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 dir; |
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 | |
… | |
… | |
114 | |
124 | |
115 | dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
125 | dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
116 | if (dir < 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 | dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
137 | dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
128 | if (dir < 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 (); |
… | |
… | |
149 | } |
159 | } |
150 | |
160 | |
151 | op->destroy (); |
161 | op->destroy (); |
152 | } |
162 | } |
153 | |
163 | |
154 | void |
164 | static void |
155 | remove_force (object *op) |
165 | remove_force (object *op) |
156 | { |
166 | { |
157 | if (--op->duration > 0) |
167 | if (--op->duration > 0) |
158 | return; |
168 | return; |
159 | |
169 | |
160 | if (op->env) |
170 | if (op->env) |
161 | switch (op->subtype) |
171 | switch (op->subtype) |
162 | { |
172 | { |
163 | case FORCE_CONFUSION: |
173 | case FORCE_CONFUSION: |
164 | CLEAR_FLAG (op->env, FLAG_CONFUSED); |
174 | op->env->clr_flag (FLAG_CONFUSED); |
165 | 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"); |
166 | |
176 | |
167 | default: |
177 | default: |
168 | CLEAR_FLAG (op, FLAG_APPLIED); |
178 | op->clr_flag (FLAG_APPLIED); |
169 | change_abil (op->env, op); |
179 | change_abil (op->env, op); |
170 | op->env->update_stats (); |
180 | op->env->update_stats (); |
171 | } |
181 | } |
172 | |
182 | |
173 | op->destroy (); |
183 | op->destroy (); |
174 | } |
184 | } |
175 | |
185 | |
176 | void |
186 | static void |
177 | remove_blindness (object *op) |
187 | remove_blindness (object *op) |
178 | { |
188 | { |
179 | if (--op->stats.food > 0) |
189 | if (--op->stats.food > 0) |
180 | return; |
190 | return; |
181 | |
191 | |
182 | CLEAR_FLAG (op, FLAG_APPLIED); |
192 | op->clr_flag (FLAG_APPLIED); |
183 | |
193 | |
184 | if (op->env) |
194 | if (op->env) |
185 | { |
195 | { |
186 | change_abil (op->env, op); |
196 | change_abil (op->env, op); |
187 | op->env->update_stats (); |
197 | op->env->update_stats (); |
188 | } |
198 | } |
189 | |
199 | |
190 | op->destroy (); |
200 | op->destroy (); |
191 | } |
201 | } |
192 | |
202 | |
193 | void |
203 | static void |
194 | poison_more (object *op) |
204 | poison_more (object *op) |
195 | { |
205 | { |
196 | 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) |
197 | { |
207 | { |
198 | op->destroy (); |
208 | op->destroy (); |
199 | return; |
209 | return; |
200 | } |
210 | } |
201 | |
211 | |
… | |
… | |
204 | /* 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 |
205 | * will not do anything. |
215 | * will not do anything. |
206 | */ |
216 | */ |
207 | if (op->env->type == PLAYER) |
217 | if (op->env->type == PLAYER) |
208 | { |
218 | { |
209 | CLEAR_FLAG (op, FLAG_APPLIED); |
219 | op->clr_flag (FLAG_APPLIED); |
210 | op->env->update_stats (); |
220 | op->env->update_stats (); |
211 | 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."); |
212 | } |
222 | } |
213 | |
223 | |
214 | op->destroy (); |
224 | op->destroy (); |
… | |
… | |
223 | |
233 | |
224 | hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); |
234 | hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); |
225 | } |
235 | } |
226 | |
236 | |
227 | |
237 | |
228 | void |
238 | static void |
229 | move_gate (object *op) |
239 | move_gate (object *op) |
230 | { /* 1 = going down, 0 = going up */ |
240 | { /* 1 = going down, 0 = going up */ |
231 | object *tmp; |
241 | object *tmp; |
232 | |
242 | |
233 | if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) |
243 | if (uint32_t (op->stats.wc) >= op->anim_frames ()) |
234 | { |
244 | { |
235 | 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 ()); |
236 | op->stats.wc = 0; |
246 | op->stats.wc = 0; |
237 | } |
247 | } |
238 | |
248 | |
239 | /* We're going down */ |
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240 | if (op->value) |
249 | if (op->value) |
241 | { |
250 | { |
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251 | /* We're going down */ |
242 | if (--op->stats.wc <= 0) |
252 | if (--op->stats.wc <= 0) |
243 | { /* Reached bottom, let's stop */ |
253 | { /* Reached bottom, let's stop */ |
244 | op->stats.wc = 0; |
254 | op->stats.wc = 0; |
245 | if (op->arch->speed) |
255 | if (op->arch->has_active_speed ()) |
246 | op->value = 0; |
256 | op->value = 0; |
247 | else |
257 | else |
248 | op->set_speed (0); |
258 | op->set_speed (0); |
249 | } |
259 | } |
250 | |
260 | |
251 | if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) |
261 | if (op->stats.wc < op->anim_frames () / 2 + 1) |
252 | { |
262 | { |
253 | op->move_block = 0; |
263 | op->move_block = 0; |
254 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
264 | op->clr_flag (FLAG_BLOCKSVIEW); |
255 | update_all_los (op->map, op->x, op->y); |
265 | update_all_los (op->map, op->x, op->y); |
256 | } |
266 | } |
257 | |
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258 | SET_ANIMATION (op, op->stats.wc); |
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259 | update_object (op, UP_OBJ_CHANGE); |
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260 | return; |
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261 | } |
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262 | |
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263 | /* We're going up */ |
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264 | |
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265 | /* First, lets see if we are already at the top */ |
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266 | if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
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267 | { |
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268 | |
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269 | /* Check to make sure that only non pickable and non rollable |
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270 | * objects are above the gate. If so, we finish closing the gate, |
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271 | * otherwise, we fall through to the code below which should lower |
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272 | * the gate slightly. |
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273 | */ |
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274 | |
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275 | for (tmp = op->above; tmp; tmp = tmp->above) |
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276 | if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
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277 | break; |
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278 | |
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279 | if (!tmp) |
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280 | { |
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281 | if (op->arch->speed) |
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282 | op->value = 1; |
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283 | else |
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284 | op->set_speed (0); |
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285 | |
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286 | return; |
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287 | } |
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288 | } |
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289 | |
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290 | if (op->stats.food) |
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291 | { /* The gate is going temporarily down */ |
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292 | if (--op->stats.wc <= 0) |
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293 | { /* Gone all the way down? */ |
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294 | op->stats.food = 0; /* Then let's try again */ |
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295 | op->stats.wc = 0; |
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296 | } |
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297 | } |
267 | } |
298 | 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 |
299 | { /* The gate is still going up */ |
305 | { /* The gate is still going up */ |
300 | op->stats.wc++; |
306 | op->stats.wc++; |
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307 | min_it (op->stats.wc, op->anim_frames () - 1); |
301 | |
308 | |
302 | if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) |
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303 | op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; |
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304 | |
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305 | /* 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. |
306 | * 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 |
307 | */ |
311 | */ |
308 | if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) |
312 | if (op->stats.wc >= op->anim_frames () / 2) |
309 | { |
313 | { |
310 | /* Halfway or further, check blocks */ |
314 | /* Halfway or further, check blocks */ |
311 | /* First, get the top object on the square. */ |
315 | /* First, get the top object on the square. */ |
312 | for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) |
316 | for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) |
313 | ; |
317 | ; |
314 | |
318 | |
315 | if (tmp) |
319 | if (tmp) |
316 | { |
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317 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
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318 | { |
320 | { |
319 | hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); |
321 | if (tmp->flag [FLAG_ALIVE]) |
320 | op->play_sound (sound_find ("blocked_gate")); |
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321 | |
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322 | if (tmp->type == PLAYER) |
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323 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); |
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324 | } |
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325 | /* If the object is not alive, and the object either can |
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326 | * be picked up or the object rolls, move the object |
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327 | * off the gate. |
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328 | */ |
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329 | else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) |
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330 | { |
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331 | /* If it has speed, it should move itself, otherwise: */ |
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332 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
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333 | |
|
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334 | /* If there is a free spot, move the object someplace */ |
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335 | if (i != -1) |
|
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336 | { |
322 | { |
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323 | hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); |
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324 | op->play_sound (sound_find ("blocked_gate")); |
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325 | |
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326 | if (tmp->type == PLAYER) |
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327 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); |
|
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328 | } |
|
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329 | /* If the object is not alive, and the object either can |
|
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330 | * be picked up or the object rolls, move the object |
|
|
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 ()) |
337 | tmp->remove (); |
344 | tmp->move_to (pos); |
338 | tmp->x += freearr_x[i], tmp->y += freearr_y[i]; |
345 | } |
339 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
340 | } |
346 | } |
341 | } |
347 | } |
342 | } |
|
|
343 | |
348 | |
344 | /* See if there is still anything blocking the gate */ |
349 | /* See if there is still anything blocking the gate */ |
345 | for (tmp = op->above; tmp; tmp = tmp->above) |
350 | for (tmp = op->above; tmp; tmp = tmp->above) |
346 | 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]) |
347 | break; |
352 | break; |
348 | |
353 | |
349 | /* IF there is, start putting the gate down */ |
354 | /* IF there is, start putting the gate down */ |
350 | if (tmp) |
355 | if (tmp) |
351 | op->stats.food = 1; |
356 | op->stats.food = 1; |
352 | else |
357 | else |
353 | { |
358 | { |
354 | op->move_block = MOVE_ALL; |
359 | op->move_block = MOVE_ALL; |
355 | |
360 | |
356 | if (!op->arch->stats.ac) |
361 | if (!op->arch->stats.ac) |
357 | SET_FLAG (op, FLAG_BLOCKSVIEW); |
362 | op->set_flag (FLAG_BLOCKSVIEW); |
|
|
363 | |
358 | update_all_los (op->map, op->x, op->y); |
364 | update_all_los (op->map, op->x, op->y); |
359 | } |
365 | } |
360 | } /* gate is halfway up */ |
366 | } /* gate is halfway up */ |
361 | |
|
|
362 | SET_ANIMATION (op, op->stats.wc); |
|
|
363 | update_object (op, UP_OBJ_CHANGE); |
|
|
364 | } /* gate is going up */ |
367 | } /* gate is going up */ |
|
|
368 | } |
|
|
369 | |
|
|
370 | op->update_anim_frame (op->stats.wc); |
365 | } |
371 | } |
366 | |
372 | |
367 | /* hp : how long door is open/closed |
373 | /* hp : how long door is open/closed |
368 | * maxhp : initial value for hp |
374 | * maxhp : initial value for hp |
369 | * sp : 1 = open, 0 = close |
375 | * sp : 1 = open, 0 = close |
370 | */ |
376 | */ |
371 | void |
377 | static void |
372 | move_timed_gate (object *op) |
378 | move_timed_gate (object *op) |
373 | { |
379 | { |
374 | int v = op->value; |
380 | int v = op->value; |
375 | |
381 | |
376 | if (op->stats.sp) |
382 | if (op->stats.sp) |
… | |
… | |
395 | * speed: frequency of 'glances' |
401 | * speed: frequency of 'glances' |
396 | * connected: connected value of detector |
402 | * connected: connected value of detector |
397 | * sp: 1 if detection sets buttons |
403 | * sp: 1 if detection sets buttons |
398 | * -1 if detection unsets buttons |
404 | * -1 if detection unsets buttons |
399 | */ |
405 | */ |
400 | |
406 | static void |
401 | void |
|
|
402 | move_detector (object *op) |
407 | move_detector (object *op) |
403 | { |
408 | { |
404 | object *tmp; |
409 | object *tmp; |
405 | int last = op->value; |
410 | int last = op->value; |
406 | int detected; |
411 | int detected; |
… | |
… | |
433 | if (op->stats.sp == 1) |
438 | if (op->stats.sp == 1) |
434 | { |
439 | { |
435 | if (detected && last == 0) |
440 | if (detected && last == 0) |
436 | { |
441 | { |
437 | op->value = 1; |
442 | op->value = 1; |
438 | push_button (op); |
443 | push_button (op, tmp); |
439 | } |
444 | } |
440 | |
445 | |
441 | if (!detected && last == 1) |
446 | if (!detected && last == 1) |
442 | { |
447 | { |
443 | op->value = 0; |
448 | op->value = 0; |
444 | push_button (op); |
449 | push_button (op, tmp); |
445 | } |
450 | } |
446 | } |
451 | } |
447 | else |
452 | else |
448 | { /* in this case, we unset buttons */ |
453 | { /* in this case, we unset buttons */ |
449 | if (detected && last == 1) |
454 | if (detected && last == 1) |
450 | { |
455 | { |
451 | op->value = 0; |
456 | op->value = 0; |
452 | push_button (op); |
457 | push_button (op, tmp); |
453 | } |
458 | } |
454 | |
459 | |
455 | if (!detected && last == 0) |
460 | if (!detected && last == 0) |
456 | { |
461 | { |
457 | op->value = 1; |
462 | op->value = 1; |
458 | push_button (op); |
463 | push_button (op, tmp); |
459 | } |
464 | } |
460 | } |
465 | } |
461 | } |
466 | } |
462 | |
467 | |
463 | void |
468 | void |
464 | animate_trigger (object *op) |
469 | animate_trigger (object *op) |
465 | { |
470 | { |
466 | if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) |
471 | if (uint32_t (++op->stats.wc) >= op->anim_frames ()) |
467 | { |
472 | { |
468 | op->stats.wc = 0; |
473 | op->stats.wc = 0; |
469 | check_trigger (op, NULL); |
474 | check_trigger (op, NULL); |
470 | } |
475 | } |
471 | else |
476 | else |
472 | { |
477 | op->update_anim_frame (op->stats.wc); |
473 | SET_ANIMATION (op, op->stats.wc); |
|
|
474 | update_object (op, UP_OBJ_FACE); |
|
|
475 | } |
|
|
476 | } |
478 | } |
477 | |
479 | |
478 | void |
480 | static void |
479 | move_hole (object *op) |
481 | move_hole (object *op) |
480 | { /* 1 = opening, 0 = closing */ |
482 | { /* 1 = opening, 0 = closing */ |
481 | object *next, *tmp; |
|
|
482 | |
|
|
483 | if (op->value) |
483 | if (op->value) |
484 | { /* We're opening */ |
484 | { |
|
|
485 | /* We're opening */ |
|
|
486 | op->stats.wc--; |
485 | if (--op->stats.wc <= 0) |
487 | if (op->stats.wc <= 0) |
486 | { /* Opened, let's stop */ |
488 | { /* Opened, let's stop */ |
487 | op->stats.wc = 0; |
489 | op->stats.wc = 0; |
488 | op->set_speed (0); |
490 | op->set_speed (0); |
489 | |
491 | |
490 | /* Hard coding this makes sense for holes I suppose */ |
492 | /* Hard coding this makes sense for holes I suppose */ |
491 | op->move_on = MOVE_WALK; |
493 | op->move_on = MOVE_WALK; |
492 | for (tmp = op->above; tmp != NULL; tmp = next) |
494 | for (object *next, *tmp = op->above; tmp; tmp = next) |
493 | { |
495 | { |
494 | next = tmp->above; |
496 | next = tmp->above; |
495 | move_apply (op, tmp, tmp); |
497 | move_apply (op, tmp, tmp); |
496 | } |
498 | } |
497 | } |
499 | } |
498 | |
500 | } |
499 | SET_ANIMATION (op, op->stats.wc); |
501 | else |
500 | update_object (op, UP_OBJ_FACE); |
|
|
501 | return; |
|
|
502 | } |
502 | { |
503 | |
|
|
504 | /* We're closing */ |
503 | /* We're closing */ |
505 | op->move_on = 0; |
504 | op->move_on = 0; |
506 | |
505 | |
507 | op->stats.wc++; |
506 | op->stats.wc++; |
508 | if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) |
507 | if (op->stats.wc >= op->anim_frames ()) |
509 | op->stats.wc = NUM_ANIMATIONS (op) - 1; |
508 | { |
510 | |
509 | op->stats.wc = op->anim_frames () - 1; |
511 | SET_ANIMATION (op, op->stats.wc); |
|
|
512 | update_object (op, UP_OBJ_FACE); |
|
|
513 | if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
|
|
514 | 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); |
515 | } |
515 | } |
516 | |
516 | |
517 | |
517 | |
518 | /* 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 |
519 | * 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 |
… | |
… | |
539 | { |
539 | { |
540 | object *payload = op->inv; |
540 | object *payload = op->inv; |
541 | |
541 | |
542 | if (payload == NULL) |
542 | if (payload == NULL) |
543 | return NULL; |
543 | return NULL; |
|
|
544 | |
544 | payload->remove (); |
545 | payload->remove (); |
545 | op->destroy (); |
546 | op->destroy (); |
546 | return payload; |
547 | return payload; |
547 | } |
548 | } |
548 | |
549 | |
… | |
… | |
565 | fix_stopped_item (object *op, maptile *map, object *originator) |
566 | fix_stopped_item (object *op, maptile *map, object *originator) |
566 | { |
567 | { |
567 | if (map == NULL) |
568 | if (map == NULL) |
568 | return; |
569 | return; |
569 | |
570 | |
570 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
571 | if (op->flag [FLAG_REMOVED]) |
571 | insert_ob_in_map (op, map, originator, 0); |
572 | insert_ob_in_map (op, map, originator, 0); |
572 | else if (op->type == ARROW) |
573 | else if (op->type == ARROW) |
573 | merge_ob (op, NULL); /* only some arrows actually need this */ |
574 | merge_ob (op, NULL); /* only some arrows actually need this */ |
574 | } |
575 | } |
575 | |
576 | |
… | |
… | |
591 | |
592 | |
592 | // restore original wc, dam, attacktype and slaying |
593 | // restore original wc, dam, attacktype and slaying |
593 | op->stats.wc = op->stats.sp; |
594 | op->stats.wc = op->stats.sp; |
594 | op->stats.dam = op->stats.hp; |
595 | op->stats.dam = op->stats.hp; |
595 | op->attacktype = op->stats.grace; |
596 | op->attacktype = op->stats.grace; |
|
|
597 | op->slaying = op->custom_name; |
596 | |
598 | |
597 | if (op->spellarg) |
|
|
598 | { |
|
|
599 | op->slaying = op->spellarg; |
|
|
600 | free (op->spellarg); |
|
|
601 | op->spellarg = 0; |
|
|
602 | } |
|
|
603 | else |
|
|
604 | op->slaying = 0; |
|
|
605 | |
|
|
606 | /* 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 */ |
607 | op->spellarg = NULL; |
600 | op->custom_name = 0; |
608 | op->stats.sp = 0; |
601 | op->stats.sp = 0; |
609 | op->stats.hp = 0; |
602 | op->stats.hp = 0; |
610 | op->stats.grace = 0; |
603 | op->stats.grace = 0; |
611 | op->level = 0; |
604 | op->level = 0; |
612 | op->face = op->arch->face; |
605 | op->face = op->arch->face; |
613 | 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 | |
614 | update_object (op, UP_OBJ_CHANGE); |
610 | update_object (op, UP_OBJ_CHANGE); |
|
|
611 | |
615 | return op; |
612 | return op; |
616 | } |
613 | } |
617 | |
614 | |
618 | /* stop_arrow() - what to do when a non-living flying object |
615 | /* stop_arrow() - what to do when a non-living flying object |
619 | * 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 |
… | |
… | |
628 | if (INVOKE_OBJECT (STOP, op)) |
625 | if (INVOKE_OBJECT (STOP, op)) |
629 | return; |
626 | return; |
630 | |
627 | |
631 | if (op->inv) |
628 | if (op->inv) |
632 | { |
629 | { |
|
|
630 | // replace this by straightforward drop to ground? |
633 | object *payload = op->inv; |
631 | object *payload = op->inv; |
634 | |
632 | |
635 | payload->remove (); |
|
|
636 | payload->owner = 0; |
633 | payload->owner = 0; |
637 | insert_ob_in_map (payload, op->map, payload, 0); |
634 | insert_ob_in_map (payload, op->map, payload, 0); |
638 | op->destroy (); |
635 | op->destroy (); |
639 | } |
636 | } |
640 | else |
637 | else |
… | |
… | |
644 | if (op) |
641 | if (op) |
645 | merge_ob (op, 0); |
642 | merge_ob (op, 0); |
646 | } |
643 | } |
647 | } |
644 | } |
648 | |
645 | |
649 | /* 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. |
650 | */ |
647 | */ |
651 | void |
648 | void |
652 | move_arrow (object *op) |
649 | move_arrow (object *op) |
653 | { |
650 | { |
654 | int was_reflected; |
651 | int was_reflected; |
655 | |
652 | |
656 | if (!op->map) |
653 | if (!op->map) |
657 | { |
654 | { |
658 | LOG (llevError, "BUG: Arrow had no map.\n"); |
655 | LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ()); |
659 | op->destroy (); |
656 | op->destroy (); |
660 | return; |
657 | return; |
661 | } |
658 | } |
662 | |
659 | |
663 | /* we need to stop thrown objects at some point. Like here. */ |
660 | /* we need to stop thrown objects at some point. Like here. */ |
… | |
… | |
669 | * 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, |
670 | * 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 |
671 | * 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, |
672 | * and it is easy enough to clean it up here. |
669 | * and it is easy enough to clean it up here. |
673 | */ |
670 | */ |
674 | if (op->inv == NULL) |
671 | if (!op->inv) |
675 | { |
672 | { |
676 | op->destroy (); |
673 | op->destroy (); |
677 | return; |
674 | return; |
678 | } |
675 | } |
679 | |
676 | |
… | |
… | |
682 | stop_arrow (op); |
679 | stop_arrow (op); |
683 | return; |
680 | return; |
684 | } |
681 | } |
685 | } |
682 | } |
686 | |
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 | |
687 | /* 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 |
688 | values look rediculous. */ |
690 | values look ridiculous. */ |
689 | if (op->speed < 0.5 && op->type == ARROW) |
691 | if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED)) |
690 | { |
692 | { |
691 | stop_arrow (op); |
693 | stop_arrow (op); |
692 | return; |
694 | return; |
693 | } |
695 | } |
694 | |
696 | |
… | |
… | |
707 | if (pos->flags () & P_IS_ALIVE) |
709 | if (pos->flags () & P_IS_ALIVE) |
708 | { |
710 | { |
709 | object *tmp; |
711 | object *tmp; |
710 | |
712 | |
711 | for (tmp = pos->bot; tmp; tmp = tmp->above) |
713 | for (tmp = pos->bot; tmp; tmp = tmp->above) |
712 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
714 | if (tmp->flag [FLAG_ALIVE] && tmp != op->owner) |
713 | break; |
715 | { |
714 | |
|
|
715 | /* Not really fair, but don't let monsters hit themselves with |
716 | /* Not really fair, but don't let monsters hit themselves with |
716 | * their own arrow - this can be because they fire it then |
717 | * their own arrow - this can be because they fire it then |
717 | * move into it. |
718 | * move into it. |
718 | */ |
719 | */ |
719 | if (tmp && tmp != op->owner) |
720 | |
720 | { |
|
|
721 | /* Found living object, but it is reflecting the missile. Update |
721 | /* Found living object, but it is reflecting the missile. Update |
722 | * as below. (Note that for living creatures there is a small |
722 | * as below. (Note that for living creatures there is a small |
723 | * chance that reflect_missile fails.) |
723 | * chance that reflect_missile fails.) |
724 | */ |
724 | */ |
725 | 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)) |
726 | { |
726 | { |
727 | int number = op->face; |
|
|
728 | |
|
|
729 | op->direction = absdir (op->direction + 4); |
727 | op->direction = absdir (op->direction + 4); |
730 | update_turn_face (op); |
728 | update_turn_face (op); |
731 | was_reflected = 1; /* skip normal movement calculations */ |
729 | was_reflected = 1; /* skip normal movement calculations */ |
732 | } |
730 | } |
733 | else |
731 | else |
734 | { |
732 | { |
735 | /* Attack the object. */ |
733 | /* Attack the object. */ |
736 | op = hit_with_arrow (op, tmp); |
734 | op = hit_with_arrow (op, tmp); |
737 | |
735 | |
738 | if (!op) |
736 | if (!op) |
739 | return; |
737 | return; |
740 | } |
738 | } |
741 | } /* if this is not hitting its owner */ |
739 | |
742 | } /* if there is something alive on this space */ |
740 | break; |
|
|
741 | } |
|
|
742 | } |
743 | |
743 | |
744 | if (OB_TYPE_MOVE_BLOCK (op, pos->move_block)) |
744 | if (OB_TYPE_MOVE_BLOCK (op, pos->move_block)) |
745 | { |
745 | { |
746 | int retry = 0; |
746 | int retry = 0; |
747 | |
747 | |
… | |
… | |
749 | * 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 |
750 | * on a wall but has reflecting - the arrow won't reflect. |
750 | * on a wall but has reflecting - the arrow won't reflect. |
751 | * 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 |
752 | * place, so I don't consider that a problem. |
752 | * place, so I don't consider that a problem. |
753 | */ |
753 | */ |
754 | if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) |
754 | if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19)) |
755 | { |
755 | { |
756 | stop_arrow (op); |
756 | stop_arrow (op); |
757 | return; |
757 | return; |
758 | } |
758 | } |
759 | else |
759 | else |
… | |
… | |
808 | return; |
808 | return; |
809 | } |
809 | } |
810 | |
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 | /* decrease the speed as it flies. 0.05 means a standard bow will shoot |
|
|
819 | * about 17 squares. Tune as needed. |
|
|
820 | */ |
|
|
821 | op->speed -= 0.05; |
|
|
822 | |
|
|
823 | /* Move the arrow. */ |
818 | /* Move the arrow. */ |
824 | op->move_to (pos); |
819 | op->move_to (pos); |
825 | } |
820 | } |
826 | |
821 | |
827 | void |
822 | static void |
828 | change_object (object *op) |
823 | change_object (object *op) |
829 | { /* Doesn`t handle linked objs yet */ |
824 | { /* Doesn`t handle linked objs yet */ |
830 | int i, j; |
|
|
831 | |
|
|
832 | if (!op->other_arch) |
825 | if (!op->other_arch) |
833 | { |
826 | { |
834 | LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); |
827 | LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); |
835 | return; |
828 | return; |
836 | } |
829 | } |
837 | |
830 | |
838 | /* In non-living items only change when food value is 0 */ |
831 | /* In non-living items only change when food value is 0 */ |
839 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
832 | if (!op->flag [FLAG_ALIVE]) |
840 | { |
833 | { |
841 | if (op->stats.food-- > 0) |
834 | if (op->stats.food-- > 0) |
842 | return; |
835 | return; |
843 | |
836 | |
844 | op->stats.food = 1; /* so 1 other_arch is made */ |
837 | op->stats.food = 1; /* so 1 other_arch is made */ |
845 | } |
838 | } |
846 | |
839 | |
847 | object *env = op->env; |
840 | object *env = op->env; |
848 | |
841 | |
849 | op->remove (); |
842 | op->remove (); |
850 | for (i = 0; i < op->stats.food; i++) |
843 | for (int i = 0; i < op->stats.food; i++) |
851 | { |
844 | { |
852 | object *tmp = arch_to_object (op->other_arch); |
845 | object *tmp = op->other_arch->instance (); |
853 | |
|
|
854 | if (op->type == LAMP) |
|
|
855 | tmp->stats.food = op->stats.food - 1; |
|
|
856 | |
846 | |
857 | tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ |
847 | tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ |
|
|
848 | |
858 | if (env) |
849 | if (env) |
859 | { |
|
|
860 | tmp = env->insert (tmp); |
850 | env->insert (tmp); |
861 | |
|
|
862 | /* If this object is the players inventory, we need to tell the |
|
|
863 | * client of the change. Insert_ob_in_map takes care of the |
|
|
864 | * updating the client, so we don't need to do that below. |
|
|
865 | */ |
|
|
866 | if (object *pl = op->in_player ()) |
|
|
867 | { |
|
|
868 | esrv_del_item (pl->contr, op->count); |
|
|
869 | esrv_send_item (pl, tmp); |
|
|
870 | } |
|
|
871 | } |
|
|
872 | else |
851 | else |
873 | { |
852 | { |
874 | 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 | |
875 | if (j < 0) /* No free spot */ |
855 | if (j < 0) /* No free spot */ |
876 | tmp->destroy (); |
856 | tmp->destroy (); |
877 | else |
857 | else |
878 | { |
858 | { |
879 | mapxy pos (op); pos.move (j); |
859 | mapxy pos (op); pos.move (j); |
… | |
… | |
904 | |
884 | |
905 | if (op->head) |
885 | if (op->head) |
906 | head = op->head; |
886 | head = op->head; |
907 | |
887 | |
908 | for (tmp = op->above; tmp; tmp = tmp->above) |
888 | for (tmp = op->above; tmp; tmp = tmp->above) |
909 | if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
889 | if (!tmp->flag [FLAG_IS_FLOOR]) |
910 | break; |
890 | break; |
911 | |
891 | |
912 | /* If nothing above us to move, nothing to do */ |
892 | /* If nothing above us to move, nothing to do */ |
913 | if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) |
893 | if (!tmp || tmp->flag [FLAG_WIZPASS]) |
914 | return; |
894 | return; |
915 | |
895 | |
916 | if (EXIT_PATH (head)) |
896 | if (EXIT_PATH (head)) |
917 | { |
897 | { |
918 | if (tmp->type == PLAYER) |
898 | if (tmp->type == PLAYER) |
… | |
… | |
943 | else |
923 | else |
944 | { |
924 | { |
945 | /* Random teleporter */ |
925 | /* Random teleporter */ |
946 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
926 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
947 | return; |
927 | return; |
|
|
928 | |
948 | teleport (head, TELEPORTER, tmp); |
929 | teleport (head, TELEPORTER, tmp); |
949 | } |
930 | } |
950 | } |
931 | } |
951 | |
932 | |
952 | /* This object will teleport someone to a different map |
933 | /* This object will teleport someone to a different map |
953 | and will also apply changes to the player from its inventory. |
934 | and will also apply changes to the player from its inventory. |
954 | 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 |
955 | can't be generalized. |
936 | can't be generalized. |
956 | */ |
937 | */ |
957 | void |
938 | static void |
958 | move_player_changer (object *op) |
939 | move_player_changer (object *op) |
959 | { |
940 | { |
960 | object *player; |
|
|
961 | object *walk; |
|
|
962 | |
|
|
963 | if (!op->above || !EXIT_PATH (op)) |
941 | if (!op->above || !EXIT_PATH (op)) |
964 | return; |
942 | return; |
965 | |
943 | |
966 | /* This isn't all that great - means that the player_mover |
944 | /* This isn't all that great - means that the player_mover |
967 | * needs to be on top. |
945 | * needs to be on top. |
968 | */ |
946 | */ |
969 | if (op->above->type == PLAYER) |
947 | if (op->above->type == PLAYER) |
970 | { |
948 | { |
|
|
949 | object *player = op->above; |
|
|
950 | |
971 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
951 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
972 | return; |
952 | return; |
973 | |
953 | |
974 | player = op->above; |
|
|
975 | |
|
|
976 | for (walk = op->inv; walk; walk = walk->below) |
954 | for (object *walk = op->inv; walk; walk = walk->below) |
977 | apply_changes_to_player (player, walk); |
955 | apply_changes_to_player (player, walk); |
978 | |
956 | |
979 | player->update_stats (); |
957 | player->update_stats (); |
980 | |
958 | |
981 | esrv_send_inventory (op->above, op->above); |
959 | esrv_send_inventory (op->above, op->above); |
… | |
… | |
1019 | } |
997 | } |
1020 | |
998 | |
1021 | 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); |
1022 | } |
1000 | } |
1023 | |
1001 | |
1024 | /* move_player_mover: this function takes a "player mover" as an |
1002 | /* move_player_mover: this function takes a "player mover" as an |
1025 | * argument, and performs the function of a player mover, which is: |
1003 | * argument, and performs the function of a player mover, which is: |
1026 | * |
1004 | * |
1027 | * 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 |
1028 | * 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. |
1029 | * 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, |
1030 | * 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, |
1031 | * it'll paralyze the victim for hp*his speed/op->speed |
1009 | * it'll paralyze the victim for hp*his speed/op->speed |
1032 | */ |
1010 | */ |
1033 | void |
1011 | static void |
1034 | move_player_mover (object *op) |
1012 | move_player_mover (object *op) |
1035 | { |
1013 | { |
1036 | int dir = op->stats.sp; |
1014 | int dir = 0; |
1037 | sint16 nx, ny; |
|
|
1038 | maptile *m; |
|
|
1039 | |
|
|
1040 | /* Determine direction now for random movers so we do the right thing */ |
|
|
1041 | if (!dir) |
|
|
1042 | dir = rndm (1, 8); |
|
|
1043 | |
1015 | |
1044 | for (object *victim = op->ms ().bot; victim; victim = victim->above) |
1016 | for (object *victim = op->ms ().bot; victim; victim = victim->above) |
1045 | { |
1017 | { |
1046 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && |
1018 | if (victim->flag [FLAG_ALIVE] |
|
|
1019 | && !victim->flag [FLAG_WIZPASS] |
1047 | (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) |
1048 | { |
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 | } |
1049 | |
1041 | |
1050 | if (victim->head) |
1042 | if (victim->head) |
1051 | victim = victim->head; |
1043 | victim = victim->head; |
1052 | |
1044 | |
1053 | if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) |
|
|
1054 | { |
|
|
1055 | op->remove (); |
|
|
1056 | return; |
|
|
1057 | } |
|
|
1058 | |
|
|
1059 | nx = op->x + freearr_x[dir]; |
|
|
1060 | ny = op->y + freearr_y[dir]; |
|
|
1061 | m = op->map; |
|
|
1062 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
|
|
1063 | { |
|
|
1064 | LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y); |
|
|
1065 | return; |
|
|
1066 | } |
|
|
1067 | |
|
|
1068 | if (should_director_abort (op, victim)) |
1045 | if (should_director_abort (op, victim)) |
1069 | return; |
1046 | return; |
1070 | |
1047 | |
1071 | 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) |
1072 | { |
1049 | { |
1073 | if (nextmover->type == PLAYERMOVER) |
1050 | if (nextmover->type == PLAYERMOVER) |
1074 | nextmover->speed_left = -.99f; |
1051 | nextmover->speed_left = -.99f; |
1075 | |
1052 | |
1076 | if (QUERY_FLAG (nextmover, FLAG_ALIVE)) |
1053 | if (nextmover->flag [FLAG_ALIVE]) |
1077 | 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 */ |
1078 | } |
1055 | } |
1079 | |
1056 | |
1080 | if (victim->type == PLAYER) |
1057 | if (victim->type == PLAYER) |
1081 | { |
1058 | { |
1082 | /* only level >=1 movers move people */ |
1059 | /* only level >=1 movers move people */ |
1083 | if (op->level) |
1060 | if (op->level) |
1084 | { |
1061 | { |
1085 | /* 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 |
1086 | * is cleared, otherwise the player will get stuck in |
1063 | * is cleared, otherwise the player will get stuck in |
1087 | * place. This can happen if the player used a spell to |
1064 | * place. This can happen if the player used a spell to |
1088 | * get to this space. |
1065 | * get to this space. |
1089 | */ |
1066 | */ |
1090 | victim->contr->fire_on = 0; |
1067 | victim->contr->fire_on = 0; |
1091 | victim->speed_left = 1.f; |
1068 | victim->speed_left = 1.f; |
1092 | move_player (victim, dir); |
1069 | move_player (victim, dir); |
1093 | } |
1070 | } |
1094 | else |
1071 | else |
1095 | return; |
1072 | return; |
1096 | } |
1073 | } |
1097 | else |
1074 | else |
1098 | move_object (victim, dir); |
1075 | victim->move (dir); |
1099 | |
1076 | |
1100 | if (!op->stats.maxsp && op->attacktype) |
1077 | if (!op->stats.maxsp && op->attacktype) |
1101 | op->stats.maxsp = 2; |
1078 | op->stats.maxsp = 2; |
1102 | |
1079 | |
1103 | if (op->attacktype) |
1080 | if (op->attacktype) |
1104 | { /* flag to paralyze the player */ |
1081 | { /* flag to paralyze the player */ |
1105 | 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); |
1106 | } |
1083 | } |
1107 | } |
1084 | } |
1108 | } |
1085 | } |
1109 | } |
1086 | } |
1110 | |
1087 | |
… | |
… | |
1148 | break; |
1125 | break; |
1149 | } |
1126 | } |
1150 | } |
1127 | } |
1151 | } |
1128 | } |
1152 | |
1129 | |
1153 | /* move_creator (by peterm) |
1130 | /* move_creator (by peterm) |
1154 | * 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. |
1155 | * connected: what will trigger it |
1132 | * connected: what will trigger it |
1156 | * hp: how many times it may create before stopping |
1133 | * hp: how many times it may create before stopping |
1157 | * 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 |
1158 | * everytime it's triggered |
1135 | * everytime it's triggered |
… | |
… | |
1166 | void |
1143 | void |
1167 | move_creator (object *creator) |
1144 | move_creator (object *creator) |
1168 | { |
1145 | { |
1169 | object *new_ob; |
1146 | object *new_ob; |
1170 | |
1147 | |
1171 | if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) |
1148 | if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0) |
1172 | { |
1149 | { |
1173 | creator->stats.hp = -1; |
1150 | creator->stats.hp = -1; |
1174 | return; |
1151 | return; |
1175 | } |
1152 | } |
1176 | |
1153 | |
1177 | if (creator->inv != NULL) |
1154 | if (creator->inv) |
1178 | { |
1155 | { |
1179 | object *ob; |
1156 | object *ob; |
1180 | int i; |
1157 | int i; |
1181 | object *ob_to_copy; |
1158 | object *ob_to_copy; |
1182 | |
1159 | |
1183 | /* select random object from inventory to copy */ |
1160 | /* select random object from inventory to copy */ |
1184 | ob_to_copy = creator->inv; |
1161 | ob_to_copy = creator->inv; |
1185 | 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++) |
1186 | { |
1163 | { |
1187 | if (rndm (0, i) == 0) |
1164 | if (rndm (0, i) == 0) |
1188 | { |
1165 | { |
1189 | ob_to_copy = ob; |
1166 | ob_to_copy = ob; |
1190 | } |
1167 | } |
1191 | } |
1168 | } |
1192 | new_ob = object_create_clone (ob_to_copy); |
1169 | |
1193 | 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); |
1194 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1172 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1195 | } |
1173 | } |
1196 | else |
1174 | else |
1197 | { |
1175 | { |
1198 | if (creator->other_arch == NULL) |
1176 | if (!creator->other_arch) |
1199 | { |
1177 | { |
1200 | 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", |
1201 | &creator->name, &creator->map->path, creator->x, creator->y); |
1179 | &creator->name, &creator->map->path, creator->x, creator->y); |
1202 | return; |
1180 | return; |
1203 | } |
1181 | } |
… | |
… | |
1213 | return; |
1191 | return; |
1214 | } |
1192 | } |
1215 | |
1193 | |
1216 | // for now lets try to identify everything generated here, it mostly |
1194 | // for now lets try to identify everything generated here, it mostly |
1217 | // 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 |
1218 | SET_FLAG (new_ob, FLAG_IDENTIFIED); |
1196 | if (new_ob->need_identify ()) |
|
|
1197 | new_ob->set_flag (FLAG_IDENTIFIED); |
1219 | |
1198 | |
1220 | 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); |
1221 | if (QUERY_FLAG (new_ob, FLAG_FREED)) |
1200 | if (new_ob->flag [FLAG_FREED]) |
1222 | return; |
1201 | return; |
1223 | |
1202 | |
1224 | if (creator->slaying) |
1203 | if (creator->slaying) |
1225 | { |
|
|
1226 | new_ob->name = new_ob->title = creator->slaying; |
1204 | new_ob->name = new_ob->title = creator->slaying; |
1227 | } |
|
|
1228 | } |
1205 | } |
1229 | |
1206 | |
1230 | /* move_marker --peterm@soda.csua.berkeley.edu |
1207 | /* move_marker --peterm@soda.csua.berkeley.edu |
1231 | when moved, a marker will search for a player sitting above |
1208 | when moved, a marker will search for a player sitting above |
1232 | it, and insert an invisible, weightless force into him |
1209 | it, and insert an invisible, weightless force into him |
… | |
… | |
1242 | { |
1219 | { |
1243 | /* remove an old force with a slaying field == op->name */ |
1220 | /* remove an old force with a slaying field == op->name */ |
1244 | if (object *force = tmp->force_find (op->name)) |
1221 | if (object *force = tmp->force_find (op->name)) |
1245 | force->destroy (); |
1222 | force->destroy (); |
1246 | |
1223 | |
1247 | if (!tmp->force_find (op->slaying)) |
1224 | if (op->slaying && !tmp->force_find (op->slaying)) |
1248 | { |
1225 | { |
1249 | tmp->force_add (op->slaying, op->stats.food); |
1226 | tmp->force_add (op->slaying, op->stats.food); |
1250 | |
1227 | |
1251 | if (op->msg) |
1228 | if (op->msg) |
1252 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
1229 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
… | |
… | |
1264 | } |
1241 | } |
1265 | } |
1242 | } |
1266 | } |
1243 | } |
1267 | } |
1244 | } |
1268 | |
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 | |
1269 | void |
1292 | void |
1270 | process_object (object *op) |
1293 | process_object (object *op) |
1271 | { |
1294 | { |
1272 | if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) |
1295 | if (ecb_expect_false (op->flag [FLAG_IS_A_TEMPLATE])) |
1273 | return; |
1296 | return; |
1274 | |
1297 | |
1275 | if (expect_false (INVOKE_OBJECT (TICK, op))) |
1298 | if (ecb_expect_false (INVOKE_OBJECT (TICK, op))) |
1276 | return; |
1299 | return; |
1277 | |
1300 | |
1278 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
1301 | if (op->flag [FLAG_MONSTER]) |
1279 | if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) |
1302 | if (move_monster (op) || op->flag [FLAG_FREED]) |
1280 | return; |
1303 | return; |
1281 | |
1304 | |
1282 | if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) |
1305 | if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0) |
1283 | { |
1306 | { |
1284 | animate_object (op, op->contr ? op->facing : op->direction); |
1307 | animate_object (op, op->contr ? op->facing : op->direction); |
1285 | |
1308 | |
1286 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1309 | if (op->flag [FLAG_SEE_ANYWHERE]) |
1287 | make_sure_seen (op); |
1310 | make_sure_seen (op); |
1288 | } |
1311 | } |
1289 | |
1312 | |
1290 | if (expect_false ( |
1313 | if (ecb_expect_false ( |
1291 | op->flag [FLAG_GENERATOR] |
1314 | op->flag [FLAG_GENERATOR] |
1292 | || op->flag [FLAG_CHANGING] |
1315 | || op->flag [FLAG_CHANGING] |
1293 | || op->flag [FLAG_IS_USED_UP] |
1316 | || op->flag [FLAG_IS_USED_UP] |
1294 | )) |
1317 | )) |
1295 | { |
1318 | { |
1296 | if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) |
1319 | if (op->flag [FLAG_CHANGING] && !op->state) |
1297 | { |
1320 | { |
1298 | change_object (op); |
1321 | change_object (op); |
1299 | return; |
1322 | return; |
1300 | } |
1323 | } |
1301 | |
1324 | |
1302 | if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) |
1325 | if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY]) |
1303 | generate_monster (op); |
1326 | generate_monster (op); |
1304 | |
1327 | |
1305 | if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) |
1328 | if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0) |
1306 | { |
1329 | { |
1307 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1330 | if (op->flag [FLAG_APPLIED]) |
1308 | remove_force (op); |
1331 | remove_force (op); |
1309 | else |
1332 | else |
1310 | { |
1333 | { |
1311 | /* If necessary, delete the item from the players inventory */ |
1334 | op->remove (); // TODO: really necessary? |
1312 | if (object *pl = op->in_player ()) |
|
|
1313 | esrv_del_item (pl->contr, op->count); |
|
|
1314 | |
1335 | |
1315 | op->remove (); |
|
|
1316 | |
|
|
1317 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1336 | if (op->flag [FLAG_SEE_ANYWHERE]) |
1318 | make_sure_not_seen (op); |
1337 | make_sure_not_seen (op); |
1319 | |
1338 | |
1320 | op->destroy (); |
1339 | op->drop_and_destroy (); |
1321 | } |
1340 | } |
1322 | |
1341 | |
1323 | return; |
1342 | return; |
1324 | } |
1343 | } |
1325 | } |
1344 | } |
… | |
… | |
1449 | |
1468 | |
1450 | case PLAYER: |
1469 | case PLAYER: |
1451 | // players have their own speed-management, so undo the --speed_left |
1470 | // players have their own speed-management, so undo the --speed_left |
1452 | ++op->speed_left; |
1471 | ++op->speed_left; |
1453 | break; |
1472 | break; |
1454 | } |
|
|
1455 | } |
|
|
1456 | |
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 | |