op->stats.hp <= 0) { /* keep gate down */ |
394 | |
|
|
395 | if (--op->stats.hp <= 0) |
|
|
396 | { /* keep gate down */ |
383 | move_gate(op); |
397 | move_gate (op); |
384 | if (op->value != v) { /* ready ? */ |
398 | |
385 | op->speed = 0; |
399 | if (op->value != v) |
386 | update_ob_speed(op); |
400 | op->set_speed (0); |
387 | } |
|
|
388 | } |
401 | } |
389 | } |
402 | } |
390 | |
403 | |
391 | /* slaying: name of the thing the detector is to look for |
404 | /* slaying: name of the thing the detector is to look for |
392 | * speed: frequency of 'glances' |
405 | * speed: frequency of 'glances' |
393 | * connected: connected value of detector |
406 | * connected: connected value of detector |
394 | * sp: 1 if detection sets buttons |
407 | * sp: 1 if detection sets buttons |
395 | * -1 if detection unsets buttons |
408 | * -1 if detection unsets buttons |
396 | */ |
409 | */ |
397 | |
410 | static void |
398 | void 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; |
|
|
416 | |
403 | detected = 0; |
417 | detected = 0; |
404 | |
418 | |
405 | 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) |
|
|
420 | { |
406 | object *tmp2; |
421 | object *tmp2; |
407 | if(op->stats.hp) { |
422 | |
|
|
423 | if (op->stats.hp) |
|
|
424 | { |
408 | for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { |
425 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
409 | if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; |
426 | { |
410 | if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; |
427 | if (op->slaying && op->slaying == tmp->name) |
411 | } |
428 | detected = 1; |
412 | } |
429 | |
|
|
430 | if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying) |
|
|
431 | detected = 1; |
|
|
432 | } |
|
|
433 | } |
|
|
434 | |
413 | if (op->slaying && !strcmp(op->slaying,tmp->name)) { |
435 | if (op->slaying && op->slaying == tmp->name) |
414 | detected = 1; |
436 | detected = 1; |
415 | } |
|
|
416 | else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) |
437 | else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) |
417 | detected=1; |
438 | detected = 1; |
418 | } |
439 | } |
419 | |
440 | |
420 | /* the detector sets the button if detection is found */ |
441 | /* the detector sets the button if detection is found */ |
421 | if(op->stats.sp == 1) { |
442 | if (op->stats.sp == 1) |
|
|
443 | { |
422 | if(detected && last == 0) { |
444 | if (detected && last == 0) |
|
|
445 | { |
423 | op->value = 1; |
446 | op->value = 1; |
424 | push_button(op); |
447 | push_button (op, tmp); |
425 | } |
448 | } |
|
|
449 | |
426 | if(!detected && last == 1) { |
450 | if (!detected && last == 1) |
|
|
451 | { |
427 | op->value = 0; |
452 | op->value = 0; |
428 | push_button(op); |
453 | push_button (op, tmp); |
429 | } |
454 | } |
430 | } |
455 | } |
431 | else { /* in this case, we unset buttons */ |
456 | else |
|
|
457 | { /* in this case, we unset buttons */ |
432 | if(detected && last == 1) { |
458 | if (detected && last == 1) |
|
|
459 | { |
433 | op->value = 0; |
460 | op->value = 0; |
434 | push_button(op); |
461 | push_button (op, tmp); |
435 | } |
462 | } |
|
|
463 | |
436 | if(!detected && last == 0) { |
464 | if (!detected && last == 0) |
|
|
465 | { |
437 | op->value = 1; |
466 | op->value = 1; |
438 | push_button(op); |
467 | push_button (op, tmp); |
439 | } |
468 | } |
440 | } |
469 | } |
441 | } |
470 | } |
442 | |
471 | |
443 | |
472 | void |
444 | void animate_trigger (object *op) |
473 | animate_trigger (object *op) |
445 | { |
474 | { |
446 | if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { |
475 | if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) |
|
|
476 | { |
447 | op->stats.wc = 0; |
477 | op->stats.wc = 0; |
448 | check_trigger(op,NULL); |
478 | check_trigger (op, NULL); |
|
|
479 | } |
449 | } else { |
480 | else |
|
|
481 | { |
450 | SET_ANIMATION(op, op->stats.wc); |
482 | SET_ANIMATION (op, op->stats.wc); |
451 | update_object(op,UP_OBJ_FACE); |
483 | update_object (op, UP_OBJ_FACE); |
452 | } |
484 | } |
453 | } |
485 | } |
454 | |
486 | |
455 | void move_hole(object *op) { /* 1 = opening, 0 = closing */ |
487 | static void |
456 | object *next,*tmp; |
488 | move_hole (object *op) |
457 | |
489 | { /* 1 = opening, 0 = closing */ |
458 | if(op->value) { /* We're opening */ |
490 | if (op->value) |
459 | if(--op->stats.wc<=0) { /* Opened, let's stop */ |
491 | { /* We're opening */ |
|
|
492 | if (--op->stats.wc <= 0) |
|
|
493 | { /* Opened, let's stop */ |
460 | op->stats.wc=0; |
494 | op->stats.wc = 0; |
461 | op->speed = 0; |
495 | op->set_speed (0); |
462 | update_ob_speed(op); |
|
|
463 | |
496 | |
464 | /* Hard coding this makes sense for holes I suppose */ |
497 | /* Hard coding this makes sense for holes I suppose */ |
465 | op->move_on = MOVE_WALK; |
498 | op->move_on = MOVE_WALK; |
466 | for (tmp=op->above; tmp!=NULL; tmp=next) { |
499 | for (object *next, *tmp = op->above; tmp; tmp = next) |
467 | next=tmp->above; |
500 | { |
468 | move_apply(op,tmp,tmp); |
501 | next = tmp->above; |
469 | } |
502 | move_apply (op, tmp, tmp); |
470 | } |
503 | } |
471 | SET_ANIMATION(op, op->stats.wc); |
504 | } |
472 | update_object(op,UP_OBJ_FACE); |
|
|
473 | return; |
|
|
474 | } |
|
|
475 | /* We're closing */ |
|
|
476 | op->move_on = 0; |
|
|
477 | |
505 | |
478 | op->stats.wc++; |
|
|
479 | if((int)op->stats.wc >= NUM_ANIMATIONS(op)) |
|
|
480 | op->stats.wc=NUM_ANIMATIONS(op)-1; |
|
|
481 | SET_ANIMATION(op, op->stats.wc); |
506 | SET_ANIMATION (op, op->stats.wc); |
482 | update_object(op,UP_OBJ_FACE); |
507 | update_object (op, UP_OBJ_FACE); |
|
|
508 | return; |
|
|
509 | } |
|
|
510 | |
|
|
511 | /* We're closing */ |
|
|
512 | op->move_on = 0; |
|
|
513 | |
|
|
514 | op->stats.wc++; |
|
|
515 | if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) |
|
|
516 | op->stats.wc = NUM_ANIMATIONS (op) - 1; |
|
|
517 | |
|
|
518 | SET_ANIMATION (op, op->stats.wc); |
|
|
519 | update_object (op, UP_OBJ_FACE); |
483 | if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { |
520 | if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
484 | op->speed = 0; |
521 | op->set_speed (0); /* closed, let's stop */ |
485 | update_ob_speed(op); /* closed, let's stop */ |
|
|
486 | return; |
|
|
487 | } |
|
|
488 | } |
522 | } |
489 | |
523 | |
490 | |
524 | |
491 | /* stop_item() returns a pointer to the stopped object. The stopped object |
525 | /* stop_item() returns a pointer to the stopped object. The stopped object |
492 | * may or may not have been removed from maps or inventories. It will not |
526 | * may or may not have been removed from maps or inventories. It will not |
… | |
… | |
498 | * it, NULL is returned. |
532 | * it, NULL is returned. |
499 | * |
533 | * |
500 | * fix_stopped_item() should be used if the stopped item should be put on |
534 | * fix_stopped_item() should be used if the stopped item should be put on |
501 | * the map. |
535 | * the map. |
502 | */ |
536 | */ |
|
|
537 | object * |
503 | object *stop_item (object *op) |
538 | stop_item (object *op) |
504 | { |
539 | { |
505 | if (op->map == NULL) |
540 | if (op->map == NULL) |
|
|
541 | return op; |
|
|
542 | |
|
|
543 | switch (op->type) |
|
|
544 | { |
|
|
545 | case THROWN_OBJ: |
|
|
546 | { |
|
|
547 | object *payload = op->inv; |
|
|
548 | |
|
|
549 | if (payload == NULL) |
|
|
550 | return NULL; |
|
|
551 | |
|
|
552 | payload->remove (); |
|
|
553 | op->destroy (); |
|
|
554 | return payload; |
|
|
555 | } |
|
|
556 | |
|
|
557 | case ARROW: |
|
|
558 | if (op->has_active_speed ()) |
|
|
559 | op = fix_stopped_arrow (op); |
506 | return op; |
560 | return op; |
507 | |
561 | |
508 | switch (op->type) |
|
|
509 | { |
|
|
510 | case THROWN_OBJ: |
|
|
511 | { |
|
|
512 | object *payload = op->inv; |
|
|
513 | if (payload == NULL) |
|
|
514 | return NULL; |
|
|
515 | remove_ob (payload); |
|
|
516 | remove_ob (op); |
|
|
517 | free_object (op); |
|
|
518 | return payload; |
|
|
519 | } |
|
|
520 | |
|
|
521 | case ARROW: |
|
|
522 | if (op->speed >= MIN_ACTIVE_SPEED) |
|
|
523 | op = fix_stopped_arrow (op); |
|
|
524 | return op; |
|
|
525 | |
|
|
526 | default: |
562 | default: |
527 | return op; |
563 | return op; |
528 | } |
564 | } |
529 | } |
565 | } |
530 | |
566 | |
531 | /* fix_stopped_item() - put stopped item where stop_item() had found it. |
567 | /* fix_stopped_item() - put stopped item where stop_item() had found it. |
532 | * Inserts item into the old map, or merges it if it already is on the map. |
568 | * Inserts item into the old map, or merges it if it already is on the map. |
533 | * |
569 | * |
534 | * 'map' must be the value of op->map before stop_item() was called. |
570 | * 'map' must be the value of op->map before stop_item() was called. |
535 | */ |
571 | */ |
|
|
572 | void |
536 | void fix_stopped_item (object *op, mapstruct *map, object *originator) |
573 | fix_stopped_item (object *op, maptile *map, object *originator) |
537 | { |
574 | { |
538 | if (map == NULL) |
575 | if (map == NULL) |
539 | return; |
576 | return; |
540 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
577 | |
|
|
578 | if (op->flag [FLAG_REMOVED]) |
541 | insert_ob_in_map (op, map, originator,0); |
579 | insert_ob_in_map (op, map, originator, 0); |
542 | else if (op->type == ARROW) |
580 | else if (op->type == ARROW) |
543 | merge_ob (op, NULL); /* only some arrows actually need this */ |
581 | merge_ob (op, NULL); /* only some arrows actually need this */ |
544 | } |
582 | } |
545 | |
583 | |
546 | |
584 | object * |
547 | object *fix_stopped_arrow (object *op) |
585 | fix_stopped_arrow (object *op) |
548 | { |
586 | { |
549 | if(rndm(0, 99) < op->stats.food) { |
587 | if (rndm (0, 99) < op->stats.food) |
|
|
588 | { |
550 | /* Small chance of breaking */ |
589 | /* Small chance of breaking */ |
551 | remove_ob (op); |
590 | op->destroy (); |
552 | free_object(op); |
|
|
553 | return NULL; |
591 | return NULL; |
554 | } |
592 | } |
555 | |
593 | |
|
|
594 | op->set_speed (0); |
556 | op->direction=0; |
595 | op->direction = 0; |
557 | op->move_on=0; |
596 | op->move_on = 0; |
558 | op->move_type=0; |
597 | op->move_type = 0; |
559 | op->speed = 0; |
598 | op->skill = 0; // really? |
560 | update_ob_speed(op); |
599 | |
|
|
600 | // restore original wc, dam, attacktype and slaying |
561 | op->stats.wc = op->stats.sp; |
601 | op->stats.wc = op->stats.sp; |
562 | op->stats.dam= op->stats.hp; |
602 | op->stats.dam = op->stats.hp; |
563 | op->attacktype = op->stats.grace; |
603 | op->attacktype = op->stats.grace; |
564 | if (op->slaying != NULL) |
604 | op->slaying = op->custom_name; |
565 | FREE_AND_CLEAR_STR(op->slaying); |
|
|
566 | |
605 | |
567 | if (op->skill != NULL) |
|
|
568 | FREE_AND_CLEAR_STR(op->skill); |
|
|
569 | |
|
|
570 | if (op->spellarg != NULL) { |
|
|
571 | op->slaying = add_string(op->spellarg); |
|
|
572 | free(op->spellarg); |
|
|
573 | op->spellarg = NULL; |
|
|
574 | } else |
|
|
575 | op->slaying = NULL; |
|
|
576 | |
|
|
577 | /* Reset these to zero, so that CAN_MERGE will work properly */ |
606 | /* Reset these to defaults, so that object::can_merge will work properly */ |
578 | op->spellarg = NULL; |
607 | op->custom_name = 0; |
579 | op->stats.sp = 0; |
608 | op->stats.sp = 0; |
580 | op->stats.hp = 0; |
609 | op->stats.hp = 0; |
581 | op->stats.grace = 0; |
610 | op->stats.grace = 0; |
582 | op->level = 0; |
611 | op->level = 0; |
583 | op->face=op->arch->clone.face; |
612 | op->face = op->arch->face; |
584 | op->owner=NULL; /* So that stopped arrows will be saved */ |
613 | op->owner = 0; |
|
|
614 | |
585 | update_object (op,UP_OBJ_FACE); |
615 | update_object (op, UP_OBJ_CHANGE); |
|
|
616 | |
586 | return op; |
617 | return op; |
587 | } |
618 | } |
588 | |
619 | |
589 | /* stop_arrow() - what to do when a non-living flying object |
620 | /* stop_arrow() - what to do when a non-living flying object |
590 | * 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 |
591 | * here too. -b.t. |
622 | * here too. -b.t. |
592 | * |
623 | * |
593 | * Returns a pointer to the stopped object (which will have been removed |
624 | * Returns a pointer to the stopped object (which will have been removed |
594 | * from maps or inventories), or NULL if was destroyed. |
625 | * from maps or inventories), or NULL if was destroyed. |
595 | */ |
626 | */ |
596 | |
627 | static void |
597 | static void stop_arrow (object *op) |
628 | stop_arrow (object *op) |
598 | { |
629 | { |
599 | if (INVOKE_OBJECT (STOP, op)) |
630 | if (INVOKE_OBJECT (STOP, op)) |
600 | return; |
631 | return; |
601 | |
632 | |
602 | if (op->inv) { |
633 | if (op->inv) |
|
|
634 | { |
|
|
635 | // replace this by straightforward drop to ground? |
603 | object *payload = op->inv; |
636 | object *payload = op->inv; |
604 | remove_ob (payload); |
637 | |
605 | clear_owner(payload); |
638 | payload->owner = 0; |
606 | insert_ob_in_map (payload, op->map, payload,0); |
639 | insert_ob_in_map (payload, op->map, payload, 0); |
607 | remove_ob (op); |
640 | op->destroy (); |
608 | free_object (op); |
641 | } |
609 | } else { |
642 | else |
|
|
643 | { |
610 | op = fix_stopped_arrow (op); |
644 | op = fix_stopped_arrow (op); |
|
|
645 | |
611 | if (op) |
646 | if (op) |
612 | merge_ob (op, NULL); |
647 | merge_ob (op, 0); |
613 | } |
648 | } |
614 | } |
649 | } |
615 | |
650 | |
616 | /* Move an arrow along its course. op is the arrow or thrown object. |
651 | /* Move an arrow or throwen_obj along its course. op is the arrow or thrown object. |
617 | */ |
652 | */ |
618 | |
653 | void |
619 | void move_arrow(object *op) { |
654 | move_arrow (object *op) |
620 | object *tmp; |
655 | { |
621 | sint16 new_x, new_y; |
|
|
622 | int was_reflected, mflags; |
656 | int was_reflected; |
623 | mapstruct *m; |
|
|
624 | |
657 | |
625 | if(op->map==NULL) { |
658 | if (!op->map) |
|
|
659 | { |
626 | LOG (llevError, "BUG: Arrow had no map.\n"); |
660 | LOG (llevError, "BUG: Arrow had no map.\n"); |
627 | remove_ob(op); |
661 | op->destroy (); |
628 | free_object(op); |
662 | return; |
629 | return; |
|
|
630 | } |
663 | } |
631 | |
664 | |
632 | /* we need to stop thrown objects at some point. Like here. */ |
665 | /* we need to stop thrown objects at some point. Like here. */ |
633 | if(op->type==THROWN_OBJ) { |
666 | if (op->type == THROWN_OBJ) |
|
|
667 | { |
634 | /* If the object that the THROWN_OBJ encapsulates disappears, |
668 | /* If the object that the THROWN_OBJ encapsulates disappears, |
635 | * we need to have this object go away also - otherwise, you get |
669 | * we need to have this object go away also - otherwise, you get |
636 | * left over remnants on the map. Where this currently happens |
670 | * left over remnants on the map. Where this currently happens |
637 | * 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, |
638 | * 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 |
639 | * 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, |
640 | * and it is easy enough to clean it up here. |
674 | * and it is easy enough to clean it up here. |
641 | */ |
675 | */ |
642 | if (op->inv == NULL) { |
676 | if (!op->inv) |
643 | remove_ob(op); |
677 | { |
644 | free_object(op); |
678 | op->destroy (); |
|
|
679 | return; |
|
|
680 | } |
|
|
681 | |
|
|
682 | if (op->last_sp-- < 0) |
|
|
683 | { |
|
|
684 | stop_arrow (op); |
|
|
685 | return; |
|
|
686 | } |
|
|
687 | } |
|
|
688 | |
|
|
689 | /* decrease the speed as it flies. 0.05 means a standard bow will shoot |
|
|
690 | * about 17 squares. Tune as needed. |
|
|
691 | */ |
|
|
692 | op->speed -= 0.05; |
|
|
693 | |
|
|
694 | /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower |
|
|
695 | values look rediculous. */ |
|
|
696 | if (op->speed < (op->type == ARROW ? 0.05 : MIN_ACTIVE_SPEED)) |
|
|
697 | { |
|
|
698 | stop_arrow (op); |
|
|
699 | return; |
|
|
700 | } |
|
|
701 | |
|
|
702 | /* Calculate target map square */ |
|
|
703 | was_reflected = 0; |
|
|
704 | |
|
|
705 | mapxy pos (op); pos.move (op->direction); |
|
|
706 | |
|
|
707 | if (!pos.normalise ()) |
|
|
708 | { |
|
|
709 | stop_arrow (op); |
|
|
710 | return; |
|
|
711 | } |
|
|
712 | |
|
|
713 | /* only need to look for living creatures if this flag is set */ |
|
|
714 | if (pos->flags () & P_IS_ALIVE) |
|
|
715 | { |
|
|
716 | object *tmp; |
|
|
717 | |
|
|
718 | for (tmp = pos->bot; tmp; tmp = tmp->above) |
|
|
719 | if (tmp->flag [FLAG_ALIVE]) |
|
|
720 | break; |
|
|
721 | |
|
|
722 | /* Not really fair, but don't let monsters hit themselves with |
|
|
723 | * their own arrow - this can be because they fire it then |
|
|
724 | * move into it. |
|
|
725 | */ |
|
|
726 | if (tmp && tmp != op->owner) |
|
|
727 | { |
|
|
728 | /* Found living object, but it is reflecting the missile. Update |
|
|
729 | * as below. (Note that for living creatures there is a small |
|
|
730 | * chance that reflect_missile fails.) |
|
|
731 | */ |
|
|
732 | if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10)) |
|
|
733 | { |
|
|
734 | int number = op->face; |
|
|
735 | |
|
|
736 | op->direction = absdir (op->direction + 4); |
|
|
737 | update_turn_face (op); |
|
|
738 | was_reflected = 1; /* skip normal movement calculations */ |
|
|
739 | } |
|
|
740 | else |
|
|
741 | { |
|
|
742 | /* Attack the object. */ |
|
|
743 | op = hit_with_arrow (op, tmp); |
|
|
744 | |
|
|
745 | if (!op) |
|
|
746 | return; |
|
|
747 | } |
|
|
748 | } /* if this is not hitting its owner */ |
|
|
749 | } /* if there is something alive on this space */ |
|
|
750 | |
|
|
751 | if (OB_TYPE_MOVE_BLOCK (op, pos->move_block)) |
|
|
752 | { |
|
|
753 | int retry = 0; |
|
|
754 | |
|
|
755 | /* if the object doesn't reflect, stop the arrow from moving |
|
|
756 | * note that this code will now catch cases where a monster is |
|
|
757 | * on a wall but has reflecting - the arrow won't reflect. |
|
|
758 | * Mapmakers shouldn't put monsters on top of wall in the first |
|
|
759 | * place, so I don't consider that a problem. |
|
|
760 | */ |
|
|
761 | if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19)) |
|
|
762 | { |
|
|
763 | stop_arrow (op); |
|
|
764 | return; |
|
|
765 | } |
|
|
766 | else |
|
|
767 | { |
|
|
768 | /* If one of the major directions (n,s,e,w), just reverse it */ |
|
|
769 | if (op->direction & 1) |
|
|
770 | { |
|
|
771 | op->direction = absdir (op->direction + 4); |
|
|
772 | retry = 1; |
|
|
773 | } |
|
|
774 | |
|
|
775 | /* There were two blocks with identical code - |
|
|
776 | * use this retry here to make this one block |
|
|
777 | * that did the same thing. |
|
|
778 | */ |
|
|
779 | while (retry < 2) |
|
|
780 | { |
|
|
781 | retry++; |
|
|
782 | |
|
|
783 | /* Need to check for P_OUT_OF_MAP: if the arrow is travelling |
|
|
784 | * over a corner in a tiled map, it is possible that |
|
|
785 | * op->direction is within an adjacent map but either |
|
|
786 | * op->direction-1 or op->direction+1 does not exist. |
|
|
787 | */ |
|
|
788 | mapxy pos1 (pos); pos1.move (absdir (op->direction - 1)); |
|
|
789 | bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block); |
|
|
790 | |
|
|
791 | mapxy pos2 (pos); pos2.move (absdir (op->direction + 1)); |
|
|
792 | bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block); |
|
|
793 | |
|
|
794 | if (left == right) |
|
|
795 | op->direction = absdir (op->direction + 4); |
|
|
796 | else if (left) |
|
|
797 | op->direction = absdir (op->direction + 2); |
|
|
798 | else if (right) |
|
|
799 | op->direction = absdir (op->direction - 2); |
|
|
800 | |
|
|
801 | /* If this space is not out of the map and not blocked, valid space - |
|
|
802 | * don't need to retry again. |
|
|
803 | */ |
|
|
804 | mapxy pos3 (pos); pos3.move (op->direction); |
|
|
805 | if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block)) |
|
|
806 | break; |
|
|
807 | } |
|
|
808 | |
|
|
809 | /* Couldn't find a direction to move the arrow to - just |
|
|
810 | * stop it from moving. |
|
|
811 | */ |
|
|
812 | if (retry == 2) |
|
|
813 | { |
|
|
814 | stop_arrow (op); |
|
|
815 | return; |
|
|
816 | } |
|
|
817 | |
|
|
818 | /* update object image for new facing */ |
|
|
819 | /* many thrown objects *don't* have more than one face */ |
|
|
820 | if (op->has_anim ()) |
|
|
821 | op->set_anim_frame (op->direction); |
|
|
822 | } /* object is reflected */ |
|
|
823 | } /* object ran into a wall */ |
|
|
824 | |
|
|
825 | /* Move the arrow. */ |
|
|
826 | op->move_to (pos); |
|
|
827 | } |
|
|
828 | |
|
|
829 | static void |
|
|
830 | change_object (object *op) |
|
|
831 | { /* Doesn`t handle linked objs yet */ |
|
|
832 | if (!op->other_arch) |
|
|
833 | { |
|
|
834 | LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); |
|
|
835 | return; |
|
|
836 | } |
|
|
837 | |
|
|
838 | /* In non-living items only change when food value is 0 */ |
|
|
839 | if (!op->flag [FLAG_ALIVE]) |
|
|
840 | { |
|
|
841 | if (op->stats.food-- > 0) |
|
|
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); |
|
|
858 | else |
|
|
859 | { |
|
|
860 | int j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
861 | |
|
|
862 | if (j < 0) /* No free spot */ |
|
|
863 | tmp->destroy (); |
|
|
864 | else |
|
|
865 | { |
|
|
866 | mapxy pos (op); pos.move (j); |
|
|
867 | |
|
|
868 | if (pos.normalise ()) |
|
|
869 | pos.insert (tmp, op); |
|
|
870 | } |
|
|
871 | } |
|
|
872 | } |
|
|
873 | |
|
|
874 | op->destroy (); |
|
|
875 | } |
|
|
876 | |
|
|
877 | void |
|
|
878 | move_teleporter (object *op) |
|
|
879 | { |
|
|
880 | object *tmp, *head = op; |
|
|
881 | |
|
|
882 | /* if this is a multipart teleporter, handle the other parts |
|
|
883 | * The check for speed isn't strictly needed - basically, if |
|
|
884 | * there is an old multipart teleporter in which the other parts |
|
|
885 | * have speed, we don't really want to call it twice for the same |
|
|
886 | * function - in fact, as written below, part N would get called |
|
|
887 | * N times without the speed check. |
|
|
888 | */ |
|
|
889 | if (op->more && !op->more->has_active_speed ()) |
|
|
890 | move_teleporter (op->more); |
|
|
891 | |
|
|
892 | if (op->head) |
|
|
893 | head = op->head; |
|
|
894 | |
|
|
895 | for (tmp = op->above; tmp; tmp = tmp->above) |
|
|
896 | if (!tmp->flag [FLAG_IS_FLOOR]) |
|
|
897 | break; |
|
|
898 | |
|
|
899 | /* If nothing above us to move, nothing to do */ |
|
|
900 | if (!tmp || tmp->flag [FLAG_WIZPASS]) |
|
|
901 | return; |
|
|
902 | |
|
|
903 | if (EXIT_PATH (head)) |
|
|
904 | { |
|
|
905 | if (tmp->type == PLAYER) |
|
|
906 | { |
|
|
907 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
645 | return; |
908 | return; |
646 | } |
|
|
647 | if(op->last_sp-- < 0) { |
|
|
648 | stop_arrow (op); |
|
|
649 | return; |
|
|
650 | } |
|
|
651 | } |
|
|
652 | |
909 | |
653 | /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower |
910 | tmp->enter_exit (head); |
654 | values look rediculous. */ |
911 | } |
655 | if (op->speed < 0.5 && op->type==ARROW) { |
|
|
656 | stop_arrow(op); |
|
|
657 | return; |
|
|
658 | } |
|
|
659 | |
|
|
660 | /* Calculate target map square */ |
|
|
661 | new_x = op->x + DIRX(op); |
|
|
662 | new_y = op->y + DIRY(op); |
|
|
663 | was_reflected = 0; |
|
|
664 | |
|
|
665 | m = op->map; |
|
|
666 | mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); |
|
|
667 | |
|
|
668 | if (mflags & P_OUT_OF_MAP) { |
|
|
669 | stop_arrow(op); |
|
|
670 | return; |
|
|
671 | } |
|
|
672 | |
|
|
673 | /* only need to look for living creatures if this flag is set */ |
|
|
674 | if (mflags & P_IS_ALIVE) { |
|
|
675 | for (tmp = get_map_ob(m, new_x, new_y); tmp != NULL; tmp=tmp->above) |
|
|
676 | if (QUERY_FLAG(tmp, FLAG_ALIVE)) break; |
|
|
677 | |
|
|
678 | |
|
|
679 | /* Not really fair, but don't let monsters hit themselves with |
|
|
680 | * their own arrow - this can be because they fire it then |
|
|
681 | * move into it. |
|
|
682 | */ |
|
|
683 | |
|
|
684 | if (tmp != NULL && tmp != op->owner) { |
|
|
685 | /* Found living object, but it is reflecting the missile. Update |
|
|
686 | * as below. (Note that for living creatures there is a small |
|
|
687 | * chance that reflect_missile fails.) |
|
|
688 | */ |
|
|
689 | |
|
|
690 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && |
|
|
691 | (rndm(0, 99)) < (90-op->level/10)) { |
|
|
692 | |
|
|
693 | int number = op->face->number; |
|
|
694 | |
|
|
695 | op->direction = absdir (op->direction + 4); |
|
|
696 | op->state = 0; |
|
|
697 | if (GET_ANIM_ID (op)) { |
|
|
698 | number += 4; |
|
|
699 | if (number > GET_ANIMATION (op, 8)) |
|
|
700 | number -= 8; |
|
|
701 | op->face = &new_faces[number]; |
|
|
702 | } |
|
|
703 | was_reflected = 1; /* skip normal movement calculations */ |
|
|
704 | } |
|
|
705 | else { |
912 | else |
706 | /* Attack the object. */ |
|
|
707 | op = hit_with_arrow (op, tmp); |
|
|
708 | if (op == NULL) |
|
|
709 | return; |
|
|
710 | } |
|
|
711 | } /* if this is not hitting its owner */ |
|
|
712 | } /* if there is something alive on this space */ |
|
|
713 | |
|
|
714 | |
|
|
715 | if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { |
|
|
716 | int retry=0; |
|
|
717 | |
|
|
718 | /* if the object doesn't reflect, stop the arrow from moving |
|
|
719 | * note that this code will now catch cases where a monster is |
|
|
720 | * on a wall but has reflecting - the arrow won't reflect. |
|
|
721 | * Mapmakers shouldn't put monsters on top of wall in the first |
|
|
722 | * place, so I don't consider that a problem. |
|
|
723 | */ |
|
|
724 | if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) { |
|
|
725 | stop_arrow (op); |
|
|
726 | return; |
|
|
727 | } else { |
|
|
728 | /* If one of the major directions (n,s,e,w), just reverse it */ |
|
|
729 | if(op->direction&1) { |
|
|
730 | op->direction=absdir(op->direction+4); |
|
|
731 | retry=1; |
|
|
732 | } |
|
|
733 | /* There were two blocks with identical code - |
|
|
734 | * use this retry here to make this one block |
|
|
735 | * that did the same thing. |
|
|
736 | */ |
|
|
737 | while (retry<2) { |
|
|
738 | int left, right, mflags; |
|
|
739 | mapstruct *m1; |
|
|
740 | sint16 x1, y1; |
|
|
741 | |
|
|
742 | retry++; |
|
|
743 | |
|
|
744 | /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling |
|
|
745 | * over a corner in a tiled map, it is possible that |
|
|
746 | * op->direction is within an adjacent map but either |
|
|
747 | * op->direction-1 or op->direction+1 does not exist. |
|
|
748 | */ |
|
|
749 | mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)], |
|
|
750 | op->y+freearr_y[absdir(op->direction-1)], &x1, &y1); |
|
|
751 | left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1))); |
|
|
752 | |
|
|
753 | mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)], |
|
|
754 | op->y+freearr_y[absdir(op->direction+1)], &x1, &y1); |
|
|
755 | right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1))); |
|
|
756 | |
|
|
757 | if(left==right) |
|
|
758 | op->direction=absdir(op->direction+4); |
|
|
759 | else if(left) |
|
|
760 | op->direction=absdir(op->direction+2); |
|
|
761 | else if(right) |
|
|
762 | op->direction=absdir(op->direction-2); |
|
|
763 | |
|
|
764 | mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1); |
|
|
765 | |
|
|
766 | /* If this space is not out of the map and not blocked, valid space - |
|
|
767 | * don't need to retry again. |
|
|
768 | */ |
|
|
769 | if (!(mflags & P_OUT_OF_MAP) && |
|
|
770 | !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break; |
|
|
771 | |
|
|
772 | } |
|
|
773 | /* Couldn't find a direction to move the arrow to - just |
|
|
774 | * top it from moving. |
|
|
775 | */ |
|
|
776 | if (retry==2) { |
|
|
777 | stop_arrow (op); |
|
|
778 | return; |
|
|
779 | } |
|
|
780 | /* update object image for new facing */ |
|
|
781 | /* many thrown objects *don't* have more than one face */ |
|
|
782 | if(GET_ANIM_ID(op)) |
|
|
783 | SET_ANIMATION(op, op->direction); |
|
|
784 | } /* object is reflected */ |
|
|
785 | } /* object ran into a wall */ |
|
|
786 | |
|
|
787 | /* Move the arrow. */ |
|
|
788 | remove_ob (op); |
|
|
789 | op->x = new_x; |
|
|
790 | op->y = new_y; |
|
|
791 | |
|
|
792 | /* decrease the speed as it flies. 0.05 means a standard bow will shoot |
|
|
793 | * about 17 squares. Tune as needed. |
|
|
794 | */ |
|
|
795 | op->speed -= 0.05; |
|
|
796 | insert_ob_in_map (op, m, op,0); |
|
|
797 | } |
|
|
798 | |
|
|
799 | /* This routine doesnt seem to work for "inanimate" objects that |
|
|
800 | * are being carried, ie a held torch leaps from your hands!. |
|
|
801 | * Modified this routine to allow held objects. b.t. */ |
|
|
802 | |
|
|
803 | void change_object(object *op) { /* Doesn`t handle linked objs yet */ |
|
|
804 | object *tmp,*env,*pl; |
|
|
805 | int i,j; |
|
|
806 | |
|
|
807 | if(op->other_arch==NULL) { |
|
|
808 | LOG(llevError,"Change object (%s) without other_arch error.\n", op->name); |
|
|
809 | return; |
|
|
810 | } |
|
|
811 | |
|
|
812 | /* In non-living items only change when food value is 0 */ |
|
|
813 | if(!QUERY_FLAG(op,FLAG_ALIVE)) { |
|
|
814 | if(op->stats.food-- > 0) return; |
|
|
815 | else op->stats.food=1; /* so 1 other_arch is made */ |
|
|
816 | } |
|
|
817 | env=op->env; |
|
|
818 | remove_ob(op); |
|
|
819 | for(i=0;i<NROFNEWOBJS(op);i++) { |
|
|
820 | tmp=arch_to_object(op->other_arch); |
|
|
821 | if (op->type == LAMP) |
|
|
822 | tmp->stats.food = op->stats.food-1; |
|
|
823 | tmp->stats.hp=op->stats.hp; /* The only variable it keeps. */ |
|
|
824 | if(env) { |
|
|
825 | tmp->x=env->x,tmp->y=env->y; |
|
|
826 | tmp=insert_ob_in_ob(tmp,env); |
|
|
827 | /* If this object is the players inventory, we need to tell the |
|
|
828 | * client of the change. Insert_ob_in_map takes care of the |
|
|
829 | * updating the client, so we don't need to do that below. |
|
|
830 | */ |
|
|
831 | if ((pl=is_player_inv(env))!=NULL) { |
|
|
832 | esrv_del_item(pl->contr, op->count); |
|
|
833 | esrv_send_item(pl, tmp); |
|
|
834 | } |
|
|
835 | } else { |
|
|
836 | j=find_first_free_spot(tmp,op->map,op->x,op->y); |
|
|
837 | if (j==-1) /* No free spot */ |
|
|
838 | free_object(tmp); |
|
|
839 | else { |
|
|
840 | tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; |
|
|
841 | insert_ob_in_map(tmp,op->map,op,0); |
|
|
842 | } |
|
|
843 | } |
|
|
844 | } |
|
|
845 | free_object(op); |
|
|
846 | } |
|
|
847 | |
|
|
848 | void move_teleporter(object *op) { |
|
|
849 | object *tmp, *head=op; |
|
|
850 | |
|
|
851 | /* if this is a multipart teleporter, handle the other parts |
|
|
852 | * The check for speed isn't strictly needed - basically, if |
|
|
853 | * there is an old multipart teleporter in which the other parts |
|
|
854 | * have speed, we don't really want to call it twice for the same |
|
|
855 | * function - in fact, as written below, part N would get called |
|
|
856 | * N times without the speed check. |
|
|
857 | */ |
|
|
858 | if (op->more && FABS(op->more->speed)<MIN_ACTIVE_SPEED) move_teleporter(op->more); |
|
|
859 | |
|
|
860 | if (op->head) head=op->head; |
|
|
861 | |
|
|
862 | for (tmp=op->above; tmp!=NULL; tmp=tmp->above) |
|
|
863 | if (!QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break; |
|
|
864 | |
|
|
865 | /* If nothing above us to move, nothing to do */ |
|
|
866 | if (!tmp || QUERY_FLAG(tmp, FLAG_WIZPASS)) return; |
|
|
867 | |
|
|
868 | if(EXIT_PATH(head)) { |
|
|
869 | if(tmp->type==PLAYER) { |
|
|
870 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
|
|
871 | return; |
|
|
872 | |
|
|
873 | enter_exit(tmp, head); |
|
|
874 | } |
|
|
875 | else |
|
|
876 | /* Currently only players can transfer maps */ |
913 | /* Currently only players can transfer maps */ |
877 | return; |
914 | return; |
878 | } |
915 | } |
879 | else if(EXIT_X(head)||EXIT_Y(head)) { |
916 | else if (EXIT_X (head) || EXIT_Y (head)) |
|
|
917 | { |
880 | if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) { |
918 | if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) |
|
|
919 | { |
881 | LOG(llevError, "Removed illegal teleporter.\n"); |
920 | LOG (llevError, "Removed illegal teleporter.\n"); |
882 | remove_ob(head); |
921 | head->destroy (); |
883 | free_object(head); |
|
|
884 | return; |
922 | return; |
885 | } |
923 | } |
|
|
924 | |
886 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
925 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
887 | return; |
926 | return; |
|
|
927 | |
888 | transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); |
928 | transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); |
|
|
929 | } |
|
|
930 | else |
889 | } |
931 | { |
890 | else { |
|
|
891 | /* Random teleporter */ |
932 | /* Random teleporter */ |
892 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
933 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
893 | return; |
934 | return; |
|
|
935 | |
894 | teleport(head, TELEPORTER, tmp); |
936 | teleport (head, TELEPORTER, tmp); |
895 | } |
937 | } |
896 | } |
938 | } |
897 | |
|
|
898 | |
939 | |
899 | /* This object will teleport someone to a different map |
940 | /* This object will teleport someone to a different map |
900 | and will also apply changes to the player from its inventory. |
941 | and will also apply changes to the player from its inventory. |
901 | 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 |
902 | can't be generalized. |
943 | can't be generalized. |
903 | */ |
944 | */ |
904 | |
945 | static void |
905 | void move_player_changer(object *op) { |
946 | move_player_changer (object *op) |
906 | object *player; |
947 | { |
907 | object *walk; |
|
|
908 | char c; |
|
|
909 | |
|
|
910 | if (!op->above || !EXIT_PATH(op)) return; |
948 | if (!op->above || !EXIT_PATH (op)) |
|
|
949 | return; |
911 | |
950 | |
912 | /* This isn't all that great - means that the player_mover |
951 | /* This isn't all that great - means that the player_mover |
913 | * needs to be on top. |
952 | * needs to be on top. |
914 | */ |
953 | */ |
915 | if(op->above->type==PLAYER) { |
954 | if (op->above->type == PLAYER) |
|
|
955 | { |
|
|
956 | object *player = op->above; |
|
|
957 | |
916 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
958 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
917 | return; |
959 | return; |
918 | player=op->above; |
960 | |
919 | for(walk=op->inv;walk!=NULL;walk=walk->below) |
961 | for (object *walk = op->inv; walk; walk = walk->below) |
920 | apply_changes_to_player(player,walk); |
962 | apply_changes_to_player (player, walk); |
921 | |
963 | |
922 | fix_player(player); |
964 | player->update_stats (); |
|
|
965 | |
923 | esrv_send_inventory(op->above,op->above); |
966 | esrv_send_inventory (op->above, op->above); |
924 | esrv_update_item(UPD_FACE, op->above, op->above); |
967 | esrv_update_item (UPD_FACE, op->above, op->above); |
925 | |
968 | |
926 | /* update players death & WoR home-position */ |
969 | /* update players death & WoR home-position */ |
927 | sscanf(EXIT_PATH(op), "%c", &c); |
970 | if (*EXIT_PATH (op) == '/') |
928 | if (c == '/') { |
971 | { |
929 | strcpy(player->contr->savebed_map, EXIT_PATH(op)); |
972 | player->contr->savebed_map = EXIT_PATH (op); |
930 | player->contr->bed_x = EXIT_X(op); |
973 | player->contr->bed_x = EXIT_X (op); |
931 | player->contr->bed_y = EXIT_Y(op); |
974 | player->contr->bed_y = EXIT_Y (op); |
932 | } |
975 | } |
933 | else |
976 | else |
934 | LOG(llevDebug, |
|
|
935 | "WARNING: destination '%s' in player_changer must be an absolute path!\n", |
977 | LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); |
936 | EXIT_PATH(op)); |
978 | |
937 | |
979 | op->above->enter_exit (op); |
938 | enter_exit(op->above,op); |
|
|
939 | save_player(player, 1); |
|
|
940 | } |
980 | } |
941 | } |
981 | } |
942 | |
982 | |
943 | /* firewalls fire other spells. |
983 | /* firewalls fire other spells. |
944 | * The direction of the wall is stored in op->stats.sp. |
984 | * The direction of the wall is stored in op->stats.sp. |
945 | * walls can have hp, so they can be torn down. |
985 | * walls can have hp, so they can be torn down. |
946 | */ |
986 | */ |
|
|
987 | void |
947 | void move_firewall(object *op) { |
988 | move_firewall (object *op) |
|
|
989 | { |
948 | object *spell; |
990 | object *spell; |
949 | |
991 | |
950 | if ( ! op->map) |
992 | if (!op->map) |
951 | return; /* dm has created a firewall in his inventory */ |
993 | return; /* dm has created a firewall in his inventory */ |
952 | |
994 | |
953 | spell = op->inv; |
995 | spell = op->inv; |
954 | if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; |
996 | |
|
|
997 | if (!spell || spell->type != SPELL) |
|
|
998 | spell = op->other_arch; |
|
|
999 | |
955 | if (!spell) { |
1000 | if (!spell) |
956 | LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n", |
|
|
957 | op->name, op->map->name, op->x, op->y); |
|
|
958 | return; |
|
|
959 | } |
1001 | { |
|
|
1002 | LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); |
|
|
1003 | return; |
|
|
1004 | } |
960 | |
1005 | |
961 | cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); |
1006 | cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); |
962 | } |
1007 | } |
963 | |
|
|
964 | |
1008 | |
965 | /* move_player_mover: this function takes a "player mover" as an |
1009 | /* move_player_mover: this function takes a "player mover" as an |
966 | * argument, and performs the function of a player mover, which is: |
1010 | * argument, and performs the function of a player mover, which is: |
967 | * |
1011 | * |
968 | * a player mover finds any players that are sitting on it. It |
1012 | * a player mover finds any players that are sitting on it. It |
969 | * 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. |
970 | * 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, |
971 | * 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, |
972 | * it'll paralyze the victim for hp*his speed/op->speed |
1016 | * it'll paralyze the victim for hp*his speed/op->speed |
973 | */ |
1017 | */ |
|
|
1018 | static void |
974 | void move_player_mover(object *op) { |
1019 | move_player_mover (object *op) |
975 | object *victim, *nextmover; |
1020 | { |
976 | int dir = op->stats.sp; |
1021 | int dir = op->stats.sp; |
977 | sint16 nx, ny; |
1022 | sint16 nx, ny; |
978 | mapstruct *m; |
1023 | maptile *m; |
979 | |
1024 | |
980 | /* Determine direction now for random movers so we do the right thing */ |
1025 | /* Determine direction now for random movers so we do the right thing */ |
981 | if (!dir) dir=rndm(1, 8); |
1026 | if (!dir) |
|
|
1027 | dir = rndm (1, 8); |
982 | |
1028 | |
983 | for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { |
1029 | for (object *victim = op->ms ().bot; victim; victim = victim->above) |
984 | if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && |
1030 | { |
|
|
1031 | if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_WIZPASS] && |
985 | (victim->move_type & op->move_type || !victim->move_type)) { |
1032 | (victim->move_type & op->move_type || !victim->move_type)) |
|
|
1033 | { |
986 | |
1034 | |
987 | if (victim->head) victim = victim->head; |
1035 | if (victim->head) |
|
|
1036 | victim = victim->head; |
988 | |
1037 | |
989 | if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { |
1038 | if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0) |
990 | remove_ob(op); |
1039 | { |
991 | free_object(op); |
1040 | op->remove (); |
992 | return; |
1041 | return; |
993 | } |
1042 | } |
|
|
1043 | |
994 | nx = op->x+freearr_x[dir]; |
1044 | nx = op->x + freearr_x[dir]; |
995 | ny = op->y+freearr_y[dir]; |
1045 | ny = op->y + freearr_y[dir]; |
996 | m = op->map; |
1046 | m = op->map; |
997 | if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { |
1047 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
|
|
1048 | { |
998 | LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", |
1049 | LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y); |
999 | m->path, op->x, op->y); |
1050 | return; |
1000 | return ; |
1051 | } |
1001 | } |
1052 | |
1002 | |
|
|
1003 | if (should_director_abort(op, victim)) return ; |
1053 | if (should_director_abort (op, victim)) |
|
|
1054 | return; |
1004 | |
1055 | |
1005 | for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) { |
1056 | for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) |
|
|
1057 | { |
1006 | if(nextmover->type == PLAYERMOVER) |
1058 | if (nextmover->type == PLAYERMOVER) |
1007 | nextmover->speed_left=-.99; |
1059 | nextmover->speed_left = -.99f; |
1008 | if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { |
1060 | |
|
|
1061 | if (nextmover->flag [FLAG_ALIVE]) |
1009 | op->speed_left=-1.1; /* wait until the next thing gets out of the way */ |
1062 | op->speed_left = -1.1f; /* wait until the next thing gets out of the way */ |
1010 | } |
1063 | } |
1011 | } |
|
|
1012 | |
1064 | |
1013 | if(victim->type==PLAYER) { |
1065 | if (victim->type == PLAYER) |
|
|
1066 | { |
1014 | /* only level >=1 movers move people */ |
1067 | /* only level >=1 movers move people */ |
1015 | if(op->level) { |
1068 | if (op->level) |
|
|
1069 | { |
1016 | /* 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 |
1017 | * is cleared, otherwise the player will get stuck in |
1071 | * is cleared, otherwise the player will get stuck in |
1018 | * place. This can happen if the player used a spell to |
1072 | * place. This can happen if the player used a spell to |
1019 | * get to this space. |
1073 | * get to this space. |
1020 | */ |
1074 | */ |
1021 | victim->contr->fire_on=0; |
1075 | victim->contr->fire_on = 0; |
1022 | victim->speed_left=-FABS(victim->speed); |
1076 | victim->speed_left = 1.f; |
1023 | move_player(victim, dir); |
1077 | move_player (victim, dir); |
1024 | } |
1078 | } |
1025 | else return; |
1079 | else |
1026 | } |
1080 | return; |
1027 | else move_object(victim,dir); |
1081 | } |
|
|
1082 | else |
|
|
1083 | victim->move (dir); |
1028 | |
1084 | |
1029 | if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; |
1085 | if (!op->stats.maxsp && op->attacktype) |
|
|
1086 | op->stats.maxsp = 2; |
1030 | |
1087 | |
1031 | if(op->attacktype) { /* flag to paralyze the player */ |
1088 | if (op->attacktype) |
1032 | |
1089 | { /* flag to paralyze the player */ |
1033 | victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); |
1090 | victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed); |
1034 | /* Not sure why, but for some chars on metalforge, they |
1091 | } |
1035 | * would sometimes get -inf speed_left, and from the |
1092 | } |
1036 | * description, it could only happen here, so just put |
|
|
1037 | * a lower sanity limit. My only guess is that the |
|
|
1038 | * mover has 0 speed. |
|
|
1039 | */ |
|
|
1040 | if (victim->speed_left < -5.0) victim->speed_left=-5.0; |
|
|
1041 | } |
|
|
1042 | } |
|
|
1043 | } |
1093 | } |
1044 | } |
1094 | } |
1045 | |
1095 | |
1046 | /* |
1096 | /* |
1047 | * Will duplicate a specified object placed on top of it. |
1097 | * Will duplicate a specified object placed on top of it. |
1048 | * connected: what will trigger it. |
1098 | * connected: what will trigger it. |
1049 | * level: multiplier. 0 to destroy. |
1099 | * level: multiplier. 0 to destroy. |
1050 | * other_arch: the object to look for and duplicate. |
1100 | * other_arch: the object to look for and duplicate. |
1051 | */ |
1101 | */ |
1052 | |
1102 | |
|
|
1103 | void |
1053 | void move_duplicator(object *op) { |
1104 | move_duplicator (object *op) |
|
|
1105 | { |
1054 | object *tmp; |
1106 | object *tmp; |
1055 | |
1107 | |
1056 | if ( !op->other_arch ) { |
1108 | if (!op->other_arch) |
|
|
1109 | { |
1057 | LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); |
1110 | LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap"); |
1058 | return; |
1111 | return; |
1059 | } |
1112 | } |
1060 | |
1113 | |
1061 | if (op->above == NULL) |
1114 | if (op->above == NULL) |
1062 | return; |
1115 | return; |
|
|
1116 | |
1063 | for (tmp=op->above; tmp != NULL; tmp=tmp->above) { |
1117 | for (tmp = op->above; tmp; tmp = tmp->above) |
1064 | if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { |
1118 | { |
|
|
1119 | if (op->other_arch->archname == tmp->arch->archname) |
|
|
1120 | { |
1065 | if (op->level <= 0) { |
1121 | if (op->level <= 0) |
1066 | remove_ob(tmp); |
1122 | tmp->destroy (); |
1067 | free_object(tmp); |
1123 | else |
1068 | } else { |
1124 | { |
1069 | uint64 new_nrof = (uint64)tmp->nrof*op->level; |
1125 | uint64 new_nrof = (uint64) tmp->nrof * op->level; |
1070 | if (new_nrof >= 1UL<<31) |
1126 | |
1071 | new_nrof = 1UL<<31; |
1127 | if (new_nrof >= 1UL << 31) |
1072 | tmp->nrof = new_nrof; |
1128 | new_nrof = 1UL << 31; |
1073 | } |
1129 | |
1074 | break; |
1130 | tmp->nrof = new_nrof; |
1075 | } |
1131 | } |
|
|
1132 | |
|
|
1133 | break; |
|
|
1134 | } |
1076 | } |
1135 | } |
1077 | } |
1136 | } |
1078 | |
1137 | |
1079 | /* move_creator (by peterm) |
1138 | /* move_creator (by peterm) |
1080 | * it has the creator object create it's other_arch right on top of it. |
1139 | * it has the creator object create it's other_arch right on top of it. |
… | |
… | |
1087 | * has to make sure that there is in fact space for the object. |
1146 | * has to make sure that there is in fact space for the object. |
1088 | * It should really do this for small objects also, but there is |
1147 | * It should really do this for small objects also, but there is |
1089 | * more concern with large objects, most notably a part being placed |
1148 | * more concern with large objects, most notably a part being placed |
1090 | * outside of the map which would cause the server to crash |
1149 | * outside of the map which would cause the server to crash |
1091 | */ |
1150 | */ |
1092 | |
1151 | void |
1093 | void move_creator(object *creator) { |
1152 | move_creator (object *creator) |
|
|
1153 | { |
1094 | object *new_ob; |
1154 | object *new_ob; |
1095 | |
1155 | |
1096 | if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { |
1156 | if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0) |
|
|
1157 | { |
1097 | creator->stats.hp=-1; |
1158 | creator->stats.hp = -1; |
1098 | return; |
1159 | return; |
|
|
1160 | } |
|
|
1161 | |
|
|
1162 | if (creator->inv) |
1099 | } |
1163 | { |
1100 | |
|
|
1101 | if (creator->inv != NULL) { |
|
|
1102 | object *ob; |
1164 | object *ob; |
1103 | int i; |
1165 | int i; |
1104 | object *ob_to_copy; |
1166 | object *ob_to_copy; |
1105 | |
1167 | |
1106 | /* select random object from inventory to copy */ |
1168 | /* select random object from inventory to copy */ |
1107 | ob_to_copy = creator->inv; |
1169 | ob_to_copy = creator->inv; |
1108 | for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { |
1170 | for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) |
|
|
1171 | { |
1109 | if (rndm(0, i) == 0) { |
1172 | if (rndm (0, i) == 0) |
1110 | ob_to_copy = ob; |
1173 | { |
|
|
1174 | ob_to_copy = ob; |
|
|
1175 | } |
|
|
1176 | } |
|
|
1177 | new_ob = ob_to_copy->deep_clone (); |
|
|
1178 | new_ob->clr_flag (FLAG_IS_A_TEMPLATE); |
|
|
1179 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1111 | } |
1180 | } |
1112 | } |
1181 | else |
1113 | new_ob = object_create_clone(ob_to_copy); |
1182 | { |
1114 | CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); |
1183 | if (!creator->other_arch) |
1115 | unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); |
1184 | { |
1116 | } else { |
1185 | LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", |
1117 | if (creator->other_arch == NULL) { |
1186 | &creator->name, &creator->map->path, creator->x, creator->y); |
1118 | LOG(llevError,"move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", creator->name ? creator->name : "(null)", creator->map->path, creator->x, creator->y); |
|
|
1119 | return; |
1187 | return; |
1120 | } |
1188 | } |
1121 | |
1189 | |
1122 | new_ob = object_create_arch(creator->other_arch); |
1190 | new_ob = object_create_arch (creator->other_arch); |
1123 | fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); |
1191 | fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); |
1124 | } |
1192 | } |
1125 | |
1193 | |
1126 | /* Make sure this multipart object fits */ |
1194 | /* Make sure this multipart object fits */ |
1127 | 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)) |
1128 | free_object(new_ob); |
|
|
1129 | return; |
|
|
1130 | } |
1196 | { |
|
|
1197 | new_ob->destroy (); |
|
|
1198 | return; |
|
|
1199 | } |
1131 | |
1200 | |
|
|
1201 | // for now lets try to identify everything generated here, it mostly |
|
|
1202 | // happens automated, so this will at least fix many identify-experience holes |
|
|
1203 | new_ob->set_flag (FLAG_IDENTIFIED); |
|
|
1204 | |
1132 | 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); |
1133 | if (QUERY_FLAG(new_ob, FLAG_FREED)) |
1206 | if (new_ob->flag [FLAG_FREED]) |
1134 | return; |
1207 | return; |
1135 | |
1208 | |
1136 | if (creator->slaying) { |
1209 | if (creator->slaying) |
1137 | FREE_AND_COPY(new_ob->name, creator->slaying); |
1210 | new_ob->name = new_ob->title = creator->slaying; |
1138 | FREE_AND_COPY(new_ob->title, creator->slaying); |
|
|
1139 | } |
|
|
1140 | } |
1211 | } |
1141 | |
1212 | |
1142 | /* move_marker --peterm@soda.csua.berkeley.edu |
1213 | /* move_marker --peterm@soda.csua.berkeley.edu |
1143 | when moved, a marker will search for a player sitting above |
1214 | when moved, a marker will search for a player sitting above |
1144 | it, and insert an invisible, weightless force into him |
1215 | it, and insert an invisible, weightless force into him |
1145 | with a specific code as the slaying field. |
1216 | with a specific code as the slaying field. |
1146 | At that time, it writes the contents of its own message |
1217 | At that time, it writes the contents of its own message |
1147 | field to the player. The marker will decrement hp to |
1218 | field to the player. The marker will decrement hp to |
1148 | 0 and then delete itself every time it grants a mark. |
1219 | 0 and then delete itself every time it grants a mark. |
1149 | unless hp was zero to start with, in which case it is infinite.*/ |
1220 | unless hp was zero to start with, in which case it is infinite.*/ |
1150 | |
1221 | void |
1151 | void move_marker(object *op) { |
1222 | move_marker (object *op) |
1152 | object *tmp,*tmp2; |
1223 | { |
1153 | |
1224 | if (object *tmp = op->ms ().player ()) |
1154 | for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { |
1225 | { |
1155 | if(tmp->type == PLAYER) { /* we've got someone to MARK */ |
|
|
1156 | |
|
|
1157 | if ( quest_on_activate(op, tmp->contr) ) |
|
|
1158 | return; |
|
|
1159 | |
|
|
1160 | /* remove an old force with a slaying field == op->name */ |
1226 | /* remove an old force with a slaying field == op->name */ |
1161 | for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { |
1227 | if (object *force = tmp->force_find (op->name)) |
1162 | if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; |
1228 | force->destroy (); |
|
|
1229 | |
|
|
1230 | if (op->slaying && !tmp->force_find (op->slaying)) |
|
|
1231 | { |
|
|
1232 | tmp->force_add (op->slaying, op->stats.food); |
|
|
1233 | |
|
|
1234 | if (op->msg) |
|
|
1235 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
|
|
1236 | |
|
|
1237 | if (op->stats.hp > 0) |
|
|
1238 | { |
|
|
1239 | op->stats.hp--; |
|
|
1240 | |
|
|
1241 | if (op->stats.hp == 0) |
|
|
1242 | { |
|
|
1243 | /* marker expires--granted mark number limit */ |
|
|
1244 | op->destroy (); |
|
|
1245 | return; |
|
|
1246 | } |
|
|
1247 | } |
|
|
1248 | } |
1163 | } |
1249 | } |
1164 | |
|
|
1165 | if(tmp2) { |
|
|
1166 | remove_ob(tmp2); |
|
|
1167 | free_object(tmp2); |
|
|
1168 | } |
|
|
1169 | |
|
|
1170 | /* cycle through his inventory to look for the MARK we want to |
|
|
1171 | * place |
|
|
1172 | */ |
|
|
1173 | for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { |
|
|
1174 | if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break; |
|
|
1175 | } |
|
|
1176 | |
|
|
1177 | /* if we didn't find our own MARK */ |
|
|
1178 | if(tmp2==NULL) { |
|
|
1179 | object *force = get_archetype(FORCE_NAME); |
|
|
1180 | |
|
|
1181 | force->speed = 0; |
|
|
1182 | if(op->stats.food) { |
|
|
1183 | force->speed = 0.01; |
|
|
1184 | force->speed_left = -op->stats.food; |
|
|
1185 | } |
|
|
1186 | update_ob_speed (force); |
|
|
1187 | /* put in the lock code */ |
|
|
1188 | force->slaying = add_string(op->slaying); |
|
|
1189 | |
|
|
1190 | if ( op->lore ) |
|
|
1191 | force->lore = add_string( op->lore ); |
|
|
1192 | |
|
|
1193 | insert_ob_in_ob(force,tmp); |
|
|
1194 | if(op->msg) |
|
|
1195 | new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg); |
|
|
1196 | |
|
|
1197 | if(op->stats.hp > 0) { |
|
|
1198 | op->stats.hp--; |
|
|
1199 | if(op->stats.hp==0) { |
|
|
1200 | /* marker expires--granted mark number limit */ |
|
|
1201 | remove_ob(op); |
|
|
1202 | free_object(op); |
|
|
1203 | return; |
|
|
1204 | } |
|
|
1205 | } |
|
|
1206 | } /* if tmp2 == NULL */ |
|
|
1207 | } /* if tmp->type == PLAYER */ |
|
|
1208 | } /* For all objects on this space */ |
|
|
1209 | } |
1250 | } |
1210 | |
|
|
1211 | int process_object(object *op) { |
|
|
1212 | if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) |
|
|
1213 | return 0; |
|
|
1214 | |
1251 | |
1215 | if (INVOKE_OBJECT (TICK, op)) |
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); |
1216 | return 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 | } |
1217 | |
1284 | |
1218 | if(QUERY_FLAG(op, FLAG_MONSTER)) |
1285 | // lamps and torches on maps don't use up their fuel |
1219 | if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) |
1286 | if (op->is_on_map ()) |
1220 | return 1; |
1287 | return; |
1221 | |
1288 | |
1222 | if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { |
1289 | if (op->stats.food > 0) |
1223 | if (op->type == PLAYER) |
1290 | { |
1224 | animate_object(op, op->facing); |
1291 | op->stats.food--; |
1225 | else |
1292 | return; |
1226 | animate_object(op, op->direction); |
1293 | } |
1227 | |
1294 | |
1228 | if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) |
1295 | apply_lamp (op, false); |
|
|
1296 | } |
|
|
1297 | |
|
|
1298 | void |
|
|
1299 | process_object (object *op) |
|
|
1300 | { |
|
|
1301 | if (expect_false (op->flag [FLAG_IS_A_TEMPLATE])) |
|
|
1302 | return; |
|
|
1303 | |
|
|
1304 | if (expect_false (INVOKE_OBJECT (TICK, op))) |
|
|
1305 | return; |
|
|
1306 | |
|
|
1307 | if (op->flag [FLAG_MONSTER]) |
|
|
1308 | if (move_monster (op) || op->flag [FLAG_FREED]) |
|
|
1309 | return; |
|
|
1310 | |
|
|
1311 | if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0) |
|
|
1312 | { |
|
|
1313 | animate_object (op, op->contr ? op->facing : op->direction); |
|
|
1314 | |
|
|
1315 | if (op->flag [FLAG_SEE_ANYWHERE]) |
1229 | make_sure_seen(op); |
1316 | make_sure_seen (op); |
|
|
1317 | } |
|
|
1318 | |
|
|
1319 | if (expect_false ( |
|
|
1320 | op->flag [FLAG_GENERATOR] |
|
|
1321 | || op->flag [FLAG_CHANGING] |
|
|
1322 | || op->flag [FLAG_IS_USED_UP] |
|
|
1323 | )) |
1230 | } |
1324 | { |
1231 | if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { |
1325 | if (op->flag [FLAG_CHANGING] && !op->state) |
|
|
1326 | { |
1232 | change_object(op); |
1327 | change_object (op); |
1233 | return 1; |
1328 | return; |
1234 | } |
1329 | } |
1235 | if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY)) |
1330 | |
|
|
1331 | if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY]) |
1236 | generate_monster(op); |
1332 | generate_monster (op); |
1237 | |
1333 | |
1238 | if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) { |
1334 | if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0) |
1239 | if(QUERY_FLAG(op, FLAG_APPLIED)) |
1335 | { |
|
|
1336 | if (op->flag [FLAG_APPLIED]) |
1240 | remove_force(op); |
1337 | remove_force (op); |
1241 | else { |
1338 | else |
1242 | /* IF necessary, delete the item from the players inventory */ |
1339 | { |
1243 | object *pl=is_player_inv(op); |
1340 | op->remove (); // TODO: really necessary? |
1244 | if (pl) |
1341 | |
1245 | esrv_del_item(pl->contr, op->count); |
1342 | if (op->flag [FLAG_SEE_ANYWHERE]) |
1246 | remove_ob(op); |
1343 | make_sure_not_seen (op); |
1247 | if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) |
1344 | |
1248 | make_sure_not_seen(op); |
1345 | op->drop_and_destroy (); |
1249 | free_object(op); |
1346 | } |
1250 | } |
1347 | |
1251 | return 1; |
1348 | return; |
|
|
1349 | } |
1252 | } |
1350 | } |
|
|
1351 | |
1253 | switch(op->type) { |
1352 | switch (op->type) |
1254 | |
1353 | { |
1255 | case SPELL_EFFECT: |
1354 | case SPELL_EFFECT: |
1256 | move_spell_effect(op); |
1355 | move_spell_effect (op); |
1257 | return 1; |
1356 | break; |
1258 | |
1357 | |
1259 | case ROD: |
1358 | case ROD: |
1260 | case HORN: |
1359 | case HORN: |
1261 | regenerate_rod(op); |
1360 | regenerate_rod (op); |
1262 | return 1; |
1361 | break; |
1263 | |
1362 | |
1264 | case FORCE: |
1363 | case FORCE: |
1265 | case POTION_EFFECT: |
1364 | case POTION_EFFECT: |
1266 | remove_force(op); |
1365 | remove_force (op); |
1267 | return 1; |
1366 | break; |
1268 | |
1367 | |
1269 | case BLINDNESS: |
1368 | case BLINDNESS: |
1270 | remove_blindness(op); |
1369 | remove_blindness (op); |
1271 | return 0; |
1370 | break; |
1272 | |
1371 | |
1273 | case POISONING: |
1372 | case POISONING: |
1274 | poison_more(op); |
1373 | poison_more (op); |
1275 | return 0; |
1374 | break; |
1276 | |
1375 | |
1277 | case DISEASE: |
1376 | case DISEASE: |
1278 | move_disease(op); |
1377 | move_disease (op); |
1279 | return 0; |
1378 | break; |
1280 | |
1379 | |
1281 | case SYMPTOM: |
1380 | case SYMPTOM: |
1282 | move_symptom(op); |
1381 | move_symptom (op); |
1283 | return 0; |
1382 | break; |
1284 | |
1383 | |
1285 | case THROWN_OBJ: |
1384 | case THROWN_OBJ: |
1286 | case ARROW: |
1385 | case ARROW: |
1287 | move_arrow(op); |
1386 | move_arrow (op); |
1288 | return 0; |
1387 | break; |
1289 | |
1388 | |
1290 | case LIGHTNING: /* It now moves twice as fast */ |
1389 | case DOOR: |
1291 | move_bolt(op); |
|
|
1292 | return 0; |
|
|
1293 | |
|
|
1294 | case DOOR: |
|
|
1295 | remove_door(op); |
1390 | remove_door (op); |
1296 | return 0; |
1391 | break; |
1297 | |
1392 | |
1298 | case LOCKED_DOOR: |
1393 | case LOCKED_DOOR: |
1299 | remove_door2(op); |
1394 | remove_door2 (op); |
1300 | return 0; |
1395 | break; |
1301 | |
1396 | |
1302 | case TELEPORTER: |
1397 | case TELEPORTER: |
1303 | move_teleporter(op); |
1398 | move_teleporter (op); |
1304 | return 0; |
1399 | break; |
1305 | |
1400 | |
1306 | case GOLEM: |
1401 | case GOLEM: |
1307 | move_golem(op); |
1402 | move_golem (op); |
1308 | return 0; |
1403 | break; |
1309 | |
1404 | |
1310 | case EARTHWALL: |
1405 | case EARTHWALL: |
1311 | hit_player(op, 2, op, AT_PHYSICAL, 1); |
1406 | hit_player (op, 2, op, AT_PHYSICAL, 1); |
1312 | return 0; |
1407 | break; |
1313 | |
1408 | |
1314 | case FIREWALL: |
1409 | case FIREWALL: |
1315 | move_firewall(op); |
1410 | move_firewall (op); |
1316 | if (op->stats.maxsp) |
1411 | if (op->stats.maxsp) |
1317 | animate_turning(op); |
1412 | animate_turning (op); |
1318 | return 0; |
1413 | break; |
1319 | |
1414 | |
1320 | case MOOD_FLOOR: |
1415 | case MOOD_FLOOR: |
1321 | do_mood_floor(op, op); |
1416 | do_mood_floor (op); |
1322 | return 0; |
1417 | break; |
1323 | |
1418 | |
1324 | case GATE: |
1419 | case GATE: |
1325 | move_gate(op); |
1420 | move_gate (op); |
1326 | return 0; |
1421 | break; |
1327 | |
1422 | |
1328 | case TIMED_GATE: |
1423 | case TIMED_GATE: |
1329 | move_timed_gate(op); |
1424 | move_timed_gate (op); |
1330 | return 0; |
1425 | break; |
1331 | |
1426 | |
1332 | case TRIGGER: |
1427 | case TRIGGER: |
1333 | case TRIGGER_BUTTON: |
1428 | case TRIGGER_BUTTON: |
1334 | case TRIGGER_PEDESTAL: |
1429 | case TRIGGER_PEDESTAL: |
1335 | case TRIGGER_ALTAR: |
1430 | case TRIGGER_ALTAR: |
1336 | animate_trigger(op); |
1431 | animate_trigger (op); |
1337 | return 0; |
1432 | break; |
1338 | |
1433 | |
1339 | case DETECTOR: |
1434 | case DETECTOR: |
1340 | move_detector(op); |
1435 | move_detector (op); |
1341 | |
1436 | |
1342 | case DIRECTOR: |
1437 | case DIRECTOR: |
1343 | if (op->stats.maxsp) |
1438 | if (op->stats.maxsp) |
1344 | animate_turning(op); |
1439 | animate_turning (op); |
1345 | return 0; |
1440 | break; |
1346 | |
1441 | |
1347 | case HOLE: |
1442 | case HOLE: |
1348 | move_hole(op); |
1443 | move_hole (op); |
1349 | return 0; |
1444 | break; |
1350 | |
1445 | |
1351 | case DEEP_SWAMP: |
1446 | case DEEP_SWAMP: |
1352 | move_deep_swamp(op); |
1447 | move_deep_swamp (op); |
1353 | return 0; |
1448 | break; |
1354 | |
1449 | |
1355 | case RUNE: |
1450 | case RUNE: |
1356 | case TRAP: |
1451 | case TRAP: |
1357 | move_rune(op); |
1452 | move_rune (op); |
1358 | return 0; |
1453 | break; |
1359 | |
1454 | |
1360 | case PLAYERMOVER: |
1455 | case PLAYERMOVER: |
1361 | move_player_mover(op); |
1456 | move_player_mover (op); |
1362 | return 0; |
1457 | break; |
1363 | |
1458 | |
1364 | case CREATOR: |
1459 | case CREATOR: |
1365 | move_creator(op); |
1460 | move_creator (op); |
1366 | return 0; |
1461 | break; |
1367 | |
1462 | |
1368 | case MARKER: |
1463 | case MARKER: |
1369 | move_marker(op); |
1464 | move_marker (op); |
1370 | return 0; |
1465 | break; |
1371 | |
1466 | |
1372 | case PLAYER_CHANGER: |
1467 | case PLAYER_CHANGER: |
1373 | move_player_changer(op); |
1468 | move_player_changer (op); |
1374 | return 0; |
1469 | break; |
1375 | |
1470 | |
1376 | case PEACEMAKER: |
1471 | case PEACEMAKER: |
1377 | move_peacemaker(op); |
1472 | move_peacemaker (op); |
1378 | return 0; |
1473 | break; |
1379 | } |
|
|
1380 | |
1474 | |
1381 | return 0; |
1475 | case PLAYER: |
|
|
1476 | // players have their own speed-management, so undo the --speed_left |
|
|
1477 | ++op->speed_left; |
|
|
1478 | break; |
|
|
1479 | |
|
|
1480 | case MAPSCRIPT: |
|
|
1481 | move_mapscript (op); |
|
|
1482 | break; |
|
|
1483 | |
|
|
1484 | case LAMP: |
|
|
1485 | case TORCH: |
|
|
1486 | move_lamp (op); |
|
|
1487 | break; |
|
|
1488 | } |
1382 | } |
1489 | } |
|
|
1490 | |