1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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|
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | |
8 | * |
8 | This program is free software; you can redistribute it and/or modify |
9 | * 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 |
10 | * the terms of the Affero GNU General Public License as published by the |
10 | the Free Software Foundation; either version 2 of the License, or |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | (at your option) any later version. |
12 | * option) any later version. |
12 | |
13 | * |
13 | This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | |
18 | * |
18 | You should have received a copy of the GNU General Public License |
19 | * You should have received a copy of the Affero GNU General Public License |
19 | along with this program; if not, write to the Free Software |
20 | * and the GNU General Public License along with this program. If not, see |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | * <http://www.gnu.org/licenses/>. |
21 | |
22 | * |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
24 | */ |
24 | |
25 | |
25 | /* |
26 | /* |
26 | * Routines that is executed from objects based on their speed have been |
27 | * Routines that is executed from objects based on their speed have been |
27 | * collected in this file. |
28 | * collected in this file. |
28 | */ |
29 | */ |
29 | |
|
|
30 | #include <global.h> |
30 | #include <global.h> |
31 | #include <spells.h> |
31 | #include <spells.h> |
32 | #include <sproto.h> |
32 | #include <sproto.h> |
33 | |
33 | |
34 | /* The following removes doors. The functions check to see if similar |
34 | /* The following removes doors. The functions check to see if similar |
35 | * doors are next to the one that is being removed, and if so, set it |
35 | * doors are next to the one that is being removed, and if so, set it |
36 | * so those will be removed shortly (in a cascade like fashion.) |
36 | * so those will be removed shortly (in a cascade like fashion.) |
37 | */ |
37 | */ |
38 | |
|
|
39 | void |
38 | void |
40 | remove_door (object *op) |
39 | remove_door (object *op) |
41 | { |
40 | { |
42 | int i; |
41 | for (int i = 1; i < SIZEOFFREE1 + 1; i += 2) |
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|
42 | { |
43 | object *tmp; |
43 | object *tmp; |
44 | |
44 | mapxy pos (op); |
45 | for (i = 1; i < 9; i += 2) |
45 | pos.move (i); |
46 | if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) |
46 | if (pos.normalise () |
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|
47 | && (tmp = present (DOOR, pos.m, pos.x, pos.y))) |
47 | { |
48 | { |
48 | tmp->set_speed (0.1); |
49 | tmp->set_speed (0.1f); |
49 | tmp->speed_left = -0.2; |
50 | tmp->speed_left = -0.2f; |
50 | } |
51 | } |
|
|
52 | } |
51 | |
53 | |
52 | if (op->other_arch) |
54 | if (op->other_arch) |
53 | { |
55 | { |
54 | tmp = arch_to_object (op->other_arch); |
56 | object *tmp = op->other_arch->instance (); |
55 | tmp->x = op->x; |
57 | tmp->x = op->x; |
56 | tmp->y = op->y; |
58 | tmp->y = op->y; |
57 | tmp->map = op->map; |
59 | tmp->map = op->map; |
58 | tmp->level = op->level; |
60 | tmp->level = op->level; |
59 | insert_ob_in_map (tmp, op->map, op, 0); |
61 | insert_ob_in_map (tmp, op->map, op, 0); |
60 | } |
62 | } |
61 | |
63 | |
62 | op->destroy (); |
64 | op->drop_and_destroy (); |
63 | } |
65 | } |
64 | |
66 | |
65 | void |
67 | void |
66 | remove_door2 (object *op) |
68 | remove_door2 (object *op) |
67 | { |
69 | { |
68 | int i; |
70 | int i; |
69 | object *tmp; |
71 | object *tmp; |
70 | |
72 | |
71 | for (i = 1; i < 9; i += 2) |
73 | for (i = 1; i < 9; i += 2) |
72 | { |
74 | { |
73 | tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); |
75 | tmp = present (LOCKED_DOOR, op->map, op->x + DIRX (i), op->y + DIRY (i)); |
74 | if (tmp && tmp->slaying == op->slaying) |
76 | if (tmp && tmp->slaying == op->slaying) |
75 | { /* same key both doors */ |
77 | { /* same key both doors */ |
76 | tmp->set_speed (0.1); |
78 | tmp->set_speed (0.1f); |
77 | tmp->speed_left = -0.2; |
79 | tmp->speed_left = -0.2f; |
78 | } |
80 | } |
79 | } |
81 | } |
80 | |
82 | |
81 | if (op->other_arch) |
83 | if (op->other_arch) |
82 | { |
84 | { |
83 | tmp = arch_to_object (op->other_arch); |
85 | tmp = op->other_arch->instance (); |
84 | tmp->x = op->x; |
86 | tmp->x = op->x; |
85 | tmp->y = op->y; |
87 | tmp->y = op->y; |
86 | tmp->map = op->map; |
88 | tmp->map = op->map; |
87 | tmp->level = op->level; |
89 | tmp->level = op->level; |
88 | insert_ob_in_map (tmp, op->map, op, 0); |
90 | insert_ob_in_map (tmp, op->map, op, 0); |
89 | } |
91 | } |
90 | |
92 | |
91 | op->destroy (); |
93 | op->drop_and_destroy (); |
92 | } |
94 | } |
93 | |
95 | |
94 | /* Will generate a monster according to content |
96 | static void |
95 | * of generator. |
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|
96 | */ |
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97 | void |
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98 | generate_monster_inv (object *gen) |
97 | generate_monster (object *gen) |
99 | { |
98 | { |
100 | int i; |
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101 | object *op, *head = NULL; |
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102 | |
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103 | int qty = 0; |
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104 | |
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105 | /* Code below assumes the generator is on a map, as it tries |
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106 | * to place the monster on the map. So if the generator |
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107 | * isn't on a map, complain and exit. |
|
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108 | */ |
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109 | if (gen->map == NULL) |
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110 | { |
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111 | //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); |
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112 | return; |
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113 | } |
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114 | /*First count numer of objects in inv */ |
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115 | for (op = gen->inv; op; op = op->below) |
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116 | qty++; |
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117 | if (!qty) |
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118 | { |
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119 | LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name); |
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120 | return; /*No inventory */ |
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121 | } |
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122 | qty = rndm (0, qty - 1); |
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123 | for (op = gen->inv; qty; qty--) |
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124 | op = op->below; |
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125 | i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); |
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126 | if (i == -1) |
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127 | return; |
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128 | head = object_create_clone (op); |
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129 | CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); |
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130 | unflag_inv (head, FLAG_IS_A_TEMPLATE); |
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131 | if (rndm (0, 9)) |
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132 | generate_artifact (head, gen->map->difficulty); |
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133 | insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]); |
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134 | if (QUERY_FLAG (head, FLAG_FREED)) |
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135 | return; |
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136 | if (head->has_random_items ()) |
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137 | create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0); |
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138 | } |
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139 | |
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140 | void |
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141 | generate_monster_arch (object *gen) |
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142 | { |
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143 | int i; |
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144 | object *op, *head = NULL, *prev = NULL; |
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145 | archetype *at = gen->other_arch; |
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146 | |
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147 | if (!gen->other_arch) |
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148 | return; |
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149 | |
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150 | /* Code below assumes the generator is on a map, as it tries |
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151 | * to place the monster on the map. So if the generator |
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152 | * isn't on a map, complain and exit. |
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153 | */ |
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154 | if (!gen->map) |
99 | if (!gen->map) |
155 | return; |
100 | return; |
156 | |
101 | |
157 | i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); |
102 | if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) |
158 | if (i == -1) |
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159 | return; |
103 | return; |
160 | |
104 | |
161 | while (at) |
105 | // sleeping generators won't generate, this will make monsters like |
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106 | // centipedes not generate more centipedes when being asleep. |
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107 | if (gen->flag [FLAG_SLEEP]) |
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108 | return; |
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109 | |
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110 | object *op; |
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111 | int dir; |
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112 | |
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113 | if (gen->flag [FLAG_CONTENT_ON_GEN]) |
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114 | { |
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115 | // either copy one item from the inventory... |
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116 | if (!gen->inv) |
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117 | return; |
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118 | |
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119 | // first select one item from the inventory |
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120 | int index = 0; |
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121 | for (object *tmp = gen->inv; tmp; tmp = tmp->below) |
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122 | if (!rndm (++index)) |
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123 | op = tmp; |
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124 | |
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125 | dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
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126 | if (dir < 0) |
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127 | return; |
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128 | |
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129 | op = op->deep_clone (); |
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130 | |
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131 | op->clr_flag (FLAG_IS_A_TEMPLATE); |
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132 | unflag_inv (op, FLAG_IS_A_TEMPLATE); |
162 | { |
133 | } |
163 | op = arch_to_object (at); |
134 | else if (gen->other_arch) |
164 | op->x = gen->x + freearr_x[i] + at->clone.x; |
135 | { |
165 | op->y = gen->y + freearr_y[i] + at->clone.y; |
136 | // ...or use other_arch |
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137 | dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
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138 | if (dir < 0) |
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139 | return; |
166 | |
140 | |
167 | if (head) |
141 | op = gen->other_arch->instance (); |
168 | op->head = head, prev->more = op; |
142 | } |
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143 | else |
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144 | return; |
169 | |
145 | |
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146 | op->expand_tail (); |
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147 | |
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148 | mapxy pos (gen); pos.move (dir); |
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149 | |
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150 | if (pos.insert (op, gen)) |
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151 | { |
170 | if (rndm (0, 9)) |
152 | if (rndm (0, 9)) |
171 | generate_artifact (op, gen->map->difficulty); |
153 | generate_artifact (op, gen->map->difficulty); |
172 | |
154 | |
173 | insert_ob_in_map (op, gen->map, gen, 0); |
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174 | if (QUERY_FLAG (op, FLAG_FREED)) |
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175 | return; |
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176 | |
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177 | if (op->has_random_items ()) |
155 | if (op->has_random_items ()) |
178 | create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); |
156 | create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); |
179 | |
157 | |
180 | if (head == NULL) |
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181 | head = op; |
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182 | |
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183 | prev = op; |
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184 | at = at->more; |
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185 | } |
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186 | } |
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187 | |
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188 | void |
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189 | generate_monster (object *gen) |
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190 | { |
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191 | |
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192 | if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) |
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193 | return; |
158 | return; |
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159 | } |
194 | |
160 | |
195 | if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) |
161 | op->destroy (); |
196 | generate_monster_inv (gen); |
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197 | else |
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198 | generate_monster_arch (gen); |
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199 | |
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200 | } |
162 | } |
201 | |
163 | |
202 | void |
164 | static void |
203 | remove_force (object *op) |
165 | remove_force (object *op) |
204 | { |
166 | { |
205 | if (--op->duration > 0) |
167 | if (--op->duration > 0) |
206 | return; |
168 | return; |
207 | |
169 | |
208 | if (op->env) |
170 | if (op->env) |
209 | switch (op->subtype) |
171 | switch (op->subtype) |
210 | { |
172 | { |
211 | case FORCE_CONFUSION: |
173 | case FORCE_CONFUSION: |
212 | CLEAR_FLAG (op->env, FLAG_CONFUSED); |
174 | op->env->clr_flag (FLAG_CONFUSED); |
213 | new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); |
175 | new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); |
214 | |
176 | |
215 | default: |
177 | default: |
216 | CLEAR_FLAG (op, FLAG_APPLIED); |
178 | op->clr_flag (FLAG_APPLIED); |
217 | change_abil (op->env, op); |
179 | change_abil (op->env, op); |
218 | op->env->update_stats (); |
180 | op->env->update_stats (); |
219 | } |
181 | } |
220 | |
182 | |
221 | op->destroy (); |
183 | op->destroy (); |
222 | } |
184 | } |
223 | |
185 | |
224 | void |
186 | static void |
225 | remove_blindness (object *op) |
187 | remove_blindness (object *op) |
226 | { |
188 | { |
227 | if (--op->stats.food > 0) |
189 | if (--op->stats.food > 0) |
228 | return; |
190 | return; |
229 | |
191 | |
230 | CLEAR_FLAG (op, FLAG_APPLIED); |
192 | op->clr_flag (FLAG_APPLIED); |
231 | |
193 | |
232 | if (op->env) |
194 | if (op->env) |
233 | { |
195 | { |
234 | change_abil (op->env, op); |
196 | change_abil (op->env, op); |
235 | op->env->update_stats (); |
197 | op->env->update_stats (); |
236 | } |
198 | } |
237 | |
199 | |
238 | op->destroy (); |
200 | op->destroy (); |
239 | } |
201 | } |
240 | |
202 | |
241 | void |
203 | static void |
242 | poison_more (object *op) |
204 | poison_more (object *op) |
243 | { |
205 | { |
244 | if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) |
206 | if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0) |
245 | { |
207 | { |
246 | op->destroy (); |
208 | op->destroy (); |
247 | return; |
209 | return; |
248 | } |
210 | } |
249 | |
211 | |
250 | if (op->stats.food == 1) |
212 | if (op->stats.food == 1) |
251 | { |
213 | { |
252 | /* need to remove the object before fix_player is called, else fix_player |
214 | /* need to unapply the object before update_stats is called, else fix_player |
253 | * will not do anything. |
215 | * will not do anything. |
254 | */ |
216 | */ |
255 | if (op->env->type == PLAYER) |
217 | if (op->env->type == PLAYER) |
256 | { |
218 | { |
257 | CLEAR_FLAG (op, FLAG_APPLIED); |
219 | op->clr_flag (FLAG_APPLIED); |
258 | op->env->update_stats (); |
220 | op->env->update_stats (); |
259 | new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); |
221 | new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); |
260 | } |
222 | } |
261 | |
223 | |
262 | op->destroy (); |
224 | op->destroy (); |
… | |
… | |
271 | |
233 | |
272 | hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); |
234 | hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); |
273 | } |
235 | } |
274 | |
236 | |
275 | |
237 | |
276 | void |
238 | static void |
277 | move_gate (object *op) |
239 | move_gate (object *op) |
278 | { /* 1 = going down, 0 = goind up */ |
240 | { /* 1 = going down, 0 = going up */ |
279 | object *tmp; |
241 | object *tmp; |
280 | |
242 | |
281 | if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) |
243 | if (uint32_t (op->stats.wc) >= op->anim_frames ()) |
282 | { |
244 | { |
283 | LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); |
245 | LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, op->anim_frames ()); |
284 | op->stats.wc = 0; |
246 | op->stats.wc = 0; |
285 | } |
247 | } |
286 | |
248 | |
287 | /* We're going down */ |
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288 | if (op->value) |
249 | if (op->value) |
289 | { |
250 | { |
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251 | /* We're going down */ |
290 | if (--op->stats.wc <= 0) |
252 | if (--op->stats.wc <= 0) |
291 | { /* Reached bottom, let's stop */ |
253 | { /* Reached bottom, let's stop */ |
292 | op->stats.wc = 0; |
254 | op->stats.wc = 0; |
293 | if (op->arch->clone.speed) |
255 | if (op->arch->has_active_speed ()) |
294 | op->value = 0; |
256 | op->value = 0; |
295 | else |
257 | else |
296 | op->set_speed (0); |
258 | op->set_speed (0); |
297 | } |
259 | } |
298 | |
260 | |
299 | if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) |
261 | if (op->stats.wc < op->anim_frames () / 2 + 1) |
300 | { |
262 | { |
301 | op->move_block = 0; |
263 | op->move_block = 0; |
302 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
264 | op->clr_flag (FLAG_BLOCKSVIEW); |
303 | update_all_los (op->map, op->x, op->y); |
265 | update_all_los (op->map, op->x, op->y); |
304 | } |
266 | } |
305 | |
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306 | SET_ANIMATION (op, op->stats.wc); |
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307 | update_object (op, UP_OBJ_CHANGE); |
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308 | return; |
|
|
309 | } |
|
|
310 | |
|
|
311 | /* We're going up */ |
|
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312 | |
|
|
313 | /* First, lets see if we are already at the top */ |
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314 | if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
|
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315 | { |
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316 | |
|
|
317 | /* Check to make sure that only non pickable and non rollable |
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318 | * objects are above the gate. If so, we finish closing the gate, |
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319 | * otherwise, we fall through to the code below which should lower |
|
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320 | * the gate slightly. |
|
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321 | */ |
|
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322 | |
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323 | for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
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324 | if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
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325 | break; |
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326 | |
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327 | if (tmp == NULL) |
|
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328 | { |
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329 | if (op->arch->clone.speed) |
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330 | op->value = 1; |
|
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331 | else |
|
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332 | op->set_speed (0); |
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333 | |
|
|
334 | return; |
|
|
335 | } |
|
|
336 | } |
|
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337 | |
|
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338 | if (op->stats.food) |
|
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339 | { /* The gate is going temporarily down */ |
|
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340 | if (--op->stats.wc <= 0) |
|
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341 | { /* Gone all the way down? */ |
|
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342 | op->stats.food = 0; /* Then let's try again */ |
|
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343 | op->stats.wc = 0; |
|
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344 | } |
|
|
345 | } |
267 | } |
346 | else |
268 | else |
|
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269 | { |
|
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270 | /* We're going up */ |
|
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271 | |
|
|
272 | /* First, lets see if we are already at the top */ |
|
|
273 | if (op->stats.wc == op->anim_frames () - 1) |
|
|
274 | { |
|
|
275 | /* Check to make sure that only non pickable and non rollable |
|
|
276 | * objects are above the gate. If so, we finish closing the gate, |
|
|
277 | * otherwise, we fall through to the code below which should lower |
|
|
278 | * the gate slightly. |
|
|
279 | */ |
|
|
280 | |
|
|
281 | for (tmp = op->above; tmp; tmp = tmp->above) |
|
|
282 | if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE]) |
|
|
283 | break; |
|
|
284 | |
|
|
285 | if (!tmp) |
|
|
286 | { |
|
|
287 | if (op->arch->has_active_speed ()) |
|
|
288 | op->value = 1; |
|
|
289 | else |
|
|
290 | op->set_speed (0); |
|
|
291 | |
|
|
292 | return; |
|
|
293 | } |
|
|
294 | } |
|
|
295 | |
|
|
296 | if (op->stats.food) |
|
|
297 | { /* The gate is going temporarily down */ |
|
|
298 | if (--op->stats.wc <= 0) |
|
|
299 | { /* Gone all the way down? */ |
|
|
300 | op->stats.food = 0; /* Then let's try again */ |
|
|
301 | op->stats.wc = 0; |
|
|
302 | } |
|
|
303 | } |
|
|
304 | else |
347 | { /* The gate is still going up */ |
305 | { /* The gate is still going up */ |
348 | op->stats.wc++; |
306 | op->stats.wc++; |
|
|
307 | min_it (op->stats.wc, op->anim_frames () - 1); |
349 | |
308 | |
350 | if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) |
|
|
351 | op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; |
|
|
352 | |
|
|
353 | /* If there is something on top of the gate, we try to roll it off. |
309 | /* If there is something on top of the gate, we try to roll it off. |
354 | * If a player/monster, we don't roll, we just hit them with damage |
310 | * If a player/monster, we don't roll, we just hit them with damage |
355 | */ |
311 | */ |
356 | if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) |
312 | if (op->stats.wc >= op->anim_frames () / 2) |
357 | { |
313 | { |
358 | /* Halfway or further, check blocks */ |
314 | /* Halfway or further, check blocks */ |
359 | /* First, get the top object on the square. */ |
315 | /* First, get the top object on the square. */ |
360 | for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
316 | for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) |
361 | |
|
|
362 | if (tmp != NULL) |
|
|
363 | { |
317 | ; |
364 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
318 | |
|
|
319 | if (tmp) |
365 | { |
320 | { |
366 | hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); |
321 | if (tmp->flag [FLAG_ALIVE]) |
367 | if (tmp->type == PLAYER) |
|
|
368 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); |
|
|
369 | } |
|
|
370 | else |
|
|
371 | /* If the object is not alive, and the object either can |
|
|
372 | * be picked up or the object rolls, move the object |
|
|
373 | * off the gate. |
|
|
374 | */ |
|
|
375 | if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) |
|
|
376 | { |
|
|
377 | /* If it has speed, it should move itself, otherwise: */ |
|
|
378 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
|
|
379 | |
|
|
380 | /* If there is a free spot, move the object someplace */ |
|
|
381 | if (i != -1) |
|
|
382 | { |
322 | { |
|
|
323 | hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); |
|
|
324 | op->play_sound (sound_find ("blocked_gate")); |
|
|
325 | |
|
|
326 | if (tmp->type == PLAYER) |
|
|
327 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); |
|
|
328 | } |
|
|
329 | /* If the object is not alive, and the object either can |
|
|
330 | * be picked up or the object rolls, move the object |
|
|
331 | * off the gate. |
|
|
332 | */ |
|
|
333 | else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL])) |
|
|
334 | { |
|
|
335 | /* If it has speed, it should move itself, otherwise: */ |
|
|
336 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); |
|
|
337 | |
|
|
338 | /* If there is a free spot, move the object someplace */ |
|
|
339 | if (i > 0) |
|
|
340 | { |
|
|
341 | mapxy pos (tmp); |
|
|
342 | pos.move (i); |
|
|
343 | if (pos.normalise ()) |
383 | tmp->remove (); |
344 | tmp->move_to (pos); |
384 | tmp->x += freearr_x[i], tmp->y += freearr_y[i]; |
345 | } |
385 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
386 | } |
346 | } |
387 | } |
347 | } |
388 | } |
|
|
389 | |
348 | |
390 | /* See if there is still anything blocking the gate */ |
349 | /* See if there is still anything blocking the gate */ |
391 | for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
350 | for (tmp = op->above; tmp; tmp = tmp->above) |
392 | if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
351 | if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE]) |
393 | break; |
352 | break; |
394 | |
353 | |
395 | /* IF there is, start putting the gate down */ |
354 | /* IF there is, start putting the gate down */ |
396 | if (tmp) |
355 | if (tmp) |
397 | { |
|
|
398 | op->stats.food = 1; |
356 | op->stats.food = 1; |
399 | } |
|
|
400 | else |
357 | else |
401 | { |
358 | { |
402 | op->move_block = MOVE_ALL; |
359 | op->move_block = MOVE_ALL; |
|
|
360 | |
403 | if (!op->arch->clone.stats.ac) |
361 | if (!op->arch->stats.ac) |
404 | SET_FLAG (op, FLAG_BLOCKSVIEW); |
362 | op->set_flag (FLAG_BLOCKSVIEW); |
|
|
363 | |
405 | update_all_los (op->map, op->x, op->y); |
364 | update_all_los (op->map, op->x, op->y); |
406 | } |
365 | } |
407 | } /* gate is halfway up */ |
366 | } /* gate is halfway up */ |
408 | |
|
|
409 | SET_ANIMATION (op, op->stats.wc); |
|
|
410 | update_object (op, UP_OBJ_CHANGE); |
|
|
411 | } /* gate is going up */ |
367 | } /* gate is going up */ |
|
|
368 | } |
|
|
369 | |
|
|
370 | op->update_anim_frame (op->stats.wc); |
412 | } |
371 | } |
413 | |
372 | |
414 | /* hp : how long door is open/closed |
373 | /* hp : how long door is open/closed |
415 | * maxhp : initial value for hp |
374 | * maxhp : initial value for hp |
416 | * sp : 1 = open, 0 = close |
375 | * sp : 1 = open, 0 = close |
417 | */ |
376 | */ |
418 | void |
377 | static void |
419 | move_timed_gate (object *op) |
378 | move_timed_gate (object *op) |
420 | { |
379 | { |
421 | int v = op->value; |
380 | int v = op->value; |
422 | |
381 | |
423 | if (op->stats.sp) |
382 | if (op->stats.sp) |
424 | { |
383 | { |
425 | move_gate (op); |
384 | move_gate (op); |
|
|
385 | |
426 | if (op->value != v) /* change direction ? */ |
386 | if (op->value != v) /* change direction ? */ |
427 | op->stats.sp = 0; |
387 | op->stats.sp = 0; |
428 | return; |
388 | return; |
429 | } |
389 | } |
|
|
390 | |
430 | if (--op->stats.hp <= 0) |
391 | if (--op->stats.hp <= 0) |
431 | { /* keep gate down */ |
392 | { /* keep gate down */ |
432 | move_gate (op); |
393 | move_gate (op); |
|
|
394 | |
433 | if (op->value != v) |
395 | if (op->value != v) |
434 | op->set_speed (0); |
396 | op->set_speed (0); |
435 | } |
397 | } |
436 | } |
398 | } |
437 | |
399 | |
… | |
… | |
439 | * speed: frequency of 'glances' |
401 | * speed: frequency of 'glances' |
440 | * connected: connected value of detector |
402 | * connected: connected value of detector |
441 | * sp: 1 if detection sets buttons |
403 | * sp: 1 if detection sets buttons |
442 | * -1 if detection unsets buttons |
404 | * -1 if detection unsets buttons |
443 | */ |
405 | */ |
444 | |
406 | static void |
445 | void |
|
|
446 | move_detector (object *op) |
407 | move_detector (object *op) |
447 | { |
408 | { |
448 | object *tmp; |
409 | object *tmp; |
449 | int last = op->value; |
410 | int last = op->value; |
450 | int detected; |
411 | int detected; |
451 | |
412 | |
452 | detected = 0; |
413 | detected = 0; |
453 | |
414 | |
454 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) |
415 | for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above) |
455 | { |
416 | { |
456 | object *tmp2; |
417 | object *tmp2; |
457 | |
418 | |
458 | if (op->stats.hp) |
419 | if (op->stats.hp) |
459 | { |
420 | { |
460 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
421 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
461 | { |
422 | { |
462 | if (op->slaying && !strcmp (op->slaying, tmp->name)) |
423 | if (op->slaying && op->slaying == tmp->name) |
463 | detected = 1; |
424 | detected = 1; |
|
|
425 | |
464 | if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) |
426 | if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying) |
465 | detected = 1; |
427 | detected = 1; |
466 | } |
428 | } |
467 | } |
429 | } |
|
|
430 | |
468 | if (op->slaying && !strcmp (op->slaying, tmp->name)) |
431 | if (op->slaying && op->slaying == tmp->name) |
469 | { |
|
|
470 | detected = 1; |
432 | detected = 1; |
471 | } |
|
|
472 | else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) |
433 | else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) |
473 | detected = 1; |
434 | detected = 1; |
474 | } |
435 | } |
475 | |
436 | |
476 | /* the detector sets the button if detection is found */ |
437 | /* the detector sets the button if detection is found */ |
477 | if (op->stats.sp == 1) |
438 | if (op->stats.sp == 1) |
478 | { |
439 | { |
479 | if (detected && last == 0) |
440 | if (detected && last == 0) |
480 | { |
441 | { |
481 | op->value = 1; |
442 | op->value = 1; |
482 | push_button (op); |
443 | push_button (op, tmp); |
483 | } |
444 | } |
|
|
445 | |
484 | if (!detected && last == 1) |
446 | if (!detected && last == 1) |
485 | { |
447 | { |
486 | op->value = 0; |
448 | op->value = 0; |
487 | push_button (op); |
449 | push_button (op, tmp); |
488 | } |
450 | } |
489 | } |
451 | } |
490 | else |
452 | else |
491 | { /* in this case, we unset buttons */ |
453 | { /* in this case, we unset buttons */ |
492 | if (detected && last == 1) |
454 | if (detected && last == 1) |
493 | { |
455 | { |
494 | op->value = 0; |
456 | op->value = 0; |
495 | push_button (op); |
457 | push_button (op, tmp); |
496 | } |
458 | } |
|
|
459 | |
497 | if (!detected && last == 0) |
460 | if (!detected && last == 0) |
498 | { |
461 | { |
499 | op->value = 1; |
462 | op->value = 1; |
500 | push_button (op); |
463 | push_button (op, tmp); |
501 | } |
464 | } |
502 | } |
465 | } |
503 | } |
466 | } |
504 | |
|
|
505 | |
467 | |
506 | void |
468 | void |
507 | animate_trigger (object *op) |
469 | animate_trigger (object *op) |
508 | { |
470 | { |
509 | if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) |
471 | if (uint32_t (++op->stats.wc) >= op->anim_frames ()) |
510 | { |
472 | { |
511 | op->stats.wc = 0; |
473 | op->stats.wc = 0; |
512 | check_trigger (op, NULL); |
474 | check_trigger (op, NULL); |
513 | } |
475 | } |
514 | else |
476 | else |
515 | { |
477 | op->update_anim_frame (op->stats.wc); |
516 | SET_ANIMATION (op, op->stats.wc); |
|
|
517 | update_object (op, UP_OBJ_FACE); |
|
|
518 | } |
|
|
519 | } |
478 | } |
520 | |
479 | |
521 | void |
480 | static void |
522 | move_hole (object *op) |
481 | move_hole (object *op) |
523 | { /* 1 = opening, 0 = closing */ |
482 | { /* 1 = opening, 0 = closing */ |
524 | object *next, *tmp; |
|
|
525 | |
|
|
526 | if (op->value) |
483 | if (op->value) |
527 | { /* We're opening */ |
484 | { |
|
|
485 | /* We're opening */ |
|
|
486 | op->stats.wc--; |
528 | if (--op->stats.wc <= 0) |
487 | if (op->stats.wc <= 0) |
529 | { /* Opened, let's stop */ |
488 | { /* Opened, let's stop */ |
530 | op->stats.wc = 0; |
489 | op->stats.wc = 0; |
531 | op->set_speed (0); |
490 | op->set_speed (0); |
532 | |
491 | |
533 | /* Hard coding this makes sense for holes I suppose */ |
492 | /* Hard coding this makes sense for holes I suppose */ |
534 | op->move_on = MOVE_WALK; |
493 | op->move_on = MOVE_WALK; |
535 | for (tmp = op->above; tmp != NULL; tmp = next) |
494 | for (object *next, *tmp = op->above; tmp; tmp = next) |
536 | { |
495 | { |
537 | next = tmp->above; |
496 | next = tmp->above; |
538 | move_apply (op, tmp, tmp); |
497 | move_apply (op, tmp, tmp); |
539 | } |
498 | } |
540 | } |
499 | } |
541 | |
500 | } |
542 | SET_ANIMATION (op, op->stats.wc); |
501 | else |
543 | update_object (op, UP_OBJ_FACE); |
|
|
544 | return; |
|
|
545 | } |
502 | { |
546 | /* We're closing */ |
503 | /* We're closing */ |
547 | op->move_on = 0; |
504 | op->move_on = 0; |
548 | |
505 | |
549 | op->stats.wc++; |
506 | op->stats.wc++; |
550 | if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) |
507 | if (op->stats.wc >= op->anim_frames ()) |
551 | op->stats.wc = NUM_ANIMATIONS (op) - 1; |
508 | { |
552 | |
509 | op->stats.wc = op->anim_frames () - 1; |
553 | SET_ANIMATION (op, op->stats.wc); |
|
|
554 | update_object (op, UP_OBJ_FACE); |
|
|
555 | if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
|
|
556 | op->set_speed (0); /* closed, let's stop */ |
510 | op->set_speed (0); /* closed, let's stop */ |
|
|
511 | } |
|
|
512 | } |
|
|
513 | |
|
|
514 | op->update_anim_frame (op->stats.wc); |
557 | } |
515 | } |
558 | |
516 | |
559 | |
517 | |
560 | /* 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 |
561 | * 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 |
… | |
… | |
581 | { |
539 | { |
582 | object *payload = op->inv; |
540 | object *payload = op->inv; |
583 | |
541 | |
584 | if (payload == NULL) |
542 | if (payload == NULL) |
585 | return NULL; |
543 | return NULL; |
|
|
544 | |
586 | payload->remove (); |
545 | payload->remove (); |
587 | op->destroy (); |
546 | op->destroy (); |
588 | return payload; |
547 | return payload; |
589 | } |
548 | } |
590 | |
549 | |
… | |
… | |
606 | void |
565 | void |
607 | fix_stopped_item (object *op, maptile *map, object *originator) |
566 | fix_stopped_item (object *op, maptile *map, object *originator) |
608 | { |
567 | { |
609 | if (map == NULL) |
568 | if (map == NULL) |
610 | return; |
569 | return; |
611 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
570 | |
|
|
571 | if (op->flag [FLAG_REMOVED]) |
612 | insert_ob_in_map (op, map, originator, 0); |
572 | insert_ob_in_map (op, map, originator, 0); |
613 | else if (op->type == ARROW) |
573 | else if (op->type == ARROW) |
614 | merge_ob (op, NULL); /* only some arrows actually need this */ |
574 | merge_ob (op, NULL); /* only some arrows actually need this */ |
615 | } |
575 | } |
616 | |
576 | |
617 | |
|
|
618 | object * |
577 | object * |
619 | fix_stopped_arrow (object *op) |
578 | fix_stopped_arrow (object *op) |
620 | { |
579 | { |
621 | if (rndm (0, 99) < op->stats.food) |
580 | if (rndm (0, 99) < op->stats.food) |
622 | { |
581 | { |
… | |
… | |
625 | return NULL; |
584 | return NULL; |
626 | } |
585 | } |
627 | |
586 | |
628 | op->set_speed (0); |
587 | op->set_speed (0); |
629 | op->direction = 0; |
588 | op->direction = 0; |
630 | op->move_on = 0; |
589 | op->move_on = 0; |
631 | op->move_type = 0; |
590 | op->move_type = 0; |
|
|
591 | op->skill = 0; // really? |
|
|
592 | |
|
|
593 | // restore original wc, dam, attacktype and slaying |
632 | op->stats.wc = op->stats.sp; |
594 | op->stats.wc = op->stats.sp; |
633 | op->stats.dam = op->stats.hp; |
595 | op->stats.dam = op->stats.hp; |
634 | op->attacktype = op->stats.grace; |
596 | op->attacktype = op->stats.grace; |
635 | op->slaying = 0; |
597 | op->slaying = op->custom_name; |
636 | op->skill = 0; |
|
|
637 | |
598 | |
638 | if (op->spellarg != NULL) |
|
|
639 | { |
|
|
640 | op->slaying = op->spellarg; |
|
|
641 | free (op->spellarg); |
|
|
642 | op->spellarg = NULL; |
|
|
643 | } |
|
|
644 | else |
|
|
645 | op->slaying = NULL; |
|
|
646 | |
|
|
647 | /* Reset these to zero, so that object::can_merge will work properly */ |
599 | /* Reset these to defaults, so that object::can_merge will work properly */ |
648 | op->spellarg = NULL; |
600 | op->custom_name = 0; |
649 | op->stats.sp = 0; |
601 | op->stats.sp = 0; |
650 | op->stats.hp = 0; |
602 | op->stats.hp = 0; |
651 | op->stats.grace = 0; |
603 | op->stats.grace = 0; |
652 | op->level = 0; |
604 | op->level = 0; |
653 | op->face = op->arch->clone.face; |
605 | op->face = op->arch->face; |
654 | op->owner = NULL; /* So that stopped arrows will be saved */ |
606 | op->owner = 0; |
|
|
607 | |
|
|
608 | op->clr_flag (FLAG_NO_PICK); /* fire_bow makes arrows NO_PICK so monsters (or anything else) don't pick them mid-flight */ |
|
|
609 | |
655 | update_object (op, UP_OBJ_FACE); |
610 | update_object (op, UP_OBJ_CHANGE); |
|
|
611 | |
656 | return op; |
612 | return op; |
657 | } |
613 | } |
658 | |
614 | |
659 | /* stop_arrow() - what to do when a non-living flying object |
615 | /* stop_arrow() - what to do when a non-living flying object |
660 | * has to stop. Sept 96 - I added in thrown object code in |
616 | * has to stop. Sept 96 - I added in thrown object code in |
… | |
… | |
669 | if (INVOKE_OBJECT (STOP, op)) |
625 | if (INVOKE_OBJECT (STOP, op)) |
670 | return; |
626 | return; |
671 | |
627 | |
672 | if (op->inv) |
628 | if (op->inv) |
673 | { |
629 | { |
|
|
630 | // replace this by straightforward drop to ground? |
674 | object *payload = op->inv; |
631 | object *payload = op->inv; |
675 | |
632 | |
676 | payload->remove (); |
|
|
677 | payload->owner = 0; |
633 | payload->owner = 0; |
678 | insert_ob_in_map (payload, op->map, payload, 0); |
634 | insert_ob_in_map (payload, op->map, payload, 0); |
679 | op->destroy (); |
635 | op->destroy (); |
680 | } |
636 | } |
681 | else |
637 | else |
682 | { |
638 | { |
683 | op = fix_stopped_arrow (op); |
639 | op = fix_stopped_arrow (op); |
|
|
640 | |
684 | if (op) |
641 | if (op) |
685 | merge_ob (op, NULL); |
642 | merge_ob (op, 0); |
686 | } |
643 | } |
687 | } |
644 | } |
688 | |
645 | |
689 | /* Move an arrow along its course. op is the arrow or thrown object. |
646 | /* Move an arrow or throwen_obj along its course. op is the arrow or thrown object. |
690 | */ |
647 | */ |
691 | |
|
|
692 | void |
648 | void |
693 | move_arrow (object *op) |
649 | move_arrow (object *op) |
694 | { |
650 | { |
695 | object *tmp; |
|
|
696 | sint16 new_x, new_y; |
|
|
697 | int was_reflected, mflags; |
651 | int was_reflected; |
698 | maptile *m; |
|
|
699 | |
652 | |
700 | if (op->map == NULL) |
653 | if (!op->map) |
701 | { |
654 | { |
702 | LOG (llevError, "BUG: Arrow had no map.\n"); |
655 | LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ()); |
703 | op->destroy (); |
656 | op->destroy (); |
704 | return; |
657 | return; |
705 | } |
658 | } |
706 | |
659 | |
707 | /* we need to stop thrown objects at some point. Like here. */ |
660 | /* we need to stop thrown objects at some point. Like here. */ |
… | |
… | |
713 | * is if the player throws a bomb - the bomb explodes on its own, |
666 | * is if the player throws a bomb - the bomb explodes on its own, |
714 | * but this object sticks around. We could handle the cleanup in the |
667 | * but this object sticks around. We could handle the cleanup in the |
715 | * bomb code, but there are potential other cases where that could happen, |
668 | * bomb code, but there are potential other cases where that could happen, |
716 | * and it is easy enough to clean it up here. |
669 | * and it is easy enough to clean it up here. |
717 | */ |
670 | */ |
718 | if (op->inv == NULL) |
671 | if (!op->inv) |
719 | { |
672 | { |
720 | op->destroy (); |
673 | op->destroy (); |
721 | return; |
674 | return; |
722 | } |
675 | } |
723 | |
676 | |
… | |
… | |
726 | stop_arrow (op); |
679 | stop_arrow (op); |
727 | return; |
680 | return; |
728 | } |
681 | } |
729 | } |
682 | } |
730 | |
683 | |
|
|
684 | /* decrease the speed as it flies. 0.05 means a standard bow will shoot |
|
|
685 | * about 17 squares. Tune as needed. |
|
|
686 | */ |
|
|
687 | op->set_speed (op->speed - 0.05); |
|
|
688 | |
731 | /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower |
689 | /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower |
732 | values look rediculous. */ |
690 | values look ridiculous. */ |
733 | if (op->speed < 0.5 && op->type == ARROW) |
691 | if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED)) |
734 | { |
692 | { |
735 | stop_arrow (op); |
693 | stop_arrow (op); |
736 | return; |
694 | return; |
737 | } |
695 | } |
738 | |
696 | |
739 | /* Calculate target map square */ |
697 | /* Calculate target map square */ |
740 | new_x = op->x + DIRX (op); |
|
|
741 | new_y = op->y + DIRY (op); |
|
|
742 | was_reflected = 0; |
698 | was_reflected = 0; |
743 | |
699 | |
744 | m = op->map; |
700 | mapxy pos (op); pos.move (op->direction); |
745 | mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); |
|
|
746 | |
701 | |
747 | if (mflags & P_OUT_OF_MAP) |
702 | if (!pos.normalise ()) |
748 | { |
703 | { |
749 | stop_arrow (op); |
704 | stop_arrow (op); |
750 | return; |
705 | return; |
751 | } |
706 | } |
752 | |
707 | |
753 | /* only need to look for living creatures if this flag is set */ |
708 | /* only need to look for living creatures if this flag is set */ |
754 | if (mflags & P_IS_ALIVE) |
709 | if (pos->flags () & P_IS_ALIVE) |
755 | { |
710 | { |
756 | for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) |
711 | object *tmp; |
757 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
758 | break; |
|
|
759 | |
712 | |
|
|
713 | for (tmp = pos->bot; tmp; tmp = tmp->above) |
|
|
714 | if (tmp->flag [FLAG_ALIVE] && tmp != op->owner) |
|
|
715 | { |
760 | /* Not really fair, but don't let monsters hit themselves with |
716 | /* Not really fair, but don't let monsters hit themselves with |
761 | * their own arrow - this can be because they fire it then |
717 | * their own arrow - this can be because they fire it then |
762 | * move into it. |
718 | * move into it. |
763 | */ |
719 | */ |
764 | if (tmp && tmp != op->owner) |
720 | |
765 | { |
|
|
766 | /* Found living object, but it is reflecting the missile. Update |
721 | /* Found living object, but it is reflecting the missile. Update |
767 | * as below. (Note that for living creatures there is a small |
722 | * as below. (Note that for living creatures there is a small |
768 | * chance that reflect_missile fails.) |
723 | * chance that reflect_missile fails.) |
769 | */ |
724 | */ |
770 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) |
725 | if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10)) |
771 | { |
726 | { |
772 | int number = op->face->number; |
|
|
773 | |
|
|
774 | op->direction = absdir (op->direction + 4); |
727 | op->direction = absdir (op->direction + 4); |
775 | op->state = 0; |
728 | update_turn_face (op); |
776 | |
|
|
777 | if (GET_ANIM_ID (op)) |
|
|
778 | { |
|
|
779 | number += 4; |
|
|
780 | |
|
|
781 | if (number > GET_ANIMATION (op, 8)) |
|
|
782 | number -= 8; |
|
|
783 | |
|
|
784 | op->face = &new_faces[number]; |
|
|
785 | } |
|
|
786 | |
|
|
787 | was_reflected = 1; /* skip normal movement calculations */ |
729 | was_reflected = 1; /* skip normal movement calculations */ |
788 | } |
730 | } |
789 | else |
731 | else |
790 | { |
732 | { |
791 | /* Attack the object. */ |
733 | /* Attack the object. */ |
792 | op = hit_with_arrow (op, tmp); |
734 | op = hit_with_arrow (op, tmp); |
793 | |
735 | |
794 | if (!op) |
736 | if (!op) |
795 | return; |
737 | return; |
796 | } |
738 | } |
797 | } /* if this is not hitting its owner */ |
|
|
798 | } /* if there is something alive on this space */ |
|
|
799 | |
739 | |
800 | if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) |
740 | break; |
|
|
741 | } |
|
|
742 | } |
|
|
743 | |
|
|
744 | if (OB_TYPE_MOVE_BLOCK (op, pos->move_block)) |
801 | { |
745 | { |
802 | int retry = 0; |
746 | int retry = 0; |
803 | |
747 | |
804 | /* if the object doesn't reflect, stop the arrow from moving |
748 | /* if the object doesn't reflect, stop the arrow from moving |
805 | * note that this code will now catch cases where a monster is |
749 | * note that this code will now catch cases where a monster is |
806 | * on a wall but has reflecting - the arrow won't reflect. |
750 | * on a wall but has reflecting - the arrow won't reflect. |
807 | * Mapmakers shouldn't put monsters on top of wall in the first |
751 | * Mapmakers shouldn't put monsters on top of wall in the first |
808 | * place, so I don't consider that a problem. |
752 | * place, so I don't consider that a problem. |
809 | */ |
753 | */ |
810 | if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) |
754 | if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19)) |
811 | { |
755 | { |
812 | stop_arrow (op); |
756 | stop_arrow (op); |
813 | return; |
757 | return; |
814 | } |
758 | } |
815 | else |
759 | else |
… | |
… | |
818 | if (op->direction & 1) |
762 | if (op->direction & 1) |
819 | { |
763 | { |
820 | op->direction = absdir (op->direction + 4); |
764 | op->direction = absdir (op->direction + 4); |
821 | retry = 1; |
765 | retry = 1; |
822 | } |
766 | } |
|
|
767 | |
823 | /* There were two blocks with identical code - |
768 | /* There were two blocks with identical code - |
824 | * use this retry here to make this one block |
769 | * use this retry here to make this one block |
825 | * that did the same thing. |
770 | * that did the same thing. |
826 | */ |
771 | */ |
827 | while (retry < 2) |
772 | while (retry < 2) |
828 | { |
773 | { |
829 | int left, right, mflags; |
|
|
830 | maptile *m1; |
|
|
831 | sint16 x1, y1; |
|
|
832 | |
|
|
833 | retry++; |
774 | retry++; |
834 | |
775 | |
835 | /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling |
776 | /* Need to check for P_OUT_OF_MAP: if the arrow is travelling |
836 | * over a corner in a tiled map, it is possible that |
777 | * over a corner in a tiled map, it is possible that |
837 | * op->direction is within an adjacent map but either |
778 | * op->direction is within an adjacent map but either |
838 | * op->direction-1 or op->direction+1 does not exist. |
779 | * op->direction-1 or op->direction+1 does not exist. |
839 | */ |
780 | */ |
840 | mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], |
781 | mapxy pos1 (pos); pos1.move (absdir (op->direction - 1)); |
841 | op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); |
782 | bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block); |
842 | left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1))); |
|
|
843 | |
783 | |
844 | mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], |
784 | mapxy pos2 (pos); pos2.move (absdir (op->direction + 1)); |
845 | op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); |
785 | bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block); |
846 | right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1))); |
|
|
847 | |
786 | |
848 | if (left == right) |
787 | if (left == right) |
849 | op->direction = absdir (op->direction + 4); |
788 | op->direction = absdir (op->direction + 4); |
850 | else if (left) |
789 | else if (left) |
851 | op->direction = absdir (op->direction + 2); |
790 | op->direction = absdir (op->direction + 2); |
852 | else if (right) |
791 | else if (right) |
853 | op->direction = absdir (op->direction - 2); |
792 | op->direction = absdir (op->direction - 2); |
854 | |
793 | |
855 | mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1); |
|
|
856 | |
|
|
857 | /* If this space is not out of the map and not blocked, valid space - |
794 | /* If this space is not out of the map and not blocked, valid space - |
858 | * don't need to retry again. |
795 | * don't need to retry again. |
859 | */ |
796 | */ |
860 | if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) |
797 | mapxy pos3 (pos); pos3.move (op->direction); |
|
|
798 | if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block)) |
861 | break; |
799 | break; |
862 | |
|
|
863 | } |
800 | } |
|
|
801 | |
864 | /* Couldn't find a direction to move the arrow to - just |
802 | /* Couldn't find a direction to move the arrow to - just |
865 | * top it from moving. |
803 | * stop it from moving. |
866 | */ |
804 | */ |
867 | if (retry == 2) |
805 | if (retry == 2) |
868 | { |
806 | { |
869 | stop_arrow (op); |
807 | stop_arrow (op); |
870 | return; |
808 | return; |
871 | } |
809 | } |
|
|
810 | |
872 | /* update object image for new facing */ |
811 | /* update object image for new facing */ |
873 | /* many thrown objects *don't* have more than one face */ |
812 | /* many thrown objects *don't* have more than one face */ |
874 | if (GET_ANIM_ID (op)) |
813 | if (op->has_anim ()) |
875 | SET_ANIMATION (op, op->direction); |
814 | op->set_anim_frame (op->direction); |
876 | } /* object is reflected */ |
815 | } /* object is reflected */ |
877 | } /* object ran into a wall */ |
816 | } /* object ran into a wall */ |
878 | |
817 | |
879 | /* Move the arrow. */ |
818 | /* Move the arrow. */ |
880 | op->remove (); |
819 | op->move_to (pos); |
881 | op->x = new_x; |
|
|
882 | op->y = new_y; |
|
|
883 | |
|
|
884 | /* decrease the speed as it flies. 0.05 means a standard bow will shoot |
|
|
885 | * about 17 squares. Tune as needed. |
|
|
886 | */ |
|
|
887 | op->speed -= 0.05; |
|
|
888 | insert_ob_in_map (op, m, op, 0); |
|
|
889 | } |
820 | } |
890 | |
821 | |
891 | /* This routine doesnt seem to work for "inanimate" objects that |
822 | static void |
892 | * are being carried, ie a held torch leaps from your hands!. |
|
|
893 | * Modified this routine to allow held objects. b.t. */ |
|
|
894 | |
|
|
895 | void |
|
|
896 | change_object (object *op) |
823 | change_object (object *op) |
897 | { /* Doesn`t handle linked objs yet */ |
824 | { /* Doesn`t handle linked objs yet */ |
898 | int i, j; |
|
|
899 | |
|
|
900 | if (op->other_arch == NULL) |
825 | if (!op->other_arch) |
901 | { |
826 | { |
902 | LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); |
827 | LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); |
903 | return; |
828 | return; |
904 | } |
829 | } |
905 | |
830 | |
906 | /* In non-living items only change when food value is 0 */ |
831 | /* In non-living items only change when food value is 0 */ |
907 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
832 | if (!op->flag [FLAG_ALIVE]) |
908 | { |
833 | { |
909 | if (op->stats.food-- > 0) |
834 | if (op->stats.food-- > 0) |
910 | return; |
835 | return; |
|
|
836 | |
|
|
837 | op->stats.food = 1; /* so 1 other_arch is made */ |
|
|
838 | } |
|
|
839 | |
|
|
840 | object *env = op->env; |
|
|
841 | |
|
|
842 | op->remove (); |
|
|
843 | for (int i = 0; i < op->stats.food; i++) |
|
|
844 | { |
|
|
845 | object *tmp = op->other_arch->instance (); |
|
|
846 | |
|
|
847 | tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ |
|
|
848 | |
|
|
849 | if (env) |
|
|
850 | env->insert (tmp); |
911 | else |
851 | else |
912 | op->stats.food = 1; /* so 1 other_arch is made */ |
|
|
913 | } |
|
|
914 | |
|
|
915 | object *pl = op->in_player (); |
|
|
916 | object *env = op->env; |
|
|
917 | |
|
|
918 | op->remove (); |
|
|
919 | for (i = 0; i < NROFNEWOBJS (op); i++) |
|
|
920 | { |
|
|
921 | object *tmp = arch_to_object (op->other_arch); |
|
|
922 | |
|
|
923 | if (op->type == LAMP) |
|
|
924 | tmp->stats.food = op->stats.food - 1; |
|
|
925 | |
|
|
926 | tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ |
|
|
927 | if (env) |
|
|
928 | { |
|
|
929 | tmp->x = env->x, tmp->y = env->y; |
|
|
930 | tmp = insert_ob_in_ob (tmp, env); |
|
|
931 | |
|
|
932 | /* If this object is the players inventory, we need to tell the |
|
|
933 | * client of the change. Insert_ob_in_map takes care of the |
|
|
934 | * updating the client, so we don't need to do that below. |
|
|
935 | */ |
|
|
936 | if (pl) |
|
|
937 | { |
|
|
938 | esrv_del_item (pl->contr, op->count); |
|
|
939 | esrv_send_item (pl, tmp); |
|
|
940 | } |
|
|
941 | } |
852 | { |
942 | else |
|
|
943 | { |
|
|
944 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
853 | int j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
854 | |
945 | if (j == -1) /* No free spot */ |
855 | if (j < 0) /* No free spot */ |
946 | tmp->destroy (); |
856 | tmp->destroy (); |
947 | else |
857 | else |
948 | { |
858 | { |
949 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
859 | mapxy pos (op); pos.move (j); |
950 | insert_ob_in_map (tmp, op->map, op, 0); |
860 | |
|
|
861 | if (pos.normalise ()) |
|
|
862 | pos.insert (tmp, op); |
951 | } |
863 | } |
952 | } |
864 | } |
953 | } |
865 | } |
954 | |
866 | |
955 | op->destroy (); |
867 | op->destroy (); |
… | |
… | |
971 | move_teleporter (op->more); |
883 | move_teleporter (op->more); |
972 | |
884 | |
973 | if (op->head) |
885 | if (op->head) |
974 | head = op->head; |
886 | head = op->head; |
975 | |
887 | |
976 | for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
888 | for (tmp = op->above; tmp; tmp = tmp->above) |
977 | if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
889 | if (!tmp->flag [FLAG_IS_FLOOR]) |
978 | break; |
890 | break; |
979 | |
891 | |
980 | /* If nothing above us to move, nothing to do */ |
892 | /* If nothing above us to move, nothing to do */ |
981 | if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) |
893 | if (!tmp || tmp->flag [FLAG_WIZPASS]) |
982 | return; |
894 | return; |
983 | |
895 | |
984 | if (EXIT_PATH (head)) |
896 | if (EXIT_PATH (head)) |
985 | { |
897 | { |
986 | if (tmp->type == PLAYER) |
898 | if (tmp->type == PLAYER) |
… | |
… | |
1011 | else |
923 | else |
1012 | { |
924 | { |
1013 | /* Random teleporter */ |
925 | /* Random teleporter */ |
1014 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
926 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
1015 | return; |
927 | return; |
|
|
928 | |
1016 | teleport (head, TELEPORTER, tmp); |
929 | teleport (head, TELEPORTER, tmp); |
1017 | } |
930 | } |
1018 | } |
931 | } |
1019 | |
|
|
1020 | |
932 | |
1021 | /* This object will teleport someone to a different map |
933 | /* This object will teleport someone to a different map |
1022 | and will also apply changes to the player from its inventory. |
934 | and will also apply changes to the player from its inventory. |
1023 | This was invented for giving classes, but there's no reason it |
935 | This was invented for giving classes, but there's no reason it |
1024 | can't be generalized. |
936 | can't be generalized. |
1025 | */ |
937 | */ |
1026 | void |
938 | static void |
1027 | move_player_changer (object *op) |
939 | move_player_changer (object *op) |
1028 | { |
940 | { |
1029 | object *player; |
|
|
1030 | object *walk; |
|
|
1031 | char c; |
|
|
1032 | |
|
|
1033 | if (!op->above || !EXIT_PATH (op)) |
941 | if (!op->above || !EXIT_PATH (op)) |
1034 | return; |
942 | return; |
1035 | |
943 | |
1036 | /* This isn't all that great - means that the player_mover |
944 | /* This isn't all that great - means that the player_mover |
1037 | * needs to be on top. |
945 | * needs to be on top. |
1038 | */ |
946 | */ |
1039 | if (op->above->type == PLAYER) |
947 | if (op->above->type == PLAYER) |
1040 | { |
948 | { |
|
|
949 | object *player = op->above; |
|
|
950 | |
1041 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
951 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
1042 | return; |
952 | return; |
1043 | player = op->above; |
|
|
1044 | |
953 | |
1045 | for (walk = op->inv; walk != NULL; walk = walk->below) |
954 | for (object *walk = op->inv; walk; walk = walk->below) |
1046 | apply_changes_to_player (player, walk); |
955 | apply_changes_to_player (player, walk); |
1047 | |
956 | |
1048 | player->update_stats (); |
957 | player->update_stats (); |
1049 | |
958 | |
1050 | esrv_send_inventory (op->above, op->above); |
959 | esrv_send_inventory (op->above, op->above); |
1051 | esrv_update_item (UPD_FACE, op->above, op->above); |
960 | esrv_update_item (UPD_FACE, op->above, op->above); |
1052 | |
961 | |
1053 | /* update players death & WoR home-position */ |
962 | /* update players death & WoR home-position */ |
1054 | sscanf (EXIT_PATH (op), "%c", &c); |
963 | if (*EXIT_PATH (op) == '/') |
1055 | if (c == '/') |
|
|
1056 | { |
964 | { |
1057 | player->contr->savebed_map = EXIT_PATH (op); |
965 | player->contr->savebed_map = EXIT_PATH (op); |
1058 | player->contr->bed_x = EXIT_X (op); |
966 | player->contr->bed_x = EXIT_X (op); |
1059 | player->contr->bed_y = EXIT_Y (op); |
967 | player->contr->bed_y = EXIT_Y (op); |
1060 | } |
968 | } |
1061 | else |
969 | else |
1062 | LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); |
970 | LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); |
1063 | |
971 | |
1064 | op->above->enter_exit (op); |
972 | op->above->enter_exit (op); |
1065 | player->contr->save (); |
|
|
1066 | } |
973 | } |
1067 | } |
974 | } |
1068 | |
975 | |
1069 | /* firewalls fire other spells. |
976 | /* firewalls fire other spells. |
1070 | * The direction of the wall is stored in op->stats.sp. |
977 | * The direction of the wall is stored in op->stats.sp. |
… | |
… | |
1079 | return; /* dm has created a firewall in his inventory */ |
986 | return; /* dm has created a firewall in his inventory */ |
1080 | |
987 | |
1081 | spell = op->inv; |
988 | spell = op->inv; |
1082 | |
989 | |
1083 | if (!spell || spell->type != SPELL) |
990 | if (!spell || spell->type != SPELL) |
1084 | spell = &op->other_arch->clone; |
991 | spell = op->other_arch; |
1085 | |
992 | |
1086 | if (!spell) |
993 | if (!spell) |
1087 | { |
994 | { |
1088 | LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); |
995 | LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); |
1089 | return; |
996 | return; |
1090 | } |
997 | } |
1091 | |
998 | |
1092 | cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); |
999 | cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); |
1093 | } |
1000 | } |
1094 | |
1001 | |
1095 | /* move_player_mover: this function takes a "player mover" as an |
1002 | /* move_player_mover: this function takes a "player mover" as an |
1096 | * argument, and performs the function of a player mover, which is: |
1003 | * argument, and performs the function of a player mover, which is: |
1097 | * |
1004 | * |
1098 | * a player mover finds any players that are sitting on it. It |
1005 | * a player mover finds any players that are sitting on it. It |
1099 | * moves them in the op->stats.sp direction. speed is how often it'll move. |
1006 | * moves them in the op->stats.sp direction. speed is how often it'll move. |
1100 | * If attacktype is nonzero it will paralyze the player. If lifesave is set, |
1007 | * If attacktype is nonzero it will paralyze the player. If lifesave is set, |
1101 | * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, |
1008 | * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, |
1102 | * it'll paralyze the victim for hp*his speed/op->speed |
1009 | * it'll paralyze the victim for hp*his speed/op->speed |
1103 | */ |
1010 | */ |
1104 | void |
1011 | static void |
1105 | move_player_mover (object *op) |
1012 | move_player_mover (object *op) |
1106 | { |
1013 | { |
1107 | object *victim, *nextmover; |
1014 | int dir = 0; |
1108 | int dir = op->stats.sp; |
|
|
1109 | sint16 nx, ny; |
|
|
1110 | maptile *m; |
|
|
1111 | |
1015 | |
1112 | /* Determine direction now for random movers so we do the right thing */ |
1016 | for (object *victim = op->ms ().bot; victim; victim = victim->above) |
1113 | if (!dir) |
|
|
1114 | dir = rndm (1, 8); |
|
|
1115 | |
|
|
1116 | for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) |
|
|
1117 | { |
1017 | { |
1118 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && |
1018 | if (victim->flag [FLAG_ALIVE] |
|
|
1019 | && !victim->flag [FLAG_WIZPASS] |
1119 | (victim->move_type & op->move_type || !victim->move_type)) |
1020 | && (victim->move_type & op->move_type || !victim->move_type)) |
|
|
1021 | { |
|
|
1022 | if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0) |
1120 | { |
1023 | { |
|
|
1024 | op->destroy (); |
|
|
1025 | return; |
|
|
1026 | } |
|
|
1027 | |
|
|
1028 | /* Determine direction only once so we do the right thing */ |
|
|
1029 | // why is it the right thing, though? |
|
|
1030 | if (!dir) |
|
|
1031 | dir = op->stats.sp ? op->stats.sp : rndm (1, 8); |
|
|
1032 | |
|
|
1033 | sint16 nx = op->x + DIRX (dir); |
|
|
1034 | sint16 ny = op->y + DIRY (dir); |
|
|
1035 | maptile *m = op->map; |
|
|
1036 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
|
|
1037 | { |
|
|
1038 | LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y); |
|
|
1039 | return; |
|
|
1040 | } |
1121 | |
1041 | |
1122 | if (victim->head) |
1042 | if (victim->head) |
1123 | victim = victim->head; |
1043 | victim = victim->head; |
1124 | |
1044 | |
1125 | if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) |
|
|
1126 | { |
|
|
1127 | op->remove (); |
|
|
1128 | return; |
|
|
1129 | } |
|
|
1130 | |
|
|
1131 | nx = op->x + freearr_x[dir]; |
|
|
1132 | ny = op->y + freearr_y[dir]; |
|
|
1133 | m = op->map; |
|
|
1134 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
|
|
1135 | { |
|
|
1136 | LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y); |
|
|
1137 | return; |
|
|
1138 | } |
|
|
1139 | |
|
|
1140 | if (should_director_abort (op, victim)) |
1045 | if (should_director_abort (op, victim)) |
1141 | return; |
1046 | return; |
1142 | |
1047 | |
1143 | for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) |
1048 | for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) |
1144 | { |
1049 | { |
1145 | if (nextmover->type == PLAYERMOVER) |
1050 | if (nextmover->type == PLAYERMOVER) |
1146 | nextmover->speed_left = -.99; |
1051 | nextmover->speed_left = -.99f; |
|
|
1052 | |
1147 | if (QUERY_FLAG (nextmover, FLAG_ALIVE)) |
1053 | if (nextmover->flag [FLAG_ALIVE]) |
1148 | { |
|
|
1149 | op->speed_left = -1.1; /* wait until the next thing gets out of the way */ |
1054 | op->speed_left = -1.1f; /* wait until the next thing gets out of the way */ |
1150 | } |
|
|
1151 | } |
1055 | } |
1152 | |
1056 | |
1153 | if (victim->type == PLAYER) |
1057 | if (victim->type == PLAYER) |
1154 | { |
1058 | { |
1155 | /* only level >=1 movers move people */ |
1059 | /* only level >=1 movers move people */ |
1156 | if (op->level) |
1060 | if (op->level) |
1157 | { |
1061 | { |
1158 | /* Following is a bit of hack. We need to make sure it |
1062 | /* Following is a bit of hack. We need to make sure it |
1159 | * is cleared, otherwise the player will get stuck in |
1063 | * is cleared, otherwise the player will get stuck in |
1160 | * place. This can happen if the player used a spell to |
1064 | * place. This can happen if the player used a spell to |
1161 | * get to this space. |
1065 | * get to this space. |
1162 | */ |
1066 | */ |
1163 | victim->contr->fire_on = 0; |
1067 | victim->contr->fire_on = 0; |
1164 | victim->speed_left = -FABS (victim->speed); |
1068 | victim->speed_left = 1.f; |
1165 | move_player (victim, dir); |
1069 | move_player (victim, dir); |
1166 | } |
1070 | } |
1167 | else |
1071 | else |
1168 | return; |
1072 | return; |
1169 | } |
1073 | } |
1170 | else |
1074 | else |
1171 | move_object (victim, dir); |
1075 | victim->move (dir); |
1172 | |
1076 | |
1173 | if (!op->stats.maxsp && op->attacktype) |
1077 | if (!op->stats.maxsp && op->attacktype) |
1174 | op->stats.maxsp = 2; |
1078 | op->stats.maxsp = 2; |
1175 | |
1079 | |
1176 | if (op->attacktype) |
1080 | if (op->attacktype) |
1177 | { /* flag to paralyze the player */ |
1081 | { /* flag to paralyze the player */ |
1178 | |
|
|
1179 | victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); |
1082 | victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed); |
1180 | /* Not sure why, but for some chars on metalforge, they |
|
|
1181 | * would sometimes get -inf speed_left, and from the |
|
|
1182 | * description, it could only happen here, so just put |
|
|
1183 | * a lower sanity limit. My only guess is that the |
|
|
1184 | * mover has 0 speed. |
|
|
1185 | */ |
|
|
1186 | if (victim->speed_left < -5.0) |
|
|
1187 | victim->speed_left = -5.0; |
|
|
1188 | } |
1083 | } |
1189 | } |
1084 | } |
1190 | } |
1085 | } |
1191 | } |
1086 | } |
1192 | |
1087 | |
… | |
… | |
1208 | return; |
1103 | return; |
1209 | } |
1104 | } |
1210 | |
1105 | |
1211 | if (op->above == NULL) |
1106 | if (op->above == NULL) |
1212 | return; |
1107 | return; |
|
|
1108 | |
1213 | for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
1109 | for (tmp = op->above; tmp; tmp = tmp->above) |
1214 | { |
1110 | { |
1215 | if (strcmp (op->other_arch->name, tmp->arch->name) == 0) |
1111 | if (op->other_arch->archname == tmp->arch->archname) |
1216 | { |
1112 | { |
1217 | if (op->level <= 0) |
1113 | if (op->level <= 0) |
1218 | tmp->destroy (); |
1114 | tmp->destroy (); |
1219 | else |
1115 | else |
1220 | { |
1116 | { |
… | |
… | |
1229 | break; |
1125 | break; |
1230 | } |
1126 | } |
1231 | } |
1127 | } |
1232 | } |
1128 | } |
1233 | |
1129 | |
1234 | /* move_creator (by peterm) |
1130 | /* move_creator (by peterm) |
1235 | * it has the creator object create it's other_arch right on top of it. |
1131 | * it has the creator object create it's other_arch right on top of it. |
1236 | * connected: what will trigger it |
1132 | * connected: what will trigger it |
1237 | * hp: how many times it may create before stopping |
1133 | * hp: how many times it may create before stopping |
1238 | * lifesave: if set, it'll never disappear but will go on creating |
1134 | * lifesave: if set, it'll never disappear but will go on creating |
1239 | * everytime it's triggered |
1135 | * everytime it's triggered |
… | |
… | |
1242 | * has to make sure that there is in fact space for the object. |
1138 | * has to make sure that there is in fact space for the object. |
1243 | * It should really do this for small objects also, but there is |
1139 | * It should really do this for small objects also, but there is |
1244 | * more concern with large objects, most notably a part being placed |
1140 | * more concern with large objects, most notably a part being placed |
1245 | * outside of the map which would cause the server to crash |
1141 | * outside of the map which would cause the server to crash |
1246 | */ |
1142 | */ |
1247 | |
|
|
1248 | void |
1143 | void |
1249 | move_creator (object *creator) |
1144 | move_creator (object *creator) |
1250 | { |
1145 | { |
1251 | object *new_ob; |
1146 | object *new_ob; |
1252 | |
1147 | |
1253 | if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) |
1148 | if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0) |
1254 | { |
1149 | { |
1255 | creator->stats.hp = -1; |
1150 | creator->stats.hp = -1; |
1256 | return; |
1151 | return; |
1257 | } |
1152 | } |
1258 | |
1153 | |
1259 | if (creator->inv != NULL) |
1154 | if (creator->inv) |
1260 | { |
1155 | { |
1261 | object *ob; |
1156 | object *ob; |
1262 | int i; |
1157 | int i; |
1263 | object *ob_to_copy; |
1158 | object *ob_to_copy; |
1264 | |
1159 | |
1265 | /* select random object from inventory to copy */ |
1160 | /* select random object from inventory to copy */ |
1266 | ob_to_copy = creator->inv; |
1161 | ob_to_copy = creator->inv; |
1267 | for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) |
1162 | for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++) |
1268 | { |
1163 | { |
1269 | if (rndm (0, i) == 0) |
1164 | if (rndm (0, i) == 0) |
1270 | { |
1165 | { |
1271 | ob_to_copy = ob; |
1166 | ob_to_copy = ob; |
1272 | } |
1167 | } |
1273 | } |
1168 | } |
1274 | new_ob = object_create_clone (ob_to_copy); |
1169 | |
1275 | CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); |
1170 | new_ob = ob_to_copy->deep_clone (); |
|
|
1171 | new_ob->clr_flag (FLAG_IS_A_TEMPLATE); |
1276 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1172 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1277 | } |
1173 | } |
1278 | else |
1174 | else |
1279 | { |
1175 | { |
1280 | if (creator->other_arch == NULL) |
1176 | if (!creator->other_arch) |
1281 | { |
1177 | { |
1282 | LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", |
1178 | LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", |
1283 | &creator->name, &creator->map->path, creator->x, creator->y); |
1179 | &creator->name, &creator->map->path, creator->x, creator->y); |
1284 | return; |
1180 | return; |
1285 | } |
1181 | } |
… | |
… | |
1287 | new_ob = object_create_arch (creator->other_arch); |
1183 | new_ob = object_create_arch (creator->other_arch); |
1288 | fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); |
1184 | fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); |
1289 | } |
1185 | } |
1290 | |
1186 | |
1291 | /* Make sure this multipart object fits */ |
1187 | /* Make sure this multipart object fits */ |
1292 | if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) |
1188 | if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y)) |
1293 | { |
1189 | { |
1294 | new_ob->destroy (); |
1190 | new_ob->destroy (); |
1295 | return; |
1191 | return; |
1296 | } |
1192 | } |
1297 | |
1193 | |
|
|
1194 | // for now lets try to identify everything generated here, it mostly |
|
|
1195 | // happens automated, so this will at least fix many identify-experience holes |
|
|
1196 | if (new_ob->need_identify ()) |
|
|
1197 | new_ob->set_flag (FLAG_IDENTIFIED); |
|
|
1198 | |
1298 | insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); |
1199 | insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); |
1299 | if (QUERY_FLAG (new_ob, FLAG_FREED)) |
1200 | if (new_ob->flag [FLAG_FREED]) |
1300 | return; |
1201 | return; |
1301 | |
1202 | |
1302 | if (creator->slaying) |
1203 | if (creator->slaying) |
1303 | { |
|
|
1304 | new_ob->name = new_ob->title = creator->slaying; |
1204 | new_ob->name = new_ob->title = creator->slaying; |
1305 | } |
|
|
1306 | } |
1205 | } |
1307 | |
1206 | |
1308 | /* move_marker --peterm@soda.csua.berkeley.edu |
1207 | /* move_marker --peterm@soda.csua.berkeley.edu |
1309 | when moved, a marker will search for a player sitting above |
1208 | when moved, a marker will search for a player sitting above |
1310 | it, and insert an invisible, weightless force into him |
1209 | it, and insert an invisible, weightless force into him |
1311 | with a specific code as the slaying field. |
1210 | with a specific code as the slaying field. |
1312 | At that time, it writes the contents of its own message |
1211 | At that time, it writes the contents of its own message |
1313 | field to the player. The marker will decrement hp to |
1212 | field to the player. The marker will decrement hp to |
1314 | 0 and then delete itself every time it grants a mark. |
1213 | 0 and then delete itself every time it grants a mark. |
1315 | unless hp was zero to start with, in which case it is infinite.*/ |
1214 | unless hp was zero to start with, in which case it is infinite.*/ |
1316 | |
|
|
1317 | void |
1215 | void |
1318 | move_marker (object *op) |
1216 | move_marker (object *op) |
1319 | { |
1217 | { |
1320 | if (object *tmp = op->ms ().player ()) |
1218 | if (object *tmp = op->ms ().player ()) |
1321 | { |
1219 | { |
1322 | object *tmp2; |
|
|
1323 | |
|
|
1324 | /* remove an old force with a slaying field == op->name */ |
1220 | /* remove an old force with a slaying field == op->name */ |
1325 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1221 | if (object *force = tmp->force_find (op->name)) |
1326 | if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) |
1222 | force->destroy (); |
|
|
1223 | |
|
|
1224 | if (op->slaying && !tmp->force_find (op->slaying)) |
1327 | { |
1225 | { |
1328 | tmp2->destroy (); |
1226 | tmp->force_add (op->slaying, op->stats.food); |
1329 | break; |
|
|
1330 | } |
|
|
1331 | |
1227 | |
1332 | /* cycle through his inventory to look for the MARK we want to |
|
|
1333 | * place |
|
|
1334 | */ |
|
|
1335 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
|
|
1336 | if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) |
|
|
1337 | break; |
|
|
1338 | |
|
|
1339 | /* if we didn't find our own MARK */ |
|
|
1340 | if (tmp2 == NULL) |
|
|
1341 | { |
|
|
1342 | object *force = get_archetype (FORCE_NAME); |
|
|
1343 | |
|
|
1344 | if (op->stats.food) |
|
|
1345 | { |
|
|
1346 | force->set_speed (0.01); |
|
|
1347 | force->speed_left = -op->stats.food; |
|
|
1348 | } |
|
|
1349 | else |
|
|
1350 | force->set_speed (0); |
|
|
1351 | |
|
|
1352 | /* put in the lock code */ |
|
|
1353 | force->slaying = op->slaying; |
|
|
1354 | |
|
|
1355 | if (op->lore) |
|
|
1356 | force->lore = op->lore; |
|
|
1357 | |
|
|
1358 | insert_ob_in_ob (force, tmp); |
|
|
1359 | if (op->msg) |
1228 | if (op->msg) |
1360 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
1229 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
1361 | |
1230 | |
1362 | if (op->stats.hp > 0) |
1231 | if (op->stats.hp > 0) |
1363 | { |
1232 | { |
1364 | op->stats.hp--; |
1233 | op->stats.hp--; |
|
|
1234 | |
1365 | if (op->stats.hp == 0) |
1235 | if (op->stats.hp == 0) |
1366 | { |
1236 | { |
1367 | /* marker expires--granted mark number limit */ |
1237 | /* marker expires--granted mark number limit */ |
1368 | op->destroy (); |
1238 | op->destroy (); |
1369 | return; |
1239 | return; |
… | |
… | |
1371 | } |
1241 | } |
1372 | } |
1242 | } |
1373 | } |
1243 | } |
1374 | } |
1244 | } |
1375 | |
1245 | |
1376 | int |
1246 | // mapscript objects activate themselves (only) then their timer fires |
|
|
1247 | // TODO: maybe they should simply trigger the link like any other object? |
|
|
1248 | static void |
|
|
1249 | move_mapscript (object *op) |
|
|
1250 | { |
|
|
1251 | op->set_speed (0); |
|
|
1252 | cfperl_mapscript_activate (op, true, op, 0); |
|
|
1253 | } |
|
|
1254 | |
|
|
1255 | static void |
|
|
1256 | move_lamp (object *op) |
|
|
1257 | { |
|
|
1258 | // if the lamp/torch is off, we should disable it. |
|
|
1259 | if (!op->glow_radius) |
|
|
1260 | { |
|
|
1261 | op->set_speed (0); |
|
|
1262 | return; |
|
|
1263 | } |
|
|
1264 | else |
|
|
1265 | { |
|
|
1266 | // check whether the face might need to be updated |
|
|
1267 | // (currently this is needed to have already switched on torches |
|
|
1268 | // on maps, as they just set the glow_radius in the archetype) |
|
|
1269 | if (op->other_arch |
|
|
1270 | && ( |
|
|
1271 | (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE]) |
|
|
1272 | || (op->flag [FLAG_ANIMATE] |
|
|
1273 | ? (op->animation_id != op->other_arch->animation_id) |
|
|
1274 | : (op->face != op->other_arch->face)) |
|
|
1275 | )) |
|
|
1276 | get_animation_from_arch (op, op->other_arch); |
|
|
1277 | } |
|
|
1278 | |
|
|
1279 | // lamps and torches on maps don't use up their fuel |
|
|
1280 | if (op->is_on_map ()) |
|
|
1281 | return; |
|
|
1282 | |
|
|
1283 | if (op->stats.food > 0) |
|
|
1284 | { |
|
|
1285 | op->stats.food--; |
|
|
1286 | return; |
|
|
1287 | } |
|
|
1288 | |
|
|
1289 | apply_lamp (op, false); |
|
|
1290 | } |
|
|
1291 | |
|
|
1292 | void |
1377 | process_object (object *op) |
1293 | process_object (object *op) |
1378 | { |
1294 | { |
1379 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
1295 | if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE])) |
1380 | return 0; |
1296 | return; |
1381 | |
1297 | |
1382 | if (INVOKE_OBJECT (TICK, op)) |
1298 | if (ecb_expect_false (INVOKE_OBJECT (TICK, op))) |
1383 | return 0; |
1299 | return; |
1384 | |
1300 | |
1385 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
1301 | if (op->flag [FLAG_MONSTER]) |
1386 | if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) |
1302 | if (move_monster (op) || op->flag [FLAG_FREED]) |
1387 | return 1; |
1303 | return; |
1388 | |
1304 | |
1389 | if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) |
1305 | if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0) |
1390 | { |
1306 | { |
1391 | if (op->type == PLAYER) |
|
|
1392 | animate_object (op, op->facing); |
|
|
1393 | else |
|
|
1394 | animate_object (op, op->direction); |
1307 | animate_object (op, op->contr ? op->facing : op->direction); |
1395 | |
1308 | |
1396 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1309 | if (op->flag [FLAG_SEE_ANYWHERE]) |
1397 | make_sure_seen (op); |
1310 | make_sure_seen (op); |
1398 | } |
1311 | } |
1399 | |
1312 | |
1400 | if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) |
1313 | if (ecb_expect_false ( |
|
|
1314 | op->flag [FLAG_GENERATOR] |
|
|
1315 | || op->flag [FLAG_CHANGING] |
|
|
1316 | || op->flag [FLAG_IS_USED_UP] |
|
|
1317 | )) |
1401 | { |
1318 | { |
|
|
1319 | if (op->flag [FLAG_CHANGING] && !op->state) |
|
|
1320 | { |
1402 | change_object (op); |
1321 | change_object (op); |
1403 | return 1; |
1322 | return; |
1404 | } |
1323 | } |
1405 | |
1324 | |
1406 | if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) |
1325 | if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY]) |
1407 | generate_monster (op); |
1326 | generate_monster (op); |
1408 | |
1327 | |
1409 | if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) |
1328 | if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0) |
1410 | { |
1329 | { |
1411 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1330 | if (op->flag [FLAG_APPLIED]) |
1412 | remove_force (op); |
1331 | remove_force (op); |
1413 | else |
1332 | else |
1414 | { |
1333 | { |
1415 | /* IF necessary, delete the item from the players inventory */ |
1334 | op->remove (); // TODO: really necessary? |
1416 | object *pl = op->in_player (); |
|
|
1417 | |
1335 | |
1418 | if (pl) |
1336 | if (op->flag [FLAG_SEE_ANYWHERE]) |
1419 | esrv_del_item (pl->contr, op->count); |
|
|
1420 | |
|
|
1421 | op->remove (); |
|
|
1422 | |
|
|
1423 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
|
|
1424 | make_sure_not_seen (op); |
1337 | make_sure_not_seen (op); |
1425 | |
1338 | |
1426 | op->destroy (); |
1339 | op->drop_and_destroy (); |
1427 | } |
1340 | } |
1428 | |
1341 | |
1429 | return 1; |
1342 | return; |
|
|
1343 | } |
1430 | } |
1344 | } |
1431 | |
1345 | |
1432 | switch (op->type) |
1346 | switch (op->type) |
1433 | { |
1347 | { |
1434 | case SPELL_EFFECT: |
1348 | case SPELL_EFFECT: |
1435 | move_spell_effect (op); |
1349 | move_spell_effect (op); |
1436 | return 1; |
1350 | break; |
1437 | |
1351 | |
1438 | case ROD: |
1352 | case ROD: |
1439 | case HORN: |
1353 | case HORN: |
1440 | regenerate_rod (op); |
1354 | regenerate_rod (op); |
1441 | return 1; |
1355 | break; |
1442 | |
1356 | |
1443 | case FORCE: |
1357 | case FORCE: |
1444 | case POTION_EFFECT: |
1358 | case POTION_EFFECT: |
1445 | remove_force (op); |
1359 | remove_force (op); |
1446 | return 1; |
1360 | break; |
1447 | |
1361 | |
1448 | case BLINDNESS: |
1362 | case BLINDNESS: |
1449 | remove_blindness (op); |
1363 | remove_blindness (op); |
1450 | return 0; |
1364 | break; |
1451 | |
1365 | |
1452 | case POISONING: |
1366 | case POISONING: |
1453 | poison_more (op); |
1367 | poison_more (op); |
1454 | return 0; |
1368 | break; |
1455 | |
1369 | |
1456 | case DISEASE: |
1370 | case DISEASE: |
1457 | move_disease (op); |
1371 | move_disease (op); |
1458 | return 0; |
1372 | break; |
1459 | |
1373 | |
1460 | case SYMPTOM: |
1374 | case SYMPTOM: |
1461 | move_symptom (op); |
1375 | move_symptom (op); |
1462 | return 0; |
1376 | break; |
1463 | |
1377 | |
1464 | case THROWN_OBJ: |
1378 | case THROWN_OBJ: |
1465 | case ARROW: |
1379 | case ARROW: |
1466 | move_arrow (op); |
1380 | move_arrow (op); |
1467 | return 0; |
1381 | break; |
1468 | |
1382 | |
1469 | case DOOR: |
1383 | case DOOR: |
1470 | remove_door (op); |
1384 | remove_door (op); |
1471 | return 0; |
1385 | break; |
1472 | |
1386 | |
1473 | case LOCKED_DOOR: |
1387 | case LOCKED_DOOR: |
1474 | remove_door2 (op); |
1388 | remove_door2 (op); |
1475 | return 0; |
1389 | break; |
1476 | |
1390 | |
1477 | case TELEPORTER: |
1391 | case TELEPORTER: |
1478 | move_teleporter (op); |
1392 | move_teleporter (op); |
1479 | return 0; |
1393 | break; |
1480 | |
1394 | |
1481 | case GOLEM: |
1395 | case GOLEM: |
1482 | move_golem (op); |
1396 | move_golem (op); |
1483 | return 0; |
1397 | break; |
1484 | |
1398 | |
1485 | case EARTHWALL: |
1399 | case EARTHWALL: |
1486 | hit_player (op, 2, op, AT_PHYSICAL, 1); |
1400 | hit_player (op, 2, op, AT_PHYSICAL, 1); |
1487 | return 0; |
1401 | break; |
1488 | |
1402 | |
1489 | case FIREWALL: |
1403 | case FIREWALL: |
1490 | move_firewall (op); |
1404 | move_firewall (op); |
1491 | if (op->stats.maxsp) |
1405 | if (op->stats.maxsp) |
1492 | animate_turning (op); |
1406 | animate_turning (op); |
1493 | return 0; |
1407 | break; |
1494 | |
1408 | |
1495 | case MOOD_FLOOR: |
1409 | case MOOD_FLOOR: |
1496 | do_mood_floor (op); |
1410 | do_mood_floor (op); |
1497 | return 0; |
1411 | break; |
1498 | |
1412 | |
1499 | case GATE: |
1413 | case GATE: |
1500 | move_gate (op); |
1414 | move_gate (op); |
1501 | return 0; |
1415 | break; |
1502 | |
1416 | |
1503 | case TIMED_GATE: |
1417 | case TIMED_GATE: |
1504 | move_timed_gate (op); |
1418 | move_timed_gate (op); |
1505 | return 0; |
1419 | break; |
1506 | |
1420 | |
1507 | case TRIGGER: |
1421 | case TRIGGER: |
1508 | case TRIGGER_BUTTON: |
1422 | case TRIGGER_BUTTON: |
1509 | case TRIGGER_PEDESTAL: |
1423 | case TRIGGER_PEDESTAL: |
1510 | case TRIGGER_ALTAR: |
1424 | case TRIGGER_ALTAR: |
1511 | animate_trigger (op); |
1425 | animate_trigger (op); |
1512 | return 0; |
1426 | break; |
1513 | |
1427 | |
1514 | case DETECTOR: |
1428 | case DETECTOR: |
1515 | move_detector (op); |
1429 | move_detector (op); |
1516 | |
1430 | |
1517 | case DIRECTOR: |
1431 | case DIRECTOR: |
1518 | if (op->stats.maxsp) |
1432 | if (op->stats.maxsp) |
1519 | animate_turning (op); |
1433 | animate_turning (op); |
1520 | return 0; |
1434 | break; |
1521 | |
1435 | |
1522 | case HOLE: |
1436 | case HOLE: |
1523 | move_hole (op); |
1437 | move_hole (op); |
1524 | return 0; |
1438 | break; |
1525 | |
1439 | |
1526 | case DEEP_SWAMP: |
1440 | case DEEP_SWAMP: |
1527 | move_deep_swamp (op); |
1441 | move_deep_swamp (op); |
1528 | return 0; |
1442 | break; |
1529 | |
1443 | |
1530 | case RUNE: |
1444 | case RUNE: |
1531 | case TRAP: |
1445 | case TRAP: |
1532 | move_rune (op); |
1446 | move_rune (op); |
1533 | return 0; |
1447 | break; |
1534 | |
1448 | |
1535 | case PLAYERMOVER: |
1449 | case PLAYERMOVER: |
1536 | move_player_mover (op); |
1450 | move_player_mover (op); |
1537 | return 0; |
1451 | break; |
1538 | |
1452 | |
1539 | case CREATOR: |
1453 | case CREATOR: |
1540 | move_creator (op); |
1454 | move_creator (op); |
1541 | return 0; |
1455 | break; |
1542 | |
1456 | |
1543 | case MARKER: |
1457 | case MARKER: |
1544 | move_marker (op); |
1458 | move_marker (op); |
1545 | return 0; |
1459 | break; |
1546 | |
1460 | |
1547 | case PLAYER_CHANGER: |
1461 | case PLAYER_CHANGER: |
1548 | move_player_changer (op); |
1462 | move_player_changer (op); |
1549 | return 0; |
1463 | break; |
1550 | |
1464 | |
1551 | case PEACEMAKER: |
1465 | case PEACEMAKER: |
1552 | move_peacemaker (op); |
1466 | move_peacemaker (op); |
1553 | return 0; |
1467 | break; |
1554 | } |
|
|
1555 | |
1468 | |
1556 | return 0; |
1469 | case PLAYER: |
|
|
1470 | // players have their own speed-management, so undo the --speed_left |
|
|
1471 | ++op->speed_left; |
|
|
1472 | break; |
|
|
1473 | |
|
|
1474 | case MAPSCRIPT: |
|
|
1475 | move_mapscript (op); |
|
|
1476 | break; |
|
|
1477 | |
|
|
1478 | case LAMP: |
|
|
1479 | case TORCH: |
|
|
1480 | move_lamp (op); |
|
|
1481 | break; |
|
|
1482 | |
|
|
1483 | case PHYSICS: // hmm, bad naming |
|
|
1484 | move_physics (op); |
|
|
1485 | break; |
|
|
1486 | } |
1557 | } |
1487 | } |
|
|
1488 | |