1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * under the terms of the GNU General Public License as published by the Free |
10 | * the terms of the Affero GNU General Public License as published by the |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, but |
14 | * This program is distributed in the hope that it will be useful, |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * 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 along |
19 | * You should have received a copy of the Affero GNU General Public License |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
20 | * and the GNU General Public License along with this program. If not, see |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
21 | * <http://www.gnu.org/licenses/>. |
21 | * |
22 | * |
22 | * The authors can be reached via e-mail to <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 | #include <global.h> |
30 | #include <global.h> |
30 | #include <spells.h> |
31 | #include <spells.h> |
31 | #include <sproto.h> |
32 | #include <sproto.h> |
32 | |
33 | |
33 | /* The following removes doors. The functions check to see if similar |
34 | /* The following removes doors. The functions check to see if similar |
34 | * doors are next to the one that is being removed, and if so, set it |
35 | * doors are next to the one that is being removed, and if so, set it |
35 | * so those will be removed shortly (in a cascade like fashion.) |
36 | * so those will be removed shortly (in a cascade like fashion.) |
36 | */ |
37 | */ |
37 | void |
38 | void |
38 | remove_door (object *op) |
39 | remove_door (object *op) |
39 | { |
40 | { |
40 | int i; |
41 | for (int i = 1; i < SIZEOFFREE1 + 1; i += 2) |
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|
42 | { |
41 | object *tmp; |
43 | object *tmp; |
42 | |
44 | mapxy pos (op); |
43 | for (i = 1; i < 9; i += 2) |
45 | pos.move (i); |
44 | 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))) |
45 | { |
48 | { |
46 | tmp->set_speed (0.1f); |
49 | tmp->set_speed (0.1f); |
47 | tmp->speed_left = -0.2f; |
50 | tmp->speed_left = -0.2f; |
48 | } |
51 | } |
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|
52 | } |
49 | |
53 | |
50 | if (op->other_arch) |
54 | if (op->other_arch) |
51 | { |
55 | { |
52 | tmp = arch_to_object (op->other_arch); |
56 | object *tmp = op->other_arch->instance (); |
53 | tmp->x = op->x; |
57 | tmp->x = op->x; |
54 | tmp->y = op->y; |
58 | tmp->y = op->y; |
55 | tmp->map = op->map; |
59 | tmp->map = op->map; |
56 | tmp->level = op->level; |
60 | tmp->level = op->level; |
57 | insert_ob_in_map (tmp, op->map, op, 0); |
61 | insert_ob_in_map (tmp, op->map, op, 0); |
58 | } |
62 | } |
59 | |
63 | |
60 | op->destroy (); |
64 | op->drop_and_destroy (); |
61 | } |
65 | } |
62 | |
66 | |
63 | void |
67 | void |
64 | remove_door2 (object *op) |
68 | remove_door2 (object *op) |
65 | { |
69 | { |
66 | int i; |
70 | int i; |
67 | object *tmp; |
71 | object *tmp; |
68 | |
72 | |
69 | for (i = 1; i < 9; i += 2) |
73 | for (i = 1; i < 9; i += 2) |
70 | { |
74 | { |
71 | 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)); |
72 | if (tmp && tmp->slaying == op->slaying) |
76 | if (tmp && tmp->slaying == op->slaying) |
73 | { /* same key both doors */ |
77 | { /* same key both doors */ |
74 | tmp->set_speed (0.1f); |
78 | tmp->set_speed (0.1f); |
75 | tmp->speed_left = -0.2f; |
79 | tmp->speed_left = -0.2f; |
76 | } |
80 | } |
77 | } |
81 | } |
78 | |
82 | |
79 | if (op->other_arch) |
83 | if (op->other_arch) |
80 | { |
84 | { |
81 | tmp = arch_to_object (op->other_arch); |
85 | tmp = op->other_arch->instance (); |
82 | tmp->x = op->x; |
86 | tmp->x = op->x; |
83 | tmp->y = op->y; |
87 | tmp->y = op->y; |
84 | tmp->map = op->map; |
88 | tmp->map = op->map; |
85 | tmp->level = op->level; |
89 | tmp->level = op->level; |
86 | insert_ob_in_map (tmp, op->map, op, 0); |
90 | insert_ob_in_map (tmp, op->map, op, 0); |
87 | } |
91 | } |
88 | |
92 | |
89 | op->destroy (); |
93 | op->drop_and_destroy (); |
90 | } |
94 | } |
91 | |
95 | |
92 | void |
96 | static void |
93 | generate_monster (object *gen) |
97 | generate_monster (object *gen) |
94 | { |
98 | { |
95 | if (!gen->map) |
99 | if (!gen->map) |
96 | return; |
100 | return; |
97 | |
101 | |
98 | if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) |
102 | if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) |
99 | return; |
103 | return; |
100 | |
104 | |
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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 | |
101 | object *op; |
110 | object *op; |
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111 | int dir; |
102 | |
112 | |
103 | if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) |
113 | if (gen->flag [FLAG_CONTENT_ON_GEN]) |
104 | { |
114 | { |
105 | // either copy one item form the inventory... |
115 | // either copy one item from the inventory... |
106 | if (!gen->inv) |
116 | if (!gen->inv) |
107 | return; |
117 | return; |
108 | |
118 | |
109 | // first select one item from the inventory |
119 | // first select one item from the inventory |
110 | int index = 0; |
120 | int index = 0; |
111 | for (object *tmp = gen->inv; tmp; tmp = tmp->below) |
121 | for (object *tmp = gen->inv; tmp; tmp = tmp->below) |
112 | if (!rndm (++index)) |
122 | if (!rndm (++index)) |
113 | op = tmp; |
123 | op = tmp; |
114 | |
124 | |
115 | op = object_create_clone (op); |
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; |
116 | |
128 | |
117 | CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); |
129 | op = op->deep_clone (); |
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130 | |
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131 | op->clr_flag (FLAG_IS_A_TEMPLATE); |
118 | unflag_inv (op, FLAG_IS_A_TEMPLATE); |
132 | unflag_inv (op, FLAG_IS_A_TEMPLATE); |
119 | } |
133 | } |
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134 | else if (gen->other_arch) |
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135 | { |
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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; |
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140 | |
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141 | op = gen->other_arch->instance (); |
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142 | } |
120 | else |
143 | else |
121 | { |
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122 | // ...or use other_arch |
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123 | if (archetype *at = gen->other_arch) |
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124 | op = arch_to_object (at); |
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125 | else |
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126 | return; |
144 | return; |
127 | } |
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128 | |
145 | |
129 | op->expand_tail (); |
146 | op->expand_tail (); |
130 | |
147 | |
131 | int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); |
148 | mapxy pos (gen); pos.move (dir); |
132 | if (i >= 0) |
149 | |
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|
150 | if (pos.insert (op, gen)) |
133 | { |
151 | { |
134 | if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i])) |
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135 | { |
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136 | if (rndm (0, 9)) |
152 | if (rndm (0, 9)) |
137 | generate_artifact (op, gen->map->difficulty); |
153 | generate_artifact (op, gen->map->difficulty); |
138 | |
154 | |
139 | if (op->has_random_items ()) |
155 | if (op->has_random_items ()) |
140 | create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); |
156 | create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); |
141 | |
157 | |
142 | return; |
158 | return; |
143 | } |
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144 | } |
159 | } |
145 | |
160 | |
146 | op->destroy (); |
161 | op->destroy (); |
147 | } |
162 | } |
148 | |
163 | |
149 | void |
164 | static void |
150 | remove_force (object *op) |
165 | remove_force (object *op) |
151 | { |
166 | { |
152 | if (--op->duration > 0) |
167 | if (--op->duration > 0) |
153 | return; |
168 | return; |
154 | |
169 | |
155 | if (op->env) |
170 | if (op->env) |
156 | switch (op->subtype) |
171 | switch (op->subtype) |
157 | { |
172 | { |
158 | case FORCE_CONFUSION: |
173 | case FORCE_CONFUSION: |
159 | CLEAR_FLAG (op->env, FLAG_CONFUSED); |
174 | op->env->clr_flag (FLAG_CONFUSED); |
160 | 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"); |
161 | |
176 | |
162 | default: |
177 | default: |
163 | CLEAR_FLAG (op, FLAG_APPLIED); |
178 | op->clr_flag (FLAG_APPLIED); |
164 | change_abil (op->env, op); |
179 | change_abil (op->env, op); |
165 | op->env->update_stats (); |
180 | op->env->update_stats (); |
166 | } |
181 | } |
167 | |
182 | |
168 | op->destroy (); |
183 | op->destroy (); |
169 | } |
184 | } |
170 | |
185 | |
171 | void |
186 | static void |
172 | remove_blindness (object *op) |
187 | remove_blindness (object *op) |
173 | { |
188 | { |
174 | if (--op->stats.food > 0) |
189 | if (--op->stats.food > 0) |
175 | return; |
190 | return; |
176 | |
191 | |
177 | CLEAR_FLAG (op, FLAG_APPLIED); |
192 | op->clr_flag (FLAG_APPLIED); |
178 | |
193 | |
179 | if (op->env) |
194 | if (op->env) |
180 | { |
195 | { |
181 | change_abil (op->env, op); |
196 | change_abil (op->env, op); |
182 | op->env->update_stats (); |
197 | op->env->update_stats (); |
183 | } |
198 | } |
184 | |
199 | |
185 | op->destroy (); |
200 | op->destroy (); |
186 | } |
201 | } |
187 | |
202 | |
188 | void |
203 | static void |
189 | poison_more (object *op) |
204 | poison_more (object *op) |
190 | { |
205 | { |
191 | 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) |
192 | { |
207 | { |
193 | op->destroy (); |
208 | op->destroy (); |
194 | return; |
209 | return; |
195 | } |
210 | } |
196 | |
211 | |
… | |
… | |
199 | /* need to unapply the object before update_stats is called, else fix_player |
214 | /* need to unapply the object before update_stats is called, else fix_player |
200 | * will not do anything. |
215 | * will not do anything. |
201 | */ |
216 | */ |
202 | if (op->env->type == PLAYER) |
217 | if (op->env->type == PLAYER) |
203 | { |
218 | { |
204 | CLEAR_FLAG (op, FLAG_APPLIED); |
219 | op->clr_flag (FLAG_APPLIED); |
205 | op->env->update_stats (); |
220 | op->env->update_stats (); |
206 | 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."); |
207 | } |
222 | } |
208 | |
223 | |
209 | op->destroy (); |
224 | op->destroy (); |
… | |
… | |
218 | |
233 | |
219 | hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); |
234 | hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); |
220 | } |
235 | } |
221 | |
236 | |
222 | |
237 | |
223 | void |
238 | static void |
224 | move_gate (object *op) |
239 | move_gate (object *op) |
225 | { /* 1 = going down, 0 = going up */ |
240 | { /* 1 = going down, 0 = going up */ |
226 | object *tmp; |
241 | object *tmp; |
227 | |
242 | |
228 | if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) |
243 | if (uint32_t (op->stats.wc) >= op->anim_frames ()) |
229 | { |
244 | { |
230 | 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 ()); |
231 | op->stats.wc = 0; |
246 | op->stats.wc = 0; |
232 | } |
247 | } |
233 | |
248 | |
234 | /* We're going down */ |
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235 | if (op->value) |
249 | if (op->value) |
236 | { |
250 | { |
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251 | /* We're going down */ |
237 | if (--op->stats.wc <= 0) |
252 | if (--op->stats.wc <= 0) |
238 | { /* Reached bottom, let's stop */ |
253 | { /* Reached bottom, let's stop */ |
239 | op->stats.wc = 0; |
254 | op->stats.wc = 0; |
240 | if (op->arch->clone.speed) |
255 | if (op->arch->has_active_speed ()) |
241 | op->value = 0; |
256 | op->value = 0; |
242 | else |
257 | else |
243 | op->set_speed (0); |
258 | op->set_speed (0); |
244 | } |
259 | } |
245 | |
260 | |
246 | if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) |
261 | if (op->stats.wc < op->anim_frames () / 2 + 1) |
247 | { |
262 | { |
248 | op->move_block = 0; |
263 | op->move_block = 0; |
249 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
264 | op->clr_flag (FLAG_BLOCKSVIEW); |
250 | update_all_los (op->map, op->x, op->y); |
265 | update_all_los (op->map, op->x, op->y); |
251 | } |
266 | } |
252 | |
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253 | SET_ANIMATION (op, op->stats.wc); |
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254 | update_object (op, UP_OBJ_CHANGE); |
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255 | return; |
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256 | } |
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257 | |
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258 | /* We're going up */ |
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259 | |
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260 | /* First, lets see if we are already at the top */ |
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261 | if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
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262 | { |
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263 | |
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264 | /* Check to make sure that only non pickable and non rollable |
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265 | * objects are above the gate. If so, we finish closing the gate, |
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266 | * otherwise, we fall through to the code below which should lower |
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267 | * the gate slightly. |
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268 | */ |
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269 | |
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270 | for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
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271 | if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
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272 | break; |
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273 | |
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274 | if (tmp == NULL) |
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275 | { |
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276 | if (op->arch->clone.speed) |
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277 | op->value = 1; |
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278 | else |
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279 | op->set_speed (0); |
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280 | |
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281 | return; |
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282 | } |
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283 | } |
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284 | |
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285 | if (op->stats.food) |
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286 | { /* The gate is going temporarily down */ |
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287 | if (--op->stats.wc <= 0) |
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288 | { /* Gone all the way down? */ |
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289 | op->stats.food = 0; /* Then let's try again */ |
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290 | op->stats.wc = 0; |
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291 | } |
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292 | } |
267 | } |
293 | else |
268 | else |
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269 | { |
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270 | /* We're going up */ |
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271 | |
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272 | /* First, lets see if we are already at the top */ |
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273 | if (op->stats.wc == op->anim_frames () - 1) |
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274 | { |
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275 | /* Check to make sure that only non pickable and non rollable |
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276 | * objects are above the gate. If so, we finish closing the gate, |
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277 | * otherwise, we fall through to the code below which should lower |
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278 | * the gate slightly. |
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279 | */ |
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280 | |
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281 | for (tmp = op->above; tmp; tmp = tmp->above) |
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282 | if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE]) |
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283 | break; |
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284 | |
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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 |
294 | { /* The gate is still going up */ |
305 | { /* The gate is still going up */ |
295 | op->stats.wc++; |
306 | op->stats.wc++; |
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307 | min_it (op->stats.wc, op->anim_frames () - 1); |
296 | |
308 | |
297 | if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) |
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|
298 | op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; |
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299 | |
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300 | /* 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. |
301 | * 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 |
302 | */ |
311 | */ |
303 | if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) |
312 | if (op->stats.wc >= op->anim_frames () / 2) |
304 | { |
313 | { |
305 | /* Halfway or further, check blocks */ |
314 | /* Halfway or further, check blocks */ |
306 | /* First, get the top object on the square. */ |
315 | /* First, get the top object on the square. */ |
307 | for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) |
316 | for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) |
308 | ; |
317 | ; |
309 | |
318 | |
310 | if (tmp) |
319 | if (tmp) |
311 | { |
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312 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
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313 | { |
320 | { |
314 | hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); |
321 | if (tmp->flag [FLAG_ALIVE]) |
315 | |
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316 | if (tmp->type == PLAYER) |
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317 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); |
|
|
318 | } |
|
|
319 | else |
|
|
320 | /* If the object is not alive, and the object either can |
|
|
321 | * be picked up or the object rolls, move the object |
|
|
322 | * off the gate. |
|
|
323 | */ |
|
|
324 | if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) |
|
|
325 | { |
|
|
326 | /* If it has speed, it should move itself, otherwise: */ |
|
|
327 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
|
|
328 | |
|
|
329 | /* If there is a free spot, move the object someplace */ |
|
|
330 | if (i != -1) |
|
|
331 | { |
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 ()) |
332 | tmp->remove (); |
344 | tmp->move_to (pos); |
333 | tmp->x += freearr_x[i], tmp->y += freearr_y[i]; |
345 | } |
334 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
335 | } |
346 | } |
336 | } |
347 | } |
337 | } |
|
|
338 | |
348 | |
339 | /* See if there is still anything blocking the gate */ |
349 | /* See if there is still anything blocking the gate */ |
340 | for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
350 | for (tmp = op->above; tmp; tmp = tmp->above) |
341 | 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]) |
342 | break; |
352 | break; |
343 | |
353 | |
344 | /* IF there is, start putting the gate down */ |
354 | /* IF there is, start putting the gate down */ |
345 | if (tmp) |
355 | if (tmp) |
346 | { |
|
|
347 | op->stats.food = 1; |
356 | op->stats.food = 1; |
348 | } |
|
|
349 | else |
357 | else |
350 | { |
358 | { |
351 | op->move_block = MOVE_ALL; |
359 | op->move_block = MOVE_ALL; |
|
|
360 | |
352 | if (!op->arch->clone.stats.ac) |
361 | if (!op->arch->stats.ac) |
353 | SET_FLAG (op, FLAG_BLOCKSVIEW); |
362 | op->set_flag (FLAG_BLOCKSVIEW); |
|
|
363 | |
354 | update_all_los (op->map, op->x, op->y); |
364 | update_all_los (op->map, op->x, op->y); |
355 | } |
365 | } |
356 | } /* gate is halfway up */ |
366 | } /* gate is halfway up */ |
357 | |
|
|
358 | SET_ANIMATION (op, op->stats.wc); |
|
|
359 | update_object (op, UP_OBJ_CHANGE); |
|
|
360 | } /* gate is going up */ |
367 | } /* gate is going up */ |
|
|
368 | } |
|
|
369 | |
|
|
370 | op->update_anim_frame (op->stats.wc); |
361 | } |
371 | } |
362 | |
372 | |
363 | /* hp : how long door is open/closed |
373 | /* hp : how long door is open/closed |
364 | * maxhp : initial value for hp |
374 | * maxhp : initial value for hp |
365 | * sp : 1 = open, 0 = close |
375 | * sp : 1 = open, 0 = close |
366 | */ |
376 | */ |
367 | void |
377 | static void |
368 | move_timed_gate (object *op) |
378 | move_timed_gate (object *op) |
369 | { |
379 | { |
370 | int v = op->value; |
380 | int v = op->value; |
371 | |
381 | |
372 | if (op->stats.sp) |
382 | if (op->stats.sp) |
373 | { |
383 | { |
374 | move_gate (op); |
384 | move_gate (op); |
|
|
385 | |
375 | if (op->value != v) /* change direction ? */ |
386 | if (op->value != v) /* change direction ? */ |
376 | op->stats.sp = 0; |
387 | op->stats.sp = 0; |
377 | return; |
388 | return; |
378 | } |
389 | } |
|
|
390 | |
379 | if (--op->stats.hp <= 0) |
391 | if (--op->stats.hp <= 0) |
380 | { /* keep gate down */ |
392 | { /* keep gate down */ |
381 | move_gate (op); |
393 | move_gate (op); |
|
|
394 | |
382 | if (op->value != v) |
395 | if (op->value != v) |
383 | op->set_speed (0); |
396 | op->set_speed (0); |
384 | } |
397 | } |
385 | } |
398 | } |
386 | |
399 | |
… | |
… | |
388 | * speed: frequency of 'glances' |
401 | * speed: frequency of 'glances' |
389 | * connected: connected value of detector |
402 | * connected: connected value of detector |
390 | * sp: 1 if detection sets buttons |
403 | * sp: 1 if detection sets buttons |
391 | * -1 if detection unsets buttons |
404 | * -1 if detection unsets buttons |
392 | */ |
405 | */ |
393 | |
406 | static void |
394 | void |
|
|
395 | move_detector (object *op) |
407 | move_detector (object *op) |
396 | { |
408 | { |
397 | object *tmp; |
409 | object *tmp; |
398 | int last = op->value; |
410 | int last = op->value; |
399 | int detected; |
411 | int detected; |
400 | |
412 | |
401 | detected = 0; |
413 | detected = 0; |
402 | |
414 | |
403 | 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) |
404 | { |
416 | { |
405 | object *tmp2; |
417 | object *tmp2; |
406 | |
418 | |
407 | if (op->stats.hp) |
419 | if (op->stats.hp) |
408 | { |
420 | { |
… | |
… | |
426 | if (op->stats.sp == 1) |
438 | if (op->stats.sp == 1) |
427 | { |
439 | { |
428 | if (detected && last == 0) |
440 | if (detected && last == 0) |
429 | { |
441 | { |
430 | op->value = 1; |
442 | op->value = 1; |
431 | push_button (op); |
443 | push_button (op, tmp); |
432 | } |
444 | } |
|
|
445 | |
433 | if (!detected && last == 1) |
446 | if (!detected && last == 1) |
434 | { |
447 | { |
435 | op->value = 0; |
448 | op->value = 0; |
436 | push_button (op); |
449 | push_button (op, tmp); |
437 | } |
450 | } |
438 | } |
451 | } |
439 | else |
452 | else |
440 | { /* in this case, we unset buttons */ |
453 | { /* in this case, we unset buttons */ |
441 | if (detected && last == 1) |
454 | if (detected && last == 1) |
442 | { |
455 | { |
443 | op->value = 0; |
456 | op->value = 0; |
444 | push_button (op); |
457 | push_button (op, tmp); |
445 | } |
458 | } |
|
|
459 | |
446 | if (!detected && last == 0) |
460 | if (!detected && last == 0) |
447 | { |
461 | { |
448 | op->value = 1; |
462 | op->value = 1; |
449 | push_button (op); |
463 | push_button (op, tmp); |
450 | } |
464 | } |
451 | } |
465 | } |
452 | } |
466 | } |
453 | |
|
|
454 | |
467 | |
455 | void |
468 | void |
456 | animate_trigger (object *op) |
469 | animate_trigger (object *op) |
457 | { |
470 | { |
458 | if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) |
471 | if (uint32_t (++op->stats.wc) >= op->anim_frames ()) |
459 | { |
472 | { |
460 | op->stats.wc = 0; |
473 | op->stats.wc = 0; |
461 | check_trigger (op, NULL); |
474 | check_trigger (op, NULL); |
462 | } |
475 | } |
463 | else |
476 | else |
464 | { |
477 | op->update_anim_frame (op->stats.wc); |
465 | SET_ANIMATION (op, op->stats.wc); |
|
|
466 | update_object (op, UP_OBJ_FACE); |
|
|
467 | } |
|
|
468 | } |
478 | } |
469 | |
479 | |
470 | void |
480 | static void |
471 | move_hole (object *op) |
481 | move_hole (object *op) |
472 | { /* 1 = opening, 0 = closing */ |
482 | { /* 1 = opening, 0 = closing */ |
473 | object *next, *tmp; |
|
|
474 | |
|
|
475 | if (op->value) |
483 | if (op->value) |
476 | { /* We're opening */ |
484 | { |
|
|
485 | /* We're opening */ |
|
|
486 | op->stats.wc--; |
477 | if (--op->stats.wc <= 0) |
487 | if (op->stats.wc <= 0) |
478 | { /* Opened, let's stop */ |
488 | { /* Opened, let's stop */ |
479 | op->stats.wc = 0; |
489 | op->stats.wc = 0; |
480 | op->set_speed (0); |
490 | op->set_speed (0); |
481 | |
491 | |
482 | /* Hard coding this makes sense for holes I suppose */ |
492 | /* Hard coding this makes sense for holes I suppose */ |
483 | op->move_on = MOVE_WALK; |
493 | op->move_on = MOVE_WALK; |
484 | for (tmp = op->above; tmp != NULL; tmp = next) |
494 | for (object *next, *tmp = op->above; tmp; tmp = next) |
485 | { |
495 | { |
486 | next = tmp->above; |
496 | next = tmp->above; |
487 | move_apply (op, tmp, tmp); |
497 | move_apply (op, tmp, tmp); |
488 | } |
498 | } |
489 | } |
499 | } |
490 | |
500 | } |
491 | SET_ANIMATION (op, op->stats.wc); |
501 | else |
492 | update_object (op, UP_OBJ_FACE); |
|
|
493 | return; |
|
|
494 | } |
502 | { |
495 | /* We're closing */ |
503 | /* We're closing */ |
496 | op->move_on = 0; |
504 | op->move_on = 0; |
497 | |
505 | |
498 | op->stats.wc++; |
506 | op->stats.wc++; |
499 | if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) |
507 | if (op->stats.wc >= op->anim_frames ()) |
500 | op->stats.wc = NUM_ANIMATIONS (op) - 1; |
508 | { |
501 | |
509 | op->stats.wc = op->anim_frames () - 1; |
502 | SET_ANIMATION (op, op->stats.wc); |
|
|
503 | update_object (op, UP_OBJ_FACE); |
|
|
504 | if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
|
|
505 | 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); |
506 | } |
515 | } |
507 | |
516 | |
508 | |
517 | |
509 | /* 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 |
510 | * 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 |
… | |
… | |
530 | { |
539 | { |
531 | object *payload = op->inv; |
540 | object *payload = op->inv; |
532 | |
541 | |
533 | if (payload == NULL) |
542 | if (payload == NULL) |
534 | return NULL; |
543 | return NULL; |
|
|
544 | |
535 | payload->remove (); |
545 | payload->remove (); |
536 | op->destroy (); |
546 | op->destroy (); |
537 | return payload; |
547 | return payload; |
538 | } |
548 | } |
539 | |
549 | |
… | |
… | |
556 | fix_stopped_item (object *op, maptile *map, object *originator) |
566 | fix_stopped_item (object *op, maptile *map, object *originator) |
557 | { |
567 | { |
558 | if (map == NULL) |
568 | if (map == NULL) |
559 | return; |
569 | return; |
560 | |
570 | |
561 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
571 | if (op->flag [FLAG_REMOVED]) |
562 | insert_ob_in_map (op, map, originator, 0); |
572 | insert_ob_in_map (op, map, originator, 0); |
563 | else if (op->type == ARROW) |
573 | else if (op->type == ARROW) |
564 | merge_ob (op, NULL); /* only some arrows actually need this */ |
574 | merge_ob (op, NULL); /* only some arrows actually need this */ |
565 | } |
575 | } |
566 | |
576 | |
… | |
… | |
582 | |
592 | |
583 | // restore original wc, dam, attacktype and slaying |
593 | // restore original wc, dam, attacktype and slaying |
584 | op->stats.wc = op->stats.sp; |
594 | op->stats.wc = op->stats.sp; |
585 | op->stats.dam = op->stats.hp; |
595 | op->stats.dam = op->stats.hp; |
586 | op->attacktype = op->stats.grace; |
596 | op->attacktype = op->stats.grace; |
|
|
597 | op->slaying = op->custom_name; |
587 | |
598 | |
588 | if (op->spellarg) |
|
|
589 | { |
|
|
590 | op->slaying = op->spellarg; |
|
|
591 | free (op->spellarg); |
|
|
592 | op->spellarg = 0; |
|
|
593 | } |
|
|
594 | else |
|
|
595 | op->slaying = 0; |
|
|
596 | |
|
|
597 | /* 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 */ |
598 | op->spellarg = NULL; |
600 | op->custom_name = 0; |
599 | op->stats.sp = 0; |
601 | op->stats.sp = 0; |
600 | op->stats.hp = 0; |
602 | op->stats.hp = 0; |
601 | op->stats.grace = 0; |
603 | op->stats.grace = 0; |
602 | op->level = 0; |
604 | op->level = 0; |
603 | op->face = op->arch->clone.face; |
605 | op->face = op->arch->face; |
604 | 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 | |
605 | update_object (op, UP_OBJ_CHANGE); |
610 | update_object (op, UP_OBJ_CHANGE); |
|
|
611 | |
606 | return op; |
612 | return op; |
607 | } |
613 | } |
608 | |
614 | |
609 | /* stop_arrow() - what to do when a non-living flying object |
615 | /* stop_arrow() - what to do when a non-living flying object |
610 | * 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 |
… | |
… | |
619 | if (INVOKE_OBJECT (STOP, op)) |
625 | if (INVOKE_OBJECT (STOP, op)) |
620 | return; |
626 | return; |
621 | |
627 | |
622 | if (op->inv) |
628 | if (op->inv) |
623 | { |
629 | { |
|
|
630 | // replace this by straightforward drop to ground? |
624 | object *payload = op->inv; |
631 | object *payload = op->inv; |
625 | |
632 | |
626 | payload->remove (); |
|
|
627 | payload->owner = 0; |
633 | payload->owner = 0; |
628 | insert_ob_in_map (payload, op->map, payload, 0); |
634 | insert_ob_in_map (payload, op->map, payload, 0); |
629 | op->destroy (); |
635 | op->destroy (); |
630 | } |
636 | } |
631 | else |
637 | else |
… | |
… | |
635 | if (op) |
641 | if (op) |
636 | merge_ob (op, 0); |
642 | merge_ob (op, 0); |
637 | } |
643 | } |
638 | } |
644 | } |
639 | |
645 | |
640 | /* 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. |
641 | */ |
647 | */ |
642 | void |
648 | void |
643 | move_arrow (object *op) |
649 | move_arrow (object *op) |
644 | { |
650 | { |
645 | object *tmp; |
|
|
646 | sint16 new_x, new_y; |
|
|
647 | int was_reflected, mflags; |
651 | int was_reflected; |
648 | maptile *m; |
|
|
649 | |
652 | |
650 | if (op->map == NULL) |
653 | if (!op->map) |
651 | { |
654 | { |
652 | LOG (llevError, "BUG: Arrow had no map.\n"); |
655 | LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ()); |
653 | op->destroy (); |
656 | op->destroy (); |
654 | return; |
657 | return; |
655 | } |
658 | } |
656 | |
659 | |
657 | /* we need to stop thrown objects at some point. Like here. */ |
660 | /* we need to stop thrown objects at some point. Like here. */ |
… | |
… | |
663 | * 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, |
664 | * 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 |
665 | * 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, |
666 | * and it is easy enough to clean it up here. |
669 | * and it is easy enough to clean it up here. |
667 | */ |
670 | */ |
668 | if (op->inv == NULL) |
671 | if (!op->inv) |
669 | { |
672 | { |
670 | op->destroy (); |
673 | op->destroy (); |
671 | return; |
674 | return; |
672 | } |
675 | } |
673 | |
676 | |
… | |
… | |
676 | stop_arrow (op); |
679 | stop_arrow (op); |
677 | return; |
680 | return; |
678 | } |
681 | } |
679 | } |
682 | } |
680 | |
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 | |
681 | /* 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 |
682 | values look rediculous. */ |
690 | values look ridiculous. */ |
683 | if (op->speed < 0.5 && op->type == ARROW) |
691 | if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED)) |
684 | { |
692 | { |
685 | stop_arrow (op); |
693 | stop_arrow (op); |
686 | return; |
694 | return; |
687 | } |
695 | } |
688 | |
696 | |
689 | /* Calculate target map square */ |
697 | /* Calculate target map square */ |
690 | new_x = op->x + DIRX (op); |
|
|
691 | new_y = op->y + DIRY (op); |
|
|
692 | was_reflected = 0; |
698 | was_reflected = 0; |
693 | |
699 | |
694 | m = op->map; |
700 | mapxy pos (op); pos.move (op->direction); |
695 | mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); |
|
|
696 | |
701 | |
697 | if (mflags & P_OUT_OF_MAP) |
702 | if (!pos.normalise ()) |
698 | { |
703 | { |
699 | stop_arrow (op); |
704 | stop_arrow (op); |
700 | return; |
705 | return; |
701 | } |
706 | } |
702 | |
707 | |
703 | /* 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 */ |
704 | if (mflags & P_IS_ALIVE) |
709 | if (pos->flags () & P_IS_ALIVE) |
705 | { |
710 | { |
706 | for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) |
711 | object *tmp; |
707 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
708 | break; |
|
|
709 | |
712 | |
|
|
713 | for (tmp = pos->bot; tmp; tmp = tmp->above) |
|
|
714 | if (tmp->flag [FLAG_ALIVE] && tmp != op->owner) |
|
|
715 | { |
710 | /* Not really fair, but don't let monsters hit themselves with |
716 | /* Not really fair, but don't let monsters hit themselves with |
711 | * their own arrow - this can be because they fire it then |
717 | * their own arrow - this can be because they fire it then |
712 | * move into it. |
718 | * move into it. |
713 | */ |
719 | */ |
714 | if (tmp && tmp != op->owner) |
720 | |
715 | { |
|
|
716 | /* Found living object, but it is reflecting the missile. Update |
721 | /* Found living object, but it is reflecting the missile. Update |
717 | * as below. (Note that for living creatures there is a small |
722 | * as below. (Note that for living creatures there is a small |
718 | * chance that reflect_missile fails.) |
723 | * chance that reflect_missile fails.) |
719 | */ |
724 | */ |
720 | 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)) |
721 | { |
726 | { |
722 | int number = op->face; |
|
|
723 | |
|
|
724 | op->direction = absdir (op->direction + 4); |
727 | op->direction = absdir (op->direction + 4); |
725 | update_turn_face (op); |
728 | update_turn_face (op); |
726 | was_reflected = 1; /* skip normal movement calculations */ |
729 | was_reflected = 1; /* skip normal movement calculations */ |
727 | } |
730 | } |
728 | else |
731 | else |
729 | { |
732 | { |
730 | /* Attack the object. */ |
733 | /* Attack the object. */ |
731 | op = hit_with_arrow (op, tmp); |
734 | op = hit_with_arrow (op, tmp); |
732 | |
735 | |
733 | if (!op) |
736 | if (!op) |
734 | return; |
737 | return; |
735 | } |
738 | } |
736 | } /* if this is not hitting its owner */ |
|
|
737 | } /* if there is something alive on this space */ |
|
|
738 | |
739 | |
739 | 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)) |
740 | { |
745 | { |
741 | int retry = 0; |
746 | int retry = 0; |
742 | |
747 | |
743 | /* if the object doesn't reflect, stop the arrow from moving |
748 | /* if the object doesn't reflect, stop the arrow from moving |
744 | * 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 |
745 | * on a wall but has reflecting - the arrow won't reflect. |
750 | * on a wall but has reflecting - the arrow won't reflect. |
746 | * 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 |
747 | * place, so I don't consider that a problem. |
752 | * place, so I don't consider that a problem. |
748 | */ |
753 | */ |
749 | if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) |
754 | if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19)) |
750 | { |
755 | { |
751 | stop_arrow (op); |
756 | stop_arrow (op); |
752 | return; |
757 | return; |
753 | } |
758 | } |
754 | else |
759 | else |
… | |
… | |
757 | if (op->direction & 1) |
762 | if (op->direction & 1) |
758 | { |
763 | { |
759 | op->direction = absdir (op->direction + 4); |
764 | op->direction = absdir (op->direction + 4); |
760 | retry = 1; |
765 | retry = 1; |
761 | } |
766 | } |
|
|
767 | |
762 | /* There were two blocks with identical code - |
768 | /* There were two blocks with identical code - |
763 | * use this retry here to make this one block |
769 | * use this retry here to make this one block |
764 | * that did the same thing. |
770 | * that did the same thing. |
765 | */ |
771 | */ |
766 | while (retry < 2) |
772 | while (retry < 2) |
767 | { |
773 | { |
768 | int left, right, mflags; |
|
|
769 | maptile *m1; |
|
|
770 | sint16 x1, y1; |
|
|
771 | |
|
|
772 | retry++; |
774 | retry++; |
773 | |
775 | |
774 | /* 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 |
775 | * over a corner in a tiled map, it is possible that |
777 | * over a corner in a tiled map, it is possible that |
776 | * op->direction is within an adjacent map but either |
778 | * op->direction is within an adjacent map but either |
777 | * op->direction-1 or op->direction+1 does not exist. |
779 | * op->direction-1 or op->direction+1 does not exist. |
778 | */ |
780 | */ |
779 | 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)); |
780 | op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); |
782 | bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block); |
781 | left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1))); |
|
|
782 | |
783 | |
783 | 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)); |
784 | op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); |
785 | bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block); |
785 | right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1))); |
|
|
786 | |
786 | |
787 | if (left == right) |
787 | if (left == right) |
788 | op->direction = absdir (op->direction + 4); |
788 | op->direction = absdir (op->direction + 4); |
789 | else if (left) |
789 | else if (left) |
790 | op->direction = absdir (op->direction + 2); |
790 | op->direction = absdir (op->direction + 2); |
791 | else if (right) |
791 | else if (right) |
792 | op->direction = absdir (op->direction - 2); |
792 | op->direction = absdir (op->direction - 2); |
793 | |
793 | |
794 | mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1); |
|
|
795 | |
|
|
796 | /* 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 - |
797 | * don't need to retry again. |
795 | * don't need to retry again. |
798 | */ |
796 | */ |
799 | 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)) |
800 | break; |
799 | break; |
801 | |
|
|
802 | } |
800 | } |
|
|
801 | |
803 | /* Couldn't find a direction to move the arrow to - just |
802 | /* Couldn't find a direction to move the arrow to - just |
804 | * top it from moving. |
803 | * stop it from moving. |
805 | */ |
804 | */ |
806 | if (retry == 2) |
805 | if (retry == 2) |
807 | { |
806 | { |
808 | stop_arrow (op); |
807 | stop_arrow (op); |
809 | return; |
808 | return; |
810 | } |
809 | } |
|
|
810 | |
811 | /* update object image for new facing */ |
811 | /* update object image for new facing */ |
812 | /* many thrown objects *don't* have more than one face */ |
812 | /* many thrown objects *don't* have more than one face */ |
813 | if (GET_ANIM_ID (op)) |
813 | if (op->has_anim ()) |
814 | SET_ANIMATION (op, op->direction); |
814 | op->set_anim_frame (op->direction); |
815 | } /* object is reflected */ |
815 | } /* object is reflected */ |
816 | } /* object ran into a wall */ |
816 | } /* object ran into a wall */ |
817 | |
817 | |
818 | /* Move the arrow. */ |
818 | /* Move the arrow. */ |
819 | op->remove (); |
819 | op->move_to (pos); |
820 | op->x = new_x; |
|
|
821 | op->y = new_y; |
|
|
822 | |
|
|
823 | /* decrease the speed as it flies. 0.05 means a standard bow will shoot |
|
|
824 | * about 17 squares. Tune as needed. |
|
|
825 | */ |
|
|
826 | op->speed -= 0.05; |
|
|
827 | insert_ob_in_map (op, m, op, 0); |
|
|
828 | } |
820 | } |
829 | |
821 | |
830 | /* This routine doesnt seem to work for "inanimate" objects that |
822 | static void |
831 | * are being carried, ie a held torch leaps from your hands!. |
|
|
832 | * Modified this routine to allow held objects. b.t. */ |
|
|
833 | |
|
|
834 | void |
|
|
835 | change_object (object *op) |
823 | change_object (object *op) |
836 | { /* Doesn`t handle linked objs yet */ |
824 | { /* Doesn`t handle linked objs yet */ |
837 | int i, j; |
|
|
838 | |
|
|
839 | if (op->other_arch == NULL) |
825 | if (!op->other_arch) |
840 | { |
826 | { |
841 | 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 ()); |
842 | return; |
828 | return; |
843 | } |
829 | } |
844 | |
830 | |
845 | /* In non-living items only change when food value is 0 */ |
831 | /* In non-living items only change when food value is 0 */ |
846 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
832 | if (!op->flag [FLAG_ALIVE]) |
847 | { |
833 | { |
848 | if (op->stats.food-- > 0) |
834 | if (op->stats.food-- > 0) |
849 | 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); |
850 | else |
851 | else |
851 | op->stats.food = 1; /* so 1 other_arch is made */ |
|
|
852 | } |
|
|
853 | |
|
|
854 | object *pl = op->in_player (); |
|
|
855 | object *env = op->env; |
|
|
856 | |
|
|
857 | op->remove (); |
|
|
858 | for (i = 0; i < NROFNEWOBJS (op); i++) |
|
|
859 | { |
|
|
860 | object *tmp = arch_to_object (op->other_arch); |
|
|
861 | |
|
|
862 | if (op->type == LAMP) |
|
|
863 | tmp->stats.food = op->stats.food - 1; |
|
|
864 | |
|
|
865 | tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ |
|
|
866 | if (env) |
|
|
867 | { |
|
|
868 | tmp->x = env->x, tmp->y = env->y; |
|
|
869 | tmp = insert_ob_in_ob (tmp, env); |
|
|
870 | |
|
|
871 | /* If this object is the players inventory, we need to tell the |
|
|
872 | * client of the change. Insert_ob_in_map takes care of the |
|
|
873 | * updating the client, so we don't need to do that below. |
|
|
874 | */ |
|
|
875 | if (pl) |
|
|
876 | { |
|
|
877 | esrv_del_item (pl->contr, op->count); |
|
|
878 | esrv_send_item (pl, tmp); |
|
|
879 | } |
|
|
880 | } |
852 | { |
881 | else |
|
|
882 | { |
|
|
883 | 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 | |
884 | if (j == -1) /* No free spot */ |
855 | if (j < 0) /* No free spot */ |
885 | tmp->destroy (); |
856 | tmp->destroy (); |
886 | else |
857 | else |
887 | { |
858 | { |
888 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
859 | mapxy pos (op); pos.move (j); |
889 | insert_ob_in_map (tmp, op->map, op, 0); |
860 | |
|
|
861 | if (pos.normalise ()) |
|
|
862 | pos.insert (tmp, op); |
890 | } |
863 | } |
891 | } |
864 | } |
892 | } |
865 | } |
893 | |
866 | |
894 | op->destroy (); |
867 | op->destroy (); |
… | |
… | |
910 | move_teleporter (op->more); |
883 | move_teleporter (op->more); |
911 | |
884 | |
912 | if (op->head) |
885 | if (op->head) |
913 | head = op->head; |
886 | head = op->head; |
914 | |
887 | |
915 | for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
888 | for (tmp = op->above; tmp; tmp = tmp->above) |
916 | if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
889 | if (!tmp->flag [FLAG_IS_FLOOR]) |
917 | break; |
890 | break; |
918 | |
891 | |
919 | /* If nothing above us to move, nothing to do */ |
892 | /* If nothing above us to move, nothing to do */ |
920 | if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) |
893 | if (!tmp || tmp->flag [FLAG_WIZPASS]) |
921 | return; |
894 | return; |
922 | |
895 | |
923 | if (EXIT_PATH (head)) |
896 | if (EXIT_PATH (head)) |
924 | { |
897 | { |
925 | if (tmp->type == PLAYER) |
898 | if (tmp->type == PLAYER) |
… | |
… | |
950 | else |
923 | else |
951 | { |
924 | { |
952 | /* Random teleporter */ |
925 | /* Random teleporter */ |
953 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
926 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
954 | return; |
927 | return; |
|
|
928 | |
955 | teleport (head, TELEPORTER, tmp); |
929 | teleport (head, TELEPORTER, tmp); |
956 | } |
930 | } |
957 | } |
931 | } |
958 | |
932 | |
959 | /* This object will teleport someone to a different map |
933 | /* This object will teleport someone to a different map |
960 | and will also apply changes to the player from its inventory. |
934 | and will also apply changes to the player from its inventory. |
961 | 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 |
962 | can't be generalized. |
936 | can't be generalized. |
963 | */ |
937 | */ |
964 | void |
938 | static void |
965 | move_player_changer (object *op) |
939 | move_player_changer (object *op) |
966 | { |
940 | { |
967 | object *player; |
|
|
968 | object *walk; |
|
|
969 | |
|
|
970 | if (!op->above || !EXIT_PATH (op)) |
941 | if (!op->above || !EXIT_PATH (op)) |
971 | return; |
942 | return; |
972 | |
943 | |
973 | /* This isn't all that great - means that the player_mover |
944 | /* This isn't all that great - means that the player_mover |
974 | * needs to be on top. |
945 | * needs to be on top. |
975 | */ |
946 | */ |
976 | if (op->above->type == PLAYER) |
947 | if (op->above->type == PLAYER) |
977 | { |
948 | { |
|
|
949 | object *player = op->above; |
|
|
950 | |
978 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
951 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
979 | return; |
952 | return; |
980 | |
953 | |
981 | player = op->above; |
|
|
982 | |
|
|
983 | for (walk = op->inv; walk; walk = walk->below) |
954 | for (object *walk = op->inv; walk; walk = walk->below) |
984 | apply_changes_to_player (player, walk); |
955 | apply_changes_to_player (player, walk); |
985 | |
956 | |
986 | player->update_stats (); |
957 | player->update_stats (); |
987 | |
958 | |
988 | esrv_send_inventory (op->above, op->above); |
959 | esrv_send_inventory (op->above, op->above); |
… | |
… | |
1015 | return; /* dm has created a firewall in his inventory */ |
986 | return; /* dm has created a firewall in his inventory */ |
1016 | |
987 | |
1017 | spell = op->inv; |
988 | spell = op->inv; |
1018 | |
989 | |
1019 | if (!spell || spell->type != SPELL) |
990 | if (!spell || spell->type != SPELL) |
1020 | spell = &op->other_arch->clone; |
991 | spell = op->other_arch; |
1021 | |
992 | |
1022 | if (!spell) |
993 | if (!spell) |
1023 | { |
994 | { |
1024 | 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); |
1025 | return; |
996 | return; |
1026 | } |
997 | } |
1027 | |
998 | |
1028 | 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); |
1029 | } |
1000 | } |
1030 | |
1001 | |
1031 | /* move_player_mover: this function takes a "player mover" as an |
1002 | /* move_player_mover: this function takes a "player mover" as an |
1032 | * argument, and performs the function of a player mover, which is: |
1003 | * argument, and performs the function of a player mover, which is: |
1033 | * |
1004 | * |
1034 | * 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 |
1035 | * 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. |
1036 | * 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, |
1037 | * 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, |
1038 | * it'll paralyze the victim for hp*his speed/op->speed |
1009 | * it'll paralyze the victim for hp*his speed/op->speed |
1039 | */ |
1010 | */ |
1040 | void |
1011 | static void |
1041 | move_player_mover (object *op) |
1012 | move_player_mover (object *op) |
1042 | { |
1013 | { |
1043 | int dir = op->stats.sp; |
1014 | int dir = 0; |
1044 | sint16 nx, ny; |
|
|
1045 | maptile *m; |
|
|
1046 | |
|
|
1047 | /* Determine direction now for random movers so we do the right thing */ |
|
|
1048 | if (!dir) |
|
|
1049 | dir = rndm (1, 8); |
|
|
1050 | |
1015 | |
1051 | for (object *victim = op->ms ().bot; victim; victim = victim->above) |
1016 | for (object *victim = op->ms ().bot; victim; victim = victim->above) |
1052 | { |
1017 | { |
1053 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && |
1018 | if (victim->flag [FLAG_ALIVE] |
|
|
1019 | && !victim->flag [FLAG_WIZPASS] |
1054 | (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) |
1055 | { |
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 | } |
1056 | |
1041 | |
1057 | if (victim->head) |
1042 | if (victim->head) |
1058 | victim = victim->head; |
1043 | victim = victim->head; |
1059 | |
1044 | |
1060 | if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) |
|
|
1061 | { |
|
|
1062 | op->remove (); |
|
|
1063 | return; |
|
|
1064 | } |
|
|
1065 | |
|
|
1066 | nx = op->x + freearr_x[dir]; |
|
|
1067 | ny = op->y + freearr_y[dir]; |
|
|
1068 | m = op->map; |
|
|
1069 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
|
|
1070 | { |
|
|
1071 | LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y); |
|
|
1072 | return; |
|
|
1073 | } |
|
|
1074 | |
|
|
1075 | if (should_director_abort (op, victim)) |
1045 | if (should_director_abort (op, victim)) |
1076 | return; |
1046 | return; |
1077 | |
1047 | |
1078 | for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) |
1048 | for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) |
1079 | { |
1049 | { |
1080 | if (nextmover->type == PLAYERMOVER) |
1050 | if (nextmover->type == PLAYERMOVER) |
1081 | nextmover->speed_left = -.99f; |
1051 | nextmover->speed_left = -.99f; |
1082 | |
1052 | |
1083 | if (QUERY_FLAG (nextmover, FLAG_ALIVE)) |
1053 | if (nextmover->flag [FLAG_ALIVE]) |
1084 | op->speed_left = -1.1f; /* 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 */ |
1085 | } |
1055 | } |
1086 | |
1056 | |
1087 | if (victim->type == PLAYER) |
1057 | if (victim->type == PLAYER) |
1088 | { |
1058 | { |
1089 | /* only level >=1 movers move people */ |
1059 | /* only level >=1 movers move people */ |
1090 | if (op->level) |
1060 | if (op->level) |
1091 | { |
1061 | { |
1092 | /* 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 |
1093 | * is cleared, otherwise the player will get stuck in |
1063 | * is cleared, otherwise the player will get stuck in |
1094 | * place. This can happen if the player used a spell to |
1064 | * place. This can happen if the player used a spell to |
1095 | * get to this space. |
1065 | * get to this space. |
1096 | */ |
1066 | */ |
1097 | victim->contr->fire_on = 0; |
1067 | victim->contr->fire_on = 0; |
1098 | victim->speed_left = 1.f; |
1068 | victim->speed_left = 1.f; |
1099 | move_player (victim, dir); |
1069 | move_player (victim, dir); |
1100 | } |
1070 | } |
1101 | else |
1071 | else |
1102 | return; |
1072 | return; |
1103 | } |
1073 | } |
1104 | else |
1074 | else |
1105 | move_object (victim, dir); |
1075 | victim->move (dir); |
1106 | |
1076 | |
1107 | if (!op->stats.maxsp && op->attacktype) |
1077 | if (!op->stats.maxsp && op->attacktype) |
1108 | op->stats.maxsp = 2; |
1078 | op->stats.maxsp = 2; |
1109 | |
1079 | |
1110 | if (op->attacktype) |
1080 | if (op->attacktype) |
1111 | { /* flag to paralyze the player */ |
1081 | { /* flag to paralyze the player */ |
1112 | victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); |
1082 | victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed); |
1113 | } |
1083 | } |
1114 | } |
1084 | } |
1115 | } |
1085 | } |
1116 | } |
1086 | } |
1117 | |
1087 | |
… | |
… | |
1136 | if (op->above == NULL) |
1106 | if (op->above == NULL) |
1137 | return; |
1107 | return; |
1138 | |
1108 | |
1139 | for (tmp = op->above; tmp; tmp = tmp->above) |
1109 | for (tmp = op->above; tmp; tmp = tmp->above) |
1140 | { |
1110 | { |
1141 | if (op->other_arch->name == tmp->arch->name) |
1111 | if (op->other_arch->archname == tmp->arch->archname) |
1142 | { |
1112 | { |
1143 | if (op->level <= 0) |
1113 | if (op->level <= 0) |
1144 | tmp->destroy (); |
1114 | tmp->destroy (); |
1145 | else |
1115 | else |
1146 | { |
1116 | { |
… | |
… | |
1155 | break; |
1125 | break; |
1156 | } |
1126 | } |
1157 | } |
1127 | } |
1158 | } |
1128 | } |
1159 | |
1129 | |
1160 | /* move_creator (by peterm) |
1130 | /* move_creator (by peterm) |
1161 | * 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. |
1162 | * connected: what will trigger it |
1132 | * connected: what will trigger it |
1163 | * hp: how many times it may create before stopping |
1133 | * hp: how many times it may create before stopping |
1164 | * 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 |
1165 | * everytime it's triggered |
1135 | * everytime it's triggered |
… | |
… | |
1168 | * 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. |
1169 | * 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 |
1170 | * more concern with large objects, most notably a part being placed |
1140 | * more concern with large objects, most notably a part being placed |
1171 | * outside of the map which would cause the server to crash |
1141 | * outside of the map which would cause the server to crash |
1172 | */ |
1142 | */ |
1173 | |
|
|
1174 | void |
1143 | void |
1175 | move_creator (object *creator) |
1144 | move_creator (object *creator) |
1176 | { |
1145 | { |
1177 | object *new_ob; |
1146 | object *new_ob; |
1178 | |
1147 | |
1179 | if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) |
1148 | if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0) |
1180 | { |
1149 | { |
1181 | creator->stats.hp = -1; |
1150 | creator->stats.hp = -1; |
1182 | return; |
1151 | return; |
1183 | } |
1152 | } |
1184 | |
1153 | |
1185 | if (creator->inv != NULL) |
1154 | if (creator->inv) |
1186 | { |
1155 | { |
1187 | object *ob; |
1156 | object *ob; |
1188 | int i; |
1157 | int i; |
1189 | object *ob_to_copy; |
1158 | object *ob_to_copy; |
1190 | |
1159 | |
1191 | /* select random object from inventory to copy */ |
1160 | /* select random object from inventory to copy */ |
1192 | ob_to_copy = creator->inv; |
1161 | ob_to_copy = creator->inv; |
1193 | 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++) |
1194 | { |
1163 | { |
1195 | if (rndm (0, i) == 0) |
1164 | if (rndm (0, i) == 0) |
1196 | { |
1165 | { |
1197 | ob_to_copy = ob; |
1166 | ob_to_copy = ob; |
1198 | } |
1167 | } |
1199 | } |
1168 | } |
1200 | new_ob = object_create_clone (ob_to_copy); |
1169 | |
1201 | 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); |
1202 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1172 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1203 | } |
1173 | } |
1204 | else |
1174 | else |
1205 | { |
1175 | { |
1206 | if (creator->other_arch == NULL) |
1176 | if (!creator->other_arch) |
1207 | { |
1177 | { |
1208 | 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", |
1209 | &creator->name, &creator->map->path, creator->x, creator->y); |
1179 | &creator->name, &creator->map->path, creator->x, creator->y); |
1210 | return; |
1180 | return; |
1211 | } |
1181 | } |
… | |
… | |
1213 | new_ob = object_create_arch (creator->other_arch); |
1183 | new_ob = object_create_arch (creator->other_arch); |
1214 | fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); |
1184 | fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); |
1215 | } |
1185 | } |
1216 | |
1186 | |
1217 | /* Make sure this multipart object fits */ |
1187 | /* Make sure this multipart object fits */ |
1218 | 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)) |
1219 | { |
1189 | { |
1220 | new_ob->destroy (); |
1190 | new_ob->destroy (); |
1221 | return; |
1191 | return; |
1222 | } |
1192 | } |
1223 | |
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 | |
1224 | 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); |
1225 | if (QUERY_FLAG (new_ob, FLAG_FREED)) |
1200 | if (new_ob->flag [FLAG_FREED]) |
1226 | return; |
1201 | return; |
1227 | |
1202 | |
1228 | if (creator->slaying) |
1203 | if (creator->slaying) |
1229 | { |
|
|
1230 | new_ob->name = new_ob->title = creator->slaying; |
1204 | new_ob->name = new_ob->title = creator->slaying; |
1231 | } |
|
|
1232 | } |
1205 | } |
1233 | |
1206 | |
1234 | /* move_marker --peterm@soda.csua.berkeley.edu |
1207 | /* move_marker --peterm@soda.csua.berkeley.edu |
1235 | when moved, a marker will search for a player sitting above |
1208 | when moved, a marker will search for a player sitting above |
1236 | it, and insert an invisible, weightless force into him |
1209 | it, and insert an invisible, weightless force into him |
… | |
… | |
1242 | void |
1215 | void |
1243 | move_marker (object *op) |
1216 | move_marker (object *op) |
1244 | { |
1217 | { |
1245 | if (object *tmp = op->ms ().player ()) |
1218 | if (object *tmp = op->ms ().player ()) |
1246 | { |
1219 | { |
1247 | object *tmp2; |
|
|
1248 | |
|
|
1249 | /* remove an old force with a slaying field == op->name */ |
1220 | /* remove an old force with a slaying field == op->name */ |
1250 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1221 | if (object *force = tmp->force_find (op->name)) |
1251 | if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) |
1222 | force->destroy (); |
|
|
1223 | |
|
|
1224 | if (op->slaying && !tmp->force_find (op->slaying)) |
1252 | { |
1225 | { |
1253 | tmp2->destroy (); |
1226 | tmp->force_add (op->slaying, op->stats.food); |
1254 | break; |
|
|
1255 | } |
|
|
1256 | |
1227 | |
1257 | /* cycle through his inventory to look for the MARK we want to |
|
|
1258 | * place |
|
|
1259 | */ |
|
|
1260 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
|
|
1261 | if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying) |
|
|
1262 | break; |
|
|
1263 | |
|
|
1264 | /* if we didn't find our own MARK */ |
|
|
1265 | if (!tmp2) |
|
|
1266 | { |
|
|
1267 | object *force = get_archetype (FORCE_NAME); |
|
|
1268 | |
|
|
1269 | if (op->stats.food) |
|
|
1270 | { |
|
|
1271 | force->set_speed (0.01); |
|
|
1272 | force->speed_left = -op->stats.food; |
|
|
1273 | } |
|
|
1274 | else |
|
|
1275 | force->set_speed (0); |
|
|
1276 | |
|
|
1277 | /* put in the lock code */ |
|
|
1278 | force->slaying = op->slaying; |
|
|
1279 | |
|
|
1280 | if (op->lore) |
|
|
1281 | force->lore = op->lore; |
|
|
1282 | |
|
|
1283 | insert_ob_in_ob (force, tmp); |
|
|
1284 | if (op->msg) |
1228 | if (op->msg) |
1285 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
1229 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
1286 | |
1230 | |
1287 | if (op->stats.hp > 0) |
1231 | if (op->stats.hp > 0) |
1288 | { |
1232 | { |
1289 | op->stats.hp--; |
1233 | op->stats.hp--; |
|
|
1234 | |
1290 | if (op->stats.hp == 0) |
1235 | if (op->stats.hp == 0) |
1291 | { |
1236 | { |
1292 | /* marker expires--granted mark number limit */ |
1237 | /* marker expires--granted mark number limit */ |
1293 | op->destroy (); |
1238 | op->destroy (); |
1294 | return; |
1239 | return; |
… | |
… | |
1296 | } |
1241 | } |
1297 | } |
1242 | } |
1298 | } |
1243 | } |
1299 | } |
1244 | } |
1300 | |
1245 | |
|
|
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 | |
1301 | void |
1292 | void |
1302 | process_object (object *op) |
1293 | process_object (object *op) |
1303 | { |
1294 | { |
1304 | if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) |
1295 | if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE])) |
1305 | return; |
1296 | return; |
1306 | |
1297 | |
1307 | if (expect_false (INVOKE_OBJECT (TICK, op))) |
1298 | if (ecb_expect_false (INVOKE_OBJECT (TICK, op))) |
1308 | return; |
1299 | return; |
1309 | |
1300 | |
1310 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
1301 | if (op->flag [FLAG_MONSTER]) |
1311 | if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) |
1302 | if (move_monster (op) || op->flag [FLAG_FREED]) |
1312 | return; |
1303 | return; |
1313 | |
1304 | |
1314 | if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) |
1305 | if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0) |
1315 | { |
1306 | { |
1316 | animate_object (op, op->contr ? op->facing : op->direction); |
1307 | animate_object (op, op->contr ? op->facing : op->direction); |
1317 | |
1308 | |
1318 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1309 | if (op->flag [FLAG_SEE_ANYWHERE]) |
1319 | make_sure_seen (op); |
1310 | make_sure_seen (op); |
1320 | } |
1311 | } |
1321 | |
1312 | |
1322 | if (expect_false ( |
1313 | if (ecb_expect_false ( |
1323 | op->flag [FLAG_GENERATOR] |
1314 | op->flag [FLAG_GENERATOR] |
1324 | || op->flag [FLAG_CHANGING] |
1315 | || op->flag [FLAG_CHANGING] |
1325 | || op->flag [FLAG_IS_USED_UP] |
1316 | || op->flag [FLAG_IS_USED_UP] |
1326 | )) |
1317 | )) |
1327 | { |
1318 | { |
1328 | if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) |
1319 | if (op->flag [FLAG_CHANGING] && !op->state) |
1329 | { |
1320 | { |
1330 | change_object (op); |
1321 | change_object (op); |
1331 | return; |
1322 | return; |
1332 | } |
1323 | } |
1333 | |
1324 | |
1334 | if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) |
1325 | if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY]) |
1335 | generate_monster (op); |
1326 | generate_monster (op); |
1336 | |
1327 | |
1337 | if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) |
1328 | if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0) |
1338 | { |
1329 | { |
1339 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1330 | if (op->flag [FLAG_APPLIED]) |
1340 | remove_force (op); |
1331 | remove_force (op); |
1341 | else |
1332 | else |
1342 | { |
1333 | { |
1343 | /* If necessary, delete the item from the players inventory */ |
1334 | op->remove (); // TODO: really necessary? |
1344 | object *pl = op->in_player (); |
|
|
1345 | |
1335 | |
1346 | if (pl) |
|
|
1347 | esrv_del_item (pl->contr, op->count); |
|
|
1348 | |
|
|
1349 | op->remove (); |
|
|
1350 | |
|
|
1351 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1336 | if (op->flag [FLAG_SEE_ANYWHERE]) |
1352 | make_sure_not_seen (op); |
1337 | make_sure_not_seen (op); |
1353 | |
1338 | |
1354 | op->destroy (); |
1339 | op->drop_and_destroy (); |
1355 | } |
1340 | } |
1356 | |
1341 | |
1357 | return; |
1342 | return; |
1358 | } |
1343 | } |
1359 | } |
1344 | } |
… | |
… | |
1483 | |
1468 | |
1484 | case PLAYER: |
1469 | case PLAYER: |
1485 | // players have their own speed-management, so undo the --speed_left |
1470 | // players have their own speed-management, so undo the --speed_left |
1486 | ++op->speed_left; |
1471 | ++op->speed_left; |
1487 | break; |
1472 | break; |
1488 | } |
|
|
1489 | } |
|
|
1490 | |
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 | } |
|
|
1487 | } |
|
|
1488 | |