1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * 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 |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * 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 |
9 | * 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 |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * 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/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* |
25 | /* |
25 | * Routines that is executed from objects based on their speed have been |
26 | * Routines that is executed from objects based on their speed have been |
… | |
… | |
27 | */ |
28 | */ |
28 | #include <global.h> |
29 | #include <global.h> |
29 | #include <spells.h> |
30 | #include <spells.h> |
30 | #include <sproto.h> |
31 | #include <sproto.h> |
31 | |
32 | |
32 | /* The following removes doors. The functions check to see if similar |
33 | /* 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 |
34 | * 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.) |
35 | * so those will be removed shortly (in a cascade like fashion.) |
35 | */ |
36 | */ |
36 | void |
37 | void |
37 | remove_door (object *op) |
38 | remove_door (object *op) |
… | |
… | |
49 | } |
50 | } |
50 | } |
51 | } |
51 | |
52 | |
52 | if (op->other_arch) |
53 | if (op->other_arch) |
53 | { |
54 | { |
54 | object *tmp = arch_to_object (op->other_arch); |
55 | object *tmp = op->other_arch->instance (); |
55 | tmp->x = op->x; |
56 | tmp->x = op->x; |
56 | tmp->y = op->y; |
57 | tmp->y = op->y; |
57 | tmp->map = op->map; |
58 | tmp->map = op->map; |
58 | tmp->level = op->level; |
59 | tmp->level = op->level; |
59 | insert_ob_in_map (tmp, op->map, op, 0); |
60 | insert_ob_in_map (tmp, op->map, op, 0); |
60 | } |
61 | } |
61 | |
62 | |
62 | op->destroy (); |
63 | op->drop_and_destroy (); |
63 | } |
64 | } |
64 | |
65 | |
65 | void |
66 | void |
66 | remove_door2 (object *op) |
67 | remove_door2 (object *op) |
67 | { |
68 | { |
… | |
… | |
78 | } |
79 | } |
79 | } |
80 | } |
80 | |
81 | |
81 | if (op->other_arch) |
82 | if (op->other_arch) |
82 | { |
83 | { |
83 | tmp = arch_to_object (op->other_arch); |
84 | tmp = op->other_arch->instance (); |
84 | tmp->x = op->x; |
85 | tmp->x = op->x; |
85 | tmp->y = op->y; |
86 | tmp->y = op->y; |
86 | tmp->map = op->map; |
87 | tmp->map = op->map; |
87 | tmp->level = op->level; |
88 | tmp->level = op->level; |
88 | insert_ob_in_map (tmp, op->map, op, 0); |
89 | insert_ob_in_map (tmp, op->map, op, 0); |
89 | } |
90 | } |
90 | |
91 | |
91 | op->destroy (); |
92 | op->drop_and_destroy (); |
92 | } |
93 | } |
93 | |
94 | |
94 | void |
95 | static void |
95 | generate_monster (object *gen) |
96 | generate_monster (object *gen) |
96 | { |
97 | { |
97 | if (!gen->map) |
98 | if (!gen->map) |
98 | return; |
99 | return; |
99 | |
100 | |
100 | if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) |
101 | if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) |
101 | return; |
102 | return; |
102 | |
103 | |
|
|
104 | // sleeping generators won't generate, this will make monsters like |
|
|
105 | // centipedes not generate more centipedes when being asleep. |
|
|
106 | if (gen->flag [FLAG_SLEEP]) |
|
|
107 | return; |
|
|
108 | |
103 | object *op; |
109 | object *op; |
104 | int dir; |
110 | int dir; |
105 | |
111 | |
106 | if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) |
112 | if (gen->flag [FLAG_CONTENT_ON_GEN]) |
107 | { |
113 | { |
108 | // either copy one item from the inventory... |
114 | // either copy one item from the inventory... |
109 | if (!gen->inv) |
115 | if (!gen->inv) |
110 | return; |
116 | return; |
111 | |
117 | |
… | |
… | |
117 | |
123 | |
118 | dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
124 | dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
119 | if (dir < 0) |
125 | if (dir < 0) |
120 | return; |
126 | return; |
121 | |
127 | |
122 | op = object_create_clone (op); |
128 | op = op->deep_clone (); |
123 | |
129 | |
124 | CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); |
130 | op->clr_flag (FLAG_IS_A_TEMPLATE); |
125 | unflag_inv (op, FLAG_IS_A_TEMPLATE); |
131 | unflag_inv (op, FLAG_IS_A_TEMPLATE); |
126 | } |
132 | } |
127 | else if (gen->other_arch) |
133 | else if (gen->other_arch) |
128 | { |
134 | { |
129 | // ...or use other_arch |
135 | // ...or use other_arch |
130 | dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
136 | dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
131 | if (dir < 0) |
137 | if (dir < 0) |
132 | return; |
138 | return; |
133 | |
139 | |
134 | op = arch_to_object (gen->other_arch); |
140 | op = gen->other_arch->instance (); |
135 | } |
141 | } |
136 | else |
142 | else |
137 | return; |
143 | return; |
138 | |
144 | |
139 | op->expand_tail (); |
145 | op->expand_tail (); |
… | |
… | |
152 | } |
158 | } |
153 | |
159 | |
154 | op->destroy (); |
160 | op->destroy (); |
155 | } |
161 | } |
156 | |
162 | |
157 | void |
163 | static void |
158 | remove_force (object *op) |
164 | remove_force (object *op) |
159 | { |
165 | { |
160 | if (--op->duration > 0) |
166 | if (--op->duration > 0) |
161 | return; |
167 | return; |
162 | |
168 | |
163 | if (op->env) |
169 | if (op->env) |
164 | switch (op->subtype) |
170 | switch (op->subtype) |
165 | { |
171 | { |
166 | case FORCE_CONFUSION: |
172 | case FORCE_CONFUSION: |
167 | CLEAR_FLAG (op->env, FLAG_CONFUSED); |
173 | op->env->clr_flag (FLAG_CONFUSED); |
168 | new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); |
174 | new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); |
169 | |
175 | |
170 | default: |
176 | default: |
171 | CLEAR_FLAG (op, FLAG_APPLIED); |
177 | op->clr_flag (FLAG_APPLIED); |
172 | change_abil (op->env, op); |
178 | change_abil (op->env, op); |
173 | op->env->update_stats (); |
179 | op->env->update_stats (); |
174 | } |
180 | } |
175 | |
181 | |
176 | op->destroy (); |
182 | op->destroy (); |
177 | } |
183 | } |
178 | |
184 | |
179 | void |
185 | static void |
180 | remove_blindness (object *op) |
186 | remove_blindness (object *op) |
181 | { |
187 | { |
182 | if (--op->stats.food > 0) |
188 | if (--op->stats.food > 0) |
183 | return; |
189 | return; |
184 | |
190 | |
185 | CLEAR_FLAG (op, FLAG_APPLIED); |
191 | op->clr_flag (FLAG_APPLIED); |
186 | |
192 | |
187 | if (op->env) |
193 | if (op->env) |
188 | { |
194 | { |
189 | change_abil (op->env, op); |
195 | change_abil (op->env, op); |
190 | op->env->update_stats (); |
196 | op->env->update_stats (); |
191 | } |
197 | } |
192 | |
198 | |
193 | op->destroy (); |
199 | op->destroy (); |
194 | } |
200 | } |
195 | |
201 | |
196 | void |
202 | static void |
197 | poison_more (object *op) |
203 | poison_more (object *op) |
198 | { |
204 | { |
199 | if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) |
205 | if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0) |
200 | { |
206 | { |
201 | op->destroy (); |
207 | op->destroy (); |
202 | return; |
208 | return; |
203 | } |
209 | } |
204 | |
210 | |
… | |
… | |
207 | /* need to unapply the object before update_stats is called, else fix_player |
213 | /* need to unapply the object before update_stats is called, else fix_player |
208 | * will not do anything. |
214 | * will not do anything. |
209 | */ |
215 | */ |
210 | if (op->env->type == PLAYER) |
216 | if (op->env->type == PLAYER) |
211 | { |
217 | { |
212 | CLEAR_FLAG (op, FLAG_APPLIED); |
218 | op->clr_flag (FLAG_APPLIED); |
213 | op->env->update_stats (); |
219 | op->env->update_stats (); |
214 | new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); |
220 | new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); |
215 | } |
221 | } |
216 | |
222 | |
217 | op->destroy (); |
223 | op->destroy (); |
… | |
… | |
226 | |
232 | |
227 | hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); |
233 | hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); |
228 | } |
234 | } |
229 | |
235 | |
230 | |
236 | |
231 | void |
237 | static void |
232 | move_gate (object *op) |
238 | move_gate (object *op) |
233 | { /* 1 = going down, 0 = going up */ |
239 | { /* 1 = going down, 0 = going up */ |
234 | object *tmp; |
240 | object *tmp; |
235 | |
241 | |
236 | if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) |
242 | if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) |
237 | { |
243 | { |
238 | LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); |
244 | LOG (llevError, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), op->stats.wc, NUM_ANIMATIONS (op)); |
239 | op->stats.wc = 0; |
245 | op->stats.wc = 0; |
240 | } |
246 | } |
241 | |
247 | |
242 | /* We're going down */ |
248 | /* We're going down */ |
243 | if (op->value) |
249 | if (op->value) |
244 | { |
250 | { |
245 | if (--op->stats.wc <= 0) |
251 | if (--op->stats.wc <= 0) |
246 | { /* Reached bottom, let's stop */ |
252 | { /* Reached bottom, let's stop */ |
247 | op->stats.wc = 0; |
253 | op->stats.wc = 0; |
248 | if (op->arch->speed) |
254 | if (op->arch->has_active_speed ()) |
249 | op->value = 0; |
255 | op->value = 0; |
250 | else |
256 | else |
251 | op->set_speed (0); |
257 | op->set_speed (0); |
252 | } |
258 | } |
253 | |
259 | |
254 | if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) |
260 | if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) |
255 | { |
261 | { |
256 | op->move_block = 0; |
262 | op->move_block = 0; |
257 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
263 | op->clr_flag (FLAG_BLOCKSVIEW); |
258 | update_all_los (op->map, op->x, op->y); |
264 | update_all_los (op->map, op->x, op->y); |
259 | } |
265 | } |
260 | |
266 | |
261 | SET_ANIMATION (op, op->stats.wc); |
267 | SET_ANIMATION (op, op->stats.wc); |
262 | update_object (op, UP_OBJ_CHANGE); |
268 | update_object (op, UP_OBJ_CHANGE); |
… | |
… | |
266 | /* We're going up */ |
272 | /* We're going up */ |
267 | |
273 | |
268 | /* First, lets see if we are already at the top */ |
274 | /* First, lets see if we are already at the top */ |
269 | if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
275 | if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
270 | { |
276 | { |
271 | |
|
|
272 | /* Check to make sure that only non pickable and non rollable |
277 | /* Check to make sure that only non pickable and non rollable |
273 | * objects are above the gate. If so, we finish closing the gate, |
278 | * objects are above the gate. If so, we finish closing the gate, |
274 | * otherwise, we fall through to the code below which should lower |
279 | * otherwise, we fall through to the code below which should lower |
275 | * the gate slightly. |
280 | * the gate slightly. |
276 | */ |
281 | */ |
277 | |
282 | |
278 | for (tmp = op->above; tmp; tmp = tmp->above) |
283 | for (tmp = op->above; tmp; tmp = tmp->above) |
279 | if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
284 | if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE]) |
280 | break; |
285 | break; |
281 | |
286 | |
282 | if (!tmp) |
287 | if (!tmp) |
283 | { |
288 | { |
284 | if (op->arch->speed) |
289 | if (op->arch->has_active_speed ()) |
285 | op->value = 1; |
290 | op->value = 1; |
286 | else |
291 | else |
287 | op->set_speed (0); |
292 | op->set_speed (0); |
288 | |
293 | |
289 | return; |
294 | return; |
… | |
… | |
315 | for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) |
320 | for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) |
316 | ; |
321 | ; |
317 | |
322 | |
318 | if (tmp) |
323 | if (tmp) |
319 | { |
324 | { |
320 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
325 | if (tmp->flag [FLAG_ALIVE]) |
321 | { |
326 | { |
322 | hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); |
327 | hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); |
323 | op->play_sound (sound_find ("blocked_gate")); |
328 | op->play_sound (sound_find ("blocked_gate")); |
324 | |
329 | |
325 | if (tmp->type == PLAYER) |
330 | if (tmp->type == PLAYER) |
… | |
… | |
327 | } |
332 | } |
328 | /* If the object is not alive, and the object either can |
333 | /* If the object is not alive, and the object either can |
329 | * be picked up or the object rolls, move the object |
334 | * be picked up or the object rolls, move the object |
330 | * off the gate. |
335 | * off the gate. |
331 | */ |
336 | */ |
332 | else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) |
337 | else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL])) |
333 | { |
338 | { |
334 | /* If it has speed, it should move itself, otherwise: */ |
339 | /* If it has speed, it should move itself, otherwise: */ |
335 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); |
340 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); |
336 | |
341 | |
337 | /* If there is a free spot, move the object someplace */ |
342 | /* If there is a free spot, move the object someplace */ |
… | |
… | |
345 | } |
350 | } |
346 | } |
351 | } |
347 | |
352 | |
348 | /* See if there is still anything blocking the gate */ |
353 | /* See if there is still anything blocking the gate */ |
349 | for (tmp = op->above; tmp; tmp = tmp->above) |
354 | for (tmp = op->above; tmp; tmp = tmp->above) |
350 | if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
355 | if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE]) |
351 | break; |
356 | break; |
352 | |
357 | |
353 | /* IF there is, start putting the gate down */ |
358 | /* IF there is, start putting the gate down */ |
354 | if (tmp) |
359 | if (tmp) |
355 | op->stats.food = 1; |
360 | op->stats.food = 1; |
356 | else |
361 | else |
357 | { |
362 | { |
358 | op->move_block = MOVE_ALL; |
363 | op->move_block = MOVE_ALL; |
359 | |
364 | |
360 | if (!op->arch->stats.ac) |
365 | if (!op->arch->stats.ac) |
361 | SET_FLAG (op, FLAG_BLOCKSVIEW); |
366 | op->set_flag (FLAG_BLOCKSVIEW); |
362 | update_all_los (op->map, op->x, op->y); |
367 | update_all_los (op->map, op->x, op->y); |
363 | } |
368 | } |
364 | } /* gate is halfway up */ |
369 | } /* gate is halfway up */ |
365 | |
370 | |
366 | SET_ANIMATION (op, op->stats.wc); |
371 | SET_ANIMATION (op, op->stats.wc); |
… | |
… | |
370 | |
375 | |
371 | /* hp : how long door is open/closed |
376 | /* hp : how long door is open/closed |
372 | * maxhp : initial value for hp |
377 | * maxhp : initial value for hp |
373 | * sp : 1 = open, 0 = close |
378 | * sp : 1 = open, 0 = close |
374 | */ |
379 | */ |
375 | void |
380 | static void |
376 | move_timed_gate (object *op) |
381 | move_timed_gate (object *op) |
377 | { |
382 | { |
378 | int v = op->value; |
383 | int v = op->value; |
379 | |
384 | |
380 | if (op->stats.sp) |
385 | if (op->stats.sp) |
… | |
… | |
399 | * speed: frequency of 'glances' |
404 | * speed: frequency of 'glances' |
400 | * connected: connected value of detector |
405 | * connected: connected value of detector |
401 | * sp: 1 if detection sets buttons |
406 | * sp: 1 if detection sets buttons |
402 | * -1 if detection unsets buttons |
407 | * -1 if detection unsets buttons |
403 | */ |
408 | */ |
404 | |
409 | static void |
405 | void |
|
|
406 | move_detector (object *op) |
410 | move_detector (object *op) |
407 | { |
411 | { |
408 | object *tmp; |
412 | object *tmp; |
409 | int last = op->value; |
413 | int last = op->value; |
410 | int detected; |
414 | int detected; |
… | |
… | |
437 | if (op->stats.sp == 1) |
441 | if (op->stats.sp == 1) |
438 | { |
442 | { |
439 | if (detected && last == 0) |
443 | if (detected && last == 0) |
440 | { |
444 | { |
441 | op->value = 1; |
445 | op->value = 1; |
442 | push_button (op); |
446 | push_button (op, tmp); |
443 | } |
447 | } |
444 | |
448 | |
445 | if (!detected && last == 1) |
449 | if (!detected && last == 1) |
446 | { |
450 | { |
447 | op->value = 0; |
451 | op->value = 0; |
448 | push_button (op); |
452 | push_button (op, tmp); |
449 | } |
453 | } |
450 | } |
454 | } |
451 | else |
455 | else |
452 | { /* in this case, we unset buttons */ |
456 | { /* in this case, we unset buttons */ |
453 | if (detected && last == 1) |
457 | if (detected && last == 1) |
454 | { |
458 | { |
455 | op->value = 0; |
459 | op->value = 0; |
456 | push_button (op); |
460 | push_button (op, tmp); |
457 | } |
461 | } |
458 | |
462 | |
459 | if (!detected && last == 0) |
463 | if (!detected && last == 0) |
460 | { |
464 | { |
461 | op->value = 1; |
465 | op->value = 1; |
462 | push_button (op); |
466 | push_button (op, tmp); |
463 | } |
467 | } |
464 | } |
468 | } |
465 | } |
469 | } |
466 | |
470 | |
467 | void |
471 | void |
… | |
… | |
477 | SET_ANIMATION (op, op->stats.wc); |
481 | SET_ANIMATION (op, op->stats.wc); |
478 | update_object (op, UP_OBJ_FACE); |
482 | update_object (op, UP_OBJ_FACE); |
479 | } |
483 | } |
480 | } |
484 | } |
481 | |
485 | |
482 | void |
486 | static void |
483 | move_hole (object *op) |
487 | move_hole (object *op) |
484 | { /* 1 = opening, 0 = closing */ |
488 | { /* 1 = opening, 0 = closing */ |
485 | object *next, *tmp; |
|
|
486 | |
|
|
487 | if (op->value) |
489 | if (op->value) |
488 | { /* We're opening */ |
490 | { /* We're opening */ |
489 | if (--op->stats.wc <= 0) |
491 | if (--op->stats.wc <= 0) |
490 | { /* Opened, let's stop */ |
492 | { /* Opened, let's stop */ |
491 | op->stats.wc = 0; |
493 | op->stats.wc = 0; |
492 | op->set_speed (0); |
494 | op->set_speed (0); |
493 | |
495 | |
494 | /* Hard coding this makes sense for holes I suppose */ |
496 | /* Hard coding this makes sense for holes I suppose */ |
495 | op->move_on = MOVE_WALK; |
497 | op->move_on = MOVE_WALK; |
496 | for (tmp = op->above; tmp != NULL; tmp = next) |
498 | for (object *next, *tmp = op->above; tmp; tmp = next) |
497 | { |
499 | { |
498 | next = tmp->above; |
500 | next = tmp->above; |
499 | move_apply (op, tmp, tmp); |
501 | move_apply (op, tmp, tmp); |
500 | } |
502 | } |
501 | } |
503 | } |
502 | |
504 | |
503 | SET_ANIMATION (op, op->stats.wc); |
505 | SET_ANIMATION (op, op->stats.wc); |
504 | update_object (op, UP_OBJ_FACE); |
506 | update_object (op, UP_OBJ_CHANGE); |
505 | return; |
507 | return; |
506 | } |
508 | } |
507 | |
509 | |
508 | /* We're closing */ |
510 | /* We're closing */ |
509 | op->move_on = 0; |
511 | op->move_on = 0; |
510 | |
512 | |
511 | op->stats.wc++; |
513 | op->stats.wc++; |
512 | if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) |
514 | if (op->stats.wc >= NUM_ANIMATIONS (op)) |
513 | op->stats.wc = NUM_ANIMATIONS (op) - 1; |
515 | op->stats.wc = NUM_ANIMATIONS (op) - 1; |
514 | |
516 | |
515 | SET_ANIMATION (op, op->stats.wc); |
517 | SET_ANIMATION (op, op->stats.wc); |
516 | update_object (op, UP_OBJ_FACE); |
518 | update_object (op, UP_OBJ_CHANGE); |
517 | if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
519 | if (op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
518 | op->set_speed (0); /* closed, let's stop */ |
520 | op->set_speed (0); /* closed, let's stop */ |
519 | } |
521 | } |
520 | |
522 | |
521 | |
523 | |
522 | /* stop_item() returns a pointer to the stopped object. The stopped object |
524 | /* stop_item() returns a pointer to the stopped object. The stopped object |
… | |
… | |
543 | { |
545 | { |
544 | object *payload = op->inv; |
546 | object *payload = op->inv; |
545 | |
547 | |
546 | if (payload == NULL) |
548 | if (payload == NULL) |
547 | return NULL; |
549 | return NULL; |
|
|
550 | |
548 | payload->remove (); |
551 | payload->remove (); |
549 | op->destroy (); |
552 | op->destroy (); |
550 | return payload; |
553 | return payload; |
551 | } |
554 | } |
552 | |
555 | |
… | |
… | |
569 | fix_stopped_item (object *op, maptile *map, object *originator) |
572 | fix_stopped_item (object *op, maptile *map, object *originator) |
570 | { |
573 | { |
571 | if (map == NULL) |
574 | if (map == NULL) |
572 | return; |
575 | return; |
573 | |
576 | |
574 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
577 | if (op->flag [FLAG_REMOVED]) |
575 | insert_ob_in_map (op, map, originator, 0); |
578 | insert_ob_in_map (op, map, originator, 0); |
576 | else if (op->type == ARROW) |
579 | else if (op->type == ARROW) |
577 | merge_ob (op, NULL); /* only some arrows actually need this */ |
580 | merge_ob (op, NULL); /* only some arrows actually need this */ |
578 | } |
581 | } |
579 | |
582 | |
… | |
… | |
595 | |
598 | |
596 | // restore original wc, dam, attacktype and slaying |
599 | // restore original wc, dam, attacktype and slaying |
597 | op->stats.wc = op->stats.sp; |
600 | op->stats.wc = op->stats.sp; |
598 | op->stats.dam = op->stats.hp; |
601 | op->stats.dam = op->stats.hp; |
599 | op->attacktype = op->stats.grace; |
602 | op->attacktype = op->stats.grace; |
|
|
603 | op->slaying = op->custom_name; |
600 | |
604 | |
601 | if (op->spellarg) |
|
|
602 | { |
|
|
603 | op->slaying = op->spellarg; |
|
|
604 | free (op->spellarg); |
|
|
605 | op->spellarg = 0; |
|
|
606 | } |
|
|
607 | else |
|
|
608 | op->slaying = 0; |
|
|
609 | |
|
|
610 | /* Reset these to zero, so that object::can_merge will work properly */ |
605 | /* Reset these to defaults, so that object::can_merge will work properly */ |
611 | op->spellarg = NULL; |
606 | op->custom_name = 0; |
612 | op->stats.sp = 0; |
607 | op->stats.sp = 0; |
613 | op->stats.hp = 0; |
608 | op->stats.hp = 0; |
614 | op->stats.grace = 0; |
609 | op->stats.grace = 0; |
615 | op->level = 0; |
610 | op->level = 0; |
616 | op->face = op->arch->face; |
611 | op->face = op->arch->face; |
617 | op->owner = NULL; /* So that stopped arrows will be saved */ |
612 | op->owner = 0; |
|
|
613 | |
618 | update_object (op, UP_OBJ_CHANGE); |
614 | update_object (op, UP_OBJ_CHANGE); |
|
|
615 | |
619 | return op; |
616 | return op; |
620 | } |
617 | } |
621 | |
618 | |
622 | /* stop_arrow() - what to do when a non-living flying object |
619 | /* stop_arrow() - what to do when a non-living flying object |
623 | * has to stop. Sept 96 - I added in thrown object code in |
620 | * has to stop. Sept 96 - I added in thrown object code in |
… | |
… | |
632 | if (INVOKE_OBJECT (STOP, op)) |
629 | if (INVOKE_OBJECT (STOP, op)) |
633 | return; |
630 | return; |
634 | |
631 | |
635 | if (op->inv) |
632 | if (op->inv) |
636 | { |
633 | { |
|
|
634 | // replace this by straightforward drop to ground? |
637 | object *payload = op->inv; |
635 | object *payload = op->inv; |
638 | |
636 | |
639 | payload->remove (); |
|
|
640 | payload->owner = 0; |
637 | payload->owner = 0; |
641 | insert_ob_in_map (payload, op->map, payload, 0); |
638 | insert_ob_in_map (payload, op->map, payload, 0); |
642 | op->destroy (); |
639 | op->destroy (); |
643 | } |
640 | } |
644 | else |
641 | else |
… | |
… | |
648 | if (op) |
645 | if (op) |
649 | merge_ob (op, 0); |
646 | merge_ob (op, 0); |
650 | } |
647 | } |
651 | } |
648 | } |
652 | |
649 | |
653 | /* Move an arrow along its course. op is the arrow or thrown object. |
650 | /* Move an arrow or throwen_obj along its course. op is the arrow or thrown object. |
654 | */ |
651 | */ |
655 | void |
652 | void |
656 | move_arrow (object *op) |
653 | move_arrow (object *op) |
657 | { |
654 | { |
658 | int was_reflected; |
655 | int was_reflected; |
659 | |
656 | |
660 | if (!op->map) |
657 | if (!op->map) |
661 | { |
658 | { |
662 | LOG (llevError, "BUG: Arrow had no map.\n"); |
659 | LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ()); |
663 | op->destroy (); |
660 | op->destroy (); |
664 | return; |
661 | return; |
665 | } |
662 | } |
666 | |
663 | |
667 | /* we need to stop thrown objects at some point. Like here. */ |
664 | /* we need to stop thrown objects at some point. Like here. */ |
… | |
… | |
673 | * is if the player throws a bomb - the bomb explodes on its own, |
670 | * is if the player throws a bomb - the bomb explodes on its own, |
674 | * but this object sticks around. We could handle the cleanup in the |
671 | * but this object sticks around. We could handle the cleanup in the |
675 | * bomb code, but there are potential other cases where that could happen, |
672 | * bomb code, but there are potential other cases where that could happen, |
676 | * and it is easy enough to clean it up here. |
673 | * and it is easy enough to clean it up here. |
677 | */ |
674 | */ |
678 | if (op->inv == NULL) |
675 | if (!op->inv) |
679 | { |
676 | { |
680 | op->destroy (); |
677 | op->destroy (); |
681 | return; |
678 | return; |
682 | } |
679 | } |
683 | |
680 | |
… | |
… | |
686 | stop_arrow (op); |
683 | stop_arrow (op); |
687 | return; |
684 | return; |
688 | } |
685 | } |
689 | } |
686 | } |
690 | |
687 | |
|
|
688 | /* decrease the speed as it flies. 0.05 means a standard bow will shoot |
|
|
689 | * about 17 squares. Tune as needed. |
|
|
690 | */ |
|
|
691 | op->set_speed (op->speed - 0.05); |
|
|
692 | |
691 | /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower |
693 | /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower |
692 | values look rediculous. */ |
694 | values look ridiculous. */ |
693 | if (op->speed < 0.5 && op->type == ARROW) |
695 | if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED)) |
694 | { |
696 | { |
695 | stop_arrow (op); |
697 | stop_arrow (op); |
696 | return; |
698 | return; |
697 | } |
699 | } |
698 | |
700 | |
… | |
… | |
711 | if (pos->flags () & P_IS_ALIVE) |
713 | if (pos->flags () & P_IS_ALIVE) |
712 | { |
714 | { |
713 | object *tmp; |
715 | object *tmp; |
714 | |
716 | |
715 | for (tmp = pos->bot; tmp; tmp = tmp->above) |
717 | for (tmp = pos->bot; tmp; tmp = tmp->above) |
716 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
718 | if (tmp->flag [FLAG_ALIVE] && tmp != op->owner) |
717 | break; |
719 | { |
718 | |
|
|
719 | /* Not really fair, but don't let monsters hit themselves with |
720 | /* Not really fair, but don't let monsters hit themselves with |
720 | * their own arrow - this can be because they fire it then |
721 | * their own arrow - this can be because they fire it then |
721 | * move into it. |
722 | * move into it. |
722 | */ |
723 | */ |
723 | if (tmp && tmp != op->owner) |
724 | |
724 | { |
|
|
725 | /* Found living object, but it is reflecting the missile. Update |
725 | /* Found living object, but it is reflecting the missile. Update |
726 | * as below. (Note that for living creatures there is a small |
726 | * as below. (Note that for living creatures there is a small |
727 | * chance that reflect_missile fails.) |
727 | * chance that reflect_missile fails.) |
728 | */ |
728 | */ |
729 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) |
729 | if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10)) |
730 | { |
730 | { |
731 | int number = op->face; |
|
|
732 | |
|
|
733 | op->direction = absdir (op->direction + 4); |
731 | op->direction = absdir (op->direction + 4); |
734 | update_turn_face (op); |
732 | update_turn_face (op); |
735 | was_reflected = 1; /* skip normal movement calculations */ |
733 | was_reflected = 1; /* skip normal movement calculations */ |
736 | } |
734 | } |
737 | else |
735 | else |
738 | { |
736 | { |
739 | /* Attack the object. */ |
737 | /* Attack the object. */ |
740 | op = hit_with_arrow (op, tmp); |
738 | op = hit_with_arrow (op, tmp); |
741 | |
739 | |
742 | if (!op) |
740 | if (!op) |
743 | return; |
741 | return; |
744 | } |
742 | } |
745 | } /* if this is not hitting its owner */ |
743 | |
746 | } /* if there is something alive on this space */ |
744 | break; |
|
|
745 | } |
|
|
746 | } |
747 | |
747 | |
748 | if (OB_TYPE_MOVE_BLOCK (op, pos->move_block)) |
748 | if (OB_TYPE_MOVE_BLOCK (op, pos->move_block)) |
749 | { |
749 | { |
750 | int retry = 0; |
750 | int retry = 0; |
751 | |
751 | |
… | |
… | |
753 | * note that this code will now catch cases where a monster is |
753 | * note that this code will now catch cases where a monster is |
754 | * on a wall but has reflecting - the arrow won't reflect. |
754 | * on a wall but has reflecting - the arrow won't reflect. |
755 | * Mapmakers shouldn't put monsters on top of wall in the first |
755 | * Mapmakers shouldn't put monsters on top of wall in the first |
756 | * place, so I don't consider that a problem. |
756 | * place, so I don't consider that a problem. |
757 | */ |
757 | */ |
758 | if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) |
758 | if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19)) |
759 | { |
759 | { |
760 | stop_arrow (op); |
760 | stop_arrow (op); |
761 | return; |
761 | return; |
762 | } |
762 | } |
763 | else |
763 | else |
… | |
… | |
812 | return; |
812 | return; |
813 | } |
813 | } |
814 | |
814 | |
815 | /* update object image for new facing */ |
815 | /* update object image for new facing */ |
816 | /* many thrown objects *don't* have more than one face */ |
816 | /* many thrown objects *don't* have more than one face */ |
817 | if (GET_ANIM_ID (op)) |
817 | if (op->has_anim ()) |
818 | SET_ANIMATION (op, op->direction); |
818 | op->set_anim_frame (op->direction); |
819 | } /* object is reflected */ |
819 | } /* object is reflected */ |
820 | } /* object ran into a wall */ |
820 | } /* object ran into a wall */ |
821 | |
821 | |
822 | /* decrease the speed as it flies. 0.05 means a standard bow will shoot |
|
|
823 | * about 17 squares. Tune as needed. |
|
|
824 | */ |
|
|
825 | op->speed -= 0.05; |
|
|
826 | |
|
|
827 | /* Move the arrow. */ |
822 | /* Move the arrow. */ |
828 | op->move_to (pos); |
823 | op->move_to (pos); |
829 | } |
824 | } |
830 | |
825 | |
831 | void |
826 | static void |
832 | change_object (object *op) |
827 | change_object (object *op) |
833 | { /* Doesn`t handle linked objs yet */ |
828 | { /* Doesn`t handle linked objs yet */ |
834 | int i, j; |
|
|
835 | |
|
|
836 | if (!op->other_arch) |
829 | if (!op->other_arch) |
837 | { |
830 | { |
838 | LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); |
831 | LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); |
839 | return; |
832 | return; |
840 | } |
833 | } |
841 | |
834 | |
842 | /* In non-living items only change when food value is 0 */ |
835 | /* In non-living items only change when food value is 0 */ |
843 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
836 | if (!op->flag [FLAG_ALIVE]) |
844 | { |
837 | { |
845 | if (op->stats.food-- > 0) |
838 | if (op->stats.food-- > 0) |
846 | return; |
839 | return; |
847 | |
840 | |
848 | op->stats.food = 1; /* so 1 other_arch is made */ |
841 | op->stats.food = 1; /* so 1 other_arch is made */ |
849 | } |
842 | } |
850 | |
843 | |
851 | object *env = op->env; |
844 | object *env = op->env; |
852 | |
845 | |
853 | op->remove (); |
846 | op->remove (); |
854 | for (i = 0; i < op->stats.food; i++) |
847 | for (int i = 0; i < op->stats.food; i++) |
855 | { |
848 | { |
856 | object *tmp = arch_to_object (op->other_arch); |
849 | object *tmp = op->other_arch->instance (); |
857 | |
|
|
858 | if (op->type == LAMP) |
|
|
859 | tmp->stats.food = op->stats.food - 1; |
|
|
860 | |
850 | |
861 | tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ |
851 | tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ |
|
|
852 | |
862 | if (env) |
853 | if (env) |
863 | { |
|
|
864 | tmp = env->insert (tmp); |
854 | env->insert (tmp); |
865 | |
|
|
866 | /* If this object is the players inventory, we need to tell the |
|
|
867 | * client of the change. Insert_ob_in_map takes care of the |
|
|
868 | * updating the client, so we don't need to do that below. |
|
|
869 | */ |
|
|
870 | if (object *pl = op->in_player ()) |
|
|
871 | { |
|
|
872 | esrv_del_item (pl->contr, op->count); |
|
|
873 | esrv_send_item (pl, tmp); |
|
|
874 | } |
|
|
875 | } |
|
|
876 | else |
855 | else |
877 | { |
856 | { |
878 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
857 | int j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
858 | |
879 | if (j < 0) /* No free spot */ |
859 | if (j < 0) /* No free spot */ |
880 | tmp->destroy (); |
860 | tmp->destroy (); |
881 | else |
861 | else |
882 | { |
862 | { |
883 | mapxy pos (op); pos.move (j); |
863 | mapxy pos (op); pos.move (j); |
… | |
… | |
908 | |
888 | |
909 | if (op->head) |
889 | if (op->head) |
910 | head = op->head; |
890 | head = op->head; |
911 | |
891 | |
912 | for (tmp = op->above; tmp; tmp = tmp->above) |
892 | for (tmp = op->above; tmp; tmp = tmp->above) |
913 | if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
893 | if (!tmp->flag [FLAG_IS_FLOOR]) |
914 | break; |
894 | break; |
915 | |
895 | |
916 | /* If nothing above us to move, nothing to do */ |
896 | /* If nothing above us to move, nothing to do */ |
917 | if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) |
897 | if (!tmp || tmp->flag [FLAG_WIZPASS]) |
918 | return; |
898 | return; |
919 | |
899 | |
920 | if (EXIT_PATH (head)) |
900 | if (EXIT_PATH (head)) |
921 | { |
901 | { |
922 | if (tmp->type == PLAYER) |
902 | if (tmp->type == PLAYER) |
… | |
… | |
947 | else |
927 | else |
948 | { |
928 | { |
949 | /* Random teleporter */ |
929 | /* Random teleporter */ |
950 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
930 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
951 | return; |
931 | return; |
|
|
932 | |
952 | teleport (head, TELEPORTER, tmp); |
933 | teleport (head, TELEPORTER, tmp); |
953 | } |
934 | } |
954 | } |
935 | } |
955 | |
936 | |
956 | /* This object will teleport someone to a different map |
937 | /* This object will teleport someone to a different map |
957 | and will also apply changes to the player from its inventory. |
938 | and will also apply changes to the player from its inventory. |
958 | This was invented for giving classes, but there's no reason it |
939 | This was invented for giving classes, but there's no reason it |
959 | can't be generalized. |
940 | can't be generalized. |
960 | */ |
941 | */ |
961 | void |
942 | static void |
962 | move_player_changer (object *op) |
943 | move_player_changer (object *op) |
963 | { |
944 | { |
964 | object *player; |
|
|
965 | object *walk; |
|
|
966 | |
|
|
967 | if (!op->above || !EXIT_PATH (op)) |
945 | if (!op->above || !EXIT_PATH (op)) |
968 | return; |
946 | return; |
969 | |
947 | |
970 | /* This isn't all that great - means that the player_mover |
948 | /* This isn't all that great - means that the player_mover |
971 | * needs to be on top. |
949 | * needs to be on top. |
972 | */ |
950 | */ |
973 | if (op->above->type == PLAYER) |
951 | if (op->above->type == PLAYER) |
974 | { |
952 | { |
|
|
953 | object *player = op->above; |
|
|
954 | |
975 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
955 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
976 | return; |
956 | return; |
977 | |
957 | |
978 | player = op->above; |
|
|
979 | |
|
|
980 | for (walk = op->inv; walk; walk = walk->below) |
958 | for (object *walk = op->inv; walk; walk = walk->below) |
981 | apply_changes_to_player (player, walk); |
959 | apply_changes_to_player (player, walk); |
982 | |
960 | |
983 | player->update_stats (); |
961 | player->update_stats (); |
984 | |
962 | |
985 | esrv_send_inventory (op->above, op->above); |
963 | esrv_send_inventory (op->above, op->above); |
… | |
… | |
1023 | } |
1001 | } |
1024 | |
1002 | |
1025 | cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); |
1003 | cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); |
1026 | } |
1004 | } |
1027 | |
1005 | |
1028 | /* move_player_mover: this function takes a "player mover" as an |
1006 | /* move_player_mover: this function takes a "player mover" as an |
1029 | * argument, and performs the function of a player mover, which is: |
1007 | * argument, and performs the function of a player mover, which is: |
1030 | * |
1008 | * |
1031 | * a player mover finds any players that are sitting on it. It |
1009 | * a player mover finds any players that are sitting on it. It |
1032 | * moves them in the op->stats.sp direction. speed is how often it'll move. |
1010 | * moves them in the op->stats.sp direction. speed is how often it'll move. |
1033 | * If attacktype is nonzero it will paralyze the player. If lifesave is set, |
1011 | * If attacktype is nonzero it will paralyze the player. If lifesave is set, |
1034 | * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, |
1012 | * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, |
1035 | * it'll paralyze the victim for hp*his speed/op->speed |
1013 | * it'll paralyze the victim for hp*his speed/op->speed |
1036 | */ |
1014 | */ |
1037 | void |
1015 | static void |
1038 | move_player_mover (object *op) |
1016 | move_player_mover (object *op) |
1039 | { |
1017 | { |
1040 | int dir = op->stats.sp; |
1018 | int dir = 0; |
1041 | sint16 nx, ny; |
|
|
1042 | maptile *m; |
|
|
1043 | |
|
|
1044 | /* Determine direction now for random movers so we do the right thing */ |
|
|
1045 | if (!dir) |
|
|
1046 | dir = rndm (1, 8); |
|
|
1047 | |
1019 | |
1048 | for (object *victim = op->ms ().bot; victim; victim = victim->above) |
1020 | for (object *victim = op->ms ().bot; victim; victim = victim->above) |
1049 | { |
1021 | { |
1050 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && |
1022 | if (victim->flag [FLAG_ALIVE] |
|
|
1023 | && !victim->flag [FLAG_WIZPASS] |
1051 | (victim->move_type & op->move_type || !victim->move_type)) |
1024 | && (victim->move_type & op->move_type || !victim->move_type)) |
|
|
1025 | { |
|
|
1026 | if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0) |
1052 | { |
1027 | { |
|
|
1028 | op->destroy (); |
|
|
1029 | return; |
|
|
1030 | } |
|
|
1031 | |
|
|
1032 | /* Determine direction only once so we do the right thing */ |
|
|
1033 | // why is it the right thing, though? |
|
|
1034 | if (!dir) |
|
|
1035 | dir = op->stats.sp ? op->stats.sp : rndm (1, 8); |
|
|
1036 | |
|
|
1037 | sint16 nx = op->x + freearr_x[dir]; |
|
|
1038 | sint16 ny = op->y + freearr_y[dir]; |
|
|
1039 | maptile *m = op->map; |
|
|
1040 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
|
|
1041 | { |
|
|
1042 | LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y); |
|
|
1043 | return; |
|
|
1044 | } |
1053 | |
1045 | |
1054 | if (victim->head) |
1046 | if (victim->head) |
1055 | victim = victim->head; |
1047 | victim = victim->head; |
1056 | |
1048 | |
1057 | if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) |
|
|
1058 | { |
|
|
1059 | op->remove (); |
|
|
1060 | return; |
|
|
1061 | } |
|
|
1062 | |
|
|
1063 | nx = op->x + freearr_x[dir]; |
|
|
1064 | ny = op->y + freearr_y[dir]; |
|
|
1065 | m = op->map; |
|
|
1066 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
|
|
1067 | { |
|
|
1068 | LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y); |
|
|
1069 | return; |
|
|
1070 | } |
|
|
1071 | |
|
|
1072 | if (should_director_abort (op, victim)) |
1049 | if (should_director_abort (op, victim)) |
1073 | return; |
1050 | return; |
1074 | |
1051 | |
1075 | for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) |
1052 | for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) |
1076 | { |
1053 | { |
1077 | if (nextmover->type == PLAYERMOVER) |
1054 | if (nextmover->type == PLAYERMOVER) |
1078 | nextmover->speed_left = -.99f; |
1055 | nextmover->speed_left = -.99f; |
1079 | |
1056 | |
1080 | if (QUERY_FLAG (nextmover, FLAG_ALIVE)) |
1057 | if (nextmover->flag [FLAG_ALIVE]) |
1081 | op->speed_left = -1.1f; /* wait until the next thing gets out of the way */ |
1058 | op->speed_left = -1.1f; /* wait until the next thing gets out of the way */ |
1082 | } |
1059 | } |
1083 | |
1060 | |
1084 | if (victim->type == PLAYER) |
1061 | if (victim->type == PLAYER) |
1085 | { |
1062 | { |
1086 | /* only level >=1 movers move people */ |
1063 | /* only level >=1 movers move people */ |
1087 | if (op->level) |
1064 | if (op->level) |
1088 | { |
1065 | { |
1089 | /* Following is a bit of hack. We need to make sure it |
1066 | /* Following is a bit of hack. We need to make sure it |
1090 | * is cleared, otherwise the player will get stuck in |
1067 | * is cleared, otherwise the player will get stuck in |
1091 | * place. This can happen if the player used a spell to |
1068 | * place. This can happen if the player used a spell to |
1092 | * get to this space. |
1069 | * get to this space. |
1093 | */ |
1070 | */ |
1094 | victim->contr->fire_on = 0; |
1071 | victim->contr->fire_on = 0; |
1095 | victim->speed_left = 1.f; |
1072 | victim->speed_left = 1.f; |
1096 | move_player (victim, dir); |
1073 | move_player (victim, dir); |
1097 | } |
1074 | } |
1098 | else |
1075 | else |
1099 | return; |
1076 | return; |
1100 | } |
1077 | } |
1101 | else |
1078 | else |
1102 | move_object (victim, dir); |
1079 | victim->move (dir); |
1103 | |
1080 | |
1104 | if (!op->stats.maxsp && op->attacktype) |
1081 | if (!op->stats.maxsp && op->attacktype) |
1105 | op->stats.maxsp = 2; |
1082 | op->stats.maxsp = 2; |
1106 | |
1083 | |
1107 | if (op->attacktype) |
1084 | if (op->attacktype) |
1108 | { /* flag to paralyze the player */ |
1085 | { /* flag to paralyze the player */ |
1109 | victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); |
1086 | victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed); |
1110 | } |
1087 | } |
1111 | } |
1088 | } |
1112 | } |
1089 | } |
1113 | } |
1090 | } |
1114 | |
1091 | |
… | |
… | |
1170 | void |
1147 | void |
1171 | move_creator (object *creator) |
1148 | move_creator (object *creator) |
1172 | { |
1149 | { |
1173 | object *new_ob; |
1150 | object *new_ob; |
1174 | |
1151 | |
1175 | if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) |
1152 | if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0) |
1176 | { |
1153 | { |
1177 | creator->stats.hp = -1; |
1154 | creator->stats.hp = -1; |
1178 | return; |
1155 | return; |
1179 | } |
1156 | } |
1180 | |
1157 | |
1181 | if (creator->inv != NULL) |
1158 | if (creator->inv) |
1182 | { |
1159 | { |
1183 | object *ob; |
1160 | object *ob; |
1184 | int i; |
1161 | int i; |
1185 | object *ob_to_copy; |
1162 | object *ob_to_copy; |
1186 | |
1163 | |
1187 | /* select random object from inventory to copy */ |
1164 | /* select random object from inventory to copy */ |
1188 | ob_to_copy = creator->inv; |
1165 | ob_to_copy = creator->inv; |
1189 | for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) |
1166 | for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++) |
1190 | { |
1167 | { |
1191 | if (rndm (0, i) == 0) |
1168 | if (rndm (0, i) == 0) |
1192 | { |
1169 | { |
1193 | ob_to_copy = ob; |
1170 | ob_to_copy = ob; |
1194 | } |
1171 | } |
1195 | } |
1172 | } |
1196 | new_ob = object_create_clone (ob_to_copy); |
1173 | |
1197 | CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); |
1174 | new_ob = ob_to_copy->deep_clone (); |
|
|
1175 | new_ob->clr_flag (FLAG_IS_A_TEMPLATE); |
1198 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1176 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1199 | } |
1177 | } |
1200 | else |
1178 | else |
1201 | { |
1179 | { |
1202 | if (creator->other_arch == NULL) |
1180 | if (!creator->other_arch) |
1203 | { |
1181 | { |
1204 | LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", |
1182 | LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", |
1205 | &creator->name, &creator->map->path, creator->x, creator->y); |
1183 | &creator->name, &creator->map->path, creator->x, creator->y); |
1206 | return; |
1184 | return; |
1207 | } |
1185 | } |
… | |
… | |
1217 | return; |
1195 | return; |
1218 | } |
1196 | } |
1219 | |
1197 | |
1220 | // for now lets try to identify everything generated here, it mostly |
1198 | // for now lets try to identify everything generated here, it mostly |
1221 | // happens automated, so this will at least fix many identify-experience holes |
1199 | // happens automated, so this will at least fix many identify-experience holes |
1222 | SET_FLAG (new_ob, FLAG_IDENTIFIED); |
1200 | if (new_ob->need_identify ()) |
|
|
1201 | new_ob->set_flag (FLAG_IDENTIFIED); |
1223 | |
1202 | |
1224 | insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); |
1203 | insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); |
1225 | if (QUERY_FLAG (new_ob, FLAG_FREED)) |
1204 | if (new_ob->flag [FLAG_FREED]) |
1226 | return; |
1205 | return; |
1227 | |
1206 | |
1228 | if (creator->slaying) |
1207 | if (creator->slaying) |
1229 | { |
|
|
1230 | new_ob->name = new_ob->title = creator->slaying; |
1208 | new_ob->name = new_ob->title = creator->slaying; |
1231 | } |
|
|
1232 | } |
1209 | } |
1233 | |
1210 | |
1234 | /* move_marker --peterm@soda.csua.berkeley.edu |
1211 | /* move_marker --peterm@soda.csua.berkeley.edu |
1235 | when moved, a marker will search for a player sitting above |
1212 | when moved, a marker will search for a player sitting above |
1236 | it, and insert an invisible, weightless force into him |
1213 | it, and insert an invisible, weightless force into him |
… | |
… | |
1246 | { |
1223 | { |
1247 | /* remove an old force with a slaying field == op->name */ |
1224 | /* remove an old force with a slaying field == op->name */ |
1248 | if (object *force = tmp->force_find (op->name)) |
1225 | if (object *force = tmp->force_find (op->name)) |
1249 | force->destroy (); |
1226 | force->destroy (); |
1250 | |
1227 | |
1251 | if (!tmp->force_find (op->slaying)) |
1228 | if (op->slaying && !tmp->force_find (op->slaying)) |
1252 | { |
1229 | { |
1253 | tmp->force_add (op->slaying, op->stats.food); |
1230 | tmp->force_add (op->slaying, op->stats.food); |
1254 | |
1231 | |
1255 | if (op->msg) |
1232 | if (op->msg) |
1256 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
1233 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
… | |
… | |
1268 | } |
1245 | } |
1269 | } |
1246 | } |
1270 | } |
1247 | } |
1271 | } |
1248 | } |
1272 | |
1249 | |
|
|
1250 | // mapscript objects activate themselves (only) then their timer fires |
|
|
1251 | // TODO: maybe they should simply trigger the link like any other object? |
|
|
1252 | static void |
|
|
1253 | move_mapscript (object *op) |
|
|
1254 | { |
|
|
1255 | op->set_speed (0); |
|
|
1256 | cfperl_mapscript_activate (op, true, op, 0); |
|
|
1257 | } |
|
|
1258 | |
|
|
1259 | static void |
|
|
1260 | move_lamp (object *op) |
|
|
1261 | { |
|
|
1262 | // if the lamp/torch is off, we should disable it. |
|
|
1263 | if (!op->glow_radius) |
|
|
1264 | { |
|
|
1265 | op->set_speed (0); |
|
|
1266 | return; |
|
|
1267 | } |
|
|
1268 | else |
|
|
1269 | { |
|
|
1270 | // check whether the face might need to be updated |
|
|
1271 | // (currently this is needed to have already switched on torches |
|
|
1272 | // on maps, as they just set the glow_radius in the archetype) |
|
|
1273 | if (op->other_arch |
|
|
1274 | && ( |
|
|
1275 | (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE]) |
|
|
1276 | || (op->flag [FLAG_ANIMATE] |
|
|
1277 | ? (op->animation_id != op->other_arch->animation_id) |
|
|
1278 | : (op->face != op->other_arch->face)) |
|
|
1279 | )) |
|
|
1280 | get_animation_from_arch (op, op->other_arch); |
|
|
1281 | } |
|
|
1282 | |
|
|
1283 | // lamps and torches on maps don't use up their fuel |
|
|
1284 | if (op->is_on_map ()) |
|
|
1285 | return; |
|
|
1286 | |
|
|
1287 | if (op->stats.food > 0) |
|
|
1288 | { |
|
|
1289 | op->stats.food--; |
|
|
1290 | return; |
|
|
1291 | } |
|
|
1292 | |
|
|
1293 | apply_lamp (op, false); |
|
|
1294 | } |
|
|
1295 | |
1273 | void |
1296 | void |
1274 | process_object (object *op) |
1297 | process_object (object *op) |
1275 | { |
1298 | { |
1276 | if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) |
1299 | if (expect_false (op->flag [FLAG_IS_A_TEMPLATE])) |
1277 | return; |
1300 | return; |
1278 | |
1301 | |
1279 | if (expect_false (INVOKE_OBJECT (TICK, op))) |
1302 | if (expect_false (INVOKE_OBJECT (TICK, op))) |
1280 | return; |
1303 | return; |
1281 | |
1304 | |
1282 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
1305 | if (op->flag [FLAG_MONSTER]) |
1283 | if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) |
1306 | if (move_monster (op) || op->flag [FLAG_FREED]) |
1284 | return; |
1307 | return; |
1285 | |
1308 | |
1286 | if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) |
1309 | if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0) |
1287 | { |
1310 | { |
1288 | animate_object (op, op->contr ? op->facing : op->direction); |
1311 | animate_object (op, op->contr ? op->facing : op->direction); |
1289 | |
1312 | |
1290 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1313 | if (op->flag [FLAG_SEE_ANYWHERE]) |
1291 | make_sure_seen (op); |
1314 | make_sure_seen (op); |
1292 | } |
1315 | } |
1293 | |
1316 | |
1294 | if (expect_false ( |
1317 | if (expect_false ( |
1295 | op->flag [FLAG_GENERATOR] |
1318 | op->flag [FLAG_GENERATOR] |
1296 | || op->flag [FLAG_CHANGING] |
1319 | || op->flag [FLAG_CHANGING] |
1297 | || op->flag [FLAG_IS_USED_UP] |
1320 | || op->flag [FLAG_IS_USED_UP] |
1298 | )) |
1321 | )) |
1299 | { |
1322 | { |
1300 | if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) |
1323 | if (op->flag [FLAG_CHANGING] && !op->state) |
1301 | { |
1324 | { |
1302 | change_object (op); |
1325 | change_object (op); |
1303 | return; |
1326 | return; |
1304 | } |
1327 | } |
1305 | |
1328 | |
1306 | if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) |
1329 | if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY]) |
1307 | generate_monster (op); |
1330 | generate_monster (op); |
1308 | |
1331 | |
1309 | if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) |
1332 | if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0) |
1310 | { |
1333 | { |
1311 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1334 | if (op->flag [FLAG_APPLIED]) |
1312 | remove_force (op); |
1335 | remove_force (op); |
1313 | else |
1336 | else |
1314 | { |
1337 | { |
1315 | /* If necessary, delete the item from the players inventory */ |
1338 | op->remove (); // TODO: really necessary? |
1316 | if (object *pl = op->in_player ()) |
|
|
1317 | esrv_del_item (pl->contr, op->count); |
|
|
1318 | |
1339 | |
1319 | op->remove (); |
|
|
1320 | |
|
|
1321 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1340 | if (op->flag [FLAG_SEE_ANYWHERE]) |
1322 | make_sure_not_seen (op); |
1341 | make_sure_not_seen (op); |
1323 | |
1342 | |
1324 | op->destroy (); |
1343 | op->drop_and_destroy (); |
1325 | } |
1344 | } |
1326 | |
1345 | |
1327 | return; |
1346 | return; |
1328 | } |
1347 | } |
1329 | } |
1348 | } |
… | |
… | |
1453 | |
1472 | |
1454 | case PLAYER: |
1473 | case PLAYER: |
1455 | // players have their own speed-management, so undo the --speed_left |
1474 | // players have their own speed-management, so undo the --speed_left |
1456 | ++op->speed_left; |
1475 | ++op->speed_left; |
1457 | break; |
1476 | break; |
1458 | } |
|
|
1459 | } |
|
|
1460 | |
1477 | |
|
|
1478 | case MAPSCRIPT: |
|
|
1479 | move_mapscript (op); |
|
|
1480 | break; |
|
|
1481 | |
|
|
1482 | case LAMP: |
|
|
1483 | case TORCH: |
|
|
1484 | move_lamp (op); |
|
|
1485 | break; |
|
|
1486 | |
|
|
1487 | case PHYSICS: // hmm, bad naming |
|
|
1488 | move_physics (op); |
|
|
1489 | break; |
|
|
1490 | } |
|
|
1491 | } |
|
|
1492 | |