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238 | static void |
238 | static void |
239 | move_gate (object *op) |
239 | move_gate (object *op) |
240 | { /* 1 = going down, 0 = going up */ |
240 | { /* 1 = going down, 0 = going up */ |
241 | object *tmp; |
241 | object *tmp; |
242 | |
242 | |
243 | if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) |
243 | if (uint32_t (op->stats.wc) >= op->anim_frames ()) |
244 | { |
244 | { |
245 | LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, NUM_ANIMATIONS (op)); |
245 | LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, op->anim_frames ()); |
246 | op->stats.wc = 0; |
246 | op->stats.wc = 0; |
247 | } |
247 | } |
248 | |
248 | |
249 | /* We're going down */ |
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250 | if (op->value) |
249 | if (op->value) |
251 | { |
250 | { |
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251 | /* We're going down */ |
252 | if (--op->stats.wc <= 0) |
252 | if (--op->stats.wc <= 0) |
253 | { /* Reached bottom, let's stop */ |
253 | { /* Reached bottom, let's stop */ |
254 | op->stats.wc = 0; |
254 | op->stats.wc = 0; |
255 | if (op->arch->has_active_speed ()) |
255 | if (op->arch->has_active_speed ()) |
256 | op->value = 0; |
256 | op->value = 0; |
257 | else |
257 | else |
258 | op->set_speed (0); |
258 | op->set_speed (0); |
259 | } |
259 | } |
260 | |
260 | |
261 | if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) |
261 | if (op->stats.wc < op->anim_frames () / 2 + 1) |
262 | { |
262 | { |
263 | op->move_block = 0; |
263 | op->move_block = 0; |
264 | op->clr_flag (FLAG_BLOCKSVIEW); |
264 | op->clr_flag (FLAG_BLOCKSVIEW); |
265 | update_all_los (op->map, op->x, op->y); |
265 | update_all_los (op->map, op->x, op->y); |
266 | } |
266 | } |
267 | |
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268 | SET_ANIMATION (op, op->stats.wc); |
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269 | update_object (op, UP_OBJ_CHANGE); |
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270 | return; |
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271 | } |
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272 | |
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273 | /* We're going up */ |
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274 | |
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275 | /* First, lets see if we are already at the top */ |
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276 | if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
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277 | { |
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278 | /* Check to make sure that only non pickable and non rollable |
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279 | * objects are above the gate. If so, we finish closing the gate, |
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280 | * otherwise, we fall through to the code below which should lower |
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281 | * the gate slightly. |
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282 | */ |
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283 | |
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284 | for (tmp = op->above; tmp; tmp = tmp->above) |
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285 | if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE]) |
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286 | break; |
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287 | |
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288 | if (!tmp) |
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289 | { |
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290 | if (op->arch->has_active_speed ()) |
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291 | op->value = 1; |
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292 | else |
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293 | op->set_speed (0); |
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294 | |
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295 | return; |
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296 | } |
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297 | } |
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298 | |
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299 | if (op->stats.food) |
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300 | { /* The gate is going temporarily down */ |
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301 | if (--op->stats.wc <= 0) |
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302 | { /* Gone all the way down? */ |
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303 | op->stats.food = 0; /* Then let's try again */ |
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304 | op->stats.wc = 0; |
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305 | } |
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306 | } |
267 | } |
307 | else |
268 | else |
308 | { /* The gate is still going up */ |
269 | { |
309 | op->stats.wc++; |
270 | /* We're going up */ |
310 | |
271 | |
311 | if (op->stats.wc >= NUM_ANIMATIONS (op)) |
272 | /* First, lets see if we are already at the top */ |
312 | op->stats.wc = NUM_ANIMATIONS (op) - 1; |
273 | if (op->stats.wc == op->anim_frames () - 1) |
313 | |
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314 | /* If there is something on top of the gate, we try to roll it off. |
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315 | * If a player/monster, we don't roll, we just hit them with damage |
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316 | */ |
274 | { |
317 | if (op->stats.wc >= NUM_ANIMATIONS (op) / 2) |
275 | /* Check to make sure that only non pickable and non rollable |
318 | { |
276 | * objects are above the gate. If so, we finish closing the gate, |
319 | /* Halfway or further, check blocks */ |
277 | * otherwise, we fall through to the code below which should lower |
320 | /* First, get the top object on the square. */ |
278 | * the gate slightly. |
321 | for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) |
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322 | ; |
279 | */ |
323 | |
280 | |
324 | if (tmp) |
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325 | { |
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326 | if (tmp->flag [FLAG_ALIVE]) |
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327 | { |
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328 | hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); |
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329 | op->play_sound (sound_find ("blocked_gate")); |
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330 | |
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331 | if (tmp->type == PLAYER) |
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332 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); |
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333 | } |
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334 | /* If the object is not alive, and the object either can |
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335 | * be picked up or the object rolls, move the object |
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336 | * off the gate. |
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337 | */ |
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338 | else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL])) |
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339 | { |
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340 | /* If it has speed, it should move itself, otherwise: */ |
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341 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); |
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342 | |
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343 | /* If there is a free spot, move the object someplace */ |
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344 | if (i > 0) |
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345 | { |
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346 | mapxy pos (tmp); |
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347 | pos.move (i); |
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348 | if (pos.normalise ()) |
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349 | tmp->move_to (pos); |
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350 | } |
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351 | } |
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352 | } |
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353 | |
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354 | /* See if there is still anything blocking the gate */ |
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355 | for (tmp = op->above; tmp; tmp = tmp->above) |
281 | for (tmp = op->above; tmp; tmp = tmp->above) |
356 | if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE]) |
282 | if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE]) |
357 | break; |
283 | break; |
358 | |
284 | |
359 | /* IF there is, start putting the gate down */ |
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360 | if (tmp) |
285 | if (!tmp) |
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286 | { |
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287 | if (op->arch->has_active_speed ()) |
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288 | op->value = 1; |
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289 | else |
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290 | op->set_speed (0); |
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291 | |
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292 | return; |
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293 | } |
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294 | } |
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295 | |
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296 | if (op->stats.food) |
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297 | { /* The gate is going temporarily down */ |
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298 | if (--op->stats.wc <= 0) |
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299 | { /* Gone all the way down? */ |
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300 | op->stats.food = 0; /* Then let's try again */ |
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301 | op->stats.wc = 0; |
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302 | } |
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303 | } |
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304 | else |
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305 | { /* The gate is still going up */ |
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306 | op->stats.wc++; |
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307 | min_it (op->stats.wc, op->anim_frames () - 1); |
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308 | |
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309 | /* If there is something on top of the gate, we try to roll it off. |
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310 | * If a player/monster, we don't roll, we just hit them with damage |
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311 | */ |
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312 | if (op->stats.wc >= op->anim_frames () / 2) |
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313 | { |
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314 | /* Halfway or further, check blocks */ |
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315 | /* First, get the top object on the square. */ |
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316 | for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) |
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317 | ; |
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318 | |
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319 | if (tmp) |
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320 | { |
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321 | if (tmp->flag [FLAG_ALIVE]) |
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322 | { |
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323 | hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); |
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324 | op->play_sound (sound_find ("blocked_gate")); |
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325 | |
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326 | if (tmp->type == PLAYER) |
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327 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); |
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328 | } |
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329 | /* If the object is not alive, and the object either can |
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330 | * be picked up or the object rolls, move the object |
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331 | * off the gate. |
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332 | */ |
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333 | else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL])) |
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334 | { |
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335 | /* If it has speed, it should move itself, otherwise: */ |
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336 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); |
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337 | |
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338 | /* If there is a free spot, move the object someplace */ |
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339 | if (i > 0) |
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340 | { |
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341 | mapxy pos (tmp); |
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342 | pos.move (i); |
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343 | if (pos.normalise ()) |
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344 | tmp->move_to (pos); |
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345 | } |
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346 | } |
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347 | } |
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348 | |
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349 | /* See if there is still anything blocking the gate */ |
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350 | for (tmp = op->above; tmp; tmp = tmp->above) |
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351 | if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE]) |
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352 | break; |
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353 | |
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354 | /* IF there is, start putting the gate down */ |
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355 | if (tmp) |
361 | op->stats.food = 1; |
356 | op->stats.food = 1; |
362 | else |
357 | else |
363 | { |
358 | { |
364 | op->move_block = MOVE_ALL; |
359 | op->move_block = MOVE_ALL; |
365 | |
360 | |
366 | if (!op->arch->stats.ac) |
361 | if (!op->arch->stats.ac) |
367 | op->set_flag (FLAG_BLOCKSVIEW); |
362 | op->set_flag (FLAG_BLOCKSVIEW); |
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363 | |
368 | update_all_los (op->map, op->x, op->y); |
364 | update_all_los (op->map, op->x, op->y); |
369 | } |
365 | } |
370 | } /* gate is halfway up */ |
366 | } /* gate is halfway up */ |
371 | |
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372 | SET_ANIMATION (op, op->stats.wc); |
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373 | update_object (op, UP_OBJ_CHANGE); |
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374 | } /* gate is going up */ |
367 | } /* gate is going up */ |
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368 | } |
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369 | |
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370 | op->update_anim_frame (op->stats.wc); |
375 | } |
371 | } |
376 | |
372 | |
377 | /* hp : how long door is open/closed |
373 | /* hp : how long door is open/closed |
378 | * maxhp : initial value for hp |
374 | * maxhp : initial value for hp |
379 | * sp : 1 = open, 0 = close |
375 | * sp : 1 = open, 0 = close |
… | |
… | |
470 | } |
466 | } |
471 | |
467 | |
472 | void |
468 | void |
473 | animate_trigger (object *op) |
469 | animate_trigger (object *op) |
474 | { |
470 | { |
475 | if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) |
471 | if (uint32_t (++op->stats.wc) >= op->anim_frames ()) |
476 | { |
472 | { |
477 | op->stats.wc = 0; |
473 | op->stats.wc = 0; |
478 | check_trigger (op, NULL); |
474 | check_trigger (op, NULL); |
479 | } |
475 | } |
480 | else |
476 | else |
481 | { |
477 | op->update_anim_frame (op->stats.wc); |
482 | SET_ANIMATION (op, op->stats.wc); |
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483 | update_object (op, UP_OBJ_FACE); |
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484 | } |
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485 | } |
478 | } |
486 | |
479 | |
487 | static void |
480 | static void |
488 | move_hole (object *op) |
481 | move_hole (object *op) |
489 | { /* 1 = opening, 0 = closing */ |
482 | { /* 1 = opening, 0 = closing */ |
490 | if (op->value) |
483 | if (op->value) |
491 | { /* We're opening */ |
484 | { |
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485 | /* We're opening */ |
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486 | op->stats.wc--; |
492 | if (--op->stats.wc <= 0) |
487 | if (op->stats.wc <= 0) |
493 | { /* Opened, let's stop */ |
488 | { /* Opened, let's stop */ |
494 | op->stats.wc = 0; |
489 | op->stats.wc = 0; |
495 | op->set_speed (0); |
490 | op->set_speed (0); |
496 | |
491 | |
497 | /* Hard coding this makes sense for holes I suppose */ |
492 | /* Hard coding this makes sense for holes I suppose */ |
… | |
… | |
500 | { |
495 | { |
501 | next = tmp->above; |
496 | next = tmp->above; |
502 | move_apply (op, tmp, tmp); |
497 | move_apply (op, tmp, tmp); |
503 | } |
498 | } |
504 | } |
499 | } |
505 | |
500 | } |
506 | SET_ANIMATION (op, op->stats.wc); |
501 | else |
507 | update_object (op, UP_OBJ_CHANGE); |
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508 | return; |
|
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509 | } |
502 | { |
510 | |
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511 | /* We're closing */ |
503 | /* We're closing */ |
512 | op->move_on = 0; |
504 | op->move_on = 0; |
513 | |
505 | |
514 | op->stats.wc++; |
506 | op->stats.wc++; |
515 | if (op->stats.wc >= NUM_ANIMATIONS (op)) |
507 | if (op->stats.wc >= op->anim_frames ()) |
516 | op->stats.wc = NUM_ANIMATIONS (op) - 1; |
508 | { |
517 | |
509 | op->stats.wc = op->anim_frames () - 1; |
518 | SET_ANIMATION (op, op->stats.wc); |
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519 | update_object (op, UP_OBJ_CHANGE); |
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520 | if (op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
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521 | op->set_speed (0); /* closed, let's stop */ |
510 | op->set_speed (0); /* closed, let's stop */ |
|
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511 | } |
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512 | } |
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513 | |
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514 | op->update_anim_frame (op->stats.wc); |
522 | } |
515 | } |
523 | |
516 | |
524 | |
517 | |
525 | /* stop_item() returns a pointer to the stopped object. The stopped object |
518 | /* stop_item() returns a pointer to the stopped object. The stopped object |
526 | * may or may not have been removed from maps or inventories. It will not |
519 | * may or may not have been removed from maps or inventories. It will not |