1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* |
25 | /* |
… | |
… | |
49 | } |
50 | } |
50 | } |
51 | } |
51 | |
52 | |
52 | if (op->other_arch) |
53 | if (op->other_arch) |
53 | { |
54 | { |
54 | object *tmp = arch_to_object (op->other_arch); |
55 | object *tmp = op->other_arch->instance (); |
55 | tmp->x = op->x; |
56 | tmp->x = op->x; |
56 | tmp->y = op->y; |
57 | tmp->y = op->y; |
57 | tmp->map = op->map; |
58 | tmp->map = op->map; |
58 | tmp->level = op->level; |
59 | tmp->level = op->level; |
59 | insert_ob_in_map (tmp, op->map, op, 0); |
60 | insert_ob_in_map (tmp, op->map, op, 0); |
… | |
… | |
78 | } |
79 | } |
79 | } |
80 | } |
80 | |
81 | |
81 | if (op->other_arch) |
82 | if (op->other_arch) |
82 | { |
83 | { |
83 | tmp = arch_to_object (op->other_arch); |
84 | tmp = op->other_arch->instance (); |
84 | tmp->x = op->x; |
85 | tmp->x = op->x; |
85 | tmp->y = op->y; |
86 | tmp->y = op->y; |
86 | tmp->map = op->map; |
87 | tmp->map = op->map; |
87 | tmp->level = op->level; |
88 | tmp->level = op->level; |
88 | insert_ob_in_map (tmp, op->map, op, 0); |
89 | insert_ob_in_map (tmp, op->map, op, 0); |
89 | } |
90 | } |
90 | |
91 | |
91 | op->drop_and_destroy (); |
92 | op->drop_and_destroy (); |
92 | } |
93 | } |
93 | |
94 | |
94 | void |
95 | static void |
95 | generate_monster (object *gen) |
96 | generate_monster (object *gen) |
96 | { |
97 | { |
97 | if (!gen->map) |
98 | if (!gen->map) |
98 | return; |
99 | return; |
99 | |
100 | |
… | |
… | |
106 | return; |
107 | return; |
107 | |
108 | |
108 | object *op; |
109 | object *op; |
109 | int dir; |
110 | int dir; |
110 | |
111 | |
111 | if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) |
112 | if (gen->flag [FLAG_CONTENT_ON_GEN]) |
112 | { |
113 | { |
113 | // either copy one item from the inventory... |
114 | // either copy one item from the inventory... |
114 | if (!gen->inv) |
115 | if (!gen->inv) |
115 | return; |
116 | return; |
116 | |
117 | |
… | |
… | |
124 | if (dir < 0) |
125 | if (dir < 0) |
125 | return; |
126 | return; |
126 | |
127 | |
127 | op = op->deep_clone (); |
128 | op = op->deep_clone (); |
128 | |
129 | |
129 | CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); |
130 | op->clr_flag (FLAG_IS_A_TEMPLATE); |
130 | unflag_inv (op, FLAG_IS_A_TEMPLATE); |
131 | unflag_inv (op, FLAG_IS_A_TEMPLATE); |
131 | } |
132 | } |
132 | else if (gen->other_arch) |
133 | else if (gen->other_arch) |
133 | { |
134 | { |
134 | // ...or use other_arch |
135 | // ...or use other_arch |
135 | dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
136 | dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
136 | if (dir < 0) |
137 | if (dir < 0) |
137 | return; |
138 | return; |
138 | |
139 | |
139 | op = arch_to_object (gen->other_arch); |
140 | op = gen->other_arch->instance (); |
140 | } |
141 | } |
141 | else |
142 | else |
142 | return; |
143 | return; |
143 | |
144 | |
144 | op->expand_tail (); |
145 | op->expand_tail (); |
… | |
… | |
157 | } |
158 | } |
158 | |
159 | |
159 | op->destroy (); |
160 | op->destroy (); |
160 | } |
161 | } |
161 | |
162 | |
162 | void |
163 | static void |
163 | remove_force (object *op) |
164 | remove_force (object *op) |
164 | { |
165 | { |
165 | if (--op->duration > 0) |
166 | if (--op->duration > 0) |
166 | return; |
167 | return; |
167 | |
168 | |
168 | if (op->env) |
169 | if (op->env) |
169 | switch (op->subtype) |
170 | switch (op->subtype) |
170 | { |
171 | { |
171 | case FORCE_CONFUSION: |
172 | case FORCE_CONFUSION: |
172 | CLEAR_FLAG (op->env, FLAG_CONFUSED); |
173 | op->env->clr_flag (FLAG_CONFUSED); |
173 | new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); |
174 | new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); |
174 | |
175 | |
175 | default: |
176 | default: |
176 | CLEAR_FLAG (op, FLAG_APPLIED); |
177 | op->clr_flag (FLAG_APPLIED); |
177 | change_abil (op->env, op); |
178 | change_abil (op->env, op); |
178 | op->env->update_stats (); |
179 | op->env->update_stats (); |
179 | } |
180 | } |
180 | |
181 | |
181 | op->destroy (); |
182 | op->destroy (); |
182 | } |
183 | } |
183 | |
184 | |
184 | void |
185 | static void |
185 | remove_blindness (object *op) |
186 | remove_blindness (object *op) |
186 | { |
187 | { |
187 | if (--op->stats.food > 0) |
188 | if (--op->stats.food > 0) |
188 | return; |
189 | return; |
189 | |
190 | |
190 | CLEAR_FLAG (op, FLAG_APPLIED); |
191 | op->clr_flag (FLAG_APPLIED); |
191 | |
192 | |
192 | if (op->env) |
193 | if (op->env) |
193 | { |
194 | { |
194 | change_abil (op->env, op); |
195 | change_abil (op->env, op); |
195 | op->env->update_stats (); |
196 | op->env->update_stats (); |
196 | } |
197 | } |
197 | |
198 | |
198 | op->destroy (); |
199 | op->destroy (); |
199 | } |
200 | } |
200 | |
201 | |
201 | void |
202 | static void |
202 | poison_more (object *op) |
203 | poison_more (object *op) |
203 | { |
204 | { |
204 | if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) |
205 | if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0) |
205 | { |
206 | { |
206 | op->destroy (); |
207 | op->destroy (); |
207 | return; |
208 | return; |
208 | } |
209 | } |
209 | |
210 | |
… | |
… | |
212 | /* need to unapply the object before update_stats is called, else fix_player |
213 | /* need to unapply the object before update_stats is called, else fix_player |
213 | * will not do anything. |
214 | * will not do anything. |
214 | */ |
215 | */ |
215 | if (op->env->type == PLAYER) |
216 | if (op->env->type == PLAYER) |
216 | { |
217 | { |
217 | CLEAR_FLAG (op, FLAG_APPLIED); |
218 | op->clr_flag (FLAG_APPLIED); |
218 | op->env->update_stats (); |
219 | op->env->update_stats (); |
219 | new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); |
220 | new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); |
220 | } |
221 | } |
221 | |
222 | |
222 | op->destroy (); |
223 | op->destroy (); |
… | |
… | |
231 | |
232 | |
232 | hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); |
233 | hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); |
233 | } |
234 | } |
234 | |
235 | |
235 | |
236 | |
236 | void |
237 | static void |
237 | move_gate (object *op) |
238 | move_gate (object *op) |
238 | { /* 1 = going down, 0 = going up */ |
239 | { /* 1 = going down, 0 = going up */ |
239 | object *tmp; |
240 | object *tmp; |
240 | |
241 | |
241 | 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)) |
242 | { |
243 | { |
243 | LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); |
244 | LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, NUM_ANIMATIONS (op)); |
244 | op->stats.wc = 0; |
245 | op->stats.wc = 0; |
245 | } |
246 | } |
246 | |
247 | |
247 | /* We're going down */ |
248 | /* We're going down */ |
248 | if (op->value) |
249 | if (op->value) |
249 | { |
250 | { |
250 | if (--op->stats.wc <= 0) |
251 | if (--op->stats.wc <= 0) |
251 | { /* Reached bottom, let's stop */ |
252 | { /* Reached bottom, let's stop */ |
252 | op->stats.wc = 0; |
253 | op->stats.wc = 0; |
253 | if (op->arch->speed) |
254 | if (op->arch->has_active_speed ()) |
254 | op->value = 0; |
255 | op->value = 0; |
255 | else |
256 | else |
256 | op->set_speed (0); |
257 | op->set_speed (0); |
257 | } |
258 | } |
258 | |
259 | |
259 | if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) |
260 | if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) |
260 | { |
261 | { |
261 | op->move_block = 0; |
262 | op->move_block = 0; |
262 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
263 | op->clr_flag (FLAG_BLOCKSVIEW); |
263 | update_all_los (op->map, op->x, op->y); |
264 | update_all_los (op->map, op->x, op->y); |
264 | } |
265 | } |
265 | |
266 | |
266 | SET_ANIMATION (op, op->stats.wc); |
267 | SET_ANIMATION (op, op->stats.wc); |
267 | update_object (op, UP_OBJ_CHANGE); |
268 | update_object (op, UP_OBJ_CHANGE); |
… | |
… | |
271 | /* We're going up */ |
272 | /* We're going up */ |
272 | |
273 | |
273 | /* First, lets see if we are already at the top */ |
274 | /* First, lets see if we are already at the top */ |
274 | if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
275 | if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
275 | { |
276 | { |
276 | |
|
|
277 | /* Check to make sure that only non pickable and non rollable |
277 | /* Check to make sure that only non pickable and non rollable |
278 | * objects are above the gate. If so, we finish closing the gate, |
278 | * objects are above the gate. If so, we finish closing the gate, |
279 | * otherwise, we fall through to the code below which should lower |
279 | * otherwise, we fall through to the code below which should lower |
280 | * the gate slightly. |
280 | * the gate slightly. |
281 | */ |
281 | */ |
282 | |
282 | |
283 | for (tmp = op->above; tmp; tmp = tmp->above) |
283 | for (tmp = op->above; tmp; tmp = tmp->above) |
284 | if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
284 | if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE]) |
285 | break; |
285 | break; |
286 | |
286 | |
287 | if (!tmp) |
287 | if (!tmp) |
288 | { |
288 | { |
289 | if (op->arch->speed) |
289 | if (op->arch->has_active_speed ()) |
290 | op->value = 1; |
290 | op->value = 1; |
291 | else |
291 | else |
292 | op->set_speed (0); |
292 | op->set_speed (0); |
293 | |
293 | |
294 | return; |
294 | return; |
… | |
… | |
320 | for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) |
320 | for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) |
321 | ; |
321 | ; |
322 | |
322 | |
323 | if (tmp) |
323 | if (tmp) |
324 | { |
324 | { |
325 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
325 | if (tmp->flag [FLAG_ALIVE]) |
326 | { |
326 | { |
327 | hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); |
327 | hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); |
328 | op->play_sound (sound_find ("blocked_gate")); |
328 | op->play_sound (sound_find ("blocked_gate")); |
329 | |
329 | |
330 | if (tmp->type == PLAYER) |
330 | if (tmp->type == PLAYER) |
… | |
… | |
332 | } |
332 | } |
333 | /* If the object is not alive, and the object either can |
333 | /* If the object is not alive, and the object either can |
334 | * be picked up or the object rolls, move the object |
334 | * be picked up or the object rolls, move the object |
335 | * off the gate. |
335 | * off the gate. |
336 | */ |
336 | */ |
337 | else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) |
337 | else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL])) |
338 | { |
338 | { |
339 | /* If it has speed, it should move itself, otherwise: */ |
339 | /* If it has speed, it should move itself, otherwise: */ |
340 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); |
340 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); |
341 | |
341 | |
342 | /* If there is a free spot, move the object someplace */ |
342 | /* If there is a free spot, move the object someplace */ |
… | |
… | |
350 | } |
350 | } |
351 | } |
351 | } |
352 | |
352 | |
353 | /* See if there is still anything blocking the gate */ |
353 | /* See if there is still anything blocking the gate */ |
354 | for (tmp = op->above; tmp; tmp = tmp->above) |
354 | for (tmp = op->above; tmp; tmp = tmp->above) |
355 | if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
355 | if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE]) |
356 | break; |
356 | break; |
357 | |
357 | |
358 | /* IF there is, start putting the gate down */ |
358 | /* IF there is, start putting the gate down */ |
359 | if (tmp) |
359 | if (tmp) |
360 | op->stats.food = 1; |
360 | op->stats.food = 1; |
361 | else |
361 | else |
362 | { |
362 | { |
363 | op->move_block = MOVE_ALL; |
363 | op->move_block = MOVE_ALL; |
364 | |
364 | |
365 | if (!op->arch->stats.ac) |
365 | if (!op->arch->stats.ac) |
366 | SET_FLAG (op, FLAG_BLOCKSVIEW); |
366 | op->set_flag (FLAG_BLOCKSVIEW); |
367 | update_all_los (op->map, op->x, op->y); |
367 | update_all_los (op->map, op->x, op->y); |
368 | } |
368 | } |
369 | } /* gate is halfway up */ |
369 | } /* gate is halfway up */ |
370 | |
370 | |
371 | SET_ANIMATION (op, op->stats.wc); |
371 | SET_ANIMATION (op, op->stats.wc); |
… | |
… | |
375 | |
375 | |
376 | /* hp : how long door is open/closed |
376 | /* hp : how long door is open/closed |
377 | * maxhp : initial value for hp |
377 | * maxhp : initial value for hp |
378 | * sp : 1 = open, 0 = close |
378 | * sp : 1 = open, 0 = close |
379 | */ |
379 | */ |
380 | void |
380 | static void |
381 | move_timed_gate (object *op) |
381 | move_timed_gate (object *op) |
382 | { |
382 | { |
383 | int v = op->value; |
383 | int v = op->value; |
384 | |
384 | |
385 | if (op->stats.sp) |
385 | if (op->stats.sp) |
… | |
… | |
404 | * speed: frequency of 'glances' |
404 | * speed: frequency of 'glances' |
405 | * connected: connected value of detector |
405 | * connected: connected value of detector |
406 | * sp: 1 if detection sets buttons |
406 | * sp: 1 if detection sets buttons |
407 | * -1 if detection unsets buttons |
407 | * -1 if detection unsets buttons |
408 | */ |
408 | */ |
409 | |
409 | static void |
410 | void |
|
|
411 | move_detector (object *op) |
410 | move_detector (object *op) |
412 | { |
411 | { |
413 | object *tmp; |
412 | object *tmp; |
414 | int last = op->value; |
413 | int last = op->value; |
415 | int detected; |
414 | int detected; |
… | |
… | |
482 | SET_ANIMATION (op, op->stats.wc); |
481 | SET_ANIMATION (op, op->stats.wc); |
483 | update_object (op, UP_OBJ_FACE); |
482 | update_object (op, UP_OBJ_FACE); |
484 | } |
483 | } |
485 | } |
484 | } |
486 | |
485 | |
487 | void |
486 | static void |
488 | move_hole (object *op) |
487 | move_hole (object *op) |
489 | { /* 1 = opening, 0 = closing */ |
488 | { /* 1 = opening, 0 = closing */ |
490 | if (op->value) |
489 | if (op->value) |
491 | { /* We're opening */ |
490 | { /* We're opening */ |
492 | if (--op->stats.wc <= 0) |
491 | if (--op->stats.wc <= 0) |
… | |
… | |
502 | move_apply (op, tmp, tmp); |
501 | move_apply (op, tmp, tmp); |
503 | } |
502 | } |
504 | } |
503 | } |
505 | |
504 | |
506 | SET_ANIMATION (op, op->stats.wc); |
505 | SET_ANIMATION (op, op->stats.wc); |
507 | update_object (op, UP_OBJ_FACE); |
506 | update_object (op, UP_OBJ_CHANGE); |
508 | return; |
507 | return; |
509 | } |
508 | } |
510 | |
509 | |
511 | /* We're closing */ |
510 | /* We're closing */ |
512 | op->move_on = 0; |
511 | op->move_on = 0; |
513 | |
512 | |
514 | op->stats.wc++; |
513 | op->stats.wc++; |
515 | if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) |
514 | if (op->stats.wc >= NUM_ANIMATIONS (op)) |
516 | op->stats.wc = NUM_ANIMATIONS (op) - 1; |
515 | op->stats.wc = NUM_ANIMATIONS (op) - 1; |
517 | |
516 | |
518 | SET_ANIMATION (op, op->stats.wc); |
517 | SET_ANIMATION (op, op->stats.wc); |
519 | update_object (op, UP_OBJ_FACE); |
518 | update_object (op, UP_OBJ_CHANGE); |
520 | if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
519 | if (op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
521 | op->set_speed (0); /* closed, let's stop */ |
520 | op->set_speed (0); /* closed, let's stop */ |
522 | } |
521 | } |
523 | |
522 | |
524 | |
523 | |
525 | /* stop_item() returns a pointer to the stopped object. The stopped object |
524 | /* stop_item() returns a pointer to the stopped object. The stopped object |
… | |
… | |
573 | fix_stopped_item (object *op, maptile *map, object *originator) |
572 | fix_stopped_item (object *op, maptile *map, object *originator) |
574 | { |
573 | { |
575 | if (map == NULL) |
574 | if (map == NULL) |
576 | return; |
575 | return; |
577 | |
576 | |
578 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
577 | if (op->flag [FLAG_REMOVED]) |
579 | insert_ob_in_map (op, map, originator, 0); |
578 | insert_ob_in_map (op, map, originator, 0); |
580 | else if (op->type == ARROW) |
579 | else if (op->type == ARROW) |
581 | merge_ob (op, NULL); /* only some arrows actually need this */ |
580 | merge_ob (op, NULL); /* only some arrows actually need this */ |
582 | } |
581 | } |
583 | |
582 | |
… | |
… | |
646 | if (op) |
645 | if (op) |
647 | merge_ob (op, 0); |
646 | merge_ob (op, 0); |
648 | } |
647 | } |
649 | } |
648 | } |
650 | |
649 | |
651 | /* Move an arrow along its course. op is the arrow or thrown object. |
650 | /* Move an arrow or throwen_obj along its course. op is the arrow or thrown object. |
652 | */ |
651 | */ |
653 | void |
652 | void |
654 | move_arrow (object *op) |
653 | move_arrow (object *op) |
655 | { |
654 | { |
656 | int was_reflected; |
655 | int was_reflected; |
657 | |
656 | |
658 | if (!op->map) |
657 | if (!op->map) |
659 | { |
658 | { |
660 | LOG (llevError, "BUG: Arrow had no map.\n"); |
659 | LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ()); |
661 | op->destroy (); |
660 | op->destroy (); |
662 | return; |
661 | return; |
663 | } |
662 | } |
664 | |
663 | |
665 | /* we need to stop thrown objects at some point. Like here. */ |
664 | /* we need to stop thrown objects at some point. Like here. */ |
… | |
… | |
684 | stop_arrow (op); |
683 | stop_arrow (op); |
685 | return; |
684 | return; |
686 | } |
685 | } |
687 | } |
686 | } |
688 | |
687 | |
|
|
688 | /* decrease the speed as it flies. 0.05 means a standard bow will shoot |
|
|
689 | * about 17 squares. Tune as needed. |
|
|
690 | */ |
|
|
691 | op->set_speed (op->speed - 0.05); |
|
|
692 | |
689 | /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower |
693 | /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower |
690 | values look rediculous. */ |
694 | values look rediculous. */ |
691 | if (op->speed < 0.5 && op->type == ARROW) |
695 | if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED)) |
692 | { |
696 | { |
693 | stop_arrow (op); |
697 | stop_arrow (op); |
694 | return; |
698 | return; |
695 | } |
699 | } |
696 | |
700 | |
… | |
… | |
709 | if (pos->flags () & P_IS_ALIVE) |
713 | if (pos->flags () & P_IS_ALIVE) |
710 | { |
714 | { |
711 | object *tmp; |
715 | object *tmp; |
712 | |
716 | |
713 | for (tmp = pos->bot; tmp; tmp = tmp->above) |
717 | for (tmp = pos->bot; tmp; tmp = tmp->above) |
714 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
718 | if (tmp->flag [FLAG_ALIVE]) |
715 | break; |
719 | break; |
716 | |
720 | |
717 | /* Not really fair, but don't let monsters hit themselves with |
721 | /* Not really fair, but don't let monsters hit themselves with |
718 | * their own arrow - this can be because they fire it then |
722 | * their own arrow - this can be because they fire it then |
719 | * move into it. |
723 | * move into it. |
… | |
… | |
722 | { |
726 | { |
723 | /* Found living object, but it is reflecting the missile. Update |
727 | /* Found living object, but it is reflecting the missile. Update |
724 | * as below. (Note that for living creatures there is a small |
728 | * as below. (Note that for living creatures there is a small |
725 | * chance that reflect_missile fails.) |
729 | * chance that reflect_missile fails.) |
726 | */ |
730 | */ |
727 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) |
731 | if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10)) |
728 | { |
732 | { |
729 | int number = op->face; |
|
|
730 | |
|
|
731 | op->direction = absdir (op->direction + 4); |
733 | op->direction = absdir (op->direction + 4); |
732 | update_turn_face (op); |
734 | update_turn_face (op); |
733 | was_reflected = 1; /* skip normal movement calculations */ |
735 | was_reflected = 1; /* skip normal movement calculations */ |
734 | } |
736 | } |
735 | else |
737 | else |
… | |
… | |
751 | * note that this code will now catch cases where a monster is |
753 | * note that this code will now catch cases where a monster is |
752 | * on a wall but has reflecting - the arrow won't reflect. |
754 | * on a wall but has reflecting - the arrow won't reflect. |
753 | * Mapmakers shouldn't put monsters on top of wall in the first |
755 | * Mapmakers shouldn't put monsters on top of wall in the first |
754 | * place, so I don't consider that a problem. |
756 | * place, so I don't consider that a problem. |
755 | */ |
757 | */ |
756 | if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) |
758 | if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19)) |
757 | { |
759 | { |
758 | stop_arrow (op); |
760 | stop_arrow (op); |
759 | return; |
761 | return; |
760 | } |
762 | } |
761 | else |
763 | else |
… | |
… | |
815 | if (op->has_anim ()) |
817 | if (op->has_anim ()) |
816 | op->set_anim_frame (op->direction); |
818 | op->set_anim_frame (op->direction); |
817 | } /* object is reflected */ |
819 | } /* object is reflected */ |
818 | } /* object ran into a wall */ |
820 | } /* object ran into a wall */ |
819 | |
821 | |
820 | /* decrease the speed as it flies. 0.05 means a standard bow will shoot |
|
|
821 | * about 17 squares. Tune as needed. |
|
|
822 | */ |
|
|
823 | op->speed -= 0.05; |
|
|
824 | |
|
|
825 | /* Move the arrow. */ |
822 | /* Move the arrow. */ |
826 | op->move_to (pos); |
823 | op->move_to (pos); |
827 | } |
824 | } |
828 | |
825 | |
829 | void |
826 | static void |
830 | change_object (object *op) |
827 | change_object (object *op) |
831 | { /* Doesn`t handle linked objs yet */ |
828 | { /* Doesn`t handle linked objs yet */ |
832 | int i, j; |
|
|
833 | |
|
|
834 | if (!op->other_arch) |
829 | if (!op->other_arch) |
835 | { |
830 | { |
836 | LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); |
831 | LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); |
837 | return; |
832 | return; |
838 | } |
833 | } |
839 | |
834 | |
840 | /* In non-living items only change when food value is 0 */ |
835 | /* In non-living items only change when food value is 0 */ |
841 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
836 | if (!op->flag [FLAG_ALIVE]) |
842 | { |
837 | { |
843 | if (op->stats.food-- > 0) |
838 | if (op->stats.food-- > 0) |
844 | return; |
839 | return; |
845 | |
840 | |
846 | op->stats.food = 1; /* so 1 other_arch is made */ |
841 | op->stats.food = 1; /* so 1 other_arch is made */ |
847 | } |
842 | } |
848 | |
843 | |
849 | object *env = op->env; |
844 | object *env = op->env; |
850 | |
845 | |
851 | op->remove (); |
846 | op->remove (); |
852 | for (i = 0; i < op->stats.food; i++) |
847 | for (int i = 0; i < op->stats.food; i++) |
853 | { |
848 | { |
854 | object *tmp = arch_to_object (op->other_arch); |
849 | object *tmp = op->other_arch->instance (); |
855 | |
850 | |
856 | tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ |
851 | tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ |
857 | |
852 | |
858 | if (env) |
853 | if (env) |
859 | env->insert (tmp); |
854 | env->insert (tmp); |
860 | else |
855 | else |
861 | { |
856 | { |
862 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
857 | int j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
858 | |
863 | if (j < 0) /* No free spot */ |
859 | if (j < 0) /* No free spot */ |
864 | tmp->destroy (); |
860 | tmp->destroy (); |
865 | else |
861 | else |
866 | { |
862 | { |
867 | mapxy pos (op); pos.move (j); |
863 | mapxy pos (op); pos.move (j); |
… | |
… | |
892 | |
888 | |
893 | if (op->head) |
889 | if (op->head) |
894 | head = op->head; |
890 | head = op->head; |
895 | |
891 | |
896 | for (tmp = op->above; tmp; tmp = tmp->above) |
892 | for (tmp = op->above; tmp; tmp = tmp->above) |
897 | if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
893 | if (!tmp->flag [FLAG_IS_FLOOR]) |
898 | break; |
894 | break; |
899 | |
895 | |
900 | /* If nothing above us to move, nothing to do */ |
896 | /* If nothing above us to move, nothing to do */ |
901 | if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) |
897 | if (!tmp || tmp->flag [FLAG_WIZPASS]) |
902 | return; |
898 | return; |
903 | |
899 | |
904 | if (EXIT_PATH (head)) |
900 | if (EXIT_PATH (head)) |
905 | { |
901 | { |
906 | if (tmp->type == PLAYER) |
902 | if (tmp->type == PLAYER) |
… | |
… | |
941 | /* This object will teleport someone to a different map |
937 | /* This object will teleport someone to a different map |
942 | and will also apply changes to the player from its inventory. |
938 | and will also apply changes to the player from its inventory. |
943 | This was invented for giving classes, but there's no reason it |
939 | This was invented for giving classes, but there's no reason it |
944 | can't be generalized. |
940 | can't be generalized. |
945 | */ |
941 | */ |
946 | void |
942 | static void |
947 | move_player_changer (object *op) |
943 | move_player_changer (object *op) |
948 | { |
944 | { |
949 | object *player; |
|
|
950 | object *walk; |
|
|
951 | |
|
|
952 | if (!op->above || !EXIT_PATH (op)) |
945 | if (!op->above || !EXIT_PATH (op)) |
953 | return; |
946 | return; |
954 | |
947 | |
955 | /* This isn't all that great - means that the player_mover |
948 | /* This isn't all that great - means that the player_mover |
956 | * needs to be on top. |
949 | * needs to be on top. |
957 | */ |
950 | */ |
958 | if (op->above->type == PLAYER) |
951 | if (op->above->type == PLAYER) |
959 | { |
952 | { |
|
|
953 | object *player = op->above; |
|
|
954 | |
960 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
955 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
961 | return; |
956 | return; |
962 | |
957 | |
963 | player = op->above; |
|
|
964 | |
|
|
965 | for (walk = op->inv; walk; walk = walk->below) |
958 | for (object *walk = op->inv; walk; walk = walk->below) |
966 | apply_changes_to_player (player, walk); |
959 | apply_changes_to_player (player, walk); |
967 | |
960 | |
968 | player->update_stats (); |
961 | player->update_stats (); |
969 | |
962 | |
970 | esrv_send_inventory (op->above, op->above); |
963 | esrv_send_inventory (op->above, op->above); |
… | |
… | |
1008 | } |
1001 | } |
1009 | |
1002 | |
1010 | cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); |
1003 | cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); |
1011 | } |
1004 | } |
1012 | |
1005 | |
1013 | /* move_player_mover: this function takes a "player mover" as an |
1006 | /* move_player_mover: this function takes a "player mover" as an |
1014 | * argument, and performs the function of a player mover, which is: |
1007 | * argument, and performs the function of a player mover, which is: |
1015 | * |
1008 | * |
1016 | * a player mover finds any players that are sitting on it. It |
1009 | * a player mover finds any players that are sitting on it. It |
1017 | * moves them in the op->stats.sp direction. speed is how often it'll move. |
1010 | * moves them in the op->stats.sp direction. speed is how often it'll move. |
1018 | * If attacktype is nonzero it will paralyze the player. If lifesave is set, |
1011 | * If attacktype is nonzero it will paralyze the player. If lifesave is set, |
1019 | * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, |
1012 | * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, |
1020 | * it'll paralyze the victim for hp*his speed/op->speed |
1013 | * it'll paralyze the victim for hp*his speed/op->speed |
1021 | */ |
1014 | */ |
1022 | void |
1015 | static void |
1023 | move_player_mover (object *op) |
1016 | move_player_mover (object *op) |
1024 | { |
1017 | { |
1025 | int dir = op->stats.sp; |
1018 | int dir = 0; |
1026 | sint16 nx, ny; |
|
|
1027 | maptile *m; |
|
|
1028 | |
|
|
1029 | /* Determine direction now for random movers so we do the right thing */ |
|
|
1030 | if (!dir) |
|
|
1031 | dir = rndm (1, 8); |
|
|
1032 | |
1019 | |
1033 | for (object *victim = op->ms ().bot; victim; victim = victim->above) |
1020 | for (object *victim = op->ms ().bot; victim; victim = victim->above) |
1034 | { |
1021 | { |
1035 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && |
1022 | if (victim->flag [FLAG_ALIVE] |
|
|
1023 | && !victim->flag [FLAG_WIZPASS] |
1036 | (victim->move_type & op->move_type || !victim->move_type)) |
1024 | && (victim->move_type & op->move_type || !victim->move_type)) |
|
|
1025 | { |
|
|
1026 | if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0) |
1037 | { |
1027 | { |
|
|
1028 | op->destroy (); |
|
|
1029 | return; |
|
|
1030 | } |
|
|
1031 | |
|
|
1032 | /* Determine direction only once so we do the right thing */ |
|
|
1033 | // why is it the right thing, though? |
|
|
1034 | if (!dir) |
|
|
1035 | dir = op->stats.sp ? op->stats.sp : rndm (1, 8); |
|
|
1036 | |
|
|
1037 | sint16 nx = op->x + freearr_x[dir]; |
|
|
1038 | sint16 ny = op->y + freearr_y[dir]; |
|
|
1039 | maptile *m = op->map; |
|
|
1040 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
|
|
1041 | { |
|
|
1042 | LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y); |
|
|
1043 | return; |
|
|
1044 | } |
1038 | |
1045 | |
1039 | if (victim->head) |
1046 | if (victim->head) |
1040 | victim = victim->head; |
1047 | victim = victim->head; |
1041 | |
1048 | |
1042 | if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) |
|
|
1043 | { |
|
|
1044 | op->remove (); |
|
|
1045 | return; |
|
|
1046 | } |
|
|
1047 | |
|
|
1048 | nx = op->x + freearr_x[dir]; |
|
|
1049 | ny = op->y + freearr_y[dir]; |
|
|
1050 | m = op->map; |
|
|
1051 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
|
|
1052 | { |
|
|
1053 | LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y); |
|
|
1054 | return; |
|
|
1055 | } |
|
|
1056 | |
|
|
1057 | if (should_director_abort (op, victim)) |
1049 | if (should_director_abort (op, victim)) |
1058 | return; |
1050 | return; |
1059 | |
1051 | |
1060 | for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) |
1052 | for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) |
1061 | { |
1053 | { |
1062 | if (nextmover->type == PLAYERMOVER) |
1054 | if (nextmover->type == PLAYERMOVER) |
1063 | nextmover->speed_left = -.99f; |
1055 | nextmover->speed_left = -.99f; |
1064 | |
1056 | |
1065 | if (QUERY_FLAG (nextmover, FLAG_ALIVE)) |
1057 | if (nextmover->flag [FLAG_ALIVE]) |
1066 | op->speed_left = -1.1f; /* wait until the next thing gets out of the way */ |
1058 | op->speed_left = -1.1f; /* wait until the next thing gets out of the way */ |
1067 | } |
1059 | } |
1068 | |
1060 | |
1069 | if (victim->type == PLAYER) |
1061 | if (victim->type == PLAYER) |
1070 | { |
1062 | { |
1071 | /* only level >=1 movers move people */ |
1063 | /* only level >=1 movers move people */ |
1072 | if (op->level) |
1064 | if (op->level) |
1073 | { |
1065 | { |
1074 | /* Following is a bit of hack. We need to make sure it |
1066 | /* Following is a bit of hack. We need to make sure it |
1075 | * is cleared, otherwise the player will get stuck in |
1067 | * is cleared, otherwise the player will get stuck in |
1076 | * place. This can happen if the player used a spell to |
1068 | * place. This can happen if the player used a spell to |
1077 | * get to this space. |
1069 | * get to this space. |
1078 | */ |
1070 | */ |
1079 | victim->contr->fire_on = 0; |
1071 | victim->contr->fire_on = 0; |
1080 | victim->speed_left = 1.f; |
1072 | victim->speed_left = 1.f; |
1081 | move_player (victim, dir); |
1073 | move_player (victim, dir); |
1082 | } |
1074 | } |
1083 | else |
1075 | else |
1084 | return; |
1076 | return; |
1085 | } |
1077 | } |
1086 | else |
1078 | else |
1087 | move_object (victim, dir); |
1079 | victim->move (dir); |
1088 | |
1080 | |
1089 | if (!op->stats.maxsp && op->attacktype) |
1081 | if (!op->stats.maxsp && op->attacktype) |
1090 | op->stats.maxsp = 2; |
1082 | op->stats.maxsp = 2; |
1091 | |
1083 | |
1092 | if (op->attacktype) |
1084 | if (op->attacktype) |
1093 | { /* flag to paralyze the player */ |
1085 | { /* flag to paralyze the player */ |
1094 | victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); |
1086 | victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed); |
1095 | } |
1087 | } |
1096 | } |
1088 | } |
1097 | } |
1089 | } |
1098 | } |
1090 | } |
1099 | |
1091 | |
… | |
… | |
1155 | void |
1147 | void |
1156 | move_creator (object *creator) |
1148 | move_creator (object *creator) |
1157 | { |
1149 | { |
1158 | object *new_ob; |
1150 | object *new_ob; |
1159 | |
1151 | |
1160 | if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) |
1152 | if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0) |
1161 | { |
1153 | { |
1162 | creator->stats.hp = -1; |
1154 | creator->stats.hp = -1; |
1163 | return; |
1155 | return; |
1164 | } |
1156 | } |
1165 | |
1157 | |
… | |
… | |
1169 | int i; |
1161 | int i; |
1170 | object *ob_to_copy; |
1162 | object *ob_to_copy; |
1171 | |
1163 | |
1172 | /* select random object from inventory to copy */ |
1164 | /* select random object from inventory to copy */ |
1173 | ob_to_copy = creator->inv; |
1165 | ob_to_copy = creator->inv; |
1174 | for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) |
1166 | for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++) |
1175 | { |
1167 | { |
1176 | if (rndm (0, i) == 0) |
1168 | if (rndm (0, i) == 0) |
1177 | { |
1169 | { |
1178 | ob_to_copy = ob; |
1170 | ob_to_copy = ob; |
1179 | } |
1171 | } |
1180 | } |
1172 | } |
|
|
1173 | |
1181 | new_ob = ob_to_copy->deep_clone (); |
1174 | new_ob = ob_to_copy->deep_clone (); |
1182 | CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); |
1175 | new_ob->clr_flag (FLAG_IS_A_TEMPLATE); |
1183 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1176 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1184 | } |
1177 | } |
1185 | else |
1178 | else |
1186 | { |
1179 | { |
1187 | if (!creator->other_arch) |
1180 | if (!creator->other_arch) |
… | |
… | |
1202 | return; |
1195 | return; |
1203 | } |
1196 | } |
1204 | |
1197 | |
1205 | // for now lets try to identify everything generated here, it mostly |
1198 | // for now lets try to identify everything generated here, it mostly |
1206 | // happens automated, so this will at least fix many identify-experience holes |
1199 | // happens automated, so this will at least fix many identify-experience holes |
1207 | SET_FLAG (new_ob, FLAG_IDENTIFIED); |
1200 | if (new_ob->need_identify ()) |
|
|
1201 | new_ob->set_flag (FLAG_IDENTIFIED); |
1208 | |
1202 | |
1209 | insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); |
1203 | insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); |
1210 | if (QUERY_FLAG (new_ob, FLAG_FREED)) |
1204 | if (new_ob->flag [FLAG_FREED]) |
1211 | return; |
1205 | return; |
1212 | |
1206 | |
1213 | if (creator->slaying) |
1207 | if (creator->slaying) |
1214 | new_ob->name = new_ob->title = creator->slaying; |
1208 | new_ob->name = new_ob->title = creator->slaying; |
1215 | } |
1209 | } |
… | |
… | |
1229 | { |
1223 | { |
1230 | /* remove an old force with a slaying field == op->name */ |
1224 | /* remove an old force with a slaying field == op->name */ |
1231 | if (object *force = tmp->force_find (op->name)) |
1225 | if (object *force = tmp->force_find (op->name)) |
1232 | force->destroy (); |
1226 | force->destroy (); |
1233 | |
1227 | |
1234 | if (!tmp->force_find (op->slaying)) |
1228 | if (op->slaying && !tmp->force_find (op->slaying)) |
1235 | { |
1229 | { |
1236 | tmp->force_add (op->slaying, op->stats.food); |
1230 | tmp->force_add (op->slaying, op->stats.food); |
1237 | |
1231 | |
1238 | if (op->msg) |
1232 | if (op->msg) |
1239 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
1233 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
… | |
… | |
1253 | } |
1247 | } |
1254 | } |
1248 | } |
1255 | |
1249 | |
1256 | // mapscript objects activate themselves (only) then their timer fires |
1250 | // mapscript objects activate themselves (only) then their timer fires |
1257 | // TODO: maybe they should simply trigger the link like any other object? |
1251 | // TODO: maybe they should simply trigger the link like any other object? |
1258 | void |
1252 | static void |
1259 | move_mapscript (object *op) |
1253 | move_mapscript (object *op) |
1260 | { |
1254 | { |
1261 | op->set_speed (0); |
1255 | op->set_speed (0); |
1262 | cfperl_mapscript_activate (op, true, op, 0); |
1256 | cfperl_mapscript_activate (op, true, op, 0); |
1263 | } |
1257 | } |
1264 | |
1258 | |
|
|
1259 | static void |
1265 | void move_lamp (object *op) |
1260 | move_lamp (object *op) |
1266 | { |
1261 | { |
1267 | // if the lamp/torch is off, we should disable it. |
1262 | // if the lamp/torch is off, we should disable it. |
1268 | if (!op->glow_radius) |
1263 | if (!op->glow_radius) |
1269 | { |
1264 | { |
1270 | op->set_speed (0); |
1265 | op->set_speed (0); |
1271 | return; |
1266 | return; |
1272 | } |
1267 | } |
1273 | else |
1268 | else |
1274 | { |
1269 | { |
1275 | // check whether the face might needs to be updated |
1270 | // check whether the face might need to be updated |
1276 | // (currently this is needed to have already switched on torches |
1271 | // (currently this is needed to have already switched on torches |
1277 | // on maps, as they just set the glow_radius in the archetype) |
1272 | // on maps, as they just set the glow_radius in the archetype) |
1278 | if (op->other_arch |
1273 | if (op->other_arch |
1279 | && ( |
1274 | && ( |
1280 | (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE]) |
1275 | (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE]) |
1281 | || (op->flag [FLAG_ANIMATE] |
1276 | || (op->flag [FLAG_ANIMATE] |
1282 | ? (op->animation_id != op->other_arch->animation_id) |
1277 | ? (op->animation_id != op->other_arch->animation_id) |
1283 | : (op->face != op->other_arch->face)) |
1278 | : (op->face != op->other_arch->face)) |
1284 | )) |
1279 | )) |
1285 | get_animation_from_arch (op, op->other_arch); |
1280 | get_animation_from_arch (op, op->other_arch); |
1286 | } |
1281 | } |
1287 | |
1282 | |
1288 | // lamps and torches auf maps don't use up their fuel |
1283 | // lamps and torches on maps don't use up their fuel |
1289 | if (op->is_on_map ()) |
1284 | if (op->is_on_map ()) |
1290 | return; |
1285 | return; |
1291 | |
1286 | |
1292 | if (op->stats.food > 0) |
1287 | if (op->stats.food > 0) |
1293 | { |
1288 | { |
… | |
… | |
1299 | } |
1294 | } |
1300 | |
1295 | |
1301 | void |
1296 | void |
1302 | process_object (object *op) |
1297 | process_object (object *op) |
1303 | { |
1298 | { |
1304 | if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) |
1299 | if (expect_false (op->flag [FLAG_IS_A_TEMPLATE])) |
1305 | return; |
1300 | return; |
1306 | |
1301 | |
1307 | if (expect_false (INVOKE_OBJECT (TICK, op))) |
1302 | if (expect_false (INVOKE_OBJECT (TICK, op))) |
1308 | return; |
1303 | return; |
1309 | |
1304 | |
1310 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
1305 | if (op->flag [FLAG_MONSTER]) |
1311 | if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) |
1306 | if (move_monster (op) || op->flag [FLAG_FREED]) |
1312 | return; |
1307 | return; |
1313 | |
1308 | |
1314 | if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) |
1309 | if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0) |
1315 | { |
1310 | { |
1316 | animate_object (op, op->contr ? op->facing : op->direction); |
1311 | animate_object (op, op->contr ? op->facing : op->direction); |
1317 | |
1312 | |
1318 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1313 | if (op->flag [FLAG_SEE_ANYWHERE]) |
1319 | make_sure_seen (op); |
1314 | make_sure_seen (op); |
1320 | } |
1315 | } |
1321 | |
1316 | |
1322 | if (expect_false ( |
1317 | if (expect_false ( |
1323 | op->flag [FLAG_GENERATOR] |
1318 | op->flag [FLAG_GENERATOR] |
1324 | || op->flag [FLAG_CHANGING] |
1319 | || op->flag [FLAG_CHANGING] |
1325 | || op->flag [FLAG_IS_USED_UP] |
1320 | || op->flag [FLAG_IS_USED_UP] |
1326 | )) |
1321 | )) |
1327 | { |
1322 | { |
1328 | if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) |
1323 | if (op->flag [FLAG_CHANGING] && !op->state) |
1329 | { |
1324 | { |
1330 | change_object (op); |
1325 | change_object (op); |
1331 | return; |
1326 | return; |
1332 | } |
1327 | } |
1333 | |
1328 | |
1334 | if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) |
1329 | if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY]) |
1335 | generate_monster (op); |
1330 | generate_monster (op); |
1336 | |
1331 | |
1337 | if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) |
1332 | if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0) |
1338 | { |
1333 | { |
1339 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1334 | if (op->flag [FLAG_APPLIED]) |
1340 | remove_force (op); |
1335 | remove_force (op); |
1341 | else |
1336 | else |
1342 | { |
1337 | { |
1343 | op->remove (); // TODO: really necessary? |
1338 | op->remove (); // TODO: really necessary? |
1344 | |
1339 | |
1345 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1340 | if (op->flag [FLAG_SEE_ANYWHERE]) |
1346 | make_sure_not_seen (op); |
1341 | make_sure_not_seen (op); |
1347 | |
1342 | |
1348 | op->drop_and_destroy (); |
1343 | op->drop_and_destroy (); |
1349 | } |
1344 | } |
1350 | |
1345 | |
… | |
… | |
1486 | |
1481 | |
1487 | case LAMP: |
1482 | case LAMP: |
1488 | case TORCH: |
1483 | case TORCH: |
1489 | move_lamp (op); |
1484 | move_lamp (op); |
1490 | break; |
1485 | break; |
1491 | } |
|
|
1492 | } |
|
|
1493 | |
1486 | |
|
|
1487 | case PHYSICS: // hmm, bad naming |
|
|
1488 | move_physics (op); |
|
|
1489 | break; |
|
|
1490 | } |
|
|
1491 | } |
|
|
1492 | |