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 |
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 3 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, see <http://www.gnu.org/licenses/>. |
20 | * and the GNU General Public License along with this program. If not, see |
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21 | * <http://www.gnu.org/licenses/>. |
20 | * |
22 | * |
21 | * 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> |
22 | */ |
24 | */ |
23 | |
25 | |
24 | /* |
26 | /* |
25 | * 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 |
26 | * collected in this file. |
28 | * collected in this file. |
27 | */ |
29 | */ |
28 | #include <global.h> |
30 | #include <global.h> |
29 | #include <spells.h> |
31 | #include <spells.h> |
30 | #include <sproto.h> |
32 | #include <sproto.h> |
31 | |
33 | |
32 | /* The following removes doors. The functions check to see if similar |
34 | /* The following removes doors. The functions check to see if similar |
33 | * 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 |
34 | * so those will be removed shortly (in a cascade like fashion.) |
36 | * so those will be removed shortly (in a cascade like fashion.) |
35 | */ |
37 | */ |
36 | void |
38 | void |
37 | remove_door (object *op) |
39 | remove_door (object *op) |
38 | { |
40 | { |
39 | int i; |
41 | for (int i = 1; i < SIZEOFFREE1 + 1; i += 2) |
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42 | { |
40 | object *tmp; |
43 | object *tmp; |
41 | |
44 | mapxy pos (op); |
42 | for (i = 1; i < 9; i += 2) |
45 | pos.move (i); |
43 | 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))) |
44 | { |
48 | { |
45 | tmp->set_speed (0.1f); |
49 | tmp->set_speed (0.1f); |
46 | tmp->speed_left = -0.2f; |
50 | tmp->speed_left = -0.2f; |
47 | } |
51 | } |
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|
52 | } |
48 | |
53 | |
49 | if (op->other_arch) |
54 | if (op->other_arch) |
50 | { |
55 | { |
51 | tmp = arch_to_object (op->other_arch); |
56 | object *tmp = op->other_arch->instance (); |
52 | tmp->x = op->x; |
57 | tmp->x = op->x; |
53 | tmp->y = op->y; |
58 | tmp->y = op->y; |
54 | tmp->map = op->map; |
59 | tmp->map = op->map; |
55 | tmp->level = op->level; |
60 | tmp->level = op->level; |
56 | insert_ob_in_map (tmp, op->map, op, 0); |
61 | insert_ob_in_map (tmp, op->map, op, 0); |
57 | } |
62 | } |
58 | |
63 | |
59 | op->destroy (); |
64 | op->drop_and_destroy (); |
60 | } |
65 | } |
61 | |
66 | |
62 | void |
67 | void |
63 | remove_door2 (object *op) |
68 | remove_door2 (object *op) |
64 | { |
69 | { |
65 | int i; |
70 | int i; |
66 | object *tmp; |
71 | object *tmp; |
67 | |
72 | |
68 | for (i = 1; i < 9; i += 2) |
73 | for (i = 1; i < 9; i += 2) |
69 | { |
74 | { |
70 | 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)); |
71 | if (tmp && tmp->slaying == op->slaying) |
76 | if (tmp && tmp->slaying == op->slaying) |
72 | { /* same key both doors */ |
77 | { /* same key both doors */ |
73 | tmp->set_speed (0.1f); |
78 | tmp->set_speed (0.1f); |
74 | tmp->speed_left = -0.2f; |
79 | tmp->speed_left = -0.2f; |
75 | } |
80 | } |
76 | } |
81 | } |
77 | |
82 | |
78 | if (op->other_arch) |
83 | if (op->other_arch) |
79 | { |
84 | { |
80 | tmp = arch_to_object (op->other_arch); |
85 | tmp = op->other_arch->instance (); |
81 | tmp->x = op->x; |
86 | tmp->x = op->x; |
82 | tmp->y = op->y; |
87 | tmp->y = op->y; |
83 | tmp->map = op->map; |
88 | tmp->map = op->map; |
84 | tmp->level = op->level; |
89 | tmp->level = op->level; |
85 | insert_ob_in_map (tmp, op->map, op, 0); |
90 | insert_ob_in_map (tmp, op->map, op, 0); |
86 | } |
91 | } |
87 | |
92 | |
88 | op->destroy (); |
93 | op->drop_and_destroy (); |
89 | } |
94 | } |
90 | |
95 | |
91 | void |
96 | static void |
92 | generate_monster (object *gen) |
97 | generate_monster (object *gen) |
93 | { |
98 | { |
94 | if (!gen->map) |
99 | if (!gen->map) |
95 | return; |
100 | return; |
96 | |
101 | |
97 | if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) |
102 | if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) |
98 | return; |
103 | return; |
99 | |
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 | |
100 | object *op; |
110 | object *op; |
101 | int i; |
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 from the inventory... |
115 | // either copy one item from the inventory... |
106 | if (!gen->inv) |
116 | if (!gen->inv) |
107 | return; |
117 | return; |
108 | |
118 | |
… | |
… | |
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 | i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); |
125 | dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
116 | if (i < 0) |
126 | if (dir < 0) |
117 | return; |
127 | return; |
118 | |
128 | |
119 | op = object_create_clone (op); |
129 | op = op->deep_clone (); |
120 | |
130 | |
121 | CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); |
131 | op->clr_flag (FLAG_IS_A_TEMPLATE); |
122 | unflag_inv (op, FLAG_IS_A_TEMPLATE); |
132 | unflag_inv (op, FLAG_IS_A_TEMPLATE); |
123 | } |
133 | } |
124 | else if (gen->other_arch) |
134 | else if (gen->other_arch) |
125 | { |
135 | { |
126 | // ...or use other_arch |
136 | // ...or use other_arch |
127 | i = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, 9); |
137 | dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
128 | if (i < 0) |
138 | if (dir < 0) |
129 | return; |
139 | return; |
130 | |
140 | |
131 | op = arch_to_object (gen->other_arch); |
141 | op = gen->other_arch->instance (); |
132 | } |
142 | } |
133 | else |
143 | else |
134 | return; |
144 | return; |
135 | |
145 | |
136 | op->expand_tail (); |
146 | op->expand_tail (); |
137 | |
147 | |
138 | if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i])) |
148 | mapxy pos (gen); pos.move (dir); |
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149 | |
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150 | if (pos.insert (op, gen)) |
139 | { |
151 | { |
140 | if (rndm (0, 9)) |
152 | if (rndm (0, 9)) |
141 | generate_artifact (op, gen->map->difficulty); |
153 | generate_artifact (op, gen->map->difficulty); |
142 | |
154 | |
143 | if (op->has_random_items ()) |
155 | if (op->has_random_items ()) |
… | |
… | |
147 | } |
159 | } |
148 | |
160 | |
149 | op->destroy (); |
161 | op->destroy (); |
150 | } |
162 | } |
151 | |
163 | |
152 | void |
164 | static void |
153 | remove_force (object *op) |
165 | remove_force (object *op) |
154 | { |
166 | { |
155 | if (--op->duration > 0) |
167 | if (--op->duration > 0) |
156 | return; |
168 | return; |
157 | |
169 | |
158 | if (op->env) |
170 | if (op->env) |
159 | switch (op->subtype) |
171 | switch (op->subtype) |
160 | { |
172 | { |
161 | case FORCE_CONFUSION: |
173 | case FORCE_CONFUSION: |
162 | CLEAR_FLAG (op->env, FLAG_CONFUSED); |
174 | op->env->clr_flag (FLAG_CONFUSED); |
163 | 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"); |
164 | |
176 | |
165 | default: |
177 | default: |
166 | CLEAR_FLAG (op, FLAG_APPLIED); |
178 | op->clr_flag (FLAG_APPLIED); |
167 | change_abil (op->env, op); |
179 | change_abil (op->env, op); |
168 | op->env->update_stats (); |
180 | op->env->update_stats (); |
169 | } |
181 | } |
170 | |
182 | |
171 | op->destroy (); |
183 | op->destroy (); |
172 | } |
184 | } |
173 | |
185 | |
174 | void |
186 | static void |
175 | remove_blindness (object *op) |
187 | remove_blindness (object *op) |
176 | { |
188 | { |
177 | if (--op->stats.food > 0) |
189 | if (--op->stats.food > 0) |
178 | return; |
190 | return; |
179 | |
191 | |
180 | CLEAR_FLAG (op, FLAG_APPLIED); |
192 | op->clr_flag (FLAG_APPLIED); |
181 | |
193 | |
182 | if (op->env) |
194 | if (op->env) |
183 | { |
195 | { |
184 | change_abil (op->env, op); |
196 | change_abil (op->env, op); |
185 | op->env->update_stats (); |
197 | op->env->update_stats (); |
186 | } |
198 | } |
187 | |
199 | |
188 | op->destroy (); |
200 | op->destroy (); |
189 | } |
201 | } |
190 | |
202 | |
191 | void |
203 | static void |
192 | poison_more (object *op) |
204 | poison_more (object *op) |
193 | { |
205 | { |
194 | 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) |
195 | { |
207 | { |
196 | op->destroy (); |
208 | op->destroy (); |
197 | return; |
209 | return; |
198 | } |
210 | } |
199 | |
211 | |
… | |
… | |
202 | /* 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 |
203 | * will not do anything. |
215 | * will not do anything. |
204 | */ |
216 | */ |
205 | if (op->env->type == PLAYER) |
217 | if (op->env->type == PLAYER) |
206 | { |
218 | { |
207 | CLEAR_FLAG (op, FLAG_APPLIED); |
219 | op->clr_flag (FLAG_APPLIED); |
208 | op->env->update_stats (); |
220 | op->env->update_stats (); |
209 | 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."); |
210 | } |
222 | } |
211 | |
223 | |
212 | op->destroy (); |
224 | op->destroy (); |
… | |
… | |
221 | |
233 | |
222 | hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); |
234 | hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); |
223 | } |
235 | } |
224 | |
236 | |
225 | |
237 | |
226 | void |
238 | static void |
227 | move_gate (object *op) |
239 | move_gate (object *op) |
228 | { /* 1 = going down, 0 = going up */ |
240 | { /* 1 = going down, 0 = going up */ |
229 | object *tmp; |
241 | object *tmp; |
230 | |
242 | |
231 | if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) |
243 | if (uint32_t (op->stats.wc) >= op->anim_frames ()) |
232 | { |
244 | { |
233 | 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 ()); |
234 | op->stats.wc = 0; |
246 | op->stats.wc = 0; |
235 | } |
247 | } |
236 | |
248 | |
237 | /* We're going down */ |
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238 | if (op->value) |
249 | if (op->value) |
239 | { |
250 | { |
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251 | /* We're going down */ |
240 | if (--op->stats.wc <= 0) |
252 | if (--op->stats.wc <= 0) |
241 | { /* Reached bottom, let's stop */ |
253 | { /* Reached bottom, let's stop */ |
242 | op->stats.wc = 0; |
254 | op->stats.wc = 0; |
243 | if (op->arch->speed) |
255 | if (op->arch->has_active_speed ()) |
244 | op->value = 0; |
256 | op->value = 0; |
245 | else |
257 | else |
246 | op->set_speed (0); |
258 | op->set_speed (0); |
247 | } |
259 | } |
248 | |
260 | |
249 | if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) |
261 | if (op->stats.wc < op->anim_frames () / 2 + 1) |
250 | { |
262 | { |
251 | op->move_block = 0; |
263 | op->move_block = 0; |
252 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
264 | op->clr_flag (FLAG_BLOCKSVIEW); |
253 | update_all_los (op->map, op->x, op->y); |
265 | update_all_los (op->map, op->x, op->y); |
254 | } |
266 | } |
255 | |
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256 | SET_ANIMATION (op, op->stats.wc); |
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257 | update_object (op, UP_OBJ_CHANGE); |
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258 | return; |
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259 | } |
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260 | |
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261 | /* We're going up */ |
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262 | |
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263 | /* First, lets see if we are already at the top */ |
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264 | if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
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265 | { |
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266 | |
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267 | /* Check to make sure that only non pickable and non rollable |
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268 | * objects are above the gate. If so, we finish closing the gate, |
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269 | * otherwise, we fall through to the code below which should lower |
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270 | * the gate slightly. |
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271 | */ |
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272 | |
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273 | for (tmp = op->above; tmp; tmp = tmp->above) |
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274 | if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
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275 | break; |
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276 | |
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277 | if (!tmp) |
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278 | { |
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279 | if (op->arch->speed) |
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280 | op->value = 1; |
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281 | else |
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282 | op->set_speed (0); |
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283 | |
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284 | return; |
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285 | } |
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286 | } |
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287 | |
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288 | if (op->stats.food) |
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289 | { /* The gate is going temporarily down */ |
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290 | if (--op->stats.wc <= 0) |
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291 | { /* Gone all the way down? */ |
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292 | op->stats.food = 0; /* Then let's try again */ |
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293 | op->stats.wc = 0; |
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294 | } |
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295 | } |
267 | } |
296 | 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 |
297 | { /* The gate is still going up */ |
305 | { /* The gate is still going up */ |
298 | op->stats.wc++; |
306 | op->stats.wc++; |
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307 | min_it (op->stats.wc, op->anim_frames () - 1); |
299 | |
308 | |
300 | if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) |
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301 | op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; |
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302 | |
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303 | /* 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. |
304 | * 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 |
305 | */ |
311 | */ |
306 | if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) |
312 | if (op->stats.wc >= op->anim_frames () / 2) |
307 | { |
313 | { |
308 | /* Halfway or further, check blocks */ |
314 | /* Halfway or further, check blocks */ |
309 | /* First, get the top object on the square. */ |
315 | /* First, get the top object on the square. */ |
310 | for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) |
316 | for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) |
311 | ; |
317 | ; |
312 | |
318 | |
313 | if (tmp) |
319 | if (tmp) |
314 | { |
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315 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
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316 | { |
320 | { |
317 | hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); |
321 | if (tmp->flag [FLAG_ALIVE]) |
318 | op->play_sound (sound_find ("blocked_gate")); |
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319 | |
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320 | if (tmp->type == PLAYER) |
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321 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); |
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322 | } |
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323 | /* If the object is not alive, and the object either can |
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324 | * be picked up or the object rolls, move the object |
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325 | * off the gate. |
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326 | */ |
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327 | else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) |
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328 | { |
|
|
329 | /* If it has speed, it should move itself, otherwise: */ |
|
|
330 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
|
|
331 | |
|
|
332 | /* If there is a free spot, move the object someplace */ |
|
|
333 | if (i != -1) |
|
|
334 | { |
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 ()) |
335 | tmp->remove (); |
344 | tmp->move_to (pos); |
336 | tmp->x += freearr_x[i], tmp->y += freearr_y[i]; |
345 | } |
337 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
338 | } |
346 | } |
339 | } |
347 | } |
340 | } |
|
|
341 | |
348 | |
342 | /* See if there is still anything blocking the gate */ |
349 | /* See if there is still anything blocking the gate */ |
343 | for (tmp = op->above; tmp; tmp = tmp->above) |
350 | for (tmp = op->above; tmp; tmp = tmp->above) |
344 | 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]) |
345 | break; |
352 | break; |
346 | |
353 | |
347 | /* IF there is, start putting the gate down */ |
354 | /* IF there is, start putting the gate down */ |
348 | if (tmp) |
355 | if (tmp) |
349 | op->stats.food = 1; |
356 | op->stats.food = 1; |
350 | else |
357 | else |
351 | { |
358 | { |
352 | op->move_block = MOVE_ALL; |
359 | op->move_block = MOVE_ALL; |
353 | |
360 | |
354 | if (!op->arch->stats.ac) |
361 | if (!op->arch->stats.ac) |
355 | SET_FLAG (op, FLAG_BLOCKSVIEW); |
362 | op->set_flag (FLAG_BLOCKSVIEW); |
|
|
363 | |
356 | update_all_los (op->map, op->x, op->y); |
364 | update_all_los (op->map, op->x, op->y); |
357 | } |
365 | } |
358 | } /* gate is halfway up */ |
366 | } /* gate is halfway up */ |
359 | |
|
|
360 | SET_ANIMATION (op, op->stats.wc); |
|
|
361 | update_object (op, UP_OBJ_CHANGE); |
|
|
362 | } /* gate is going up */ |
367 | } /* gate is going up */ |
|
|
368 | } |
|
|
369 | |
|
|
370 | op->update_anim_frame (op->stats.wc); |
363 | } |
371 | } |
364 | |
372 | |
365 | /* hp : how long door is open/closed |
373 | /* hp : how long door is open/closed |
366 | * maxhp : initial value for hp |
374 | * maxhp : initial value for hp |
367 | * sp : 1 = open, 0 = close |
375 | * sp : 1 = open, 0 = close |
368 | */ |
376 | */ |
369 | void |
377 | static void |
370 | move_timed_gate (object *op) |
378 | move_timed_gate (object *op) |
371 | { |
379 | { |
372 | int v = op->value; |
380 | int v = op->value; |
373 | |
381 | |
374 | if (op->stats.sp) |
382 | if (op->stats.sp) |
… | |
… | |
393 | * speed: frequency of 'glances' |
401 | * speed: frequency of 'glances' |
394 | * connected: connected value of detector |
402 | * connected: connected value of detector |
395 | * sp: 1 if detection sets buttons |
403 | * sp: 1 if detection sets buttons |
396 | * -1 if detection unsets buttons |
404 | * -1 if detection unsets buttons |
397 | */ |
405 | */ |
398 | |
406 | static void |
399 | void |
|
|
400 | move_detector (object *op) |
407 | move_detector (object *op) |
401 | { |
408 | { |
402 | object *tmp; |
409 | object *tmp; |
403 | int last = op->value; |
410 | int last = op->value; |
404 | int detected; |
411 | int detected; |
405 | |
412 | |
406 | detected = 0; |
413 | detected = 0; |
407 | |
414 | |
408 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && !detected; tmp = tmp->above) |
415 | for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above) |
409 | { |
416 | { |
410 | object *tmp2; |
417 | object *tmp2; |
411 | |
418 | |
412 | if (op->stats.hp) |
419 | if (op->stats.hp) |
413 | { |
420 | { |
… | |
… | |
431 | if (op->stats.sp == 1) |
438 | if (op->stats.sp == 1) |
432 | { |
439 | { |
433 | if (detected && last == 0) |
440 | if (detected && last == 0) |
434 | { |
441 | { |
435 | op->value = 1; |
442 | op->value = 1; |
436 | push_button (op); |
443 | push_button (op, tmp); |
437 | } |
444 | } |
438 | |
445 | |
439 | if (!detected && last == 1) |
446 | if (!detected && last == 1) |
440 | { |
447 | { |
441 | op->value = 0; |
448 | op->value = 0; |
442 | push_button (op); |
449 | push_button (op, tmp); |
443 | } |
450 | } |
444 | } |
451 | } |
445 | else |
452 | else |
446 | { /* in this case, we unset buttons */ |
453 | { /* in this case, we unset buttons */ |
447 | if (detected && last == 1) |
454 | if (detected && last == 1) |
448 | { |
455 | { |
449 | op->value = 0; |
456 | op->value = 0; |
450 | push_button (op); |
457 | push_button (op, tmp); |
451 | } |
458 | } |
452 | |
459 | |
453 | if (!detected && last == 0) |
460 | if (!detected && last == 0) |
454 | { |
461 | { |
455 | op->value = 1; |
462 | op->value = 1; |
456 | push_button (op); |
463 | push_button (op, tmp); |
457 | } |
464 | } |
458 | } |
465 | } |
459 | } |
466 | } |
460 | |
|
|
461 | |
467 | |
462 | void |
468 | void |
463 | animate_trigger (object *op) |
469 | animate_trigger (object *op) |
464 | { |
470 | { |
465 | if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) |
471 | if (uint32_t (++op->stats.wc) >= op->anim_frames ()) |
466 | { |
472 | { |
467 | op->stats.wc = 0; |
473 | op->stats.wc = 0; |
468 | check_trigger (op, NULL); |
474 | check_trigger (op, NULL); |
469 | } |
475 | } |
470 | else |
476 | else |
471 | { |
477 | op->update_anim_frame (op->stats.wc); |
472 | SET_ANIMATION (op, op->stats.wc); |
|
|
473 | update_object (op, UP_OBJ_FACE); |
|
|
474 | } |
|
|
475 | } |
478 | } |
476 | |
479 | |
477 | void |
480 | static void |
478 | move_hole (object *op) |
481 | move_hole (object *op) |
479 | { /* 1 = opening, 0 = closing */ |
482 | { /* 1 = opening, 0 = closing */ |
480 | object *next, *tmp; |
|
|
481 | |
|
|
482 | if (op->value) |
483 | if (op->value) |
483 | { /* We're opening */ |
484 | { |
|
|
485 | /* We're opening */ |
|
|
486 | op->stats.wc--; |
484 | if (--op->stats.wc <= 0) |
487 | if (op->stats.wc <= 0) |
485 | { /* Opened, let's stop */ |
488 | { /* Opened, let's stop */ |
486 | op->stats.wc = 0; |
489 | op->stats.wc = 0; |
487 | op->set_speed (0); |
490 | op->set_speed (0); |
488 | |
491 | |
489 | /* Hard coding this makes sense for holes I suppose */ |
492 | /* Hard coding this makes sense for holes I suppose */ |
490 | op->move_on = MOVE_WALK; |
493 | op->move_on = MOVE_WALK; |
491 | for (tmp = op->above; tmp != NULL; tmp = next) |
494 | for (object *next, *tmp = op->above; tmp; tmp = next) |
492 | { |
495 | { |
493 | next = tmp->above; |
496 | next = tmp->above; |
494 | move_apply (op, tmp, tmp); |
497 | move_apply (op, tmp, tmp); |
495 | } |
498 | } |
496 | } |
499 | } |
497 | |
500 | } |
498 | SET_ANIMATION (op, op->stats.wc); |
501 | else |
499 | update_object (op, UP_OBJ_FACE); |
|
|
500 | return; |
|
|
501 | } |
502 | { |
502 | /* We're closing */ |
503 | /* We're closing */ |
503 | op->move_on = 0; |
504 | op->move_on = 0; |
504 | |
505 | |
505 | op->stats.wc++; |
506 | op->stats.wc++; |
506 | if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) |
507 | if (op->stats.wc >= op->anim_frames ()) |
507 | op->stats.wc = NUM_ANIMATIONS (op) - 1; |
508 | { |
508 | |
509 | op->stats.wc = op->anim_frames () - 1; |
509 | SET_ANIMATION (op, op->stats.wc); |
|
|
510 | update_object (op, UP_OBJ_FACE); |
|
|
511 | if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
|
|
512 | 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); |
513 | } |
515 | } |
514 | |
516 | |
515 | |
517 | |
516 | /* 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 |
517 | * 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 |
… | |
… | |
537 | { |
539 | { |
538 | object *payload = op->inv; |
540 | object *payload = op->inv; |
539 | |
541 | |
540 | if (payload == NULL) |
542 | if (payload == NULL) |
541 | return NULL; |
543 | return NULL; |
|
|
544 | |
542 | payload->remove (); |
545 | payload->remove (); |
543 | op->destroy (); |
546 | op->destroy (); |
544 | return payload; |
547 | return payload; |
545 | } |
548 | } |
546 | |
549 | |
… | |
… | |
563 | fix_stopped_item (object *op, maptile *map, object *originator) |
566 | fix_stopped_item (object *op, maptile *map, object *originator) |
564 | { |
567 | { |
565 | if (map == NULL) |
568 | if (map == NULL) |
566 | return; |
569 | return; |
567 | |
570 | |
568 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
571 | if (op->flag [FLAG_REMOVED]) |
569 | insert_ob_in_map (op, map, originator, 0); |
572 | insert_ob_in_map (op, map, originator, 0); |
570 | else if (op->type == ARROW) |
573 | else if (op->type == ARROW) |
571 | merge_ob (op, NULL); /* only some arrows actually need this */ |
574 | merge_ob (op, NULL); /* only some arrows actually need this */ |
572 | } |
575 | } |
573 | |
576 | |
… | |
… | |
589 | |
592 | |
590 | // restore original wc, dam, attacktype and slaying |
593 | // restore original wc, dam, attacktype and slaying |
591 | op->stats.wc = op->stats.sp; |
594 | op->stats.wc = op->stats.sp; |
592 | op->stats.dam = op->stats.hp; |
595 | op->stats.dam = op->stats.hp; |
593 | op->attacktype = op->stats.grace; |
596 | op->attacktype = op->stats.grace; |
|
|
597 | op->slaying = op->custom_name; |
594 | |
598 | |
595 | if (op->spellarg) |
|
|
596 | { |
|
|
597 | op->slaying = op->spellarg; |
|
|
598 | free (op->spellarg); |
|
|
599 | op->spellarg = 0; |
|
|
600 | } |
|
|
601 | else |
|
|
602 | op->slaying = 0; |
|
|
603 | |
|
|
604 | /* 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 */ |
605 | op->spellarg = NULL; |
600 | op->custom_name = 0; |
606 | op->stats.sp = 0; |
601 | op->stats.sp = 0; |
607 | op->stats.hp = 0; |
602 | op->stats.hp = 0; |
608 | op->stats.grace = 0; |
603 | op->stats.grace = 0; |
609 | op->level = 0; |
604 | op->level = 0; |
610 | op->face = op->arch->face; |
605 | op->face = op->arch->face; |
611 | 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 | |
612 | update_object (op, UP_OBJ_CHANGE); |
610 | update_object (op, UP_OBJ_CHANGE); |
|
|
611 | |
613 | return op; |
612 | return op; |
614 | } |
613 | } |
615 | |
614 | |
616 | /* stop_arrow() - what to do when a non-living flying object |
615 | /* stop_arrow() - what to do when a non-living flying object |
617 | * 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 |
… | |
… | |
626 | if (INVOKE_OBJECT (STOP, op)) |
625 | if (INVOKE_OBJECT (STOP, op)) |
627 | return; |
626 | return; |
628 | |
627 | |
629 | if (op->inv) |
628 | if (op->inv) |
630 | { |
629 | { |
|
|
630 | // replace this by straightforward drop to ground? |
631 | object *payload = op->inv; |
631 | object *payload = op->inv; |
632 | |
632 | |
633 | payload->remove (); |
|
|
634 | payload->owner = 0; |
633 | payload->owner = 0; |
635 | insert_ob_in_map (payload, op->map, payload, 0); |
634 | insert_ob_in_map (payload, op->map, payload, 0); |
636 | op->destroy (); |
635 | op->destroy (); |
637 | } |
636 | } |
638 | else |
637 | else |
… | |
… | |
642 | if (op) |
641 | if (op) |
643 | merge_ob (op, 0); |
642 | merge_ob (op, 0); |
644 | } |
643 | } |
645 | } |
644 | } |
646 | |
645 | |
647 | /* 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. |
648 | */ |
647 | */ |
649 | void |
648 | void |
650 | move_arrow (object *op) |
649 | move_arrow (object *op) |
651 | { |
650 | { |
652 | object *tmp; |
|
|
653 | sint16 new_x, new_y; |
|
|
654 | int was_reflected, mflags; |
651 | int was_reflected; |
655 | maptile *m; |
|
|
656 | |
652 | |
657 | if (op->map == NULL) |
653 | if (!op->map) |
658 | { |
654 | { |
659 | LOG (llevError, "BUG: Arrow had no map.\n"); |
655 | LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ()); |
660 | op->destroy (); |
656 | op->destroy (); |
661 | return; |
657 | return; |
662 | } |
658 | } |
663 | |
659 | |
664 | /* we need to stop thrown objects at some point. Like here. */ |
660 | /* we need to stop thrown objects at some point. Like here. */ |
… | |
… | |
670 | * 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, |
671 | * 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 |
672 | * 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, |
673 | * and it is easy enough to clean it up here. |
669 | * and it is easy enough to clean it up here. |
674 | */ |
670 | */ |
675 | if (op->inv == NULL) |
671 | if (!op->inv) |
676 | { |
672 | { |
677 | op->destroy (); |
673 | op->destroy (); |
678 | return; |
674 | return; |
679 | } |
675 | } |
680 | |
676 | |
… | |
… | |
683 | stop_arrow (op); |
679 | stop_arrow (op); |
684 | return; |
680 | return; |
685 | } |
681 | } |
686 | } |
682 | } |
687 | |
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 | |
688 | /* 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 |
689 | values look rediculous. */ |
690 | values look ridiculous. */ |
690 | if (op->speed < 0.5 && op->type == ARROW) |
691 | if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED)) |
691 | { |
692 | { |
692 | stop_arrow (op); |
693 | stop_arrow (op); |
693 | return; |
694 | return; |
694 | } |
695 | } |
695 | |
696 | |
696 | /* Calculate target map square */ |
697 | /* Calculate target map square */ |
697 | new_x = op->x + DIRX (op); |
|
|
698 | new_y = op->y + DIRY (op); |
|
|
699 | was_reflected = 0; |
698 | was_reflected = 0; |
700 | |
699 | |
701 | m = op->map; |
700 | mapxy pos (op); pos.move (op->direction); |
702 | mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); |
|
|
703 | |
701 | |
704 | if (mflags & P_OUT_OF_MAP) |
702 | if (!pos.normalise ()) |
705 | { |
703 | { |
706 | stop_arrow (op); |
704 | stop_arrow (op); |
707 | return; |
705 | return; |
708 | } |
706 | } |
709 | |
707 | |
710 | /* 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 */ |
711 | if (mflags & P_IS_ALIVE) |
709 | if (pos->flags () & P_IS_ALIVE) |
712 | { |
710 | { |
713 | for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) |
711 | object *tmp; |
714 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
715 | break; |
|
|
716 | |
712 | |
|
|
713 | for (tmp = pos->bot; tmp; tmp = tmp->above) |
|
|
714 | if (tmp->flag [FLAG_ALIVE] && tmp != op->owner) |
|
|
715 | { |
717 | /* Not really fair, but don't let monsters hit themselves with |
716 | /* Not really fair, but don't let monsters hit themselves with |
718 | * their own arrow - this can be because they fire it then |
717 | * their own arrow - this can be because they fire it then |
719 | * move into it. |
718 | * move into it. |
720 | */ |
719 | */ |
721 | if (tmp && tmp != op->owner) |
720 | |
722 | { |
|
|
723 | /* Found living object, but it is reflecting the missile. Update |
721 | /* Found living object, but it is reflecting the missile. Update |
724 | * as below. (Note that for living creatures there is a small |
722 | * as below. (Note that for living creatures there is a small |
725 | * chance that reflect_missile fails.) |
723 | * chance that reflect_missile fails.) |
726 | */ |
724 | */ |
727 | 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)) |
728 | { |
726 | { |
729 | int number = op->face; |
|
|
730 | |
|
|
731 | op->direction = absdir (op->direction + 4); |
727 | op->direction = absdir (op->direction + 4); |
732 | update_turn_face (op); |
728 | update_turn_face (op); |
733 | was_reflected = 1; /* skip normal movement calculations */ |
729 | was_reflected = 1; /* skip normal movement calculations */ |
734 | } |
730 | } |
735 | else |
731 | else |
736 | { |
732 | { |
737 | /* Attack the object. */ |
733 | /* Attack the object. */ |
738 | op = hit_with_arrow (op, tmp); |
734 | op = hit_with_arrow (op, tmp); |
739 | |
735 | |
740 | if (!op) |
736 | if (!op) |
741 | return; |
737 | return; |
742 | } |
738 | } |
743 | } /* if this is not hitting its owner */ |
|
|
744 | } /* if there is something alive on this space */ |
|
|
745 | |
739 | |
746 | 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)) |
747 | { |
745 | { |
748 | int retry = 0; |
746 | int retry = 0; |
749 | |
747 | |
750 | /* if the object doesn't reflect, stop the arrow from moving |
748 | /* if the object doesn't reflect, stop the arrow from moving |
751 | * 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 |
752 | * on a wall but has reflecting - the arrow won't reflect. |
750 | * on a wall but has reflecting - the arrow won't reflect. |
753 | * 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 |
754 | * place, so I don't consider that a problem. |
752 | * place, so I don't consider that a problem. |
755 | */ |
753 | */ |
756 | if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) |
754 | if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19)) |
757 | { |
755 | { |
758 | stop_arrow (op); |
756 | stop_arrow (op); |
759 | return; |
757 | return; |
760 | } |
758 | } |
761 | else |
759 | else |
… | |
… | |
764 | if (op->direction & 1) |
762 | if (op->direction & 1) |
765 | { |
763 | { |
766 | op->direction = absdir (op->direction + 4); |
764 | op->direction = absdir (op->direction + 4); |
767 | retry = 1; |
765 | retry = 1; |
768 | } |
766 | } |
|
|
767 | |
769 | /* There were two blocks with identical code - |
768 | /* There were two blocks with identical code - |
770 | * use this retry here to make this one block |
769 | * use this retry here to make this one block |
771 | * that did the same thing. |
770 | * that did the same thing. |
772 | */ |
771 | */ |
773 | while (retry < 2) |
772 | while (retry < 2) |
774 | { |
773 | { |
775 | int left, right, mflags; |
|
|
776 | maptile *m1; |
|
|
777 | sint16 x1, y1; |
|
|
778 | |
|
|
779 | retry++; |
774 | retry++; |
780 | |
775 | |
781 | /* 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 |
782 | * over a corner in a tiled map, it is possible that |
777 | * over a corner in a tiled map, it is possible that |
783 | * op->direction is within an adjacent map but either |
778 | * op->direction is within an adjacent map but either |
784 | * op->direction-1 or op->direction+1 does not exist. |
779 | * op->direction-1 or op->direction+1 does not exist. |
785 | */ |
780 | */ |
786 | 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)); |
787 | op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); |
782 | bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block); |
788 | left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1))); |
|
|
789 | |
783 | |
790 | 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)); |
791 | op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); |
785 | bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block); |
792 | right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1))); |
|
|
793 | |
786 | |
794 | if (left == right) |
787 | if (left == right) |
795 | op->direction = absdir (op->direction + 4); |
788 | op->direction = absdir (op->direction + 4); |
796 | else if (left) |
789 | else if (left) |
797 | op->direction = absdir (op->direction + 2); |
790 | op->direction = absdir (op->direction + 2); |
798 | else if (right) |
791 | else if (right) |
799 | op->direction = absdir (op->direction - 2); |
792 | op->direction = absdir (op->direction - 2); |
800 | |
793 | |
801 | mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1); |
|
|
802 | |
|
|
803 | /* 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 - |
804 | * don't need to retry again. |
795 | * don't need to retry again. |
805 | */ |
796 | */ |
806 | 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)) |
807 | break; |
799 | break; |
808 | |
|
|
809 | } |
800 | } |
|
|
801 | |
810 | /* Couldn't find a direction to move the arrow to - just |
802 | /* Couldn't find a direction to move the arrow to - just |
811 | * top it from moving. |
803 | * stop it from moving. |
812 | */ |
804 | */ |
813 | if (retry == 2) |
805 | if (retry == 2) |
814 | { |
806 | { |
815 | stop_arrow (op); |
807 | stop_arrow (op); |
816 | return; |
808 | return; |
817 | } |
809 | } |
|
|
810 | |
818 | /* update object image for new facing */ |
811 | /* update object image for new facing */ |
819 | /* many thrown objects *don't* have more than one face */ |
812 | /* many thrown objects *don't* have more than one face */ |
820 | if (GET_ANIM_ID (op)) |
813 | if (op->has_anim ()) |
821 | SET_ANIMATION (op, op->direction); |
814 | op->set_anim_frame (op->direction); |
822 | } /* object is reflected */ |
815 | } /* object is reflected */ |
823 | } /* object ran into a wall */ |
816 | } /* object ran into a wall */ |
824 | |
817 | |
825 | /* Move the arrow. */ |
818 | /* Move the arrow. */ |
826 | op->remove (); |
819 | op->move_to (pos); |
827 | op->x = new_x; |
|
|
828 | op->y = new_y; |
|
|
829 | |
|
|
830 | /* decrease the speed as it flies. 0.05 means a standard bow will shoot |
|
|
831 | * about 17 squares. Tune as needed. |
|
|
832 | */ |
|
|
833 | op->speed -= 0.05; |
|
|
834 | insert_ob_in_map (op, m, op, 0); |
|
|
835 | } |
820 | } |
836 | |
821 | |
837 | /* This routine doesnt seem to work for "inanimate" objects that |
822 | static void |
838 | * are being carried, ie a held torch leaps from your hands!. |
|
|
839 | * Modified this routine to allow held objects. b.t. */ |
|
|
840 | |
|
|
841 | void |
|
|
842 | change_object (object *op) |
823 | change_object (object *op) |
843 | { /* Doesn`t handle linked objs yet */ |
824 | { /* Doesn`t handle linked objs yet */ |
844 | int i, j; |
|
|
845 | |
|
|
846 | if (op->other_arch == NULL) |
825 | if (!op->other_arch) |
847 | { |
826 | { |
848 | 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 ()); |
849 | return; |
828 | return; |
850 | } |
829 | } |
851 | |
830 | |
852 | /* In non-living items only change when food value is 0 */ |
831 | /* In non-living items only change when food value is 0 */ |
853 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
832 | if (!op->flag [FLAG_ALIVE]) |
854 | { |
833 | { |
855 | if (op->stats.food-- > 0) |
834 | if (op->stats.food-- > 0) |
856 | 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); |
857 | else |
851 | else |
858 | op->stats.food = 1; /* so 1 other_arch is made */ |
|
|
859 | } |
|
|
860 | |
|
|
861 | object *pl = op->in_player (); |
|
|
862 | object *env = op->env; |
|
|
863 | |
|
|
864 | op->remove (); |
|
|
865 | for (i = 0; i < NROFNEWOBJS (op); i++) |
|
|
866 | { |
|
|
867 | object *tmp = arch_to_object (op->other_arch); |
|
|
868 | |
|
|
869 | if (op->type == LAMP) |
|
|
870 | tmp->stats.food = op->stats.food - 1; |
|
|
871 | |
|
|
872 | tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ |
|
|
873 | if (env) |
|
|
874 | { |
|
|
875 | tmp->x = env->x, tmp->y = env->y; |
|
|
876 | tmp = insert_ob_in_ob (tmp, env); |
|
|
877 | |
|
|
878 | /* If this object is the players inventory, we need to tell the |
|
|
879 | * client of the change. Insert_ob_in_map takes care of the |
|
|
880 | * updating the client, so we don't need to do that below. |
|
|
881 | */ |
|
|
882 | if (pl) |
|
|
883 | { |
|
|
884 | esrv_del_item (pl->contr, op->count); |
|
|
885 | esrv_send_item (pl, tmp); |
|
|
886 | } |
|
|
887 | } |
852 | { |
888 | else |
|
|
889 | { |
|
|
890 | 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 | |
891 | if (j == -1) /* No free spot */ |
855 | if (j < 0) /* No free spot */ |
892 | tmp->destroy (); |
856 | tmp->destroy (); |
893 | else |
857 | else |
894 | { |
858 | { |
895 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
859 | mapxy pos (op); pos.move (j); |
896 | insert_ob_in_map (tmp, op->map, op, 0); |
860 | |
|
|
861 | if (pos.normalise ()) |
|
|
862 | pos.insert (tmp, op); |
897 | } |
863 | } |
898 | } |
864 | } |
899 | } |
865 | } |
900 | |
866 | |
901 | op->destroy (); |
867 | op->destroy (); |
… | |
… | |
918 | |
884 | |
919 | if (op->head) |
885 | if (op->head) |
920 | head = op->head; |
886 | head = op->head; |
921 | |
887 | |
922 | for (tmp = op->above; tmp; tmp = tmp->above) |
888 | for (tmp = op->above; tmp; tmp = tmp->above) |
923 | if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
889 | if (!tmp->flag [FLAG_IS_FLOOR]) |
924 | break; |
890 | break; |
925 | |
891 | |
926 | /* If nothing above us to move, nothing to do */ |
892 | /* If nothing above us to move, nothing to do */ |
927 | if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) |
893 | if (!tmp || tmp->flag [FLAG_WIZPASS]) |
928 | return; |
894 | return; |
929 | |
895 | |
930 | if (EXIT_PATH (head)) |
896 | if (EXIT_PATH (head)) |
931 | { |
897 | { |
932 | if (tmp->type == PLAYER) |
898 | if (tmp->type == PLAYER) |
… | |
… | |
957 | else |
923 | else |
958 | { |
924 | { |
959 | /* Random teleporter */ |
925 | /* Random teleporter */ |
960 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
926 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
961 | return; |
927 | return; |
|
|
928 | |
962 | teleport (head, TELEPORTER, tmp); |
929 | teleport (head, TELEPORTER, tmp); |
963 | } |
930 | } |
964 | } |
931 | } |
965 | |
932 | |
966 | /* This object will teleport someone to a different map |
933 | /* This object will teleport someone to a different map |
967 | and will also apply changes to the player from its inventory. |
934 | and will also apply changes to the player from its inventory. |
968 | 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 |
969 | can't be generalized. |
936 | can't be generalized. |
970 | */ |
937 | */ |
971 | void |
938 | static void |
972 | move_player_changer (object *op) |
939 | move_player_changer (object *op) |
973 | { |
940 | { |
974 | object *player; |
|
|
975 | object *walk; |
|
|
976 | |
|
|
977 | if (!op->above || !EXIT_PATH (op)) |
941 | if (!op->above || !EXIT_PATH (op)) |
978 | return; |
942 | return; |
979 | |
943 | |
980 | /* This isn't all that great - means that the player_mover |
944 | /* This isn't all that great - means that the player_mover |
981 | * needs to be on top. |
945 | * needs to be on top. |
982 | */ |
946 | */ |
983 | if (op->above->type == PLAYER) |
947 | if (op->above->type == PLAYER) |
984 | { |
948 | { |
|
|
949 | object *player = op->above; |
|
|
950 | |
985 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
951 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
986 | return; |
952 | return; |
987 | |
953 | |
988 | player = op->above; |
|
|
989 | |
|
|
990 | for (walk = op->inv; walk; walk = walk->below) |
954 | for (object *walk = op->inv; walk; walk = walk->below) |
991 | apply_changes_to_player (player, walk); |
955 | apply_changes_to_player (player, walk); |
992 | |
956 | |
993 | player->update_stats (); |
957 | player->update_stats (); |
994 | |
958 | |
995 | esrv_send_inventory (op->above, op->above); |
959 | esrv_send_inventory (op->above, op->above); |
… | |
… | |
1033 | } |
997 | } |
1034 | |
998 | |
1035 | 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); |
1036 | } |
1000 | } |
1037 | |
1001 | |
1038 | /* move_player_mover: this function takes a "player mover" as an |
1002 | /* move_player_mover: this function takes a "player mover" as an |
1039 | * argument, and performs the function of a player mover, which is: |
1003 | * argument, and performs the function of a player mover, which is: |
1040 | * |
1004 | * |
1041 | * 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 |
1042 | * 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. |
1043 | * 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, |
1044 | * 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, |
1045 | * it'll paralyze the victim for hp*his speed/op->speed |
1009 | * it'll paralyze the victim for hp*his speed/op->speed |
1046 | */ |
1010 | */ |
1047 | void |
1011 | static void |
1048 | move_player_mover (object *op) |
1012 | move_player_mover (object *op) |
1049 | { |
1013 | { |
1050 | int dir = op->stats.sp; |
1014 | int dir = 0; |
1051 | sint16 nx, ny; |
|
|
1052 | maptile *m; |
|
|
1053 | |
|
|
1054 | /* Determine direction now for random movers so we do the right thing */ |
|
|
1055 | if (!dir) |
|
|
1056 | dir = rndm (1, 8); |
|
|
1057 | |
1015 | |
1058 | for (object *victim = op->ms ().bot; victim; victim = victim->above) |
1016 | for (object *victim = op->ms ().bot; victim; victim = victim->above) |
1059 | { |
1017 | { |
1060 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && |
1018 | if (victim->flag [FLAG_ALIVE] |
|
|
1019 | && !victim->flag [FLAG_WIZPASS] |
1061 | (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) |
1062 | { |
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 | } |
1063 | |
1041 | |
1064 | if (victim->head) |
1042 | if (victim->head) |
1065 | victim = victim->head; |
1043 | victim = victim->head; |
1066 | |
1044 | |
1067 | if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) |
|
|
1068 | { |
|
|
1069 | op->remove (); |
|
|
1070 | return; |
|
|
1071 | } |
|
|
1072 | |
|
|
1073 | nx = op->x + freearr_x[dir]; |
|
|
1074 | ny = op->y + freearr_y[dir]; |
|
|
1075 | m = op->map; |
|
|
1076 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
|
|
1077 | { |
|
|
1078 | LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y); |
|
|
1079 | return; |
|
|
1080 | } |
|
|
1081 | |
|
|
1082 | if (should_director_abort (op, victim)) |
1045 | if (should_director_abort (op, victim)) |
1083 | return; |
1046 | return; |
1084 | |
1047 | |
1085 | 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) |
1086 | { |
1049 | { |
1087 | if (nextmover->type == PLAYERMOVER) |
1050 | if (nextmover->type == PLAYERMOVER) |
1088 | nextmover->speed_left = -.99f; |
1051 | nextmover->speed_left = -.99f; |
1089 | |
1052 | |
1090 | if (QUERY_FLAG (nextmover, FLAG_ALIVE)) |
1053 | if (nextmover->flag [FLAG_ALIVE]) |
1091 | 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 */ |
1092 | } |
1055 | } |
1093 | |
1056 | |
1094 | if (victim->type == PLAYER) |
1057 | if (victim->type == PLAYER) |
1095 | { |
1058 | { |
1096 | /* only level >=1 movers move people */ |
1059 | /* only level >=1 movers move people */ |
1097 | if (op->level) |
1060 | if (op->level) |
1098 | { |
1061 | { |
1099 | /* 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 |
1100 | * is cleared, otherwise the player will get stuck in |
1063 | * is cleared, otherwise the player will get stuck in |
1101 | * place. This can happen if the player used a spell to |
1064 | * place. This can happen if the player used a spell to |
1102 | * get to this space. |
1065 | * get to this space. |
1103 | */ |
1066 | */ |
1104 | victim->contr->fire_on = 0; |
1067 | victim->contr->fire_on = 0; |
1105 | victim->speed_left = 1.f; |
1068 | victim->speed_left = 1.f; |
1106 | move_player (victim, dir); |
1069 | move_player (victim, dir); |
1107 | } |
1070 | } |
1108 | else |
1071 | else |
1109 | return; |
1072 | return; |
1110 | } |
1073 | } |
1111 | else |
1074 | else |
1112 | move_object (victim, dir); |
1075 | victim->move (dir); |
1113 | |
1076 | |
1114 | if (!op->stats.maxsp && op->attacktype) |
1077 | if (!op->stats.maxsp && op->attacktype) |
1115 | op->stats.maxsp = 2; |
1078 | op->stats.maxsp = 2; |
1116 | |
1079 | |
1117 | if (op->attacktype) |
1080 | if (op->attacktype) |
1118 | { /* flag to paralyze the player */ |
1081 | { /* flag to paralyze the player */ |
1119 | 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); |
1120 | } |
1083 | } |
1121 | } |
1084 | } |
1122 | } |
1085 | } |
1123 | } |
1086 | } |
1124 | |
1087 | |
… | |
… | |
1162 | break; |
1125 | break; |
1163 | } |
1126 | } |
1164 | } |
1127 | } |
1165 | } |
1128 | } |
1166 | |
1129 | |
1167 | /* move_creator (by peterm) |
1130 | /* move_creator (by peterm) |
1168 | * 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. |
1169 | * connected: what will trigger it |
1132 | * connected: what will trigger it |
1170 | * hp: how many times it may create before stopping |
1133 | * hp: how many times it may create before stopping |
1171 | * 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 |
1172 | * everytime it's triggered |
1135 | * everytime it's triggered |
… | |
… | |
1180 | void |
1143 | void |
1181 | move_creator (object *creator) |
1144 | move_creator (object *creator) |
1182 | { |
1145 | { |
1183 | object *new_ob; |
1146 | object *new_ob; |
1184 | |
1147 | |
1185 | if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) |
1148 | if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0) |
1186 | { |
1149 | { |
1187 | creator->stats.hp = -1; |
1150 | creator->stats.hp = -1; |
1188 | return; |
1151 | return; |
1189 | } |
1152 | } |
1190 | |
1153 | |
1191 | if (creator->inv != NULL) |
1154 | if (creator->inv) |
1192 | { |
1155 | { |
1193 | object *ob; |
1156 | object *ob; |
1194 | int i; |
1157 | int i; |
1195 | object *ob_to_copy; |
1158 | object *ob_to_copy; |
1196 | |
1159 | |
1197 | /* select random object from inventory to copy */ |
1160 | /* select random object from inventory to copy */ |
1198 | ob_to_copy = creator->inv; |
1161 | ob_to_copy = creator->inv; |
1199 | 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++) |
1200 | { |
1163 | { |
1201 | if (rndm (0, i) == 0) |
1164 | if (rndm (0, i) == 0) |
1202 | { |
1165 | { |
1203 | ob_to_copy = ob; |
1166 | ob_to_copy = ob; |
1204 | } |
1167 | } |
1205 | } |
1168 | } |
1206 | new_ob = object_create_clone (ob_to_copy); |
1169 | |
1207 | 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); |
1208 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1172 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1209 | } |
1173 | } |
1210 | else |
1174 | else |
1211 | { |
1175 | { |
1212 | if (creator->other_arch == NULL) |
1176 | if (!creator->other_arch) |
1213 | { |
1177 | { |
1214 | 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", |
1215 | &creator->name, &creator->map->path, creator->x, creator->y); |
1179 | &creator->name, &creator->map->path, creator->x, creator->y); |
1216 | return; |
1180 | return; |
1217 | } |
1181 | } |
… | |
… | |
1219 | new_ob = object_create_arch (creator->other_arch); |
1183 | new_ob = object_create_arch (creator->other_arch); |
1220 | fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); |
1184 | fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); |
1221 | } |
1185 | } |
1222 | |
1186 | |
1223 | /* Make sure this multipart object fits */ |
1187 | /* Make sure this multipart object fits */ |
1224 | 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)) |
1225 | { |
1189 | { |
1226 | new_ob->destroy (); |
1190 | new_ob->destroy (); |
1227 | return; |
1191 | return; |
1228 | } |
1192 | } |
1229 | |
1193 | |
1230 | // for now lets try to identify everything generated here, it mostly |
1194 | // for now lets try to identify everything generated here, it mostly |
1231 | // happens automated, so this will at least fix many identify-experience holes |
1195 | // happens automated, so this will at least fix many identify-experience holes |
1232 | SET_FLAG (new_ob, FLAG_IDENTIFIED); |
1196 | if (new_ob->need_identify ()) |
|
|
1197 | new_ob->set_flag (FLAG_IDENTIFIED); |
1233 | |
1198 | |
1234 | 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); |
1235 | if (QUERY_FLAG (new_ob, FLAG_FREED)) |
1200 | if (new_ob->flag [FLAG_FREED]) |
1236 | return; |
1201 | return; |
1237 | |
1202 | |
1238 | if (creator->slaying) |
1203 | if (creator->slaying) |
1239 | { |
|
|
1240 | new_ob->name = new_ob->title = creator->slaying; |
1204 | new_ob->name = new_ob->title = creator->slaying; |
1241 | } |
|
|
1242 | } |
1205 | } |
1243 | |
1206 | |
1244 | /* move_marker --peterm@soda.csua.berkeley.edu |
1207 | /* move_marker --peterm@soda.csua.berkeley.edu |
1245 | when moved, a marker will search for a player sitting above |
1208 | when moved, a marker will search for a player sitting above |
1246 | it, and insert an invisible, weightless force into him |
1209 | it, and insert an invisible, weightless force into him |
… | |
… | |
1256 | { |
1219 | { |
1257 | /* remove an old force with a slaying field == op->name */ |
1220 | /* remove an old force with a slaying field == op->name */ |
1258 | if (object *force = tmp->force_find (op->name)) |
1221 | if (object *force = tmp->force_find (op->name)) |
1259 | force->destroy (); |
1222 | force->destroy (); |
1260 | |
1223 | |
1261 | if (!tmp->force_find (op->slaying)) |
1224 | if (op->slaying && !tmp->force_find (op->slaying)) |
1262 | { |
1225 | { |
1263 | tmp->force_add (op->slaying, op->stats.food); |
1226 | tmp->force_add (op->slaying, op->stats.food); |
1264 | |
1227 | |
1265 | if (op->msg) |
1228 | if (op->msg) |
1266 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
1229 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
… | |
… | |
1278 | } |
1241 | } |
1279 | } |
1242 | } |
1280 | } |
1243 | } |
1281 | } |
1244 | } |
1282 | |
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 | |
1283 | void |
1292 | void |
1284 | process_object (object *op) |
1293 | process_object (object *op) |
1285 | { |
1294 | { |
1286 | if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) |
1295 | if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE])) |
1287 | return; |
1296 | return; |
1288 | |
1297 | |
1289 | if (expect_false (INVOKE_OBJECT (TICK, op))) |
1298 | if (ecb_expect_false (INVOKE_OBJECT (TICK, op))) |
1290 | return; |
1299 | return; |
1291 | |
1300 | |
1292 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
1301 | if (op->flag [FLAG_MONSTER]) |
1293 | if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) |
1302 | if (move_monster (op) || op->flag [FLAG_FREED]) |
1294 | return; |
1303 | return; |
1295 | |
1304 | |
1296 | if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) |
1305 | if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0) |
1297 | { |
1306 | { |
1298 | animate_object (op, op->contr ? op->facing : op->direction); |
1307 | animate_object (op, op->contr ? op->facing : op->direction); |
1299 | |
1308 | |
1300 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1309 | if (op->flag [FLAG_SEE_ANYWHERE]) |
1301 | make_sure_seen (op); |
1310 | make_sure_seen (op); |
1302 | } |
1311 | } |
1303 | |
1312 | |
1304 | if (expect_false ( |
1313 | if (ecb_expect_false ( |
1305 | op->flag [FLAG_GENERATOR] |
1314 | op->flag [FLAG_GENERATOR] |
1306 | || op->flag [FLAG_CHANGING] |
1315 | || op->flag [FLAG_CHANGING] |
1307 | || op->flag [FLAG_IS_USED_UP] |
1316 | || op->flag [FLAG_IS_USED_UP] |
1308 | )) |
1317 | )) |
1309 | { |
1318 | { |
1310 | if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) |
1319 | if (op->flag [FLAG_CHANGING] && !op->state) |
1311 | { |
1320 | { |
1312 | change_object (op); |
1321 | change_object (op); |
1313 | return; |
1322 | return; |
1314 | } |
1323 | } |
1315 | |
1324 | |
1316 | if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) |
1325 | if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY]) |
1317 | generate_monster (op); |
1326 | generate_monster (op); |
1318 | |
1327 | |
1319 | if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) |
1328 | if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0) |
1320 | { |
1329 | { |
1321 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1330 | if (op->flag [FLAG_APPLIED]) |
1322 | remove_force (op); |
1331 | remove_force (op); |
1323 | else |
1332 | else |
1324 | { |
1333 | { |
1325 | /* If necessary, delete the item from the players inventory */ |
1334 | op->remove (); // TODO: really necessary? |
1326 | object *pl = op->in_player (); |
|
|
1327 | |
1335 | |
1328 | if (pl) |
|
|
1329 | esrv_del_item (pl->contr, op->count); |
|
|
1330 | |
|
|
1331 | op->remove (); |
|
|
1332 | |
|
|
1333 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1336 | if (op->flag [FLAG_SEE_ANYWHERE]) |
1334 | make_sure_not_seen (op); |
1337 | make_sure_not_seen (op); |
1335 | |
1338 | |
1336 | op->destroy (); |
1339 | op->drop_and_destroy (); |
1337 | } |
1340 | } |
1338 | |
1341 | |
1339 | return; |
1342 | return; |
1340 | } |
1343 | } |
1341 | } |
1344 | } |
… | |
… | |
1465 | |
1468 | |
1466 | case PLAYER: |
1469 | case PLAYER: |
1467 | // players have their own speed-management, so undo the --speed_left |
1470 | // players have their own speed-management, so undo the --speed_left |
1468 | ++op->speed_left; |
1471 | ++op->speed_left; |
1469 | break; |
1472 | break; |
1470 | } |
|
|
1471 | } |
|
|
1472 | |
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 | |