1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * 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 |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your 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 GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* |
24 | /* |
26 | * 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 |
27 | * collected in this file. |
26 | * collected in this file. |
… | |
… | |
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 | void |
36 | void |
38 | remove_door (object *op) |
37 | remove_door (object *op) |
39 | { |
38 | { |
|
|
39 | for (int i = 1; i < SIZEOFFREE1 + 1; i += 2) |
|
|
40 | { |
|
|
41 | object *tmp; |
|
|
42 | mapxy pos (op); |
|
|
43 | pos.move (i); |
|
|
44 | if (pos.normalise () |
|
|
45 | && (tmp = present (DOOR, pos.m, pos.x, pos.y))) |
|
|
46 | { |
|
|
47 | tmp->set_speed (0.1f); |
|
|
48 | tmp->speed_left = -0.2f; |
|
|
49 | } |
|
|
50 | } |
|
|
51 | |
|
|
52 | if (op->other_arch) |
|
|
53 | { |
|
|
54 | object *tmp = arch_to_object (op->other_arch); |
|
|
55 | tmp->x = op->x; |
|
|
56 | tmp->y = op->y; |
|
|
57 | tmp->map = op->map; |
|
|
58 | tmp->level = op->level; |
|
|
59 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
60 | } |
|
|
61 | |
|
|
62 | op->drop_and_destroy (); |
|
|
63 | } |
|
|
64 | |
|
|
65 | void |
|
|
66 | remove_door2 (object *op) |
|
|
67 | { |
40 | int i; |
68 | int i; |
41 | object *tmp; |
69 | object *tmp; |
42 | |
70 | |
43 | for (i = 1; i < 9; i += 2) |
71 | for (i = 1; i < 9; i += 2) |
|
|
72 | { |
44 | 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]); |
45 | { |
74 | if (tmp && tmp->slaying == op->slaying) |
|
|
75 | { /* same key both doors */ |
46 | tmp->set_speed (0.1); |
76 | tmp->set_speed (0.1f); |
47 | tmp->speed_left = -0.2; |
77 | tmp->speed_left = -0.2f; |
48 | } |
78 | } |
|
|
79 | } |
49 | |
80 | |
50 | if (op->other_arch) |
81 | if (op->other_arch) |
51 | { |
82 | { |
52 | tmp = arch_to_object (op->other_arch); |
83 | tmp = arch_to_object (op->other_arch); |
53 | tmp->x = op->x; |
84 | tmp->x = op->x; |
… | |
… | |
55 | tmp->map = op->map; |
86 | tmp->map = op->map; |
56 | tmp->level = op->level; |
87 | tmp->level = op->level; |
57 | insert_ob_in_map (tmp, op->map, op, 0); |
88 | insert_ob_in_map (tmp, op->map, op, 0); |
58 | } |
89 | } |
59 | |
90 | |
60 | op->destroy (); |
91 | op->drop_and_destroy (); |
61 | } |
92 | } |
62 | |
93 | |
63 | void |
94 | void |
64 | remove_door2 (object *op) |
|
|
65 | { |
|
|
66 | int i; |
|
|
67 | object *tmp; |
|
|
68 | |
|
|
69 | for (i = 1; i < 9; i += 2) |
|
|
70 | { |
|
|
71 | tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); |
|
|
72 | if (tmp && tmp->slaying == op->slaying) |
|
|
73 | { /* same key both doors */ |
|
|
74 | tmp->set_speed (0.1); |
|
|
75 | tmp->speed_left = -0.2; |
|
|
76 | } |
|
|
77 | } |
|
|
78 | |
|
|
79 | if (op->other_arch) |
|
|
80 | { |
|
|
81 | tmp = arch_to_object (op->other_arch); |
|
|
82 | tmp->x = op->x; |
|
|
83 | tmp->y = op->y; |
|
|
84 | tmp->map = op->map; |
|
|
85 | tmp->level = op->level; |
|
|
86 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
87 | } |
|
|
88 | |
|
|
89 | op->destroy (); |
|
|
90 | } |
|
|
91 | |
|
|
92 | /* Will generate a monster according to content |
|
|
93 | * of generator. |
|
|
94 | */ |
|
|
95 | void |
|
|
96 | generate_monster_inv (object *gen) |
95 | generate_monster (object *gen) |
97 | { |
96 | { |
98 | int i; |
|
|
99 | object *op, *head = NULL; |
|
|
100 | |
|
|
101 | int qty = 0; |
|
|
102 | |
|
|
103 | /* Code below assumes the generator is on a map, as it tries |
|
|
104 | * to place the monster on the map. So if the generator |
|
|
105 | * isn't on a map, complain and exit. |
|
|
106 | */ |
|
|
107 | if (gen->map == NULL) |
|
|
108 | { |
|
|
109 | //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); |
|
|
110 | return; |
|
|
111 | } |
|
|
112 | /*First count numer of objects in inv */ |
|
|
113 | for (op = gen->inv; op; op = op->below) |
|
|
114 | qty++; |
|
|
115 | if (!qty) |
|
|
116 | { |
|
|
117 | LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name); |
|
|
118 | return; /*No inventory */ |
|
|
119 | } |
|
|
120 | qty = rndm (0, qty - 1); |
|
|
121 | for (op = gen->inv; qty; qty--) |
|
|
122 | op = op->below; |
|
|
123 | i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); |
|
|
124 | if (i == -1) |
|
|
125 | return; |
|
|
126 | head = object_create_clone (op); |
|
|
127 | CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); |
|
|
128 | unflag_inv (head, FLAG_IS_A_TEMPLATE); |
|
|
129 | if (rndm (0, 9)) |
|
|
130 | generate_artifact (head, gen->map->difficulty); |
|
|
131 | insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]); |
|
|
132 | if (QUERY_FLAG (head, FLAG_FREED)) |
|
|
133 | return; |
|
|
134 | if (head->has_random_items ()) |
|
|
135 | create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0); |
|
|
136 | } |
|
|
137 | |
|
|
138 | void |
|
|
139 | generate_monster_arch (object *gen) |
|
|
140 | { |
|
|
141 | int i; |
|
|
142 | object *op, *head = NULL, *prev = NULL; |
|
|
143 | archetype *at = gen->other_arch; |
|
|
144 | |
|
|
145 | if (!gen->other_arch) |
|
|
146 | return; |
|
|
147 | |
|
|
148 | /* Code below assumes the generator is on a map, as it tries |
|
|
149 | * to place the monster on the map. So if the generator |
|
|
150 | * isn't on a map, complain and exit. |
|
|
151 | */ |
|
|
152 | if (!gen->map) |
97 | if (!gen->map) |
153 | return; |
98 | return; |
154 | |
99 | |
155 | 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)) |
156 | if (i == -1) |
|
|
157 | return; |
101 | return; |
158 | |
102 | |
159 | while (at) |
103 | // sleeping generators won't generate, this will make monsters like |
|
|
104 | // centipedes not generate more centipedes when being asleep. |
|
|
105 | if (gen->flag [FLAG_SLEEP]) |
|
|
106 | return; |
|
|
107 | |
|
|
108 | object *op; |
|
|
109 | int dir; |
|
|
110 | |
|
|
111 | if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) |
|
|
112 | { |
|
|
113 | // either copy one item from the inventory... |
|
|
114 | if (!gen->inv) |
|
|
115 | return; |
|
|
116 | |
|
|
117 | // first select one item from the inventory |
|
|
118 | int index = 0; |
|
|
119 | for (object *tmp = gen->inv; tmp; tmp = tmp->below) |
|
|
120 | if (!rndm (++index)) |
|
|
121 | op = tmp; |
|
|
122 | |
|
|
123 | dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
|
|
124 | if (dir < 0) |
|
|
125 | return; |
|
|
126 | |
|
|
127 | op = op->deep_clone (); |
|
|
128 | |
|
|
129 | CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); |
|
|
130 | unflag_inv (op, FLAG_IS_A_TEMPLATE); |
160 | { |
131 | } |
|
|
132 | else if (gen->other_arch) |
|
|
133 | { |
|
|
134 | // ...or use other_arch |
|
|
135 | dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
|
|
136 | if (dir < 0) |
|
|
137 | return; |
|
|
138 | |
161 | op = arch_to_object (at); |
139 | op = arch_to_object (gen->other_arch); |
162 | op->x = gen->x + freearr_x[i] + at->clone.x; |
140 | } |
163 | op->y = gen->y + freearr_y[i] + at->clone.y; |
141 | else |
|
|
142 | return; |
164 | |
143 | |
165 | if (head) |
144 | op->expand_tail (); |
166 | op->head = head, prev->more = op; |
|
|
167 | |
145 | |
|
|
146 | mapxy pos (gen); pos.move (dir); |
|
|
147 | |
|
|
148 | if (pos.insert (op, gen)) |
|
|
149 | { |
168 | if (rndm (0, 9)) |
150 | if (rndm (0, 9)) |
169 | generate_artifact (op, gen->map->difficulty); |
151 | generate_artifact (op, gen->map->difficulty); |
170 | |
152 | |
171 | insert_ob_in_map (op, gen->map, gen, 0); |
|
|
172 | if (QUERY_FLAG (op, FLAG_FREED)) |
|
|
173 | return; |
|
|
174 | |
|
|
175 | if (op->has_random_items ()) |
153 | if (op->has_random_items ()) |
176 | create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); |
154 | create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); |
177 | |
155 | |
178 | if (head == NULL) |
|
|
179 | head = op; |
|
|
180 | |
|
|
181 | prev = op; |
|
|
182 | at = at->more; |
|
|
183 | } |
|
|
184 | } |
|
|
185 | |
|
|
186 | void |
|
|
187 | generate_monster (object *gen) |
|
|
188 | { |
|
|
189 | |
|
|
190 | if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) |
|
|
191 | return; |
156 | return; |
|
|
157 | } |
192 | |
158 | |
193 | if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) |
159 | op->destroy (); |
194 | generate_monster_inv (gen); |
|
|
195 | else |
|
|
196 | generate_monster_arch (gen); |
|
|
197 | |
|
|
198 | } |
160 | } |
199 | |
161 | |
200 | void |
162 | void |
201 | remove_force (object *op) |
163 | remove_force (object *op) |
202 | { |
164 | { |
… | |
… | |
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 | { |
… | |
… | |
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 | |
… | |
… | |
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_CHANGE); |
622 | update_object (op, UP_OBJ_CHANGE); |
654 | return op; |
623 | return op; |
655 | } |
624 | } |
656 | |
625 | |
… | |
… | |
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 |
… | |
… | |
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; |
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 = 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 (); |
… | |
… | |
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. |
… | |
… | |
1075 | return; /* dm has created a firewall in his inventory */ |
1003 | return; /* dm has created a firewall in his inventory */ |
1076 | |
1004 | |
1077 | spell = op->inv; |
1005 | spell = op->inv; |
1078 | |
1006 | |
1079 | if (!spell || spell->type != SPELL) |
1007 | if (!spell || spell->type != SPELL) |
1080 | spell = &op->other_arch->clone; |
1008 | spell = op->other_arch; |
1081 | |
1009 | |
1082 | if (!spell) |
1010 | if (!spell) |
1083 | { |
1011 | { |
1084 | 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); |
1085 | return; |
1013 | return; |
… | |
… | |
1098 | * it'll paralyze the victim for hp*his speed/op->speed |
1026 | * it'll paralyze the victim for hp*his speed/op->speed |
1099 | */ |
1027 | */ |
1100 | void |
1028 | void |
1101 | move_player_mover (object *op) |
1029 | move_player_mover (object *op) |
1102 | { |
1030 | { |
1103 | object *victim, *nextmover; |
|
|
1104 | int dir = op->stats.sp; |
1031 | int dir = op->stats.sp; |
1105 | sint16 nx, ny; |
1032 | sint16 nx, ny; |
1106 | maptile *m; |
1033 | maptile *m; |
1107 | |
1034 | |
1108 | /* 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 */ |
1109 | if (!dir) |
1036 | if (!dir) |
1110 | dir = rndm (1, 8); |
1037 | dir = rndm (1, 8); |
1111 | |
1038 | |
1112 | 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) |
1113 | { |
1040 | { |
1114 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && |
1041 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && |
1115 | (victim->move_type & op->move_type || !victim->move_type)) |
1042 | (victim->move_type & op->move_type || !victim->move_type)) |
1116 | { |
1043 | { |
1117 | |
1044 | |
… | |
… | |
1134 | } |
1061 | } |
1135 | |
1062 | |
1136 | if (should_director_abort (op, victim)) |
1063 | if (should_director_abort (op, victim)) |
1137 | return; |
1064 | return; |
1138 | |
1065 | |
1139 | 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) |
1140 | { |
1067 | { |
1141 | if (nextmover->type == PLAYERMOVER) |
1068 | if (nextmover->type == PLAYERMOVER) |
1142 | nextmover->speed_left = -.99; |
1069 | nextmover->speed_left = -.99f; |
|
|
1070 | |
1143 | if (QUERY_FLAG (nextmover, FLAG_ALIVE)) |
1071 | if (QUERY_FLAG (nextmover, FLAG_ALIVE)) |
1144 | { |
|
|
1145 | 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 */ |
1146 | } |
|
|
1147 | } |
1073 | } |
1148 | |
1074 | |
1149 | if (victim->type == PLAYER) |
1075 | if (victim->type == PLAYER) |
1150 | { |
1076 | { |
1151 | /* only level >=1 movers move people */ |
1077 | /* only level >=1 movers move people */ |
… | |
… | |
1155 | * is cleared, otherwise the player will get stuck in |
1081 | * is cleared, otherwise the player will get stuck in |
1156 | * place. This can happen if the player used a spell to |
1082 | * place. This can happen if the player used a spell to |
1157 | * get to this space. |
1083 | * get to this space. |
1158 | */ |
1084 | */ |
1159 | victim->contr->fire_on = 0; |
1085 | victim->contr->fire_on = 0; |
1160 | victim->speed_left = -FABS (victim->speed); |
1086 | victim->speed_left = 1.f; |
1161 | move_player (victim, dir); |
1087 | move_player (victim, dir); |
1162 | } |
1088 | } |
1163 | else |
1089 | else |
1164 | return; |
1090 | return; |
1165 | } |
1091 | } |
… | |
… | |
1169 | if (!op->stats.maxsp && op->attacktype) |
1095 | if (!op->stats.maxsp && op->attacktype) |
1170 | op->stats.maxsp = 2; |
1096 | op->stats.maxsp = 2; |
1171 | |
1097 | |
1172 | if (op->attacktype) |
1098 | if (op->attacktype) |
1173 | { /* flag to paralyze the player */ |
1099 | { /* flag to paralyze the player */ |
1174 | |
|
|
1175 | 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)); |
1176 | /* Not sure why, but for some chars on metalforge, they |
|
|
1177 | * would sometimes get -inf speed_left, and from the |
|
|
1178 | * description, it could only happen here, so just put |
|
|
1179 | * a lower sanity limit. My only guess is that the |
|
|
1180 | * mover has 0 speed. |
|
|
1181 | */ |
|
|
1182 | if (victim->speed_left < -5.0) |
|
|
1183 | victim->speed_left = -5.0; |
|
|
1184 | } |
1101 | } |
1185 | } |
1102 | } |
1186 | } |
1103 | } |
1187 | } |
1104 | } |
1188 | |
1105 | |
… | |
… | |
1207 | if (op->above == NULL) |
1124 | if (op->above == NULL) |
1208 | return; |
1125 | return; |
1209 | |
1126 | |
1210 | for (tmp = op->above; tmp; tmp = tmp->above) |
1127 | for (tmp = op->above; tmp; tmp = tmp->above) |
1211 | { |
1128 | { |
1212 | if (op->other_arch->name == tmp->arch->name) |
1129 | if (op->other_arch->archname == tmp->arch->archname) |
1213 | { |
1130 | { |
1214 | if (op->level <= 0) |
1131 | if (op->level <= 0) |
1215 | tmp->destroy (); |
1132 | tmp->destroy (); |
1216 | else |
1133 | else |
1217 | { |
1134 | { |
… | |
… | |
1239 | * 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. |
1240 | * 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 |
1241 | * more concern with large objects, most notably a part being placed |
1158 | * more concern with large objects, most notably a part being placed |
1242 | * outside of the map which would cause the server to crash |
1159 | * outside of the map which would cause the server to crash |
1243 | */ |
1160 | */ |
1244 | |
|
|
1245 | void |
1161 | void |
1246 | move_creator (object *creator) |
1162 | move_creator (object *creator) |
1247 | { |
1163 | { |
1248 | object *new_ob; |
1164 | object *new_ob; |
1249 | |
1165 | |
… | |
… | |
1251 | { |
1167 | { |
1252 | creator->stats.hp = -1; |
1168 | creator->stats.hp = -1; |
1253 | return; |
1169 | return; |
1254 | } |
1170 | } |
1255 | |
1171 | |
1256 | if (creator->inv != NULL) |
1172 | if (creator->inv) |
1257 | { |
1173 | { |
1258 | object *ob; |
1174 | object *ob; |
1259 | int i; |
1175 | int i; |
1260 | object *ob_to_copy; |
1176 | object *ob_to_copy; |
1261 | |
1177 | |
… | |
… | |
1266 | if (rndm (0, i) == 0) |
1182 | if (rndm (0, i) == 0) |
1267 | { |
1183 | { |
1268 | ob_to_copy = ob; |
1184 | ob_to_copy = ob; |
1269 | } |
1185 | } |
1270 | } |
1186 | } |
1271 | new_ob = object_create_clone (ob_to_copy); |
1187 | new_ob = ob_to_copy->deep_clone (); |
1272 | CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); |
1188 | CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); |
1273 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1189 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1274 | } |
1190 | } |
1275 | else |
1191 | else |
1276 | { |
1192 | { |
1277 | if (creator->other_arch == NULL) |
1193 | if (!creator->other_arch) |
1278 | { |
1194 | { |
1279 | 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", |
1280 | &creator->name, &creator->map->path, creator->x, creator->y); |
1196 | &creator->name, &creator->map->path, creator->x, creator->y); |
1281 | return; |
1197 | return; |
1282 | } |
1198 | } |
… | |
… | |
1284 | new_ob = object_create_arch (creator->other_arch); |
1200 | new_ob = object_create_arch (creator->other_arch); |
1285 | fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); |
1201 | fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); |
1286 | } |
1202 | } |
1287 | |
1203 | |
1288 | /* Make sure this multipart object fits */ |
1204 | /* Make sure this multipart object fits */ |
1289 | 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)) |
1290 | { |
1206 | { |
1291 | new_ob->destroy (); |
1207 | new_ob->destroy (); |
1292 | return; |
1208 | return; |
1293 | } |
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); |
1294 | |
1214 | |
1295 | 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); |
1296 | if (QUERY_FLAG (new_ob, FLAG_FREED)) |
1216 | if (QUERY_FLAG (new_ob, FLAG_FREED)) |
1297 | return; |
1217 | return; |
1298 | |
1218 | |
1299 | if (creator->slaying) |
1219 | if (creator->slaying) |
1300 | { |
|
|
1301 | new_ob->name = new_ob->title = creator->slaying; |
1220 | new_ob->name = new_ob->title = creator->slaying; |
1302 | } |
|
|
1303 | } |
1221 | } |
1304 | |
1222 | |
1305 | /* move_marker --peterm@soda.csua.berkeley.edu |
1223 | /* move_marker --peterm@soda.csua.berkeley.edu |
1306 | when moved, a marker will search for a player sitting above |
1224 | when moved, a marker will search for a player sitting above |
1307 | it, and insert an invisible, weightless force into him |
1225 | it, and insert an invisible, weightless force into him |
… | |
… | |
1313 | void |
1231 | void |
1314 | move_marker (object *op) |
1232 | move_marker (object *op) |
1315 | { |
1233 | { |
1316 | if (object *tmp = op->ms ().player ()) |
1234 | if (object *tmp = op->ms ().player ()) |
1317 | { |
1235 | { |
1318 | object *tmp2; |
|
|
1319 | |
|
|
1320 | /* remove an old force with a slaying field == op->name */ |
1236 | /* remove an old force with a slaying field == op->name */ |
1321 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1237 | if (object *force = tmp->force_find (op->name)) |
1322 | if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) |
1238 | force->destroy (); |
|
|
1239 | |
|
|
1240 | if (!tmp->force_find (op->slaying)) |
1323 | { |
1241 | { |
1324 | tmp2->destroy (); |
1242 | tmp->force_add (op->slaying, op->stats.food); |
1325 | break; |
|
|
1326 | } |
|
|
1327 | |
1243 | |
1328 | /* cycle through his inventory to look for the MARK we want to |
|
|
1329 | * place |
|
|
1330 | */ |
|
|
1331 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
|
|
1332 | if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying) |
|
|
1333 | break; |
|
|
1334 | |
|
|
1335 | /* if we didn't find our own MARK */ |
|
|
1336 | if (!tmp2) |
|
|
1337 | { |
|
|
1338 | object *force = get_archetype (FORCE_NAME); |
|
|
1339 | |
|
|
1340 | if (op->stats.food) |
|
|
1341 | { |
|
|
1342 | force->set_speed (0.01); |
|
|
1343 | force->speed_left = -op->stats.food; |
|
|
1344 | } |
|
|
1345 | else |
|
|
1346 | force->set_speed (0); |
|
|
1347 | |
|
|
1348 | /* put in the lock code */ |
|
|
1349 | force->slaying = op->slaying; |
|
|
1350 | |
|
|
1351 | if (op->lore) |
|
|
1352 | force->lore = op->lore; |
|
|
1353 | |
|
|
1354 | insert_ob_in_ob (force, tmp); |
|
|
1355 | if (op->msg) |
1244 | if (op->msg) |
1356 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
1245 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
1357 | |
1246 | |
1358 | if (op->stats.hp > 0) |
1247 | if (op->stats.hp > 0) |
1359 | { |
1248 | { |
1360 | op->stats.hp--; |
1249 | op->stats.hp--; |
|
|
1250 | |
1361 | if (op->stats.hp == 0) |
1251 | if (op->stats.hp == 0) |
1362 | { |
1252 | { |
1363 | /* marker expires--granted mark number limit */ |
1253 | /* marker expires--granted mark number limit */ |
1364 | op->destroy (); |
1254 | op->destroy (); |
1365 | return; |
1255 | return; |
… | |
… | |
1367 | } |
1257 | } |
1368 | } |
1258 | } |
1369 | } |
1259 | } |
1370 | } |
1260 | } |
1371 | |
1261 | |
1372 | 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 |
1373 | process_object (object *op) |
1307 | process_object (object *op) |
1374 | { |
1308 | { |
1375 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
1309 | if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) |
1376 | return 0; |
1310 | return; |
1377 | |
1311 | |
1378 | if (INVOKE_OBJECT (TICK, op)) |
1312 | if (expect_false (INVOKE_OBJECT (TICK, op))) |
1379 | return 0; |
1313 | return; |
1380 | |
1314 | |
1381 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
1315 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
1382 | if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) |
1316 | if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) |
1383 | return 1; |
1317 | return; |
1384 | |
1318 | |
1385 | if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) |
1319 | if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) |
1386 | { |
1320 | { |
1387 | if (op->type == PLAYER) |
|
|
1388 | animate_object (op, op->facing); |
|
|
1389 | else |
|
|
1390 | animate_object (op, op->direction); |
1321 | animate_object (op, op->contr ? op->facing : op->direction); |
1391 | |
1322 | |
1392 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1323 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1393 | make_sure_seen (op); |
1324 | make_sure_seen (op); |
1394 | } |
1325 | } |
1395 | |
1326 | |
|
|
1327 | if (expect_false ( |
|
|
1328 | op->flag [FLAG_GENERATOR] |
|
|
1329 | || op->flag [FLAG_CHANGING] |
|
|
1330 | || op->flag [FLAG_IS_USED_UP] |
|
|
1331 | )) |
|
|
1332 | { |
1396 | if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) |
1333 | if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) |
1397 | { |
1334 | { |
1398 | change_object (op); |
1335 | change_object (op); |
1399 | return 1; |
1336 | return; |
1400 | } |
1337 | } |
1401 | |
1338 | |
1402 | if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) |
1339 | if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) |
1403 | generate_monster (op); |
1340 | generate_monster (op); |
1404 | |
1341 | |
1405 | 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) |
1406 | { |
1343 | { |
1407 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1344 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1408 | remove_force (op); |
1345 | remove_force (op); |
1409 | else |
1346 | else |
1410 | { |
1347 | { |
1411 | /* IF necessary, delete the item from the players inventory */ |
1348 | op->remove (); // TODO: really necessary? |
1412 | object *pl = op->in_player (); |
|
|
1413 | |
1349 | |
1414 | if (pl) |
|
|
1415 | esrv_del_item (pl->contr, op->count); |
|
|
1416 | |
|
|
1417 | op->remove (); |
|
|
1418 | |
|
|
1419 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1350 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1420 | make_sure_not_seen (op); |
1351 | make_sure_not_seen (op); |
1421 | |
1352 | |
1422 | op->destroy (); |
1353 | op->drop_and_destroy (); |
1423 | } |
1354 | } |
1424 | |
1355 | |
1425 | return 1; |
1356 | return; |
|
|
1357 | } |
1426 | } |
1358 | } |
1427 | |
1359 | |
1428 | switch (op->type) |
1360 | switch (op->type) |
1429 | { |
1361 | { |
1430 | case SPELL_EFFECT: |
1362 | case SPELL_EFFECT: |
1431 | move_spell_effect (op); |
1363 | move_spell_effect (op); |
1432 | return 1; |
1364 | break; |
1433 | |
1365 | |
1434 | case ROD: |
1366 | case ROD: |
1435 | case HORN: |
1367 | case HORN: |
1436 | regenerate_rod (op); |
1368 | regenerate_rod (op); |
1437 | return 1; |
1369 | break; |
1438 | |
1370 | |
1439 | case FORCE: |
1371 | case FORCE: |
1440 | case POTION_EFFECT: |
1372 | case POTION_EFFECT: |
1441 | remove_force (op); |
1373 | remove_force (op); |
1442 | return 1; |
1374 | break; |
1443 | |
1375 | |
1444 | case BLINDNESS: |
1376 | case BLINDNESS: |
1445 | remove_blindness (op); |
1377 | remove_blindness (op); |
1446 | return 0; |
1378 | break; |
1447 | |
1379 | |
1448 | case POISONING: |
1380 | case POISONING: |
1449 | poison_more (op); |
1381 | poison_more (op); |
1450 | return 0; |
1382 | break; |
1451 | |
1383 | |
1452 | case DISEASE: |
1384 | case DISEASE: |
1453 | move_disease (op); |
1385 | move_disease (op); |
1454 | return 0; |
1386 | break; |
1455 | |
1387 | |
1456 | case SYMPTOM: |
1388 | case SYMPTOM: |
1457 | move_symptom (op); |
1389 | move_symptom (op); |
1458 | return 0; |
1390 | break; |
1459 | |
1391 | |
1460 | case THROWN_OBJ: |
1392 | case THROWN_OBJ: |
1461 | case ARROW: |
1393 | case ARROW: |
1462 | move_arrow (op); |
1394 | move_arrow (op); |
1463 | return 0; |
1395 | break; |
1464 | |
1396 | |
1465 | case DOOR: |
1397 | case DOOR: |
1466 | remove_door (op); |
1398 | remove_door (op); |
1467 | return 0; |
1399 | break; |
1468 | |
1400 | |
1469 | case LOCKED_DOOR: |
1401 | case LOCKED_DOOR: |
1470 | remove_door2 (op); |
1402 | remove_door2 (op); |
1471 | return 0; |
1403 | break; |
1472 | |
1404 | |
1473 | case TELEPORTER: |
1405 | case TELEPORTER: |
1474 | move_teleporter (op); |
1406 | move_teleporter (op); |
1475 | return 0; |
1407 | break; |
1476 | |
1408 | |
1477 | case GOLEM: |
1409 | case GOLEM: |
1478 | move_golem (op); |
1410 | move_golem (op); |
1479 | return 0; |
1411 | break; |
1480 | |
1412 | |
1481 | case EARTHWALL: |
1413 | case EARTHWALL: |
1482 | hit_player (op, 2, op, AT_PHYSICAL, 1); |
1414 | hit_player (op, 2, op, AT_PHYSICAL, 1); |
1483 | return 0; |
1415 | break; |
1484 | |
1416 | |
1485 | case FIREWALL: |
1417 | case FIREWALL: |
1486 | move_firewall (op); |
1418 | move_firewall (op); |
1487 | if (op->stats.maxsp) |
1419 | if (op->stats.maxsp) |
1488 | animate_turning (op); |
1420 | animate_turning (op); |
1489 | return 0; |
1421 | break; |
1490 | |
1422 | |
1491 | case MOOD_FLOOR: |
1423 | case MOOD_FLOOR: |
1492 | do_mood_floor (op); |
1424 | do_mood_floor (op); |
1493 | return 0; |
1425 | break; |
1494 | |
1426 | |
1495 | case GATE: |
1427 | case GATE: |
1496 | move_gate (op); |
1428 | move_gate (op); |
1497 | return 0; |
1429 | break; |
1498 | |
1430 | |
1499 | case TIMED_GATE: |
1431 | case TIMED_GATE: |
1500 | move_timed_gate (op); |
1432 | move_timed_gate (op); |
1501 | return 0; |
1433 | break; |
1502 | |
1434 | |
1503 | case TRIGGER: |
1435 | case TRIGGER: |
1504 | case TRIGGER_BUTTON: |
1436 | case TRIGGER_BUTTON: |
1505 | case TRIGGER_PEDESTAL: |
1437 | case TRIGGER_PEDESTAL: |
1506 | case TRIGGER_ALTAR: |
1438 | case TRIGGER_ALTAR: |
1507 | animate_trigger (op); |
1439 | animate_trigger (op); |
1508 | return 0; |
1440 | break; |
1509 | |
1441 | |
1510 | case DETECTOR: |
1442 | case DETECTOR: |
1511 | move_detector (op); |
1443 | move_detector (op); |
1512 | |
1444 | |
1513 | case DIRECTOR: |
1445 | case DIRECTOR: |
1514 | if (op->stats.maxsp) |
1446 | if (op->stats.maxsp) |
1515 | animate_turning (op); |
1447 | animate_turning (op); |
1516 | return 0; |
1448 | break; |
1517 | |
1449 | |
1518 | case HOLE: |
1450 | case HOLE: |
1519 | move_hole (op); |
1451 | move_hole (op); |
1520 | return 0; |
1452 | break; |
1521 | |
1453 | |
1522 | case DEEP_SWAMP: |
1454 | case DEEP_SWAMP: |
1523 | move_deep_swamp (op); |
1455 | move_deep_swamp (op); |
1524 | return 0; |
1456 | break; |
1525 | |
1457 | |
1526 | case RUNE: |
1458 | case RUNE: |
1527 | case TRAP: |
1459 | case TRAP: |
1528 | move_rune (op); |
1460 | move_rune (op); |
1529 | return 0; |
1461 | break; |
1530 | |
1462 | |
1531 | case PLAYERMOVER: |
1463 | case PLAYERMOVER: |
1532 | move_player_mover (op); |
1464 | move_player_mover (op); |
1533 | return 0; |
1465 | break; |
1534 | |
1466 | |
1535 | case CREATOR: |
1467 | case CREATOR: |
1536 | move_creator (op); |
1468 | move_creator (op); |
1537 | return 0; |
1469 | break; |
1538 | |
1470 | |
1539 | case MARKER: |
1471 | case MARKER: |
1540 | move_marker (op); |
1472 | move_marker (op); |
1541 | return 0; |
1473 | break; |
1542 | |
1474 | |
1543 | case PLAYER_CHANGER: |
1475 | case PLAYER_CHANGER: |
1544 | move_player_changer (op); |
1476 | move_player_changer (op); |
1545 | return 0; |
1477 | break; |
1546 | |
1478 | |
1547 | case PEACEMAKER: |
1479 | case PEACEMAKER: |
1548 | move_peacemaker (op); |
1480 | move_peacemaker (op); |
1549 | return 0; |
1481 | break; |
1550 | } |
|
|
1551 | |
1482 | |
1552 | 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 | } |
1553 | } |
1497 | } |
|
|
1498 | |