1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
|
|
22 | */ |
22 | */ |
23 | |
23 | |
24 | /* |
24 | /* |
25 | * Routines that is executed from objects based on their speed have been |
25 | * Routines that is executed from objects based on their speed have been |
26 | * collected in this file. |
26 | * collected in this file. |
27 | */ |
27 | */ |
28 | |
|
|
29 | #include <global.h> |
28 | #include <global.h> |
30 | #include <spells.h> |
29 | #include <spells.h> |
31 | #include <sproto.h> |
30 | #include <sproto.h> |
32 | |
31 | |
33 | /* The following removes doors. The functions check to see if similar |
32 | /* The following removes doors. The functions check to see if similar |
34 | * doors are next to the one that is being removed, and if so, set it |
33 | * doors are next to the one that is being removed, and if so, set it |
35 | * so those will be removed shortly (in a cascade like fashion.) |
34 | * so those will be removed shortly (in a cascade like fashion.) |
36 | */ |
35 | */ |
37 | |
|
|
38 | void |
36 | void |
39 | remove_door (object *op) |
37 | remove_door (object *op) |
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|
38 | { |
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39 | for (int i = 1; i < SIZEOFFREE1 + 1; i += 2) |
|
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40 | { |
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41 | object *tmp; |
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42 | mapxy pos (op); |
|
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43 | pos.move (i); |
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|
44 | if (pos.normalise () |
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45 | && (tmp = present (DOOR, pos.m, pos.x, pos.y))) |
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46 | { |
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47 | tmp->set_speed (0.1f); |
|
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48 | tmp->speed_left = -0.2f; |
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49 | } |
|
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50 | } |
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51 | |
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52 | if (op->other_arch) |
|
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53 | { |
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54 | object *tmp = arch_to_object (op->other_arch); |
|
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55 | tmp->x = op->x; |
|
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56 | tmp->y = op->y; |
|
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57 | tmp->map = op->map; |
|
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58 | tmp->level = op->level; |
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59 | insert_ob_in_map (tmp, op->map, op, 0); |
|
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60 | } |
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61 | |
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62 | op->drop_and_destroy (); |
|
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63 | } |
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64 | |
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65 | void |
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66 | remove_door2 (object *op) |
40 | { |
67 | { |
41 | int i; |
68 | int i; |
42 | object *tmp; |
69 | object *tmp; |
43 | |
70 | |
44 | for (i = 1; i < 9; i += 2) |
71 | for (i = 1; i < 9; i += 2) |
|
|
72 | { |
45 | if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) |
73 | tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); |
46 | { |
74 | if (tmp && tmp->slaying == op->slaying) |
|
|
75 | { /* same key both doors */ |
47 | tmp->set_speed (0.1); |
76 | tmp->set_speed (0.1f); |
48 | tmp->speed_left = -0.2; |
77 | tmp->speed_left = -0.2f; |
49 | } |
78 | } |
|
|
79 | } |
50 | |
80 | |
51 | if (op->other_arch) |
81 | if (op->other_arch) |
52 | { |
82 | { |
53 | tmp = arch_to_object (op->other_arch); |
83 | tmp = arch_to_object (op->other_arch); |
54 | tmp->x = op->x; |
84 | tmp->x = op->x; |
… | |
… | |
56 | tmp->map = op->map; |
86 | tmp->map = op->map; |
57 | tmp->level = op->level; |
87 | tmp->level = op->level; |
58 | insert_ob_in_map (tmp, op->map, op, 0); |
88 | insert_ob_in_map (tmp, op->map, op, 0); |
59 | } |
89 | } |
60 | |
90 | |
61 | op->destroy (); |
91 | op->drop_and_destroy (); |
62 | } |
92 | } |
63 | |
93 | |
64 | void |
94 | void |
65 | remove_door2 (object *op) |
|
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66 | { |
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67 | int i; |
|
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68 | object *tmp; |
|
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69 | |
|
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70 | for (i = 1; i < 9; i += 2) |
|
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71 | { |
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72 | tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); |
|
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73 | if (tmp && tmp->slaying == op->slaying) |
|
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74 | { /* same key both doors */ |
|
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75 | tmp->set_speed (0.1); |
|
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76 | tmp->speed_left = -0.2; |
|
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77 | } |
|
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78 | } |
|
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79 | |
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80 | if (op->other_arch) |
|
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81 | { |
|
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82 | tmp = arch_to_object (op->other_arch); |
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83 | tmp->x = op->x; |
|
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84 | tmp->y = op->y; |
|
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85 | tmp->map = op->map; |
|
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86 | tmp->level = op->level; |
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87 | insert_ob_in_map (tmp, op->map, op, 0); |
|
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88 | } |
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89 | |
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90 | op->destroy (); |
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91 | } |
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92 | |
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93 | /* Will generate a monster according to content |
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94 | * of generator. |
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95 | */ |
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96 | void |
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97 | generate_monster_inv (object *gen) |
95 | generate_monster (object *gen) |
98 | { |
96 | { |
99 | int i; |
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100 | object *op, *head = NULL; |
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101 | |
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102 | int qty = 0; |
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103 | |
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104 | /* Code below assumes the generator is on a map, as it tries |
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105 | * to place the monster on the map. So if the generator |
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106 | * isn't on a map, complain and exit. |
|
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107 | */ |
|
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108 | if (gen->map == NULL) |
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109 | { |
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110 | //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); |
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111 | return; |
|
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112 | } |
|
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113 | /*First count numer of objects in inv */ |
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114 | for (op = gen->inv; op; op = op->below) |
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115 | qty++; |
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116 | if (!qty) |
|
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117 | { |
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118 | LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name); |
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119 | return; /*No inventory */ |
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120 | } |
|
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121 | qty = rndm (0, qty - 1); |
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122 | for (op = gen->inv; qty; qty--) |
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123 | op = op->below; |
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124 | i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); |
|
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125 | if (i == -1) |
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126 | return; |
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127 | head = object_create_clone (op); |
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128 | CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); |
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129 | unflag_inv (head, FLAG_IS_A_TEMPLATE); |
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130 | if (rndm (0, 9)) |
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131 | generate_artifact (head, gen->map->difficulty); |
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132 | insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]); |
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133 | if (QUERY_FLAG (head, FLAG_FREED)) |
|
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134 | return; |
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135 | if (head->has_random_items ()) |
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136 | create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0); |
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137 | } |
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138 | |
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139 | void |
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140 | generate_monster_arch (object *gen) |
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141 | { |
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142 | int i; |
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143 | object *op, *head = NULL, *prev = NULL; |
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144 | archetype *at = gen->other_arch; |
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145 | |
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146 | if (!gen->other_arch) |
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147 | return; |
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148 | |
|
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149 | /* Code below assumes the generator is on a map, as it tries |
|
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150 | * to place the monster on the map. So if the generator |
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151 | * isn't on a map, complain and exit. |
|
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152 | */ |
|
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153 | if (!gen->map) |
97 | if (!gen->map) |
154 | return; |
98 | return; |
155 | |
99 | |
156 | i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); |
100 | if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) |
157 | if (i == -1) |
|
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158 | return; |
101 | return; |
159 | |
102 | |
160 | while (at) |
103 | // sleeping generators won't generate, this will make monsters like |
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104 | // centipedes not generate more centipedes when being asleep. |
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105 | if (gen->flag [FLAG_SLEEP]) |
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106 | return; |
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107 | |
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108 | object *op; |
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109 | int dir; |
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110 | |
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111 | if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) |
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112 | { |
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113 | // either copy one item from the inventory... |
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114 | if (!gen->inv) |
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115 | return; |
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116 | |
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117 | // first select one item from the inventory |
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118 | int index = 0; |
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119 | for (object *tmp = gen->inv; tmp; tmp = tmp->below) |
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120 | if (!rndm (++index)) |
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121 | op = tmp; |
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122 | |
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123 | dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
|
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124 | if (dir < 0) |
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125 | return; |
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126 | |
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127 | op = op->deep_clone (); |
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128 | |
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129 | CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); |
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130 | unflag_inv (op, FLAG_IS_A_TEMPLATE); |
161 | { |
131 | } |
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132 | else if (gen->other_arch) |
|
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133 | { |
|
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134 | // ...or use other_arch |
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135 | dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
|
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136 | if (dir < 0) |
|
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137 | return; |
|
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138 | |
162 | op = arch_to_object (at); |
139 | op = arch_to_object (gen->other_arch); |
163 | op->x = gen->x + freearr_x[i] + at->clone.x; |
140 | } |
164 | op->y = gen->y + freearr_y[i] + at->clone.y; |
141 | else |
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142 | return; |
165 | |
143 | |
166 | if (head) |
144 | op->expand_tail (); |
167 | op->head = head, prev->more = op; |
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168 | |
145 | |
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146 | mapxy pos (gen); pos.move (dir); |
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147 | |
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148 | if (pos.insert (op, gen)) |
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149 | { |
169 | if (rndm (0, 9)) |
150 | if (rndm (0, 9)) |
170 | generate_artifact (op, gen->map->difficulty); |
151 | generate_artifact (op, gen->map->difficulty); |
171 | |
152 | |
172 | insert_ob_in_map (op, gen->map, gen, 0); |
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173 | if (QUERY_FLAG (op, FLAG_FREED)) |
|
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174 | return; |
|
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175 | |
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176 | if (op->has_random_items ()) |
153 | if (op->has_random_items ()) |
177 | create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); |
154 | create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); |
178 | |
155 | |
179 | if (head == NULL) |
|
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180 | head = op; |
|
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181 | |
|
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182 | prev = op; |
|
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183 | at = at->more; |
|
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184 | } |
|
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185 | } |
|
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186 | |
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187 | void |
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188 | generate_monster (object *gen) |
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189 | { |
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190 | |
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191 | if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) |
|
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192 | return; |
156 | return; |
|
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157 | } |
193 | |
158 | |
194 | if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) |
159 | op->destroy (); |
195 | generate_monster_inv (gen); |
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196 | else |
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197 | generate_monster_arch (gen); |
|
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198 | |
|
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199 | } |
160 | } |
200 | |
161 | |
201 | void |
162 | void |
202 | remove_force (object *op) |
163 | remove_force (object *op) |
203 | { |
164 | { |
… | |
… | |
246 | return; |
207 | return; |
247 | } |
208 | } |
248 | |
209 | |
249 | if (op->stats.food == 1) |
210 | if (op->stats.food == 1) |
250 | { |
211 | { |
251 | /* need to remove the object before fix_player is called, else fix_player |
212 | /* need to unapply the object before update_stats is called, else fix_player |
252 | * will not do anything. |
213 | * will not do anything. |
253 | */ |
214 | */ |
254 | if (op->env->type == PLAYER) |
215 | if (op->env->type == PLAYER) |
255 | { |
216 | { |
256 | CLEAR_FLAG (op, FLAG_APPLIED); |
217 | CLEAR_FLAG (op, FLAG_APPLIED); |
… | |
… | |
265 | if (op->env->type == PLAYER) |
226 | if (op->env->type == PLAYER) |
266 | { |
227 | { |
267 | op->env->stats.food--; |
228 | op->env->stats.food--; |
268 | new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); |
229 | new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); |
269 | } |
230 | } |
|
|
231 | |
270 | (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); |
232 | hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); |
271 | } |
233 | } |
272 | |
234 | |
273 | |
235 | |
274 | void |
236 | void |
275 | move_gate (object *op) |
237 | move_gate (object *op) |
276 | { /* 1 = going down, 0 = goind up */ |
238 | { /* 1 = going down, 0 = going up */ |
277 | object *tmp; |
239 | object *tmp; |
278 | |
240 | |
279 | if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) |
241 | if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) |
280 | { |
242 | { |
281 | LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); |
243 | LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); |
… | |
… | |
286 | if (op->value) |
248 | if (op->value) |
287 | { |
249 | { |
288 | if (--op->stats.wc <= 0) |
250 | if (--op->stats.wc <= 0) |
289 | { /* Reached bottom, let's stop */ |
251 | { /* Reached bottom, let's stop */ |
290 | op->stats.wc = 0; |
252 | op->stats.wc = 0; |
291 | if (op->arch->clone.speed) |
253 | if (op->arch->speed) |
292 | op->value = 0; |
254 | op->value = 0; |
293 | else |
255 | else |
294 | op->set_speed (0); |
256 | op->set_speed (0); |
295 | } |
257 | } |
296 | |
258 | |
… | |
… | |
316 | * 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, |
317 | * otherwise, we fall through to the code below which should lower |
279 | * otherwise, we fall through to the code below which should lower |
318 | * the gate slightly. |
280 | * the gate slightly. |
319 | */ |
281 | */ |
320 | |
282 | |
321 | for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
283 | for (tmp = op->above; tmp; tmp = tmp->above) |
322 | if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
284 | if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
323 | break; |
285 | break; |
324 | |
286 | |
325 | if (tmp == NULL) |
287 | if (!tmp) |
326 | { |
288 | { |
327 | if (op->arch->clone.speed) |
289 | if (op->arch->speed) |
328 | op->value = 1; |
290 | op->value = 1; |
329 | else |
291 | else |
330 | op->set_speed (0); |
292 | op->set_speed (0); |
331 | |
293 | |
332 | return; |
294 | return; |
… | |
… | |
343 | } |
305 | } |
344 | else |
306 | else |
345 | { /* The gate is still going up */ |
307 | { /* The gate is still going up */ |
346 | op->stats.wc++; |
308 | op->stats.wc++; |
347 | |
309 | |
348 | if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) |
310 | if (op->stats.wc >= NUM_ANIMATIONS (op)) |
349 | op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; |
311 | op->stats.wc = NUM_ANIMATIONS (op) - 1; |
350 | |
312 | |
351 | /* If there is something on top of the gate, we try to roll it off. |
313 | /* If there is something on top of the gate, we try to roll it off. |
352 | * If a player/monster, we don't roll, we just hit them with damage |
314 | * If a player/monster, we don't roll, we just hit them with damage |
353 | */ |
315 | */ |
354 | if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) |
316 | if (op->stats.wc >= NUM_ANIMATIONS (op) / 2) |
355 | { |
317 | { |
356 | /* Halfway or further, check blocks */ |
318 | /* Halfway or further, check blocks */ |
357 | /* First, get the top object on the square. */ |
319 | /* First, get the top object on the square. */ |
358 | for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
320 | for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) |
|
|
321 | ; |
359 | |
322 | |
360 | if (tmp != NULL) |
323 | if (tmp) |
361 | { |
324 | { |
362 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
325 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
363 | { |
326 | { |
364 | hit_player (tmp, random_roll (1, 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); |
|
|
328 | op->play_sound (sound_find ("blocked_gate")); |
|
|
329 | |
365 | if (tmp->type == PLAYER) |
330 | if (tmp->type == PLAYER) |
366 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); |
331 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); |
367 | } |
332 | } |
368 | else |
|
|
369 | /* If the object is not alive, and the object either can |
333 | /* If the object is not alive, and the object either can |
370 | * be picked up or the object rolls, move the object |
334 | * be picked up or the object rolls, move the object |
371 | * off the gate. |
335 | * off the gate. |
372 | */ |
336 | */ |
373 | if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) |
337 | else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) |
374 | { |
338 | { |
375 | /* If it has speed, it should move itself, otherwise: */ |
339 | /* If it has speed, it should move itself, otherwise: */ |
376 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
340 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); |
377 | |
341 | |
378 | /* If there is a free spot, move the object someplace */ |
342 | /* If there is a free spot, move the object someplace */ |
379 | if (i != -1) |
343 | if (i > 0) |
380 | { |
344 | { |
|
|
345 | mapxy pos (tmp); |
|
|
346 | pos.move (i); |
|
|
347 | if (pos.normalise ()) |
381 | tmp->remove (); |
348 | tmp->move_to (pos); |
382 | tmp->x += freearr_x[i], tmp->y += freearr_y[i]; |
|
|
383 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
384 | } |
349 | } |
385 | } |
350 | } |
386 | } |
351 | } |
387 | |
352 | |
388 | /* See if there is still anything blocking the gate */ |
353 | /* See if there is still anything blocking the gate */ |
389 | for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
354 | for (tmp = op->above; tmp; tmp = tmp->above) |
390 | if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
355 | if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
391 | break; |
356 | break; |
392 | |
357 | |
393 | /* IF there is, start putting the gate down */ |
358 | /* IF there is, start putting the gate down */ |
394 | if (tmp) |
359 | if (tmp) |
395 | { |
|
|
396 | op->stats.food = 1; |
360 | op->stats.food = 1; |
397 | } |
|
|
398 | else |
361 | else |
399 | { |
362 | { |
400 | op->move_block = MOVE_ALL; |
363 | op->move_block = MOVE_ALL; |
|
|
364 | |
401 | if (!op->arch->clone.stats.ac) |
365 | if (!op->arch->stats.ac) |
402 | SET_FLAG (op, FLAG_BLOCKSVIEW); |
366 | SET_FLAG (op, FLAG_BLOCKSVIEW); |
403 | update_all_los (op->map, op->x, op->y); |
367 | update_all_los (op->map, op->x, op->y); |
404 | } |
368 | } |
405 | } /* gate is halfway up */ |
369 | } /* gate is halfway up */ |
406 | |
370 | |
… | |
… | |
419 | int v = op->value; |
383 | int v = op->value; |
420 | |
384 | |
421 | if (op->stats.sp) |
385 | if (op->stats.sp) |
422 | { |
386 | { |
423 | move_gate (op); |
387 | move_gate (op); |
|
|
388 | |
424 | if (op->value != v) /* change direction ? */ |
389 | if (op->value != v) /* change direction ? */ |
425 | op->stats.sp = 0; |
390 | op->stats.sp = 0; |
426 | return; |
391 | return; |
427 | } |
392 | } |
|
|
393 | |
428 | if (--op->stats.hp <= 0) |
394 | if (--op->stats.hp <= 0) |
429 | { /* keep gate down */ |
395 | { /* keep gate down */ |
430 | move_gate (op); |
396 | move_gate (op); |
|
|
397 | |
431 | if (op->value != v) |
398 | if (op->value != v) |
432 | op->set_speed (0); |
399 | op->set_speed (0); |
433 | } |
400 | } |
434 | } |
401 | } |
435 | |
402 | |
… | |
… | |
447 | int last = op->value; |
414 | int last = op->value; |
448 | int detected; |
415 | int detected; |
449 | |
416 | |
450 | detected = 0; |
417 | detected = 0; |
451 | |
418 | |
452 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) |
419 | for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above) |
453 | { |
420 | { |
454 | object *tmp2; |
421 | object *tmp2; |
455 | |
422 | |
456 | if (op->stats.hp) |
423 | if (op->stats.hp) |
457 | { |
424 | { |
458 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
425 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
459 | { |
426 | { |
460 | if (op->slaying && !strcmp (op->slaying, tmp->name)) |
427 | if (op->slaying && op->slaying == tmp->name) |
461 | detected = 1; |
428 | detected = 1; |
|
|
429 | |
462 | if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) |
430 | if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying) |
463 | detected = 1; |
431 | detected = 1; |
464 | } |
432 | } |
465 | } |
433 | } |
|
|
434 | |
466 | if (op->slaying && !strcmp (op->slaying, tmp->name)) |
435 | if (op->slaying && op->slaying == tmp->name) |
467 | { |
|
|
468 | detected = 1; |
436 | detected = 1; |
469 | } |
|
|
470 | else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) |
437 | else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) |
471 | detected = 1; |
438 | detected = 1; |
472 | } |
439 | } |
473 | |
440 | |
474 | /* the detector sets the button if detection is found */ |
441 | /* the detector sets the button if detection is found */ |
475 | if (op->stats.sp == 1) |
442 | if (op->stats.sp == 1) |
476 | { |
443 | { |
477 | if (detected && last == 0) |
444 | if (detected && last == 0) |
478 | { |
445 | { |
479 | op->value = 1; |
446 | op->value = 1; |
480 | push_button (op); |
447 | push_button (op, tmp); |
481 | } |
448 | } |
|
|
449 | |
482 | if (!detected && last == 1) |
450 | if (!detected && last == 1) |
483 | { |
451 | { |
484 | op->value = 0; |
452 | op->value = 0; |
485 | push_button (op); |
453 | push_button (op, tmp); |
486 | } |
454 | } |
487 | } |
455 | } |
488 | else |
456 | else |
489 | { /* in this case, we unset buttons */ |
457 | { /* in this case, we unset buttons */ |
490 | if (detected && last == 1) |
458 | if (detected && last == 1) |
491 | { |
459 | { |
492 | op->value = 0; |
460 | op->value = 0; |
493 | push_button (op); |
461 | push_button (op, tmp); |
494 | } |
462 | } |
|
|
463 | |
495 | if (!detected && last == 0) |
464 | if (!detected && last == 0) |
496 | { |
465 | { |
497 | op->value = 1; |
466 | op->value = 1; |
498 | push_button (op); |
467 | push_button (op, tmp); |
499 | } |
468 | } |
500 | } |
469 | } |
501 | } |
470 | } |
502 | |
|
|
503 | |
471 | |
504 | void |
472 | void |
505 | animate_trigger (object *op) |
473 | animate_trigger (object *op) |
506 | { |
474 | { |
507 | if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) |
475 | if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) |
… | |
… | |
517 | } |
485 | } |
518 | |
486 | |
519 | void |
487 | void |
520 | move_hole (object *op) |
488 | move_hole (object *op) |
521 | { /* 1 = opening, 0 = closing */ |
489 | { /* 1 = opening, 0 = closing */ |
522 | object *next, *tmp; |
|
|
523 | |
|
|
524 | if (op->value) |
490 | if (op->value) |
525 | { /* We're opening */ |
491 | { /* We're opening */ |
526 | if (--op->stats.wc <= 0) |
492 | if (--op->stats.wc <= 0) |
527 | { /* Opened, let's stop */ |
493 | { /* Opened, let's stop */ |
528 | op->stats.wc = 0; |
494 | op->stats.wc = 0; |
529 | op->set_speed (0); |
495 | op->set_speed (0); |
530 | |
496 | |
531 | /* Hard coding this makes sense for holes I suppose */ |
497 | /* Hard coding this makes sense for holes I suppose */ |
532 | op->move_on = MOVE_WALK; |
498 | op->move_on = MOVE_WALK; |
533 | for (tmp = op->above; tmp != NULL; tmp = next) |
499 | for (object *next, *tmp = op->above; tmp; tmp = next) |
534 | { |
500 | { |
535 | next = tmp->above; |
501 | next = tmp->above; |
536 | move_apply (op, tmp, tmp); |
502 | move_apply (op, tmp, tmp); |
537 | } |
503 | } |
538 | } |
504 | } |
539 | |
505 | |
540 | SET_ANIMATION (op, op->stats.wc); |
506 | SET_ANIMATION (op, op->stats.wc); |
541 | update_object (op, UP_OBJ_FACE); |
507 | update_object (op, UP_OBJ_FACE); |
542 | return; |
508 | return; |
543 | } |
509 | } |
|
|
510 | |
544 | /* We're closing */ |
511 | /* We're closing */ |
545 | op->move_on = 0; |
512 | op->move_on = 0; |
546 | |
513 | |
547 | op->stats.wc++; |
514 | op->stats.wc++; |
548 | if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) |
515 | if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) |
… | |
… | |
579 | { |
546 | { |
580 | object *payload = op->inv; |
547 | object *payload = op->inv; |
581 | |
548 | |
582 | if (payload == NULL) |
549 | if (payload == NULL) |
583 | return NULL; |
550 | return NULL; |
|
|
551 | |
584 | payload->remove (); |
552 | payload->remove (); |
585 | op->destroy (); |
553 | op->destroy (); |
586 | return payload; |
554 | return payload; |
587 | } |
555 | } |
588 | |
556 | |
589 | case ARROW: |
557 | case ARROW: |
590 | if (op->speed >= MIN_ACTIVE_SPEED) |
558 | if (op->has_active_speed ()) |
591 | op = fix_stopped_arrow (op); |
559 | op = fix_stopped_arrow (op); |
592 | return op; |
560 | return op; |
593 | |
561 | |
594 | default: |
562 | default: |
595 | return op; |
563 | return op; |
… | |
… | |
604 | void |
572 | void |
605 | fix_stopped_item (object *op, maptile *map, object *originator) |
573 | fix_stopped_item (object *op, maptile *map, object *originator) |
606 | { |
574 | { |
607 | if (map == NULL) |
575 | if (map == NULL) |
608 | return; |
576 | return; |
|
|
577 | |
609 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
578 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
610 | insert_ob_in_map (op, map, originator, 0); |
579 | insert_ob_in_map (op, map, originator, 0); |
611 | else if (op->type == ARROW) |
580 | else if (op->type == ARROW) |
612 | merge_ob (op, NULL); /* only some arrows actually need this */ |
581 | merge_ob (op, NULL); /* only some arrows actually need this */ |
613 | } |
582 | } |
614 | |
583 | |
615 | |
|
|
616 | object * |
584 | object * |
617 | fix_stopped_arrow (object *op) |
585 | fix_stopped_arrow (object *op) |
618 | { |
586 | { |
619 | if (rndm (0, 99) < op->stats.food) |
587 | if (rndm (0, 99) < op->stats.food) |
620 | { |
588 | { |
… | |
… | |
623 | return NULL; |
591 | return NULL; |
624 | } |
592 | } |
625 | |
593 | |
626 | op->set_speed (0); |
594 | op->set_speed (0); |
627 | op->direction = 0; |
595 | op->direction = 0; |
628 | op->move_on = 0; |
596 | op->move_on = 0; |
629 | op->move_type = 0; |
597 | op->move_type = 0; |
|
|
598 | op->skill = 0; // really? |
|
|
599 | |
|
|
600 | // restore original wc, dam, attacktype and slaying |
630 | op->stats.wc = op->stats.sp; |
601 | op->stats.wc = op->stats.sp; |
631 | op->stats.dam = op->stats.hp; |
602 | op->stats.dam = op->stats.hp; |
632 | op->attacktype = op->stats.grace; |
603 | op->attacktype = op->stats.grace; |
633 | op->slaying = 0; |
|
|
634 | op->skill = 0; |
|
|
635 | |
604 | |
636 | if (op->spellarg != NULL) |
605 | if (op->spellarg) |
637 | { |
606 | { |
638 | op->slaying = op->spellarg; |
607 | op->slaying = op->spellarg; |
639 | free (op->spellarg); |
608 | free (op->spellarg); |
640 | op->spellarg = NULL; |
609 | op->spellarg = 0; |
641 | } |
610 | } |
642 | else |
611 | else |
643 | op->slaying = NULL; |
612 | op->slaying = 0; |
644 | |
613 | |
645 | /* Reset these to zero, so that object::can_merge will work properly */ |
614 | /* Reset these to zero, so that object::can_merge will work properly */ |
646 | op->spellarg = NULL; |
615 | op->spellarg = NULL; |
647 | op->stats.sp = 0; |
616 | op->stats.sp = 0; |
648 | op->stats.hp = 0; |
617 | op->stats.hp = 0; |
649 | op->stats.grace = 0; |
618 | op->stats.grace = 0; |
650 | op->level = 0; |
619 | op->level = 0; |
651 | op->face = op->arch->clone.face; |
620 | op->face = op->arch->face; |
652 | op->owner = NULL; /* So that stopped arrows will be saved */ |
621 | op->owner = NULL; /* So that stopped arrows will be saved */ |
653 | update_object (op, UP_OBJ_FACE); |
622 | update_object (op, UP_OBJ_CHANGE); |
654 | return op; |
623 | return op; |
655 | } |
624 | } |
656 | |
625 | |
657 | /* stop_arrow() - what to do when a non-living flying object |
626 | /* stop_arrow() - what to do when a non-living flying object |
658 | * has to stop. Sept 96 - I added in thrown object code in |
627 | * has to stop. Sept 96 - I added in thrown object code in |
… | |
… | |
667 | if (INVOKE_OBJECT (STOP, op)) |
636 | if (INVOKE_OBJECT (STOP, op)) |
668 | return; |
637 | return; |
669 | |
638 | |
670 | if (op->inv) |
639 | if (op->inv) |
671 | { |
640 | { |
|
|
641 | // replace this by straightforward drop to ground? |
672 | object *payload = op->inv; |
642 | object *payload = op->inv; |
673 | |
643 | |
674 | payload->remove (); |
|
|
675 | payload->owner = 0; |
644 | payload->owner = 0; |
676 | insert_ob_in_map (payload, op->map, payload, 0); |
645 | insert_ob_in_map (payload, op->map, payload, 0); |
677 | op->destroy (); |
646 | op->destroy (); |
678 | } |
647 | } |
679 | else |
648 | else |
680 | { |
649 | { |
681 | op = fix_stopped_arrow (op); |
650 | op = fix_stopped_arrow (op); |
|
|
651 | |
682 | if (op) |
652 | if (op) |
683 | merge_ob (op, NULL); |
653 | merge_ob (op, 0); |
684 | } |
654 | } |
685 | } |
655 | } |
686 | |
656 | |
687 | /* Move an arrow along its course. op is the arrow or thrown object. |
657 | /* Move an arrow along its course. op is the arrow or thrown object. |
688 | */ |
658 | */ |
689 | |
|
|
690 | void |
659 | void |
691 | move_arrow (object *op) |
660 | move_arrow (object *op) |
692 | { |
661 | { |
693 | object *tmp; |
|
|
694 | sint16 new_x, new_y; |
|
|
695 | int was_reflected, mflags; |
662 | int was_reflected; |
696 | maptile *m; |
|
|
697 | |
663 | |
698 | if (op->map == NULL) |
664 | if (!op->map) |
699 | { |
665 | { |
700 | LOG (llevError, "BUG: Arrow had no map.\n"); |
666 | LOG (llevError, "BUG: Arrow had no map.\n"); |
701 | op->destroy (); |
667 | op->destroy (); |
702 | return; |
668 | return; |
703 | } |
669 | } |
… | |
… | |
711 | * is if the player throws a bomb - the bomb explodes on its own, |
677 | * is if the player throws a bomb - the bomb explodes on its own, |
712 | * but this object sticks around. We could handle the cleanup in the |
678 | * but this object sticks around. We could handle the cleanup in the |
713 | * bomb code, but there are potential other cases where that could happen, |
679 | * bomb code, but there are potential other cases where that could happen, |
714 | * and it is easy enough to clean it up here. |
680 | * and it is easy enough to clean it up here. |
715 | */ |
681 | */ |
716 | if (op->inv == NULL) |
682 | if (!op->inv) |
717 | { |
683 | { |
718 | op->destroy (); |
684 | op->destroy (); |
719 | return; |
685 | return; |
720 | } |
686 | } |
721 | |
687 | |
… | |
… | |
733 | stop_arrow (op); |
699 | stop_arrow (op); |
734 | return; |
700 | return; |
735 | } |
701 | } |
736 | |
702 | |
737 | /* Calculate target map square */ |
703 | /* Calculate target map square */ |
738 | new_x = op->x + DIRX (op); |
|
|
739 | new_y = op->y + DIRY (op); |
|
|
740 | was_reflected = 0; |
704 | was_reflected = 0; |
741 | |
705 | |
742 | m = op->map; |
706 | mapxy pos (op); pos.move (op->direction); |
743 | mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); |
|
|
744 | |
707 | |
745 | if (mflags & P_OUT_OF_MAP) |
708 | if (!pos.normalise ()) |
746 | { |
709 | { |
747 | stop_arrow (op); |
710 | stop_arrow (op); |
748 | return; |
711 | return; |
749 | } |
712 | } |
750 | |
713 | |
751 | /* only need to look for living creatures if this flag is set */ |
714 | /* only need to look for living creatures if this flag is set */ |
752 | if (mflags & P_IS_ALIVE) |
715 | if (pos->flags () & P_IS_ALIVE) |
753 | { |
716 | { |
754 | for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) |
717 | object *tmp; |
|
|
718 | |
|
|
719 | for (tmp = pos->bot; tmp; tmp = tmp->above) |
755 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
720 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
756 | break; |
721 | break; |
757 | |
722 | |
758 | /* Not really fair, but don't let monsters hit themselves with |
723 | /* Not really fair, but don't let monsters hit themselves with |
759 | * their own arrow - this can be because they fire it then |
724 | * their own arrow - this can be because they fire it then |
… | |
… | |
765 | * as below. (Note that for living creatures there is a small |
730 | * as below. (Note that for living creatures there is a small |
766 | * chance that reflect_missile fails.) |
731 | * chance that reflect_missile fails.) |
767 | */ |
732 | */ |
768 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) |
733 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) |
769 | { |
734 | { |
770 | int number = op->face->number; |
735 | int number = op->face; |
771 | |
736 | |
772 | op->direction = absdir (op->direction + 4); |
737 | op->direction = absdir (op->direction + 4); |
773 | op->state = 0; |
738 | update_turn_face (op); |
774 | |
|
|
775 | if (GET_ANIM_ID (op)) |
|
|
776 | { |
|
|
777 | number += 4; |
|
|
778 | |
|
|
779 | if (number > GET_ANIMATION (op, 8)) |
|
|
780 | number -= 8; |
|
|
781 | |
|
|
782 | op->face = &new_faces[number]; |
|
|
783 | } |
|
|
784 | |
|
|
785 | was_reflected = 1; /* skip normal movement calculations */ |
739 | was_reflected = 1; /* skip normal movement calculations */ |
786 | } |
740 | } |
787 | else |
741 | else |
788 | { |
742 | { |
789 | /* Attack the object. */ |
743 | /* Attack the object. */ |
… | |
… | |
793 | return; |
747 | return; |
794 | } |
748 | } |
795 | } /* if this is not hitting its owner */ |
749 | } /* if this is not hitting its owner */ |
796 | } /* if there is something alive on this space */ |
750 | } /* if there is something alive on this space */ |
797 | |
751 | |
798 | if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) |
752 | if (OB_TYPE_MOVE_BLOCK (op, pos->move_block)) |
799 | { |
753 | { |
800 | int retry = 0; |
754 | int retry = 0; |
801 | |
755 | |
802 | /* if the object doesn't reflect, stop the arrow from moving |
756 | /* if the object doesn't reflect, stop the arrow from moving |
803 | * note that this code will now catch cases where a monster is |
757 | * note that this code will now catch cases where a monster is |
… | |
… | |
816 | if (op->direction & 1) |
770 | if (op->direction & 1) |
817 | { |
771 | { |
818 | op->direction = absdir (op->direction + 4); |
772 | op->direction = absdir (op->direction + 4); |
819 | retry = 1; |
773 | retry = 1; |
820 | } |
774 | } |
|
|
775 | |
821 | /* There were two blocks with identical code - |
776 | /* There were two blocks with identical code - |
822 | * use this retry here to make this one block |
777 | * use this retry here to make this one block |
823 | * that did the same thing. |
778 | * that did the same thing. |
824 | */ |
779 | */ |
825 | while (retry < 2) |
780 | while (retry < 2) |
826 | { |
781 | { |
827 | int left, right, mflags; |
|
|
828 | maptile *m1; |
|
|
829 | sint16 x1, y1; |
|
|
830 | |
|
|
831 | retry++; |
782 | retry++; |
832 | |
783 | |
833 | /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling |
784 | /* Need to check for P_OUT_OF_MAP: if the arrow is travelling |
834 | * over a corner in a tiled map, it is possible that |
785 | * over a corner in a tiled map, it is possible that |
835 | * op->direction is within an adjacent map but either |
786 | * op->direction is within an adjacent map but either |
836 | * op->direction-1 or op->direction+1 does not exist. |
787 | * op->direction-1 or op->direction+1 does not exist. |
837 | */ |
788 | */ |
838 | mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], |
789 | mapxy pos1 (pos); pos1.move (absdir (op->direction - 1)); |
839 | op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); |
790 | bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block); |
840 | left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1))); |
|
|
841 | |
791 | |
842 | mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], |
792 | mapxy pos2 (pos); pos2.move (absdir (op->direction + 1)); |
843 | op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); |
793 | bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block); |
844 | right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1))); |
|
|
845 | |
794 | |
846 | if (left == right) |
795 | if (left == right) |
847 | op->direction = absdir (op->direction + 4); |
796 | op->direction = absdir (op->direction + 4); |
848 | else if (left) |
797 | else if (left) |
849 | op->direction = absdir (op->direction + 2); |
798 | op->direction = absdir (op->direction + 2); |
850 | else if (right) |
799 | else if (right) |
851 | op->direction = absdir (op->direction - 2); |
800 | op->direction = absdir (op->direction - 2); |
852 | |
801 | |
853 | mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1); |
|
|
854 | |
|
|
855 | /* If this space is not out of the map and not blocked, valid space - |
802 | /* If this space is not out of the map and not blocked, valid space - |
856 | * don't need to retry again. |
803 | * don't need to retry again. |
857 | */ |
804 | */ |
858 | if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) |
805 | mapxy pos3 (pos); pos3.move (op->direction); |
|
|
806 | if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block)) |
859 | break; |
807 | break; |
860 | |
|
|
861 | } |
808 | } |
|
|
809 | |
862 | /* Couldn't find a direction to move the arrow to - just |
810 | /* Couldn't find a direction to move the arrow to - just |
863 | * top it from moving. |
811 | * stop it from moving. |
864 | */ |
812 | */ |
865 | if (retry == 2) |
813 | if (retry == 2) |
866 | { |
814 | { |
867 | stop_arrow (op); |
815 | stop_arrow (op); |
868 | return; |
816 | return; |
869 | } |
817 | } |
|
|
818 | |
870 | /* update object image for new facing */ |
819 | /* update object image for new facing */ |
871 | /* many thrown objects *don't* have more than one face */ |
820 | /* many thrown objects *don't* have more than one face */ |
872 | if (GET_ANIM_ID (op)) |
821 | if (GET_ANIM_ID (op)) |
873 | SET_ANIMATION (op, op->direction); |
822 | SET_ANIMATION (op, op->direction); |
874 | } /* object is reflected */ |
823 | } /* object is reflected */ |
875 | } /* object ran into a wall */ |
824 | } /* object ran into a wall */ |
876 | |
825 | |
877 | /* Move the arrow. */ |
|
|
878 | op->remove (); |
|
|
879 | op->x = new_x; |
|
|
880 | op->y = new_y; |
|
|
881 | |
|
|
882 | /* decrease the speed as it flies. 0.05 means a standard bow will shoot |
826 | /* decrease the speed as it flies. 0.05 means a standard bow will shoot |
883 | * about 17 squares. Tune as needed. |
827 | * about 17 squares. Tune as needed. |
884 | */ |
828 | */ |
885 | op->speed -= 0.05; |
829 | op->speed -= 0.05; |
886 | insert_ob_in_map (op, m, op, 0); |
|
|
887 | } |
|
|
888 | |
830 | |
889 | /* This routine doesnt seem to work for "inanimate" objects that |
831 | /* Move the arrow. */ |
890 | * are being carried, ie a held torch leaps from your hands!. |
832 | op->move_to (pos); |
891 | * Modified this routine to allow held objects. b.t. */ |
833 | } |
892 | |
834 | |
893 | void |
835 | void |
894 | change_object (object *op) |
836 | change_object (object *op) |
895 | { /* Doesn`t handle linked objs yet */ |
837 | { /* Doesn`t handle linked objs yet */ |
896 | int i, j; |
838 | int i, j; |
897 | |
839 | |
898 | if (op->other_arch == NULL) |
840 | if (!op->other_arch) |
899 | { |
841 | { |
900 | LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); |
842 | LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); |
901 | return; |
843 | return; |
902 | } |
844 | } |
903 | |
845 | |
904 | /* In non-living items only change when food value is 0 */ |
846 | /* In non-living items only change when food value is 0 */ |
905 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
847 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
906 | { |
848 | { |
907 | if (op->stats.food-- > 0) |
849 | if (op->stats.food-- > 0) |
908 | return; |
850 | return; |
|
|
851 | |
|
|
852 | op->stats.food = 1; /* so 1 other_arch is made */ |
|
|
853 | } |
|
|
854 | |
|
|
855 | object *env = op->env; |
|
|
856 | |
|
|
857 | op->remove (); |
|
|
858 | for (i = 0; i < op->stats.food; i++) |
|
|
859 | { |
|
|
860 | object *tmp = arch_to_object (op->other_arch); |
|
|
861 | |
|
|
862 | tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ |
|
|
863 | |
|
|
864 | if (env) |
|
|
865 | env->insert (tmp); |
909 | else |
866 | else |
910 | op->stats.food = 1; /* so 1 other_arch is made */ |
|
|
911 | } |
|
|
912 | |
|
|
913 | object *pl = op->in_player (); |
|
|
914 | object *env = op->env; |
|
|
915 | |
|
|
916 | op->remove (); |
|
|
917 | for (i = 0; i < NROFNEWOBJS (op); i++) |
|
|
918 | { |
|
|
919 | object *tmp = arch_to_object (op->other_arch); |
|
|
920 | |
|
|
921 | if (op->type == LAMP) |
|
|
922 | tmp->stats.food = op->stats.food - 1; |
|
|
923 | |
|
|
924 | tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ |
|
|
925 | if (env) |
|
|
926 | { |
|
|
927 | tmp->x = env->x, tmp->y = env->y; |
|
|
928 | tmp = insert_ob_in_ob (tmp, env); |
|
|
929 | |
|
|
930 | /* If this object is the players inventory, we need to tell the |
|
|
931 | * client of the change. Insert_ob_in_map takes care of the |
|
|
932 | * updating the client, so we don't need to do that below. |
|
|
933 | */ |
|
|
934 | if (pl) |
|
|
935 | { |
|
|
936 | esrv_del_item (pl->contr, op->count); |
|
|
937 | esrv_send_item (pl, tmp); |
|
|
938 | } |
|
|
939 | } |
|
|
940 | else |
|
|
941 | { |
867 | { |
942 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
868 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
943 | if (j == -1) /* No free spot */ |
869 | if (j < 0) /* No free spot */ |
944 | tmp->destroy (); |
870 | tmp->destroy (); |
945 | else |
871 | else |
946 | { |
872 | { |
947 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
873 | mapxy pos (op); pos.move (j); |
948 | insert_ob_in_map (tmp, op->map, op, 0); |
874 | |
|
|
875 | if (pos.normalise ()) |
|
|
876 | pos.insert (tmp, op); |
949 | } |
877 | } |
950 | } |
878 | } |
951 | } |
879 | } |
952 | |
880 | |
953 | op->destroy (); |
881 | op->destroy (); |
… | |
… | |
963 | * there is an old multipart teleporter in which the other parts |
891 | * there is an old multipart teleporter in which the other parts |
964 | * have speed, we don't really want to call it twice for the same |
892 | * have speed, we don't really want to call it twice for the same |
965 | * function - in fact, as written below, part N would get called |
893 | * function - in fact, as written below, part N would get called |
966 | * N times without the speed check. |
894 | * N times without the speed check. |
967 | */ |
895 | */ |
968 | if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) |
896 | if (op->more && !op->more->has_active_speed ()) |
969 | move_teleporter (op->more); |
897 | move_teleporter (op->more); |
970 | |
898 | |
971 | if (op->head) |
899 | if (op->head) |
972 | head = op->head; |
900 | head = op->head; |
973 | |
901 | |
974 | for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
902 | for (tmp = op->above; tmp; tmp = tmp->above) |
975 | if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
903 | if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
976 | break; |
904 | break; |
977 | |
905 | |
978 | /* If nothing above us to move, nothing to do */ |
906 | /* If nothing above us to move, nothing to do */ |
979 | if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) |
907 | if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) |
… | |
… | |
1009 | else |
937 | else |
1010 | { |
938 | { |
1011 | /* Random teleporter */ |
939 | /* Random teleporter */ |
1012 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
940 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
1013 | return; |
941 | return; |
|
|
942 | |
1014 | teleport (head, TELEPORTER, tmp); |
943 | teleport (head, TELEPORTER, tmp); |
1015 | } |
944 | } |
1016 | } |
945 | } |
1017 | |
|
|
1018 | |
946 | |
1019 | /* This object will teleport someone to a different map |
947 | /* This object will teleport someone to a different map |
1020 | and will also apply changes to the player from its inventory. |
948 | and will also apply changes to the player from its inventory. |
1021 | This was invented for giving classes, but there's no reason it |
949 | This was invented for giving classes, but there's no reason it |
1022 | can't be generalized. |
950 | can't be generalized. |
1023 | */ |
951 | */ |
1024 | |
|
|
1025 | void |
952 | void |
1026 | move_player_changer (object *op) |
953 | move_player_changer (object *op) |
1027 | { |
954 | { |
1028 | object *player; |
955 | object *player; |
1029 | object *walk; |
956 | object *walk; |
1030 | char c; |
|
|
1031 | |
957 | |
1032 | if (!op->above || !EXIT_PATH (op)) |
958 | if (!op->above || !EXIT_PATH (op)) |
1033 | return; |
959 | return; |
1034 | |
960 | |
1035 | /* This isn't all that great - means that the player_mover |
961 | /* This isn't all that great - means that the player_mover |
1036 | * needs to be on top. |
962 | * needs to be on top. |
1037 | */ |
963 | */ |
1038 | if (op->above->type == PLAYER) |
964 | if (op->above->type == PLAYER) |
1039 | { |
965 | { |
1040 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
966 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
1041 | return; |
967 | return; |
|
|
968 | |
1042 | player = op->above; |
969 | player = op->above; |
1043 | |
970 | |
1044 | for (walk = op->inv; walk != NULL; walk = walk->below) |
971 | for (walk = op->inv; walk; walk = walk->below) |
1045 | apply_changes_to_player (player, walk); |
972 | apply_changes_to_player (player, walk); |
1046 | |
973 | |
1047 | player->update_stats (); |
974 | player->update_stats (); |
1048 | |
975 | |
1049 | esrv_send_inventory (op->above, op->above); |
976 | esrv_send_inventory (op->above, op->above); |
1050 | esrv_update_item (UPD_FACE, op->above, op->above); |
977 | esrv_update_item (UPD_FACE, op->above, op->above); |
1051 | |
978 | |
1052 | /* update players death & WoR home-position */ |
979 | /* update players death & WoR home-position */ |
1053 | sscanf (EXIT_PATH (op), "%c", &c); |
980 | if (*EXIT_PATH (op) == '/') |
1054 | if (c == '/') |
|
|
1055 | { |
981 | { |
1056 | strcpy (player->contr->savebed_map, EXIT_PATH (op)); |
982 | player->contr->savebed_map = EXIT_PATH (op); |
1057 | player->contr->bed_x = EXIT_X (op); |
983 | player->contr->bed_x = EXIT_X (op); |
1058 | player->contr->bed_y = EXIT_Y (op); |
984 | player->contr->bed_y = EXIT_Y (op); |
1059 | } |
985 | } |
1060 | else |
986 | else |
1061 | LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); |
987 | LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); |
1062 | |
988 | |
1063 | op->above->enter_exit (op); |
989 | op->above->enter_exit (op); |
1064 | player->contr->save (); |
|
|
1065 | } |
990 | } |
1066 | } |
991 | } |
1067 | |
992 | |
1068 | /* firewalls fire other spells. |
993 | /* firewalls fire other spells. |
1069 | * The direction of the wall is stored in op->stats.sp. |
994 | * The direction of the wall is stored in op->stats.sp. |
… | |
… | |
1078 | return; /* dm has created a firewall in his inventory */ |
1003 | return; /* dm has created a firewall in his inventory */ |
1079 | |
1004 | |
1080 | spell = op->inv; |
1005 | spell = op->inv; |
1081 | |
1006 | |
1082 | if (!spell || spell->type != SPELL) |
1007 | if (!spell || spell->type != SPELL) |
1083 | spell = &op->other_arch->clone; |
1008 | spell = op->other_arch; |
1084 | |
1009 | |
1085 | if (!spell) |
1010 | if (!spell) |
1086 | { |
1011 | { |
1087 | LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); |
1012 | LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); |
1088 | return; |
1013 | return; |
… | |
… | |
1101 | * it'll paralyze the victim for hp*his speed/op->speed |
1026 | * it'll paralyze the victim for hp*his speed/op->speed |
1102 | */ |
1027 | */ |
1103 | void |
1028 | void |
1104 | move_player_mover (object *op) |
1029 | move_player_mover (object *op) |
1105 | { |
1030 | { |
1106 | object *victim, *nextmover; |
|
|
1107 | int dir = op->stats.sp; |
1031 | int dir = op->stats.sp; |
1108 | sint16 nx, ny; |
1032 | sint16 nx, ny; |
1109 | maptile *m; |
1033 | maptile *m; |
1110 | |
1034 | |
1111 | /* Determine direction now for random movers so we do the right thing */ |
1035 | /* Determine direction now for random movers so we do the right thing */ |
1112 | if (!dir) |
1036 | if (!dir) |
1113 | dir = rndm (1, 8); |
1037 | dir = rndm (1, 8); |
1114 | |
1038 | |
1115 | for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) |
1039 | for (object *victim = op->ms ().bot; victim; victim = victim->above) |
1116 | { |
1040 | { |
1117 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && |
1041 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && |
1118 | (victim->move_type & op->move_type || !victim->move_type)) |
1042 | (victim->move_type & op->move_type || !victim->move_type)) |
1119 | { |
1043 | { |
1120 | |
1044 | |
… | |
… | |
1137 | } |
1061 | } |
1138 | |
1062 | |
1139 | if (should_director_abort (op, victim)) |
1063 | if (should_director_abort (op, victim)) |
1140 | return; |
1064 | return; |
1141 | |
1065 | |
1142 | for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) |
1066 | for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) |
1143 | { |
1067 | { |
1144 | if (nextmover->type == PLAYERMOVER) |
1068 | if (nextmover->type == PLAYERMOVER) |
1145 | nextmover->speed_left = -.99; |
1069 | nextmover->speed_left = -.99f; |
|
|
1070 | |
1146 | if (QUERY_FLAG (nextmover, FLAG_ALIVE)) |
1071 | if (QUERY_FLAG (nextmover, FLAG_ALIVE)) |
1147 | { |
|
|
1148 | op->speed_left = -1.1; /* wait until the next thing gets out of the way */ |
1072 | op->speed_left = -1.1f; /* wait until the next thing gets out of the way */ |
1149 | } |
|
|
1150 | } |
1073 | } |
1151 | |
1074 | |
1152 | if (victim->type == PLAYER) |
1075 | if (victim->type == PLAYER) |
1153 | { |
1076 | { |
1154 | /* only level >=1 movers move people */ |
1077 | /* only level >=1 movers move people */ |
… | |
… | |
1158 | * is cleared, otherwise the player will get stuck in |
1081 | * is cleared, otherwise the player will get stuck in |
1159 | * place. This can happen if the player used a spell to |
1082 | * place. This can happen if the player used a spell to |
1160 | * get to this space. |
1083 | * get to this space. |
1161 | */ |
1084 | */ |
1162 | victim->contr->fire_on = 0; |
1085 | victim->contr->fire_on = 0; |
1163 | victim->speed_left = -FABS (victim->speed); |
1086 | victim->speed_left = 1.f; |
1164 | move_player (victim, dir); |
1087 | move_player (victim, dir); |
1165 | } |
1088 | } |
1166 | else |
1089 | else |
1167 | return; |
1090 | return; |
1168 | } |
1091 | } |
… | |
… | |
1172 | if (!op->stats.maxsp && op->attacktype) |
1095 | if (!op->stats.maxsp && op->attacktype) |
1173 | op->stats.maxsp = 2; |
1096 | op->stats.maxsp = 2; |
1174 | |
1097 | |
1175 | if (op->attacktype) |
1098 | if (op->attacktype) |
1176 | { /* flag to paralyze the player */ |
1099 | { /* flag to paralyze the player */ |
1177 | |
|
|
1178 | victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); |
1100 | victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); |
1179 | /* Not sure why, but for some chars on metalforge, they |
|
|
1180 | * would sometimes get -inf speed_left, and from the |
|
|
1181 | * description, it could only happen here, so just put |
|
|
1182 | * a lower sanity limit. My only guess is that the |
|
|
1183 | * mover has 0 speed. |
|
|
1184 | */ |
|
|
1185 | if (victim->speed_left < -5.0) |
|
|
1186 | victim->speed_left = -5.0; |
|
|
1187 | } |
1101 | } |
1188 | } |
1102 | } |
1189 | } |
1103 | } |
1190 | } |
1104 | } |
1191 | |
1105 | |
… | |
… | |
1207 | return; |
1121 | return; |
1208 | } |
1122 | } |
1209 | |
1123 | |
1210 | if (op->above == NULL) |
1124 | if (op->above == NULL) |
1211 | return; |
1125 | return; |
|
|
1126 | |
1212 | for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
1127 | for (tmp = op->above; tmp; tmp = tmp->above) |
1213 | { |
1128 | { |
1214 | if (strcmp (op->other_arch->name, tmp->arch->name) == 0) |
1129 | if (op->other_arch->archname == tmp->arch->archname) |
1215 | { |
1130 | { |
1216 | if (op->level <= 0) |
1131 | if (op->level <= 0) |
1217 | tmp->destroy (); |
1132 | tmp->destroy (); |
1218 | else |
1133 | else |
1219 | { |
1134 | { |
… | |
… | |
1241 | * has to make sure that there is in fact space for the object. |
1156 | * has to make sure that there is in fact space for the object. |
1242 | * It should really do this for small objects also, but there is |
1157 | * It should really do this for small objects also, but there is |
1243 | * more concern with large objects, most notably a part being placed |
1158 | * more concern with large objects, most notably a part being placed |
1244 | * outside of the map which would cause the server to crash |
1159 | * outside of the map which would cause the server to crash |
1245 | */ |
1160 | */ |
1246 | |
|
|
1247 | void |
1161 | void |
1248 | move_creator (object *creator) |
1162 | move_creator (object *creator) |
1249 | { |
1163 | { |
1250 | object *new_ob; |
1164 | object *new_ob; |
1251 | |
1165 | |
… | |
… | |
1253 | { |
1167 | { |
1254 | creator->stats.hp = -1; |
1168 | creator->stats.hp = -1; |
1255 | return; |
1169 | return; |
1256 | } |
1170 | } |
1257 | |
1171 | |
1258 | if (creator->inv != NULL) |
1172 | if (creator->inv) |
1259 | { |
1173 | { |
1260 | object *ob; |
1174 | object *ob; |
1261 | int i; |
1175 | int i; |
1262 | object *ob_to_copy; |
1176 | object *ob_to_copy; |
1263 | |
1177 | |
… | |
… | |
1268 | if (rndm (0, i) == 0) |
1182 | if (rndm (0, i) == 0) |
1269 | { |
1183 | { |
1270 | ob_to_copy = ob; |
1184 | ob_to_copy = ob; |
1271 | } |
1185 | } |
1272 | } |
1186 | } |
1273 | new_ob = object_create_clone (ob_to_copy); |
1187 | new_ob = ob_to_copy->deep_clone (); |
1274 | CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); |
1188 | CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); |
1275 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1189 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1276 | } |
1190 | } |
1277 | else |
1191 | else |
1278 | { |
1192 | { |
1279 | if (creator->other_arch == NULL) |
1193 | if (!creator->other_arch) |
1280 | { |
1194 | { |
1281 | LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", |
1195 | LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", |
1282 | &creator->name, &creator->map->path, creator->x, creator->y); |
1196 | &creator->name, &creator->map->path, creator->x, creator->y); |
1283 | return; |
1197 | return; |
1284 | } |
1198 | } |
… | |
… | |
1286 | new_ob = object_create_arch (creator->other_arch); |
1200 | new_ob = object_create_arch (creator->other_arch); |
1287 | fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); |
1201 | fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); |
1288 | } |
1202 | } |
1289 | |
1203 | |
1290 | /* Make sure this multipart object fits */ |
1204 | /* Make sure this multipart object fits */ |
1291 | if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) |
1205 | if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y)) |
1292 | { |
1206 | { |
1293 | new_ob->destroy (); |
1207 | new_ob->destroy (); |
1294 | return; |
1208 | return; |
1295 | } |
1209 | } |
|
|
1210 | |
|
|
1211 | // for now lets try to identify everything generated here, it mostly |
|
|
1212 | // happens automated, so this will at least fix many identify-experience holes |
|
|
1213 | SET_FLAG (new_ob, FLAG_IDENTIFIED); |
1296 | |
1214 | |
1297 | insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); |
1215 | insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); |
1298 | if (QUERY_FLAG (new_ob, FLAG_FREED)) |
1216 | if (QUERY_FLAG (new_ob, FLAG_FREED)) |
1299 | return; |
1217 | return; |
1300 | |
1218 | |
1301 | if (creator->slaying) |
1219 | if (creator->slaying) |
1302 | { |
|
|
1303 | new_ob->name = new_ob->title = creator->slaying; |
1220 | new_ob->name = new_ob->title = creator->slaying; |
1304 | } |
|
|
1305 | } |
1221 | } |
1306 | |
1222 | |
1307 | /* move_marker --peterm@soda.csua.berkeley.edu |
1223 | /* move_marker --peterm@soda.csua.berkeley.edu |
1308 | when moved, a marker will search for a player sitting above |
1224 | when moved, a marker will search for a player sitting above |
1309 | it, and insert an invisible, weightless force into him |
1225 | it, and insert an invisible, weightless force into him |
1310 | with a specific code as the slaying field. |
1226 | with a specific code as the slaying field. |
1311 | At that time, it writes the contents of its own message |
1227 | At that time, it writes the contents of its own message |
1312 | field to the player. The marker will decrement hp to |
1228 | field to the player. The marker will decrement hp to |
1313 | 0 and then delete itself every time it grants a mark. |
1229 | 0 and then delete itself every time it grants a mark. |
1314 | unless hp was zero to start with, in which case it is infinite.*/ |
1230 | unless hp was zero to start with, in which case it is infinite.*/ |
1315 | |
|
|
1316 | void |
1231 | void |
1317 | move_marker (object *op) |
1232 | move_marker (object *op) |
1318 | { |
1233 | { |
1319 | if (object *tmp = op->ms ().player ()) |
1234 | if (object *tmp = op->ms ().player ()) |
1320 | { |
1235 | { |
1321 | object *tmp2; |
|
|
1322 | |
|
|
1323 | /* remove an old force with a slaying field == op->name */ |
1236 | /* remove an old force with a slaying field == op->name */ |
1324 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1237 | if (object *force = tmp->force_find (op->name)) |
1325 | if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) |
1238 | force->destroy (); |
|
|
1239 | |
|
|
1240 | if (!tmp->force_find (op->slaying)) |
1326 | { |
1241 | { |
1327 | tmp2->destroy (); |
1242 | tmp->force_add (op->slaying, op->stats.food); |
1328 | break; |
|
|
1329 | } |
|
|
1330 | |
1243 | |
1331 | /* cycle through his inventory to look for the MARK we want to |
|
|
1332 | * place |
|
|
1333 | */ |
|
|
1334 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
|
|
1335 | if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) |
|
|
1336 | break; |
|
|
1337 | |
|
|
1338 | /* if we didn't find our own MARK */ |
|
|
1339 | if (tmp2 == NULL) |
|
|
1340 | { |
|
|
1341 | object *force = get_archetype (FORCE_NAME); |
|
|
1342 | |
|
|
1343 | if (op->stats.food) |
|
|
1344 | { |
|
|
1345 | force->set_speed (0.01); |
|
|
1346 | force->speed_left = -op->stats.food; |
|
|
1347 | } |
|
|
1348 | else |
|
|
1349 | force->set_speed (0); |
|
|
1350 | |
|
|
1351 | /* put in the lock code */ |
|
|
1352 | force->slaying = op->slaying; |
|
|
1353 | |
|
|
1354 | if (op->lore) |
|
|
1355 | force->lore = op->lore; |
|
|
1356 | |
|
|
1357 | insert_ob_in_ob (force, tmp); |
|
|
1358 | if (op->msg) |
1244 | if (op->msg) |
1359 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
1245 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
1360 | |
1246 | |
1361 | if (op->stats.hp > 0) |
1247 | if (op->stats.hp > 0) |
1362 | { |
1248 | { |
1363 | op->stats.hp--; |
1249 | op->stats.hp--; |
|
|
1250 | |
1364 | if (op->stats.hp == 0) |
1251 | if (op->stats.hp == 0) |
1365 | { |
1252 | { |
1366 | /* marker expires--granted mark number limit */ |
1253 | /* marker expires--granted mark number limit */ |
1367 | op->destroy (); |
1254 | op->destroy (); |
1368 | return; |
1255 | return; |
… | |
… | |
1370 | } |
1257 | } |
1371 | } |
1258 | } |
1372 | } |
1259 | } |
1373 | } |
1260 | } |
1374 | |
1261 | |
1375 | int |
1262 | // mapscript objects activate themselves (only) then their timer fires |
|
|
1263 | // TODO: maybe they should simply trigger the link like any other object? |
|
|
1264 | void |
|
|
1265 | move_mapscript (object *op) |
|
|
1266 | { |
|
|
1267 | op->set_speed (0); |
|
|
1268 | cfperl_mapscript_activate (op, true, op, 0); |
|
|
1269 | } |
|
|
1270 | |
|
|
1271 | void move_lamp (object *op) |
|
|
1272 | { |
|
|
1273 | // if the lamp/torch is off, we should disable it. |
|
|
1274 | if (!op->glow_radius) |
|
|
1275 | { |
|
|
1276 | op->set_speed (0); |
|
|
1277 | return; |
|
|
1278 | } |
|
|
1279 | else |
|
|
1280 | { |
|
|
1281 | // check whether the face might needs to be updated |
|
|
1282 | // (currently this is needed to have already switched on torches |
|
|
1283 | // on maps, as they just set the glow_radius in the archetype) |
|
|
1284 | if (op->other_arch |
|
|
1285 | && ( |
|
|
1286 | op->flag [FLAG_ANIMATE] |
|
|
1287 | ? (op->animation_id != op->other_arch->animation_id) |
|
|
1288 | : (op->face != op->other_arch->face) |
|
|
1289 | )) |
|
|
1290 | get_animation_from_arch (op, op->other_arch); |
|
|
1291 | } |
|
|
1292 | |
|
|
1293 | // lamps and torches auf maps don't use up their fuel |
|
|
1294 | if (op->is_on_map ()) |
|
|
1295 | return; |
|
|
1296 | |
|
|
1297 | if (op->stats.food > 0) |
|
|
1298 | { |
|
|
1299 | op->stats.food--; |
|
|
1300 | return; |
|
|
1301 | } |
|
|
1302 | |
|
|
1303 | apply_lamp (op, false); |
|
|
1304 | } |
|
|
1305 | |
|
|
1306 | void |
1376 | process_object (object *op) |
1307 | process_object (object *op) |
1377 | { |
1308 | { |
1378 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
1309 | if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) |
1379 | return 0; |
1310 | return; |
1380 | |
1311 | |
1381 | if (INVOKE_OBJECT (TICK, op)) |
1312 | if (expect_false (INVOKE_OBJECT (TICK, op))) |
1382 | return 0; |
1313 | return; |
1383 | |
1314 | |
1384 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
1315 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
1385 | if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) |
1316 | if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) |
1386 | return 1; |
1317 | return; |
1387 | |
1318 | |
1388 | if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) |
1319 | if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) |
1389 | { |
1320 | { |
1390 | if (op->type == PLAYER) |
|
|
1391 | animate_object (op, op->facing); |
|
|
1392 | else |
|
|
1393 | animate_object (op, op->direction); |
1321 | animate_object (op, op->contr ? op->facing : op->direction); |
1394 | |
1322 | |
1395 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1323 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1396 | make_sure_seen (op); |
1324 | make_sure_seen (op); |
1397 | } |
1325 | } |
1398 | |
1326 | |
|
|
1327 | if (expect_false ( |
|
|
1328 | op->flag [FLAG_GENERATOR] |
|
|
1329 | || op->flag [FLAG_CHANGING] |
|
|
1330 | || op->flag [FLAG_IS_USED_UP] |
|
|
1331 | )) |
|
|
1332 | { |
1399 | if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) |
1333 | if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) |
1400 | { |
1334 | { |
1401 | change_object (op); |
1335 | change_object (op); |
1402 | return 1; |
1336 | return; |
1403 | } |
1337 | } |
1404 | |
1338 | |
1405 | if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) |
1339 | if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) |
1406 | generate_monster (op); |
1340 | generate_monster (op); |
1407 | |
1341 | |
1408 | if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) |
1342 | if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) |
1409 | { |
1343 | { |
1410 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1344 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1411 | remove_force (op); |
1345 | remove_force (op); |
1412 | else |
1346 | else |
1413 | { |
1347 | { |
1414 | /* IF necessary, delete the item from the players inventory */ |
1348 | op->remove (); // TODO: really necessary? |
1415 | object *pl = op->in_player (); |
|
|
1416 | |
1349 | |
1417 | if (pl) |
|
|
1418 | esrv_del_item (pl->contr, op->count); |
|
|
1419 | |
|
|
1420 | op->remove (); |
|
|
1421 | |
|
|
1422 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1350 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1423 | make_sure_not_seen (op); |
1351 | make_sure_not_seen (op); |
1424 | |
1352 | |
1425 | op->destroy (); |
1353 | op->drop_and_destroy (); |
1426 | } |
1354 | } |
1427 | |
1355 | |
1428 | return 1; |
1356 | return; |
|
|
1357 | } |
1429 | } |
1358 | } |
1430 | |
1359 | |
1431 | switch (op->type) |
1360 | switch (op->type) |
1432 | { |
1361 | { |
1433 | case SPELL_EFFECT: |
1362 | case SPELL_EFFECT: |
1434 | move_spell_effect (op); |
1363 | move_spell_effect (op); |
1435 | return 1; |
1364 | break; |
1436 | |
1365 | |
1437 | case ROD: |
1366 | case ROD: |
1438 | case HORN: |
1367 | case HORN: |
1439 | regenerate_rod (op); |
1368 | regenerate_rod (op); |
1440 | return 1; |
1369 | break; |
1441 | |
1370 | |
1442 | case FORCE: |
1371 | case FORCE: |
1443 | case POTION_EFFECT: |
1372 | case POTION_EFFECT: |
1444 | remove_force (op); |
1373 | remove_force (op); |
1445 | return 1; |
1374 | break; |
1446 | |
1375 | |
1447 | case BLINDNESS: |
1376 | case BLINDNESS: |
1448 | remove_blindness (op); |
1377 | remove_blindness (op); |
1449 | return 0; |
1378 | break; |
1450 | |
1379 | |
1451 | case POISONING: |
1380 | case POISONING: |
1452 | poison_more (op); |
1381 | poison_more (op); |
1453 | return 0; |
1382 | break; |
1454 | |
1383 | |
1455 | case DISEASE: |
1384 | case DISEASE: |
1456 | move_disease (op); |
1385 | move_disease (op); |
1457 | return 0; |
1386 | break; |
1458 | |
1387 | |
1459 | case SYMPTOM: |
1388 | case SYMPTOM: |
1460 | move_symptom (op); |
1389 | move_symptom (op); |
1461 | return 0; |
1390 | break; |
1462 | |
1391 | |
1463 | case THROWN_OBJ: |
1392 | case THROWN_OBJ: |
1464 | case ARROW: |
1393 | case ARROW: |
1465 | move_arrow (op); |
1394 | move_arrow (op); |
1466 | return 0; |
1395 | break; |
1467 | |
1396 | |
1468 | case DOOR: |
1397 | case DOOR: |
1469 | remove_door (op); |
1398 | remove_door (op); |
1470 | return 0; |
1399 | break; |
1471 | |
1400 | |
1472 | case LOCKED_DOOR: |
1401 | case LOCKED_DOOR: |
1473 | remove_door2 (op); |
1402 | remove_door2 (op); |
1474 | return 0; |
1403 | break; |
1475 | |
1404 | |
1476 | case TELEPORTER: |
1405 | case TELEPORTER: |
1477 | move_teleporter (op); |
1406 | move_teleporter (op); |
1478 | return 0; |
1407 | break; |
1479 | |
1408 | |
1480 | case GOLEM: |
1409 | case GOLEM: |
1481 | move_golem (op); |
1410 | move_golem (op); |
1482 | return 0; |
1411 | break; |
1483 | |
1412 | |
1484 | case EARTHWALL: |
1413 | case EARTHWALL: |
1485 | hit_player (op, 2, op, AT_PHYSICAL, 1); |
1414 | hit_player (op, 2, op, AT_PHYSICAL, 1); |
1486 | return 0; |
1415 | break; |
1487 | |
1416 | |
1488 | case FIREWALL: |
1417 | case FIREWALL: |
1489 | move_firewall (op); |
1418 | move_firewall (op); |
1490 | if (op->stats.maxsp) |
1419 | if (op->stats.maxsp) |
1491 | animate_turning (op); |
1420 | animate_turning (op); |
1492 | return 0; |
1421 | break; |
1493 | |
1422 | |
1494 | case MOOD_FLOOR: |
1423 | case MOOD_FLOOR: |
1495 | do_mood_floor (op); |
1424 | do_mood_floor (op); |
1496 | return 0; |
1425 | break; |
1497 | |
1426 | |
1498 | case GATE: |
1427 | case GATE: |
1499 | move_gate (op); |
1428 | move_gate (op); |
1500 | return 0; |
1429 | break; |
1501 | |
1430 | |
1502 | case TIMED_GATE: |
1431 | case TIMED_GATE: |
1503 | move_timed_gate (op); |
1432 | move_timed_gate (op); |
1504 | return 0; |
1433 | break; |
1505 | |
1434 | |
1506 | case TRIGGER: |
1435 | case TRIGGER: |
1507 | case TRIGGER_BUTTON: |
1436 | case TRIGGER_BUTTON: |
1508 | case TRIGGER_PEDESTAL: |
1437 | case TRIGGER_PEDESTAL: |
1509 | case TRIGGER_ALTAR: |
1438 | case TRIGGER_ALTAR: |
1510 | animate_trigger (op); |
1439 | animate_trigger (op); |
1511 | return 0; |
1440 | break; |
1512 | |
1441 | |
1513 | case DETECTOR: |
1442 | case DETECTOR: |
1514 | move_detector (op); |
1443 | move_detector (op); |
1515 | |
1444 | |
1516 | case DIRECTOR: |
1445 | case DIRECTOR: |
1517 | if (op->stats.maxsp) |
1446 | if (op->stats.maxsp) |
1518 | animate_turning (op); |
1447 | animate_turning (op); |
1519 | return 0; |
1448 | break; |
1520 | |
1449 | |
1521 | case HOLE: |
1450 | case HOLE: |
1522 | move_hole (op); |
1451 | move_hole (op); |
1523 | return 0; |
1452 | break; |
1524 | |
1453 | |
1525 | case DEEP_SWAMP: |
1454 | case DEEP_SWAMP: |
1526 | move_deep_swamp (op); |
1455 | move_deep_swamp (op); |
1527 | return 0; |
1456 | break; |
1528 | |
1457 | |
1529 | case RUNE: |
1458 | case RUNE: |
1530 | case TRAP: |
1459 | case TRAP: |
1531 | move_rune (op); |
1460 | move_rune (op); |
1532 | return 0; |
1461 | break; |
1533 | |
1462 | |
1534 | case PLAYERMOVER: |
1463 | case PLAYERMOVER: |
1535 | move_player_mover (op); |
1464 | move_player_mover (op); |
1536 | return 0; |
1465 | break; |
1537 | |
1466 | |
1538 | case CREATOR: |
1467 | case CREATOR: |
1539 | move_creator (op); |
1468 | move_creator (op); |
1540 | return 0; |
1469 | break; |
1541 | |
1470 | |
1542 | case MARKER: |
1471 | case MARKER: |
1543 | move_marker (op); |
1472 | move_marker (op); |
1544 | return 0; |
1473 | break; |
1545 | |
1474 | |
1546 | case PLAYER_CHANGER: |
1475 | case PLAYER_CHANGER: |
1547 | move_player_changer (op); |
1476 | move_player_changer (op); |
1548 | return 0; |
1477 | break; |
1549 | |
1478 | |
1550 | case PEACEMAKER: |
1479 | case PEACEMAKER: |
1551 | move_peacemaker (op); |
1480 | move_peacemaker (op); |
1552 | return 0; |
1481 | break; |
1553 | } |
|
|
1554 | |
1482 | |
1555 | return 0; |
1483 | case PLAYER: |
|
|
1484 | // players have their own speed-management, so undo the --speed_left |
|
|
1485 | ++op->speed_left; |
|
|
1486 | break; |
|
|
1487 | |
|
|
1488 | case MAPSCRIPT: |
|
|
1489 | move_mapscript (op); |
|
|
1490 | break; |
|
|
1491 | |
|
|
1492 | case LAMP: |
|
|
1493 | case TORCH: |
|
|
1494 | move_lamp (op); |
|
|
1495 | break; |
|
|
1496 | } |
1556 | } |
1497 | } |
|
|
1498 | |