1 | /* |
1 | /* |
2 | * static char *rcsid_time_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: time.C,v 1.8 2006/09/03 00:18:42 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify it under |
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9 | * the terms of the Affero GNU General Public License as published by the |
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10 | * Free Software Foundation, either version 3 of the License, or (at your |
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11 | * option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the Affero GNU General Public License |
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
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21 | * |
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22 | * The authors can be reached via e-mail to <support@deliantra.net> |
4 | */ |
23 | */ |
5 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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27 | */ |
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28 | |
24 | |
29 | /* |
25 | /* |
30 | * Routines that is executed from objects based on their speed have been |
26 | * Routines that is executed from objects based on their speed have been |
31 | * collected in this file. |
27 | * collected in this file. |
32 | */ |
28 | */ |
33 | |
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34 | #include <global.h> |
29 | #include <global.h> |
35 | #include <spells.h> |
30 | #include <spells.h> |
36 | #ifndef __CEXTRACT__ |
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37 | #include <sproto.h> |
31 | #include <sproto.h> |
38 | #endif |
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39 | |
32 | |
40 | /* The following removes doors. The functions check to see if similar |
33 | /* The following removes doors. The functions check to see if similar |
41 | * doors are next to the one that is being removed, and if so, set it |
34 | * doors are next to the one that is being removed, and if so, set it |
42 | * so those will be removed shortly (in a cascade like fashion.) |
35 | * so those will be removed shortly (in a cascade like fashion.) |
43 | */ |
36 | */ |
44 | |
37 | void |
45 | void remove_door(object *op) { |
38 | remove_door (object *op) |
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39 | { |
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40 | for (int i = 1; i < SIZEOFFREE1 + 1; i += 2) |
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41 | { |
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42 | object *tmp; |
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43 | mapxy pos (op); |
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44 | pos.move (i); |
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45 | if (pos.normalise () |
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46 | && (tmp = present (DOOR, pos.m, pos.x, pos.y))) |
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47 | { |
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48 | tmp->set_speed (0.1f); |
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49 | tmp->speed_left = -0.2f; |
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50 | } |
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51 | } |
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52 | |
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53 | if (op->other_arch) |
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54 | { |
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55 | object *tmp = arch_to_object (op->other_arch); |
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56 | tmp->x = op->x; |
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57 | tmp->y = op->y; |
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58 | tmp->map = op->map; |
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59 | tmp->level = op->level; |
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60 | insert_ob_in_map (tmp, op->map, op, 0); |
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61 | } |
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62 | |
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63 | op->drop_and_destroy (); |
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64 | } |
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65 | |
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66 | void |
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67 | remove_door2 (object *op) |
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68 | { |
46 | int i; |
69 | int i; |
47 | object *tmp; |
70 | object *tmp; |
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71 | |
48 | for(i=1;i<9;i+=2) |
72 | for (i = 1; i < 9; i += 2) |
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73 | { |
49 | if((tmp=present(DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]))!=NULL) { |
74 | tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); |
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75 | if (tmp && tmp->slaying == op->slaying) |
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76 | { /* same key both doors */ |
50 | tmp->speed = 0.1; |
77 | tmp->set_speed (0.1f); |
51 | update_ob_speed(tmp); |
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52 | tmp->speed_left= -0.2; |
78 | tmp->speed_left = -0.2f; |
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79 | } |
53 | } |
80 | } |
54 | |
81 | |
55 | if(op->other_arch) |
82 | if (op->other_arch) |
56 | { |
83 | { |
57 | tmp=arch_to_object(op->other_arch); |
84 | tmp = arch_to_object (op->other_arch); |
58 | tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; |
85 | tmp->x = op->x; |
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86 | tmp->y = op->y; |
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87 | tmp->map = op->map; |
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88 | tmp->level = op->level; |
59 | insert_ob_in_map(tmp,op->map,op,0); |
89 | insert_ob_in_map (tmp, op->map, op, 0); |
60 | } |
90 | } |
61 | remove_ob(op); |
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62 | free_object(op); |
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63 | } |
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64 | |
91 | |
65 | void remove_door2(object *op) { |
92 | op->drop_and_destroy (); |
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93 | } |
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94 | |
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95 | void |
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96 | generate_monster (object *gen) |
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97 | { |
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98 | if (!gen->map) |
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99 | return; |
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100 | |
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101 | if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) |
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102 | return; |
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103 | |
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104 | // sleeping generators won't generate, this will make monsters like |
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105 | // centipedes not generate more centipedes when being asleep. |
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106 | if (gen->flag [FLAG_SLEEP]) |
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107 | return; |
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108 | |
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109 | object *op; |
66 | int i; |
110 | int dir; |
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111 | |
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112 | if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) |
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113 | { |
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114 | // either copy one item from the inventory... |
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115 | if (!gen->inv) |
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116 | return; |
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117 | |
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118 | // first select one item from the inventory |
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119 | int index = 0; |
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120 | for (object *tmp = gen->inv; tmp; tmp = tmp->below) |
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121 | if (!rndm (++index)) |
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122 | op = tmp; |
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123 | |
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124 | dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
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125 | if (dir < 0) |
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126 | return; |
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127 | |
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128 | op = op->deep_clone (); |
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129 | |
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130 | CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); |
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131 | unflag_inv (op, FLAG_IS_A_TEMPLATE); |
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132 | } |
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133 | else if (gen->other_arch) |
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134 | { |
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135 | // ...or use other_arch |
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136 | dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
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137 | if (dir < 0) |
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138 | return; |
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139 | |
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140 | op = arch_to_object (gen->other_arch); |
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141 | } |
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142 | else |
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143 | return; |
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144 | |
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145 | op->expand_tail (); |
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146 | |
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147 | mapxy pos (gen); pos.move (dir); |
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148 | |
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149 | if (pos.insert (op, gen)) |
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150 | { |
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151 | if (rndm (0, 9)) |
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152 | generate_artifact (op, gen->map->difficulty); |
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153 | |
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154 | if (op->has_random_items ()) |
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155 | create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); |
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156 | |
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157 | return; |
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158 | } |
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159 | |
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160 | op->destroy (); |
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161 | } |
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162 | |
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163 | void |
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164 | remove_force (object *op) |
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165 | { |
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166 | if (--op->duration > 0) |
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167 | return; |
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168 | |
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169 | if (op->env) |
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170 | switch (op->subtype) |
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171 | { |
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172 | case FORCE_CONFUSION: |
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173 | CLEAR_FLAG (op->env, FLAG_CONFUSED); |
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174 | new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); |
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175 | |
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176 | default: |
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177 | CLEAR_FLAG (op, FLAG_APPLIED); |
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178 | change_abil (op->env, op); |
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179 | op->env->update_stats (); |
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180 | } |
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181 | |
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182 | op->destroy (); |
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183 | } |
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184 | |
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185 | void |
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186 | remove_blindness (object *op) |
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187 | { |
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188 | if (--op->stats.food > 0) |
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189 | return; |
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190 | |
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191 | CLEAR_FLAG (op, FLAG_APPLIED); |
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192 | |
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193 | if (op->env) |
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194 | { |
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195 | change_abil (op->env, op); |
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196 | op->env->update_stats (); |
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197 | } |
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198 | |
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199 | op->destroy (); |
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200 | } |
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201 | |
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202 | void |
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203 | poison_more (object *op) |
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204 | { |
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205 | if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) |
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206 | { |
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207 | op->destroy (); |
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208 | return; |
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209 | } |
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210 | |
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211 | if (op->stats.food == 1) |
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212 | { |
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213 | /* need to unapply the object before update_stats is called, else fix_player |
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214 | * will not do anything. |
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215 | */ |
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216 | if (op->env->type == PLAYER) |
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217 | { |
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218 | CLEAR_FLAG (op, FLAG_APPLIED); |
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219 | op->env->update_stats (); |
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220 | new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); |
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221 | } |
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222 | |
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223 | op->destroy (); |
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224 | return; |
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225 | } |
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226 | |
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227 | if (op->env->type == PLAYER) |
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228 | { |
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229 | op->env->stats.food--; |
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230 | new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); |
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231 | } |
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232 | |
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233 | hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); |
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234 | } |
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235 | |
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236 | |
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237 | void |
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238 | move_gate (object *op) |
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239 | { /* 1 = going down, 0 = going up */ |
67 | object *tmp; |
240 | object *tmp; |
68 | for(i=1;i<9;i+=2) { |
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69 | tmp=present(LOCKED_DOOR,op->map,op->x+freearr_x[i],op->y+freearr_y[i]); |
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70 | if(tmp && tmp->slaying == op->slaying) {/* same key both doors */ |
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71 | tmp->speed = 0.1; |
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72 | update_ob_speed(tmp); |
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73 | tmp->speed_left= -0.2; |
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74 | } |
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75 | } |
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76 | if(op->other_arch) |
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77 | { |
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78 | tmp=arch_to_object(op->other_arch); |
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79 | tmp->x=op->x;tmp->y=op->y;tmp->map=op->map;tmp->level=op->level; |
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80 | insert_ob_in_map(tmp,op->map,op,0); |
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81 | } |
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82 | remove_ob(op); |
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83 | free_object(op); |
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84 | } |
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85 | |
241 | |
86 | /* Will generate a monster according to content |
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87 | * of generator. |
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88 | */ |
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89 | void generate_monster_inv(object *gen) { |
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90 | int i; |
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91 | object *op,*head=NULL; |
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92 | |
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93 | int qty=0; |
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94 | /* Code below assumes the generator is on a map, as it tries |
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95 | * to place the monster on the map. So if the generator |
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96 | * isn't on a map, complain and exit. |
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97 | */ |
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98 | if (gen->map == NULL) { |
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99 | //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); |
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100 | return; |
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101 | } |
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102 | /*First count numer of objects in inv*/ |
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103 | for (op=gen->inv;op;op=op->below) |
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104 | qty++; |
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105 | if (!qty){ |
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106 | LOG(llevError,"Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name); |
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107 | return;/*No inventory*/ |
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108 | } |
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109 | qty=rndm(0,qty-1); |
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110 | for (op=gen->inv;qty;qty--) |
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111 | op=op->below; |
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112 | i=find_free_spot(op,gen->map,gen->x,gen->y,1,9); |
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113 | if (i==-1) |
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114 | return; |
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115 | head=object_create_clone(op); |
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116 | CLEAR_FLAG(head, FLAG_IS_A_TEMPLATE); |
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117 | unflag_inv (head,FLAG_IS_A_TEMPLATE); |
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118 | if (rndm(0, 9)) |
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119 | generate_artifact(head, gen->map->difficulty); |
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120 | insert_ob_in_map_at(head,gen->map,gen,0,gen->x+freearr_x[i],gen->y+freearr_y[i]); |
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121 | if (QUERY_FLAG(head, FLAG_FREED)) return; |
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122 | if(HAS_RANDOM_ITEMS(head)) |
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123 | create_treasure(head->randomitems,head,GT_APPLY, |
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124 | gen->map->difficulty,0); |
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125 | } |
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126 | |
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127 | void generate_monster_arch(object *gen) { |
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128 | int i; |
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129 | object *op,*head=NULL,*prev=NULL; |
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130 | archetype *at=gen->other_arch; |
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131 | |
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132 | if(gen->other_arch==NULL) { |
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133 | //LOG(llevError,"Generator without other_arch: %s\n",gen->name); |
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134 | return; |
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135 | } |
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136 | /* Code below assumes the generator is on a map, as it tries |
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137 | * to place the monster on the map. So if the generator |
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138 | * isn't on a map, complain and exit. |
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139 | */ |
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140 | if (gen->map == NULL) { |
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141 | //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); |
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142 | return; |
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143 | } |
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144 | i=find_free_spot(&at->clone,gen->map,gen->x,gen->y,1,9); |
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145 | if (i==-1) return; |
|
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146 | while(at!=NULL) { |
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147 | op=arch_to_object(at); |
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148 | op->x=gen->x+freearr_x[i]+at->clone.x; |
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149 | op->y=gen->y+freearr_y[i]+at->clone.y; |
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150 | |
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151 | if(head!=NULL) |
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152 | op->head=head,prev->more=op; |
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153 | |
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154 | if (rndm(0, 9)) generate_artifact(op, gen->map->difficulty); |
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155 | insert_ob_in_map(op,gen->map,gen,0); |
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156 | if (QUERY_FLAG(op, FLAG_FREED)) return; |
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157 | if(HAS_RANDOM_ITEMS(op)) |
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158 | create_treasure(op->randomitems,op,GT_APPLY, |
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159 | gen->map->difficulty,0); |
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160 | if(head==NULL) |
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161 | head=op; |
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162 | prev=op; |
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163 | at=at->more; |
|
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164 | } |
|
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165 | } |
|
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166 | |
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167 | void generate_monster(object *gen) { |
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168 | |
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169 | if(GENERATE_SPEED(gen)&&rndm(0, GENERATE_SPEED(gen)-1)) |
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170 | return; |
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171 | if (QUERY_FLAG(gen,FLAG_CONTENT_ON_GEN)) |
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172 | generate_monster_inv(gen); |
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173 | else |
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174 | generate_monster_arch(gen); |
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175 | |
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176 | } |
|
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177 | |
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178 | void remove_force(object *op) { |
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179 | if (--op->duration > 0) return; |
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180 | |
|
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181 | switch (op->subtype) { |
|
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182 | case FORCE_CONFUSION: |
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183 | if(op->env!=NULL) { |
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184 | CLEAR_FLAG(op->env, FLAG_CONFUSED); |
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185 | new_draw_info(NDI_UNIQUE, 0,op->env, "You regain your senses.\n"); |
|
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186 | } |
|
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187 | |
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188 | default: |
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189 | if(op->env!=NULL) { |
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190 | CLEAR_FLAG(op, FLAG_APPLIED); |
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191 | change_abil(op->env,op); |
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192 | fix_player(op->env); |
|
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193 | } |
|
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194 | } |
|
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195 | remove_ob(op); |
|
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196 | free_object(op); |
|
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197 | } |
|
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198 | |
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199 | void remove_blindness(object *op) { |
|
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200 | if(--op->stats.food > 0) |
|
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201 | return; |
|
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202 | CLEAR_FLAG(op, FLAG_APPLIED); |
|
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203 | if(op->env!=NULL) { |
|
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204 | change_abil(op->env,op); |
|
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205 | fix_player(op->env); |
|
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206 | } |
|
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207 | remove_ob(op); |
|
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208 | free_object(op); |
|
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209 | } |
|
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210 | |
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211 | void poison_more(object *op) { |
|
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212 | if(op->env==NULL||!QUERY_FLAG(op->env,FLAG_ALIVE)||op->env->stats.hp<0) { |
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213 | remove_ob(op); |
|
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214 | free_object(op); |
|
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215 | return; |
|
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216 | } |
|
|
217 | if(op->stats.food==1) { |
|
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218 | /* need to remove the object before fix_player is called, else fix_player |
|
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219 | * will not do anything. |
|
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220 | */ |
|
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221 | if(op->env->type==PLAYER) { |
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222 | CLEAR_FLAG(op, FLAG_APPLIED); |
|
|
223 | fix_player(op->env); |
|
|
224 | new_draw_info(NDI_UNIQUE, 0,op->env,"You feel much better now."); |
|
|
225 | } |
|
|
226 | remove_ob(op); |
|
|
227 | free_object(op); |
|
|
228 | return; |
|
|
229 | } |
|
|
230 | if(op->env->type==PLAYER) { |
|
|
231 | op->env->stats.food--; |
|
|
232 | new_draw_info(NDI_UNIQUE, 0,op->env,"You feel very sick..."); |
|
|
233 | } |
|
|
234 | (void)hit_player(op->env, |
|
|
235 | op->stats.dam, |
|
|
236 | op,AT_INTERNAL,1); |
|
|
237 | } |
|
|
238 | |
|
|
239 | |
|
|
240 | void move_gate(object *op) { /* 1 = going down, 0 = goind up */ |
|
|
241 | object *tmp; |
|
|
242 | |
|
|
243 | if(op->stats.wc < 0 || (int)op->stats.wc >= NUM_ANIMATIONS(op)) { |
242 | if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) |
|
|
243 | { |
244 | LOG(llevError,"Gate error: animation was %d, max=%d\n",op->stats.wc, |
244 | LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); |
245 | NUM_ANIMATIONS(op)); |
|
|
246 | dump_object(op); |
|
|
247 | LOG(llevError,"%s\n",errmsg); |
|
|
248 | op->stats.wc=0; |
245 | op->stats.wc = 0; |
249 | } |
246 | } |
250 | |
247 | |
251 | /* We're going down */ |
248 | /* We're going down */ |
252 | if(op->value) { |
249 | if (op->value) |
253 | if(--op->stats.wc<=0) { /* Reached bottom, let's stop */ |
250 | { |
|
|
251 | if (--op->stats.wc <= 0) |
|
|
252 | { /* Reached bottom, let's stop */ |
254 | op->stats.wc=0; |
253 | op->stats.wc = 0; |
255 | if(op->arch->clone.speed) |
254 | if (op->arch->speed) |
256 | op->value=0; |
255 | op->value = 0; |
257 | else { |
256 | else |
258 | op->speed = 0; |
257 | op->set_speed (0); |
259 | update_ob_speed(op); |
|
|
260 | } |
258 | } |
261 | } |
259 | |
262 | if((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { |
260 | if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) |
|
|
261 | { |
263 | op->move_block = 0; |
262 | op->move_block = 0; |
264 | CLEAR_FLAG(op, FLAG_BLOCKSVIEW); |
263 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
265 | update_all_los(op->map, op->x, op->y); |
264 | update_all_los (op->map, op->x, op->y); |
266 | } |
265 | } |
|
|
266 | |
267 | SET_ANIMATION(op, op->stats.wc); |
267 | SET_ANIMATION (op, op->stats.wc); |
268 | update_object(op,UP_OBJ_CHANGE); |
268 | update_object (op, UP_OBJ_CHANGE); |
269 | return; |
269 | return; |
270 | } |
270 | } |
271 | |
271 | |
272 | /* We're going up */ |
272 | /* We're going up */ |
273 | |
273 | |
274 | /* First, lets see if we are already at the top */ |
274 | /* First, lets see if we are already at the top */ |
275 | if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { |
275 | if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
|
|
276 | { |
276 | |
277 | |
277 | /* Check to make sure that only non pickable and non rollable |
278 | /* Check to make sure that only non pickable and non rollable |
278 | * objects are above the gate. If so, we finish closing the gate, |
279 | * objects are above the gate. If so, we finish closing the gate, |
279 | * otherwise, we fall through to the code below which should lower |
280 | * otherwise, we fall through to the code below which should lower |
280 | * the gate slightly. |
281 | * the gate slightly. |
281 | */ |
282 | */ |
282 | |
283 | |
283 | for (tmp=op->above; tmp!=NULL; tmp=tmp->above) |
284 | for (tmp = op->above; tmp; tmp = tmp->above) |
284 | if (!QUERY_FLAG(tmp, FLAG_NO_PICK) |
285 | if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
285 | || QUERY_FLAG(tmp, FLAG_CAN_ROLL) |
|
|
286 | || QUERY_FLAG(tmp, FLAG_ALIVE)) |
|
|
287 | break; |
286 | break; |
288 | |
287 | |
289 | if (tmp==NULL) { |
288 | if (!tmp) |
|
|
289 | { |
290 | if(op->arch->clone.speed) |
290 | if (op->arch->speed) |
291 | op->value=1; |
291 | op->value = 1; |
292 | else { |
292 | else |
293 | op->speed = 0; |
293 | op->set_speed (0); |
294 | update_ob_speed(op); /* Reached top, let's stop */ |
294 | |
295 | } |
|
|
296 | return; |
295 | return; |
297 | } |
296 | } |
298 | } |
297 | } |
299 | |
298 | |
300 | if(op->stats.food) { /* The gate is going temporarily down */ |
299 | if (op->stats.food) |
301 | if(--op->stats.wc<=0) { /* Gone all the way down? */ |
300 | { /* The gate is going temporarily down */ |
|
|
301 | if (--op->stats.wc <= 0) |
|
|
302 | { /* Gone all the way down? */ |
302 | op->stats.food=0; /* Then let's try again */ |
303 | op->stats.food = 0; /* Then let's try again */ |
303 | op->stats.wc=0; |
304 | op->stats.wc = 0; |
304 | } |
305 | } |
|
|
306 | } |
|
|
307 | else |
305 | } else { /* The gate is still going up */ |
308 | { /* The gate is still going up */ |
306 | op->stats.wc++; |
309 | op->stats.wc++; |
307 | |
310 | |
308 | if((int)op->stats.wc >= (NUM_ANIMATIONS(op))) |
311 | if (op->stats.wc >= NUM_ANIMATIONS (op)) |
309 | op->stats.wc=(signed char)NUM_ANIMATIONS(op)-1; |
312 | op->stats.wc = NUM_ANIMATIONS (op) - 1; |
310 | |
313 | |
311 | /* If there is something on top of the gate, we try to roll it off. |
314 | /* If there is something on top of the gate, we try to roll it off. |
312 | * If a player/monster, we don't roll, we just hit them with damage |
315 | * If a player/monster, we don't roll, we just hit them with damage |
313 | */ |
316 | */ |
314 | if((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { |
317 | if (op->stats.wc >= NUM_ANIMATIONS (op) / 2) |
|
|
318 | { |
315 | /* Halfway or further, check blocks */ |
319 | /* Halfway or further, check blocks */ |
316 | /* First, get the top object on the square. */ |
320 | /* First, get the top object on the square. */ |
317 | for(tmp=op->above;tmp!=NULL && tmp->above!=NULL;tmp=tmp->above); |
321 | for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) |
|
|
322 | ; |
318 | |
323 | |
319 | if(tmp!=NULL) { |
324 | if (tmp) |
|
|
325 | { |
320 | if(QUERY_FLAG(tmp, FLAG_ALIVE)) { |
326 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
327 | { |
321 | hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); |
328 | hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); |
|
|
329 | op->play_sound (sound_find ("blocked_gate")); |
|
|
330 | |
322 | if(tmp->type==PLAYER) |
331 | if (tmp->type == PLAYER) |
323 | new_draw_info_format(NDI_UNIQUE, 0, tmp, |
332 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); |
324 | "You are crushed by the %s!", &op->name); |
|
|
325 | } else |
333 | } |
326 | /* If the object is not alive, and the object either can |
334 | /* If the object is not alive, and the object either can |
327 | * be picked up or the object rolls, move the object |
335 | * be picked up or the object rolls, move the object |
328 | * off the gate. |
336 | * off the gate. |
329 | */ |
337 | */ |
330 | if(!QUERY_FLAG(tmp, FLAG_ALIVE) |
338 | else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) |
331 | && (!QUERY_FLAG(tmp, FLAG_NO_PICK) |
339 | { |
332 | ||QUERY_FLAG(tmp,FLAG_CAN_ROLL))) { |
|
|
333 | /* If it has speed, it should move itself, otherwise: */ |
340 | /* If it has speed, it should move itself, otherwise: */ |
334 | int i=find_free_spot(tmp,op->map,op->x,op->y,1,9); |
341 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); |
335 | |
342 | |
336 | /* If there is a free spot, move the object someplace */ |
343 | /* If there is a free spot, move the object someplace */ |
337 | if (i!=-1) { |
344 | if (i > 0) |
|
|
345 | { |
|
|
346 | mapxy pos (tmp); |
|
|
347 | pos.move (i); |
|
|
348 | if (pos.normalise ()) |
338 | remove_ob(tmp); |
349 | tmp->move_to (pos); |
339 | tmp->x+=freearr_x[i],tmp->y+=freearr_y[i]; |
|
|
340 | insert_ob_in_map(tmp,op->map,op,0); |
|
|
341 | } |
350 | } |
342 | } |
351 | } |
343 | } |
352 | } |
344 | |
353 | |
345 | /* See if there is still anything blocking the gate */ |
354 | /* See if there is still anything blocking the gate */ |
346 | for (tmp=op->above; tmp!=NULL; tmp=tmp->above) |
355 | for (tmp = op->above; tmp; tmp = tmp->above) |
347 | if (!QUERY_FLAG(tmp, FLAG_NO_PICK) |
356 | if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
348 | || QUERY_FLAG(tmp, FLAG_CAN_ROLL) |
|
|
349 | || QUERY_FLAG(tmp, FLAG_ALIVE)) |
|
|
350 | break; |
357 | break; |
351 | |
358 | |
352 | /* IF there is, start putting the gate down */ |
359 | /* IF there is, start putting the gate down */ |
353 | if(tmp) { |
360 | if (tmp) |
354 | op->stats.food=1; |
361 | op->stats.food = 1; |
355 | } else { |
362 | else |
|
|
363 | { |
356 | op->move_block = MOVE_ALL; |
364 | op->move_block = MOVE_ALL; |
|
|
365 | |
357 | if(!op->arch->clone.stats.ac) |
366 | if (!op->arch->stats.ac) |
358 | SET_FLAG(op, FLAG_BLOCKSVIEW); |
367 | SET_FLAG (op, FLAG_BLOCKSVIEW); |
359 | update_all_los(op->map, op->x, op->y); |
368 | update_all_los (op->map, op->x, op->y); |
360 | } |
369 | } |
361 | } /* gate is halfway up */ |
370 | } /* gate is halfway up */ |
362 | |
371 | |
363 | SET_ANIMATION(op, op->stats.wc); |
372 | SET_ANIMATION (op, op->stats.wc); |
364 | update_object(op,UP_OBJ_CHANGE); |
373 | update_object (op, UP_OBJ_CHANGE); |
365 | } /* gate is going up */ |
374 | } /* gate is going up */ |
366 | } |
375 | } |
367 | |
376 | |
368 | /* hp : how long door is open/closed |
377 | /* hp : how long door is open/closed |
369 | * maxhp : initial value for hp |
378 | * maxhp : initial value for hp |
370 | * sp : 1 = open, 0 = close |
379 | * sp : 1 = open, 0 = close |
371 | */ |
380 | */ |
|
|
381 | void |
372 | void move_timed_gate(object *op) |
382 | move_timed_gate (object *op) |
373 | { |
383 | { |
374 | int v = op->value; |
384 | int v = op->value; |
375 | |
385 | |
376 | if (op->stats.sp) { |
386 | if (op->stats.sp) |
|
|
387 | { |
377 | move_gate(op); |
388 | move_gate (op); |
|
|
389 | |
378 | if (op->value != v) /* change direction ? */ |
390 | if (op->value != v) /* change direction ? */ |
379 | op->stats.sp = 0; |
391 | op->stats.sp = 0; |
380 | return; |
392 | return; |
381 | } |
393 | } |
382 | if (--op->stats.hp <= 0) { /* keep gate down */ |
394 | |
|
|
395 | if (--op->stats.hp <= 0) |
|
|
396 | { /* keep gate down */ |
383 | move_gate(op); |
397 | move_gate (op); |
384 | if (op->value != v) { /* ready ? */ |
398 | |
|
|
399 | if (op->value != v) |
385 | op->speed = 0; |
400 | op->set_speed (0); |
386 | update_ob_speed(op); |
|
|
387 | } |
|
|
388 | } |
401 | } |
389 | } |
402 | } |
390 | |
403 | |
391 | /* slaying: name of the thing the detector is to look for |
404 | /* slaying: name of the thing the detector is to look for |
392 | * speed: frequency of 'glances' |
405 | * speed: frequency of 'glances' |
393 | * connected: connected value of detector |
406 | * connected: connected value of detector |
394 | * sp: 1 if detection sets buttons |
407 | * sp: 1 if detection sets buttons |
395 | * -1 if detection unsets buttons |
408 | * -1 if detection unsets buttons |
396 | */ |
409 | */ |
397 | |
410 | |
|
|
411 | void |
398 | void move_detector(object *op) |
412 | move_detector (object *op) |
399 | { |
413 | { |
400 | object *tmp; |
414 | object *tmp; |
401 | int last = op->value; |
415 | int last = op->value; |
402 | int detected; |
416 | int detected; |
|
|
417 | |
403 | detected = 0; |
418 | detected = 0; |
404 | |
419 | |
405 | for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL&&!detected;tmp=tmp->above) { |
420 | for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above) |
|
|
421 | { |
406 | object *tmp2; |
422 | object *tmp2; |
|
|
423 | |
407 | if(op->stats.hp) { |
424 | if (op->stats.hp) |
|
|
425 | { |
408 | for(tmp2= tmp->inv;tmp2;tmp2=tmp2->below) { |
426 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
409 | if(op->slaying && !strcmp(op->slaying,tmp->name)) detected=1; |
427 | { |
|
|
428 | if (op->slaying && op->slaying == tmp->name) |
|
|
429 | detected = 1; |
|
|
430 | |
410 | if(tmp2->type==FORCE &&tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) detected=1; |
431 | if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying) |
411 | } |
432 | detected = 1; |
412 | } |
433 | } |
|
|
434 | } |
|
|
435 | |
413 | if (op->slaying && !strcmp(op->slaying,tmp->name)) { |
436 | if (op->slaying && op->slaying == tmp->name) |
414 | detected = 1; |
437 | detected = 1; |
415 | } |
|
|
416 | else if (tmp->type==SPECIAL_KEY && tmp->slaying==op->slaying) |
438 | else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) |
417 | detected=1; |
439 | detected = 1; |
418 | } |
440 | } |
419 | |
441 | |
420 | /* the detector sets the button if detection is found */ |
442 | /* the detector sets the button if detection is found */ |
421 | if(op->stats.sp == 1) { |
443 | if (op->stats.sp == 1) |
|
|
444 | { |
422 | if(detected && last == 0) { |
445 | if (detected && last == 0) |
|
|
446 | { |
423 | op->value = 1; |
447 | op->value = 1; |
424 | push_button(op); |
448 | push_button (op, tmp); |
425 | } |
449 | } |
|
|
450 | |
426 | if(!detected && last == 1) { |
451 | if (!detected && last == 1) |
|
|
452 | { |
427 | op->value = 0; |
453 | op->value = 0; |
428 | push_button(op); |
454 | push_button (op, tmp); |
429 | } |
455 | } |
430 | } |
456 | } |
431 | else { /* in this case, we unset buttons */ |
457 | else |
|
|
458 | { /* in this case, we unset buttons */ |
432 | if(detected && last == 1) { |
459 | if (detected && last == 1) |
|
|
460 | { |
433 | op->value = 0; |
461 | op->value = 0; |
434 | push_button(op); |
462 | push_button (op, tmp); |
435 | } |
463 | } |
|
|
464 | |
436 | if(!detected && last == 0) { |
465 | if (!detected && last == 0) |
|
|
466 | { |
437 | op->value = 1; |
467 | op->value = 1; |
438 | push_button(op); |
468 | push_button (op, tmp); |
439 | } |
469 | } |
440 | } |
470 | } |
441 | } |
471 | } |
442 | |
472 | |
443 | |
473 | void |
444 | void animate_trigger (object *op) |
474 | animate_trigger (object *op) |
445 | { |
475 | { |
446 | if((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { |
476 | if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) |
|
|
477 | { |
447 | op->stats.wc = 0; |
478 | op->stats.wc = 0; |
448 | check_trigger(op,NULL); |
479 | check_trigger (op, NULL); |
|
|
480 | } |
449 | } else { |
481 | else |
|
|
482 | { |
450 | SET_ANIMATION(op, op->stats.wc); |
483 | SET_ANIMATION (op, op->stats.wc); |
451 | update_object(op,UP_OBJ_FACE); |
484 | update_object (op, UP_OBJ_FACE); |
452 | } |
485 | } |
453 | } |
486 | } |
454 | |
487 | |
455 | void move_hole(object *op) { /* 1 = opening, 0 = closing */ |
488 | void |
456 | object *next,*tmp; |
489 | move_hole (object *op) |
457 | |
490 | { /* 1 = opening, 0 = closing */ |
458 | if(op->value) { /* We're opening */ |
491 | if (op->value) |
459 | if(--op->stats.wc<=0) { /* Opened, let's stop */ |
492 | { /* We're opening */ |
|
|
493 | if (--op->stats.wc <= 0) |
|
|
494 | { /* Opened, let's stop */ |
460 | op->stats.wc=0; |
495 | op->stats.wc = 0; |
461 | op->speed = 0; |
496 | op->set_speed (0); |
462 | update_ob_speed(op); |
|
|
463 | |
497 | |
464 | /* Hard coding this makes sense for holes I suppose */ |
498 | /* Hard coding this makes sense for holes I suppose */ |
465 | op->move_on = MOVE_WALK; |
499 | op->move_on = MOVE_WALK; |
466 | for (tmp=op->above; tmp!=NULL; tmp=next) { |
500 | for (object *next, *tmp = op->above; tmp; tmp = next) |
|
|
501 | { |
467 | next=tmp->above; |
502 | next = tmp->above; |
468 | move_apply(op,tmp,tmp); |
503 | move_apply (op, tmp, tmp); |
469 | } |
|
|
470 | } |
504 | } |
|
|
505 | } |
|
|
506 | |
471 | SET_ANIMATION(op, op->stats.wc); |
507 | SET_ANIMATION (op, op->stats.wc); |
472 | update_object(op,UP_OBJ_FACE); |
508 | update_object (op, UP_OBJ_FACE); |
473 | return; |
509 | return; |
474 | } |
510 | } |
|
|
511 | |
475 | /* We're closing */ |
512 | /* We're closing */ |
476 | op->move_on = 0; |
513 | op->move_on = 0; |
477 | |
514 | |
478 | op->stats.wc++; |
515 | op->stats.wc++; |
479 | if((int)op->stats.wc >= NUM_ANIMATIONS(op)) |
516 | if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) |
480 | op->stats.wc=NUM_ANIMATIONS(op)-1; |
517 | op->stats.wc = NUM_ANIMATIONS (op) - 1; |
|
|
518 | |
481 | SET_ANIMATION(op, op->stats.wc); |
519 | SET_ANIMATION (op, op->stats.wc); |
482 | update_object(op,UP_OBJ_FACE); |
520 | update_object (op, UP_OBJ_FACE); |
483 | if((unsigned char) op->stats.wc==(NUM_ANIMATIONS(op)-1)) { |
521 | if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
484 | op->speed = 0; |
|
|
485 | update_ob_speed(op); /* closed, let's stop */ |
522 | op->set_speed (0); /* closed, let's stop */ |
486 | return; |
|
|
487 | } |
|
|
488 | } |
523 | } |
489 | |
524 | |
490 | |
525 | |
491 | /* stop_item() returns a pointer to the stopped object. The stopped object |
526 | /* stop_item() returns a pointer to the stopped object. The stopped object |
492 | * may or may not have been removed from maps or inventories. It will not |
527 | * may or may not have been removed from maps or inventories. It will not |
… | |
… | |
498 | * it, NULL is returned. |
533 | * it, NULL is returned. |
499 | * |
534 | * |
500 | * fix_stopped_item() should be used if the stopped item should be put on |
535 | * fix_stopped_item() should be used if the stopped item should be put on |
501 | * the map. |
536 | * the map. |
502 | */ |
537 | */ |
|
|
538 | object * |
503 | object *stop_item (object *op) |
539 | stop_item (object *op) |
504 | { |
540 | { |
505 | if (op->map == NULL) |
541 | if (op->map == NULL) |
|
|
542 | return op; |
|
|
543 | |
|
|
544 | switch (op->type) |
|
|
545 | { |
|
|
546 | case THROWN_OBJ: |
|
|
547 | { |
|
|
548 | object *payload = op->inv; |
|
|
549 | |
|
|
550 | if (payload == NULL) |
|
|
551 | return NULL; |
|
|
552 | |
|
|
553 | payload->remove (); |
|
|
554 | op->destroy (); |
|
|
555 | return payload; |
|
|
556 | } |
|
|
557 | |
|
|
558 | case ARROW: |
|
|
559 | if (op->has_active_speed ()) |
|
|
560 | op = fix_stopped_arrow (op); |
506 | return op; |
561 | return op; |
507 | |
562 | |
508 | switch (op->type) |
|
|
509 | { |
|
|
510 | case THROWN_OBJ: |
|
|
511 | { |
|
|
512 | object *payload = op->inv; |
|
|
513 | if (payload == NULL) |
|
|
514 | return NULL; |
|
|
515 | remove_ob (payload); |
|
|
516 | remove_ob (op); |
|
|
517 | free_object (op); |
|
|
518 | return payload; |
|
|
519 | } |
|
|
520 | |
|
|
521 | case ARROW: |
|
|
522 | if (op->speed >= MIN_ACTIVE_SPEED) |
|
|
523 | op = fix_stopped_arrow (op); |
|
|
524 | return op; |
|
|
525 | |
|
|
526 | default: |
563 | default: |
527 | return op; |
564 | return op; |
528 | } |
565 | } |
529 | } |
566 | } |
530 | |
567 | |
531 | /* fix_stopped_item() - put stopped item where stop_item() had found it. |
568 | /* fix_stopped_item() - put stopped item where stop_item() had found it. |
532 | * Inserts item into the old map, or merges it if it already is on the map. |
569 | * Inserts item into the old map, or merges it if it already is on the map. |
533 | * |
570 | * |
534 | * 'map' must be the value of op->map before stop_item() was called. |
571 | * 'map' must be the value of op->map before stop_item() was called. |
535 | */ |
572 | */ |
|
|
573 | void |
536 | void fix_stopped_item (object *op, mapstruct *map, object *originator) |
574 | fix_stopped_item (object *op, maptile *map, object *originator) |
537 | { |
575 | { |
538 | if (map == NULL) |
576 | if (map == NULL) |
539 | return; |
577 | return; |
|
|
578 | |
540 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
579 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
541 | insert_ob_in_map (op, map, originator,0); |
580 | insert_ob_in_map (op, map, originator, 0); |
542 | else if (op->type == ARROW) |
581 | else if (op->type == ARROW) |
543 | merge_ob (op, NULL); /* only some arrows actually need this */ |
582 | merge_ob (op, NULL); /* only some arrows actually need this */ |
544 | } |
583 | } |
545 | |
584 | |
546 | |
585 | object * |
547 | object *fix_stopped_arrow (object *op) |
586 | fix_stopped_arrow (object *op) |
548 | { |
587 | { |
549 | if(rndm(0, 99) < op->stats.food) { |
588 | if (rndm (0, 99) < op->stats.food) |
|
|
589 | { |
550 | /* Small chance of breaking */ |
590 | /* Small chance of breaking */ |
551 | remove_ob (op); |
591 | op->destroy (); |
552 | free_object(op); |
|
|
553 | return NULL; |
592 | return NULL; |
554 | } |
593 | } |
555 | |
594 | |
|
|
595 | op->set_speed (0); |
556 | op->direction=0; |
596 | op->direction = 0; |
557 | op->move_on=0; |
597 | op->move_on = 0; |
558 | op->move_type=0; |
598 | op->move_type = 0; |
559 | op->speed = 0; |
599 | op->skill = 0; // really? |
560 | update_ob_speed(op); |
600 | |
|
|
601 | // restore original wc, dam, attacktype and slaying |
561 | op->stats.wc = op->stats.sp; |
602 | op->stats.wc = op->stats.sp; |
562 | op->stats.dam= op->stats.hp; |
603 | op->stats.dam = op->stats.hp; |
563 | op->attacktype = op->stats.grace; |
604 | op->attacktype = op->stats.grace; |
564 | op->slaying = 0; |
605 | op->slaying = op->custom_name; |
565 | op->skill = 0; |
|
|
566 | |
606 | |
567 | if (op->spellarg != NULL) { |
|
|
568 | op->slaying = op->spellarg; |
|
|
569 | free(op->spellarg); |
|
|
570 | op->spellarg = NULL; |
|
|
571 | } else |
|
|
572 | op->slaying = NULL; |
|
|
573 | |
|
|
574 | /* Reset these to zero, so that CAN_MERGE will work properly */ |
607 | /* Reset these to defaults, so that object::can_merge will work properly */ |
575 | op->spellarg = NULL; |
608 | op->custom_name = 0; |
576 | op->stats.sp = 0; |
609 | op->stats.sp = 0; |
577 | op->stats.hp = 0; |
610 | op->stats.hp = 0; |
578 | op->stats.grace = 0; |
611 | op->stats.grace = 0; |
579 | op->level = 0; |
612 | op->level = 0; |
580 | op->face=op->arch->clone.face; |
613 | op->face = op->arch->face; |
581 | op->owner=NULL; /* So that stopped arrows will be saved */ |
614 | op->owner = 0; |
|
|
615 | |
582 | update_object (op,UP_OBJ_FACE); |
616 | update_object (op, UP_OBJ_CHANGE); |
|
|
617 | |
583 | return op; |
618 | return op; |
584 | } |
619 | } |
585 | |
620 | |
586 | /* stop_arrow() - what to do when a non-living flying object |
621 | /* stop_arrow() - what to do when a non-living flying object |
587 | * has to stop. Sept 96 - I added in thrown object code in |
622 | * has to stop. Sept 96 - I added in thrown object code in |
588 | * here too. -b.t. |
623 | * here too. -b.t. |
589 | * |
624 | * |
590 | * Returns a pointer to the stopped object (which will have been removed |
625 | * Returns a pointer to the stopped object (which will have been removed |
591 | * from maps or inventories), or NULL if was destroyed. |
626 | * from maps or inventories), or NULL if was destroyed. |
592 | */ |
627 | */ |
593 | |
628 | static void |
594 | static void stop_arrow (object *op) |
629 | stop_arrow (object *op) |
595 | { |
630 | { |
596 | if (INVOKE_OBJECT (STOP, op)) |
631 | if (INVOKE_OBJECT (STOP, op)) |
597 | return; |
632 | return; |
598 | |
633 | |
599 | if (op->inv) { |
634 | if (op->inv) |
|
|
635 | { |
|
|
636 | // replace this by straightforward drop to ground? |
600 | object *payload = op->inv; |
637 | object *payload = op->inv; |
601 | remove_ob (payload); |
638 | |
602 | clear_owner(payload); |
639 | payload->owner = 0; |
603 | insert_ob_in_map (payload, op->map, payload,0); |
640 | insert_ob_in_map (payload, op->map, payload, 0); |
604 | remove_ob (op); |
641 | op->destroy (); |
605 | free_object (op); |
642 | } |
606 | } else { |
643 | else |
|
|
644 | { |
607 | op = fix_stopped_arrow (op); |
645 | op = fix_stopped_arrow (op); |
|
|
646 | |
608 | if (op) |
647 | if (op) |
609 | merge_ob (op, NULL); |
648 | merge_ob (op, 0); |
610 | } |
649 | } |
611 | } |
650 | } |
612 | |
651 | |
613 | /* Move an arrow along its course. op is the arrow or thrown object. |
652 | /* Move an arrow along its course. op is the arrow or thrown object. |
614 | */ |
653 | */ |
615 | |
654 | void |
616 | void move_arrow(object *op) { |
655 | move_arrow (object *op) |
617 | object *tmp; |
656 | { |
618 | sint16 new_x, new_y; |
|
|
619 | int was_reflected, mflags; |
657 | int was_reflected; |
620 | mapstruct *m; |
|
|
621 | |
658 | |
622 | if(op->map==NULL) { |
659 | if (!op->map) |
|
|
660 | { |
623 | LOG (llevError, "BUG: Arrow had no map.\n"); |
661 | LOG (llevError, "BUG: Arrow had no map.\n"); |
624 | remove_ob(op); |
662 | op->destroy (); |
625 | free_object(op); |
663 | return; |
|
|
664 | } |
|
|
665 | |
|
|
666 | /* we need to stop thrown objects at some point. Like here. */ |
|
|
667 | if (op->type == THROWN_OBJ) |
|
|
668 | { |
|
|
669 | /* If the object that the THROWN_OBJ encapsulates disappears, |
|
|
670 | * we need to have this object go away also - otherwise, you get |
|
|
671 | * left over remnants on the map. Where this currently happens |
|
|
672 | * is if the player throws a bomb - the bomb explodes on its own, |
|
|
673 | * but this object sticks around. We could handle the cleanup in the |
|
|
674 | * bomb code, but there are potential other cases where that could happen, |
|
|
675 | * and it is easy enough to clean it up here. |
|
|
676 | */ |
|
|
677 | if (!op->inv) |
|
|
678 | { |
|
|
679 | op->destroy (); |
|
|
680 | return; |
|
|
681 | } |
|
|
682 | |
|
|
683 | if (op->last_sp-- < 0) |
|
|
684 | { |
|
|
685 | stop_arrow (op); |
|
|
686 | return; |
|
|
687 | } |
|
|
688 | } |
|
|
689 | |
|
|
690 | /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower |
|
|
691 | values look rediculous. */ |
|
|
692 | if (op->speed < 0.5 && op->type == ARROW) |
|
|
693 | { |
|
|
694 | stop_arrow (op); |
|
|
695 | return; |
|
|
696 | } |
|
|
697 | |
|
|
698 | /* Calculate target map square */ |
|
|
699 | was_reflected = 0; |
|
|
700 | |
|
|
701 | mapxy pos (op); pos.move (op->direction); |
|
|
702 | |
|
|
703 | if (!pos.normalise ()) |
|
|
704 | { |
|
|
705 | stop_arrow (op); |
|
|
706 | return; |
|
|
707 | } |
|
|
708 | |
|
|
709 | /* only need to look for living creatures if this flag is set */ |
|
|
710 | if (pos->flags () & P_IS_ALIVE) |
|
|
711 | { |
|
|
712 | object *tmp; |
|
|
713 | |
|
|
714 | for (tmp = pos->bot; tmp; tmp = tmp->above) |
|
|
715 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
716 | break; |
|
|
717 | |
|
|
718 | /* Not really fair, but don't let monsters hit themselves with |
|
|
719 | * their own arrow - this can be because they fire it then |
|
|
720 | * move into it. |
|
|
721 | */ |
|
|
722 | if (tmp && tmp != op->owner) |
|
|
723 | { |
|
|
724 | /* Found living object, but it is reflecting the missile. Update |
|
|
725 | * as below. (Note that for living creatures there is a small |
|
|
726 | * chance that reflect_missile fails.) |
|
|
727 | */ |
|
|
728 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) |
|
|
729 | { |
|
|
730 | int number = op->face; |
|
|
731 | |
|
|
732 | op->direction = absdir (op->direction + 4); |
|
|
733 | update_turn_face (op); |
|
|
734 | was_reflected = 1; /* skip normal movement calculations */ |
|
|
735 | } |
|
|
736 | else |
|
|
737 | { |
|
|
738 | /* Attack the object. */ |
|
|
739 | op = hit_with_arrow (op, tmp); |
|
|
740 | |
|
|
741 | if (!op) |
|
|
742 | return; |
|
|
743 | } |
|
|
744 | } /* if this is not hitting its owner */ |
|
|
745 | } /* if there is something alive on this space */ |
|
|
746 | |
|
|
747 | if (OB_TYPE_MOVE_BLOCK (op, pos->move_block)) |
|
|
748 | { |
|
|
749 | int retry = 0; |
|
|
750 | |
|
|
751 | /* if the object doesn't reflect, stop the arrow from moving |
|
|
752 | * note that this code will now catch cases where a monster is |
|
|
753 | * on a wall but has reflecting - the arrow won't reflect. |
|
|
754 | * Mapmakers shouldn't put monsters on top of wall in the first |
|
|
755 | * place, so I don't consider that a problem. |
|
|
756 | */ |
|
|
757 | if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) |
|
|
758 | { |
|
|
759 | stop_arrow (op); |
|
|
760 | return; |
|
|
761 | } |
|
|
762 | else |
|
|
763 | { |
|
|
764 | /* If one of the major directions (n,s,e,w), just reverse it */ |
|
|
765 | if (op->direction & 1) |
|
|
766 | { |
|
|
767 | op->direction = absdir (op->direction + 4); |
|
|
768 | retry = 1; |
|
|
769 | } |
|
|
770 | |
|
|
771 | /* There were two blocks with identical code - |
|
|
772 | * use this retry here to make this one block |
|
|
773 | * that did the same thing. |
|
|
774 | */ |
|
|
775 | while (retry < 2) |
|
|
776 | { |
|
|
777 | retry++; |
|
|
778 | |
|
|
779 | /* Need to check for P_OUT_OF_MAP: if the arrow is travelling |
|
|
780 | * over a corner in a tiled map, it is possible that |
|
|
781 | * op->direction is within an adjacent map but either |
|
|
782 | * op->direction-1 or op->direction+1 does not exist. |
|
|
783 | */ |
|
|
784 | mapxy pos1 (pos); pos1.move (absdir (op->direction - 1)); |
|
|
785 | bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block); |
|
|
786 | |
|
|
787 | mapxy pos2 (pos); pos2.move (absdir (op->direction + 1)); |
|
|
788 | bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block); |
|
|
789 | |
|
|
790 | if (left == right) |
|
|
791 | op->direction = absdir (op->direction + 4); |
|
|
792 | else if (left) |
|
|
793 | op->direction = absdir (op->direction + 2); |
|
|
794 | else if (right) |
|
|
795 | op->direction = absdir (op->direction - 2); |
|
|
796 | |
|
|
797 | /* If this space is not out of the map and not blocked, valid space - |
|
|
798 | * don't need to retry again. |
|
|
799 | */ |
|
|
800 | mapxy pos3 (pos); pos3.move (op->direction); |
|
|
801 | if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block)) |
|
|
802 | break; |
|
|
803 | } |
|
|
804 | |
|
|
805 | /* Couldn't find a direction to move the arrow to - just |
|
|
806 | * stop it from moving. |
|
|
807 | */ |
|
|
808 | if (retry == 2) |
|
|
809 | { |
|
|
810 | stop_arrow (op); |
|
|
811 | return; |
|
|
812 | } |
|
|
813 | |
|
|
814 | /* update object image for new facing */ |
|
|
815 | /* many thrown objects *don't* have more than one face */ |
|
|
816 | if (op->has_anim ()) |
|
|
817 | op->set_anim_frame (op->direction); |
|
|
818 | } /* object is reflected */ |
|
|
819 | } /* object ran into a wall */ |
|
|
820 | |
|
|
821 | /* decrease the speed as it flies. 0.05 means a standard bow will shoot |
|
|
822 | * about 17 squares. Tune as needed. |
|
|
823 | */ |
|
|
824 | op->speed -= 0.05; |
|
|
825 | |
|
|
826 | /* Move the arrow. */ |
|
|
827 | op->move_to (pos); |
|
|
828 | } |
|
|
829 | |
|
|
830 | void |
|
|
831 | change_object (object *op) |
|
|
832 | { /* Doesn`t handle linked objs yet */ |
|
|
833 | int i, j; |
|
|
834 | |
|
|
835 | if (!op->other_arch) |
|
|
836 | { |
|
|
837 | LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); |
|
|
838 | return; |
|
|
839 | } |
|
|
840 | |
|
|
841 | /* In non-living items only change when food value is 0 */ |
|
|
842 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
843 | { |
|
|
844 | if (op->stats.food-- > 0) |
626 | return; |
845 | return; |
|
|
846 | |
|
|
847 | op->stats.food = 1; /* so 1 other_arch is made */ |
|
|
848 | } |
|
|
849 | |
|
|
850 | object *env = op->env; |
|
|
851 | |
|
|
852 | op->remove (); |
|
|
853 | for (i = 0; i < op->stats.food; i++) |
627 | } |
854 | { |
|
|
855 | object *tmp = arch_to_object (op->other_arch); |
628 | |
856 | |
629 | /* we need to stop thrown objects at some point. Like here. */ |
857 | tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ |
630 | if(op->type==THROWN_OBJ) { |
858 | |
631 | /* If the object that the THROWN_OBJ encapsulates disappears, |
859 | if (env) |
632 | * we need to have this object go away also - otherwise, you get |
860 | env->insert (tmp); |
633 | * left over remnants on the map. Where this currently happens |
861 | else |
634 | * is if the player throws a bomb - the bomb explodes on its own, |
|
|
635 | * but this object sticks around. We could handle the cleanup in the |
|
|
636 | * bomb code, but there are potential other cases where that could happen, |
|
|
637 | * and it is easy enough to clean it up here. |
|
|
638 | */ |
862 | { |
639 | if (op->inv == NULL) { |
863 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
640 | remove_ob(op); |
864 | if (j < 0) /* No free spot */ |
641 | free_object(op); |
865 | tmp->destroy (); |
|
|
866 | else |
|
|
867 | { |
|
|
868 | mapxy pos (op); pos.move (j); |
|
|
869 | |
|
|
870 | if (pos.normalise ()) |
|
|
871 | pos.insert (tmp, op); |
|
|
872 | } |
|
|
873 | } |
|
|
874 | } |
|
|
875 | |
|
|
876 | op->destroy (); |
|
|
877 | } |
|
|
878 | |
|
|
879 | void |
|
|
880 | move_teleporter (object *op) |
|
|
881 | { |
|
|
882 | object *tmp, *head = op; |
|
|
883 | |
|
|
884 | /* if this is a multipart teleporter, handle the other parts |
|
|
885 | * The check for speed isn't strictly needed - basically, if |
|
|
886 | * there is an old multipart teleporter in which the other parts |
|
|
887 | * have speed, we don't really want to call it twice for the same |
|
|
888 | * function - in fact, as written below, part N would get called |
|
|
889 | * N times without the speed check. |
|
|
890 | */ |
|
|
891 | if (op->more && !op->more->has_active_speed ()) |
|
|
892 | move_teleporter (op->more); |
|
|
893 | |
|
|
894 | if (op->head) |
|
|
895 | head = op->head; |
|
|
896 | |
|
|
897 | for (tmp = op->above; tmp; tmp = tmp->above) |
|
|
898 | if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
899 | break; |
|
|
900 | |
|
|
901 | /* If nothing above us to move, nothing to do */ |
|
|
902 | if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) |
|
|
903 | return; |
|
|
904 | |
|
|
905 | if (EXIT_PATH (head)) |
|
|
906 | { |
|
|
907 | if (tmp->type == PLAYER) |
|
|
908 | { |
|
|
909 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
642 | return; |
910 | return; |
643 | } |
|
|
644 | if(op->last_sp-- < 0) { |
|
|
645 | stop_arrow (op); |
|
|
646 | return; |
|
|
647 | } |
|
|
648 | } |
|
|
649 | |
911 | |
650 | /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower |
912 | tmp->enter_exit (head); |
651 | values look rediculous. */ |
913 | } |
652 | if (op->speed < 0.5 && op->type==ARROW) { |
914 | else |
653 | stop_arrow(op); |
915 | /* Currently only players can transfer maps */ |
654 | return; |
916 | return; |
655 | } |
917 | } |
|
|
918 | else if (EXIT_X (head) || EXIT_Y (head)) |
|
|
919 | { |
|
|
920 | if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) |
|
|
921 | { |
|
|
922 | LOG (llevError, "Removed illegal teleporter.\n"); |
|
|
923 | head->destroy (); |
|
|
924 | return; |
|
|
925 | } |
656 | |
926 | |
657 | /* Calculate target map square */ |
927 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
658 | new_x = op->x + DIRX(op); |
|
|
659 | new_y = op->y + DIRY(op); |
|
|
660 | was_reflected = 0; |
|
|
661 | |
|
|
662 | m = op->map; |
|
|
663 | mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); |
|
|
664 | |
|
|
665 | if (mflags & P_OUT_OF_MAP) { |
|
|
666 | stop_arrow(op); |
|
|
667 | return; |
928 | return; |
668 | } |
|
|
669 | |
929 | |
670 | /* only need to look for living creatures if this flag is set */ |
930 | transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); |
671 | if (mflags & P_IS_ALIVE) { |
|
|
672 | for (tmp = get_map_ob(m, new_x, new_y); tmp != NULL; tmp=tmp->above) |
|
|
673 | if (QUERY_FLAG(tmp, FLAG_ALIVE)) break; |
|
|
674 | |
|
|
675 | |
931 | } |
676 | /* Not really fair, but don't let monsters hit themselves with |
932 | else |
677 | * their own arrow - this can be because they fire it then |
|
|
678 | * move into it. |
|
|
679 | */ |
|
|
680 | |
|
|
681 | if (tmp != NULL && tmp != op->owner) { |
|
|
682 | /* Found living object, but it is reflecting the missile. Update |
|
|
683 | * as below. (Note that for living creatures there is a small |
|
|
684 | * chance that reflect_missile fails.) |
|
|
685 | */ |
|
|
686 | |
|
|
687 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && |
|
|
688 | (rndm(0, 99)) < (90-op->level/10)) { |
|
|
689 | |
|
|
690 | int number = op->face->number; |
|
|
691 | |
|
|
692 | op->direction = absdir (op->direction + 4); |
|
|
693 | op->state = 0; |
|
|
694 | if (GET_ANIM_ID (op)) { |
|
|
695 | number += 4; |
|
|
696 | if (number > GET_ANIMATION (op, 8)) |
|
|
697 | number -= 8; |
|
|
698 | op->face = &new_faces[number]; |
|
|
699 | } |
|
|
700 | was_reflected = 1; /* skip normal movement calculations */ |
|
|
701 | } |
|
|
702 | else { |
|
|
703 | /* Attack the object. */ |
|
|
704 | op = hit_with_arrow (op, tmp); |
|
|
705 | if (op == NULL) |
|
|
706 | return; |
|
|
707 | } |
|
|
708 | } /* if this is not hitting its owner */ |
|
|
709 | } /* if there is something alive on this space */ |
|
|
710 | |
|
|
711 | |
|
|
712 | if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { |
|
|
713 | int retry=0; |
|
|
714 | |
|
|
715 | /* if the object doesn't reflect, stop the arrow from moving |
|
|
716 | * note that this code will now catch cases where a monster is |
|
|
717 | * on a wall but has reflecting - the arrow won't reflect. |
|
|
718 | * Mapmakers shouldn't put monsters on top of wall in the first |
|
|
719 | * place, so I don't consider that a problem. |
|
|
720 | */ |
|
|
721 | if(!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) { |
|
|
722 | stop_arrow (op); |
|
|
723 | return; |
|
|
724 | } else { |
|
|
725 | /* If one of the major directions (n,s,e,w), just reverse it */ |
|
|
726 | if(op->direction&1) { |
|
|
727 | op->direction=absdir(op->direction+4); |
|
|
728 | retry=1; |
|
|
729 | } |
|
|
730 | /* There were two blocks with identical code - |
|
|
731 | * use this retry here to make this one block |
|
|
732 | * that did the same thing. |
|
|
733 | */ |
|
|
734 | while (retry<2) { |
|
|
735 | int left, right, mflags; |
|
|
736 | mapstruct *m1; |
|
|
737 | sint16 x1, y1; |
|
|
738 | |
|
|
739 | retry++; |
|
|
740 | |
|
|
741 | /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling |
|
|
742 | * over a corner in a tiled map, it is possible that |
|
|
743 | * op->direction is within an adjacent map but either |
|
|
744 | * op->direction-1 or op->direction+1 does not exist. |
|
|
745 | */ |
|
|
746 | mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction-1)], |
|
|
747 | op->y+freearr_y[absdir(op->direction-1)], &x1, &y1); |
|
|
748 | left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1))); |
|
|
749 | |
|
|
750 | mflags = get_map_flags(op->map,&m1, op->x+freearr_x[absdir(op->direction+1)], |
|
|
751 | op->y+freearr_y[absdir(op->direction+1)], &x1, &y1); |
|
|
752 | right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1))); |
|
|
753 | |
|
|
754 | if(left==right) |
|
|
755 | op->direction=absdir(op->direction+4); |
|
|
756 | else if(left) |
|
|
757 | op->direction=absdir(op->direction+2); |
|
|
758 | else if(right) |
|
|
759 | op->direction=absdir(op->direction-2); |
|
|
760 | |
|
|
761 | mflags = get_map_flags(op->map,&m1, op->x+DIRX(op),op->y+DIRY(op), &x1, &y1); |
|
|
762 | |
|
|
763 | /* If this space is not out of the map and not blocked, valid space - |
|
|
764 | * don't need to retry again. |
|
|
765 | */ |
|
|
766 | if (!(mflags & P_OUT_OF_MAP) && |
|
|
767 | !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break; |
|
|
768 | |
|
|
769 | } |
|
|
770 | /* Couldn't find a direction to move the arrow to - just |
|
|
771 | * top it from moving. |
|
|
772 | */ |
|
|
773 | if (retry==2) { |
|
|
774 | stop_arrow (op); |
|
|
775 | return; |
|
|
776 | } |
|
|
777 | /* update object image for new facing */ |
|
|
778 | /* many thrown objects *don't* have more than one face */ |
|
|
779 | if(GET_ANIM_ID(op)) |
|
|
780 | SET_ANIMATION(op, op->direction); |
|
|
781 | } /* object is reflected */ |
|
|
782 | } /* object ran into a wall */ |
|
|
783 | |
|
|
784 | /* Move the arrow. */ |
|
|
785 | remove_ob (op); |
|
|
786 | op->x = new_x; |
|
|
787 | op->y = new_y; |
|
|
788 | |
|
|
789 | /* decrease the speed as it flies. 0.05 means a standard bow will shoot |
|
|
790 | * about 17 squares. Tune as needed. |
|
|
791 | */ |
|
|
792 | op->speed -= 0.05; |
|
|
793 | insert_ob_in_map (op, m, op,0); |
|
|
794 | } |
|
|
795 | |
|
|
796 | /* This routine doesnt seem to work for "inanimate" objects that |
|
|
797 | * are being carried, ie a held torch leaps from your hands!. |
|
|
798 | * Modified this routine to allow held objects. b.t. */ |
|
|
799 | |
|
|
800 | void change_object(object *op) { /* Doesn`t handle linked objs yet */ |
|
|
801 | object *tmp,*env,*pl; |
|
|
802 | int i,j; |
|
|
803 | |
|
|
804 | if(op->other_arch==NULL) { |
|
|
805 | LOG(llevError,"Change object (%s) without other_arch error.\n", &op->name); |
|
|
806 | return; |
|
|
807 | } |
|
|
808 | |
|
|
809 | /* In non-living items only change when food value is 0 */ |
|
|
810 | if(!QUERY_FLAG(op,FLAG_ALIVE)) { |
|
|
811 | if(op->stats.food-- > 0) return; |
|
|
812 | else op->stats.food=1; /* so 1 other_arch is made */ |
|
|
813 | } |
|
|
814 | env=op->env; |
|
|
815 | remove_ob(op); |
|
|
816 | for(i=0;i<NROFNEWOBJS(op);i++) { |
|
|
817 | tmp=arch_to_object(op->other_arch); |
|
|
818 | if (op->type == LAMP) |
|
|
819 | tmp->stats.food = op->stats.food-1; |
|
|
820 | tmp->stats.hp=op->stats.hp; /* The only variable it keeps. */ |
|
|
821 | if(env) { |
|
|
822 | tmp->x=env->x,tmp->y=env->y; |
|
|
823 | tmp=insert_ob_in_ob(tmp,env); |
|
|
824 | /* If this object is the players inventory, we need to tell the |
|
|
825 | * client of the change. Insert_ob_in_map takes care of the |
|
|
826 | * updating the client, so we don't need to do that below. |
|
|
827 | */ |
|
|
828 | if ((pl=is_player_inv(env))!=NULL) { |
|
|
829 | esrv_del_item(pl->contr, op->count); |
|
|
830 | esrv_send_item(pl, tmp); |
|
|
831 | } |
|
|
832 | } else { |
|
|
833 | j=find_first_free_spot(tmp,op->map,op->x,op->y); |
|
|
834 | if (j==-1) /* No free spot */ |
|
|
835 | free_object(tmp); |
|
|
836 | else { |
|
|
837 | tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; |
|
|
838 | insert_ob_in_map(tmp,op->map,op,0); |
|
|
839 | } |
|
|
840 | } |
933 | { |
841 | } |
934 | /* Random teleporter */ |
842 | free_object(op); |
|
|
843 | } |
|
|
844 | |
|
|
845 | void move_teleporter(object *op) { |
|
|
846 | object *tmp, *head=op; |
|
|
847 | |
|
|
848 | /* if this is a multipart teleporter, handle the other parts |
|
|
849 | * The check for speed isn't strictly needed - basically, if |
|
|
850 | * there is an old multipart teleporter in which the other parts |
|
|
851 | * have speed, we don't really want to call it twice for the same |
|
|
852 | * function - in fact, as written below, part N would get called |
|
|
853 | * N times without the speed check. |
|
|
854 | */ |
|
|
855 | if (op->more && FABS(op->more->speed)<MIN_ACTIVE_SPEED) move_teleporter(op->more); |
|
|
856 | |
|
|
857 | if (op->head) head=op->head; |
|
|
858 | |
|
|
859 | for (tmp=op->above; tmp!=NULL; tmp=tmp->above) |
|
|
860 | if (!QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break; |
|
|
861 | |
|
|
862 | /* If nothing above us to move, nothing to do */ |
|
|
863 | if (!tmp || QUERY_FLAG(tmp, FLAG_WIZPASS)) return; |
|
|
864 | |
|
|
865 | if(EXIT_PATH(head)) { |
|
|
866 | if(tmp->type==PLAYER) { |
|
|
867 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
|
|
868 | return; |
|
|
869 | |
|
|
870 | enter_exit(tmp, head); |
|
|
871 | } |
|
|
872 | else |
|
|
873 | /* Currently only players can transfer maps */ |
|
|
874 | return; |
|
|
875 | } |
|
|
876 | else if(EXIT_X(head)||EXIT_Y(head)) { |
|
|
877 | if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) { |
|
|
878 | LOG(llevError, "Removed illegal teleporter.\n"); |
|
|
879 | remove_ob(head); |
|
|
880 | free_object(head); |
|
|
881 | return; |
|
|
882 | } |
|
|
883 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
935 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
884 | return; |
936 | return; |
885 | transfer_ob(tmp,EXIT_X(head),EXIT_Y(head),0,head); |
937 | |
886 | } |
|
|
887 | else { |
|
|
888 | /* Random teleporter */ |
|
|
889 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
|
|
890 | return; |
|
|
891 | teleport(head, TELEPORTER, tmp); |
938 | teleport (head, TELEPORTER, tmp); |
892 | } |
939 | } |
893 | } |
940 | } |
894 | |
|
|
895 | |
941 | |
896 | /* This object will teleport someone to a different map |
942 | /* This object will teleport someone to a different map |
897 | and will also apply changes to the player from its inventory. |
943 | and will also apply changes to the player from its inventory. |
898 | This was invented for giving classes, but there's no reason it |
944 | This was invented for giving classes, but there's no reason it |
899 | can't be generalized. |
945 | can't be generalized. |
900 | */ |
946 | */ |
901 | |
947 | void |
902 | void move_player_changer(object *op) { |
948 | move_player_changer (object *op) |
|
|
949 | { |
903 | object *player; |
950 | object *player; |
904 | object *walk; |
951 | object *walk; |
905 | char c; |
|
|
906 | |
952 | |
907 | if (!op->above || !EXIT_PATH(op)) return; |
953 | if (!op->above || !EXIT_PATH (op)) |
|
|
954 | return; |
908 | |
955 | |
909 | /* This isn't all that great - means that the player_mover |
956 | /* This isn't all that great - means that the player_mover |
910 | * needs to be on top. |
957 | * needs to be on top. |
911 | */ |
958 | */ |
912 | if(op->above->type==PLAYER) { |
959 | if (op->above->type == PLAYER) |
|
|
960 | { |
913 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
961 | if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
914 | return; |
962 | return; |
|
|
963 | |
915 | player=op->above; |
964 | player = op->above; |
|
|
965 | |
916 | for(walk=op->inv;walk!=NULL;walk=walk->below) |
966 | for (walk = op->inv; walk; walk = walk->below) |
917 | apply_changes_to_player(player,walk); |
967 | apply_changes_to_player (player, walk); |
918 | |
968 | |
919 | fix_player(player); |
969 | player->update_stats (); |
|
|
970 | |
920 | esrv_send_inventory(op->above,op->above); |
971 | esrv_send_inventory (op->above, op->above); |
921 | esrv_update_item(UPD_FACE, op->above, op->above); |
972 | esrv_update_item (UPD_FACE, op->above, op->above); |
922 | |
973 | |
923 | /* update players death & WoR home-position */ |
974 | /* update players death & WoR home-position */ |
924 | sscanf(EXIT_PATH(op), "%c", &c); |
975 | if (*EXIT_PATH (op) == '/') |
925 | if (c == '/') { |
|
|
926 | strcpy(player->contr->savebed_map, EXIT_PATH(op)); |
|
|
927 | player->contr->bed_x = EXIT_X(op); |
|
|
928 | player->contr->bed_y = EXIT_Y(op); |
|
|
929 | } |
|
|
930 | else |
|
|
931 | LOG(llevDebug, |
|
|
932 | "WARNING: destination '%s' in player_changer must be an absolute path!\n", |
|
|
933 | &EXIT_PATH(op)); |
|
|
934 | |
976 | { |
935 | enter_exit(op->above,op); |
977 | player->contr->savebed_map = EXIT_PATH (op); |
936 | save_player(player, 1); |
978 | player->contr->bed_x = EXIT_X (op); |
|
|
979 | player->contr->bed_y = EXIT_Y (op); |
|
|
980 | } |
|
|
981 | else |
|
|
982 | LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); |
|
|
983 | |
|
|
984 | op->above->enter_exit (op); |
937 | } |
985 | } |
938 | } |
986 | } |
939 | |
987 | |
940 | /* firewalls fire other spells. |
988 | /* firewalls fire other spells. |
941 | * The direction of the wall is stored in op->stats.sp. |
989 | * The direction of the wall is stored in op->stats.sp. |
942 | * walls can have hp, so they can be torn down. |
990 | * walls can have hp, so they can be torn down. |
943 | */ |
991 | */ |
|
|
992 | void |
944 | void move_firewall(object *op) { |
993 | move_firewall (object *op) |
|
|
994 | { |
945 | object *spell; |
995 | object *spell; |
946 | |
996 | |
947 | if ( ! op->map) |
997 | if (!op->map) |
948 | return; /* dm has created a firewall in his inventory */ |
998 | return; /* dm has created a firewall in his inventory */ |
949 | |
999 | |
950 | spell = op->inv; |
1000 | spell = op->inv; |
951 | if (!spell || spell->type != SPELL) spell=&op->other_arch->clone; |
1001 | |
|
|
1002 | if (!spell || spell->type != SPELL) |
|
|
1003 | spell = op->other_arch; |
|
|
1004 | |
952 | if (!spell) { |
1005 | if (!spell) |
|
|
1006 | { |
953 | LOG(llevError,"move_firewall: no spell specified (%s, %s, %d, %d)\n", |
1007 | LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); |
954 | &op->name, op->map->name, op->x, op->y); |
|
|
955 | return; |
1008 | return; |
956 | } |
1009 | } |
957 | |
1010 | |
958 | cast_spell(op,op,op->stats.sp?op->stats.sp:rndm(1, 8),spell, NULL); |
1011 | cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); |
959 | } |
1012 | } |
960 | |
|
|
961 | |
1013 | |
962 | /* move_player_mover: this function takes a "player mover" as an |
1014 | /* move_player_mover: this function takes a "player mover" as an |
963 | * argument, and performs the function of a player mover, which is: |
1015 | * argument, and performs the function of a player mover, which is: |
964 | * |
1016 | * |
965 | * a player mover finds any players that are sitting on it. It |
1017 | * a player mover finds any players that are sitting on it. It |
966 | * moves them in the op->stats.sp direction. speed is how often it'll move. |
1018 | * moves them in the op->stats.sp direction. speed is how often it'll move. |
967 | * If attacktype is nonzero it will paralyze the player. If lifesave is set, |
1019 | * If attacktype is nonzero it will paralyze the player. If lifesave is set, |
968 | * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, |
1020 | * it'll dissapear after hp+1 moves. If hp is set and attacktype is set, |
969 | * it'll paralyze the victim for hp*his speed/op->speed |
1021 | * it'll paralyze the victim for hp*his speed/op->speed |
970 | */ |
1022 | */ |
|
|
1023 | void |
971 | void move_player_mover(object *op) { |
1024 | move_player_mover (object *op) |
972 | object *victim, *nextmover; |
1025 | { |
973 | int dir = op->stats.sp; |
1026 | int dir = op->stats.sp; |
974 | sint16 nx, ny; |
1027 | sint16 nx, ny; |
975 | mapstruct *m; |
1028 | maptile *m; |
976 | |
1029 | |
977 | /* Determine direction now for random movers so we do the right thing */ |
1030 | /* Determine direction now for random movers so we do the right thing */ |
978 | if (!dir) dir=rndm(1, 8); |
1031 | if (!dir) |
|
|
1032 | dir = rndm (1, 8); |
979 | |
1033 | |
980 | for(victim=get_map_ob(op->map,op->x,op->y); victim !=NULL; victim=victim->above) { |
1034 | for (object *victim = op->ms ().bot; victim; victim = victim->above) |
|
|
1035 | { |
981 | if(QUERY_FLAG(victim, FLAG_ALIVE) && !QUERY_FLAG(victim, FLAG_WIZPASS) && |
1036 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && |
982 | (victim->move_type & op->move_type || !victim->move_type)) { |
1037 | (victim->move_type & op->move_type || !victim->move_type)) |
|
|
1038 | { |
983 | |
1039 | |
|
|
1040 | if (victim->head) |
984 | if (victim->head) victim = victim->head; |
1041 | victim = victim->head; |
985 | |
1042 | |
986 | if(QUERY_FLAG(op,FLAG_LIFESAVE)&&op->stats.hp--<0) { |
1043 | if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) |
|
|
1044 | { |
987 | remove_ob(op); |
1045 | op->remove (); |
988 | free_object(op); |
1046 | return; |
|
|
1047 | } |
|
|
1048 | |
|
|
1049 | nx = op->x + freearr_x[dir]; |
|
|
1050 | ny = op->y + freearr_y[dir]; |
|
|
1051 | m = op->map; |
|
|
1052 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
|
|
1053 | { |
|
|
1054 | LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y); |
|
|
1055 | return; |
|
|
1056 | } |
|
|
1057 | |
|
|
1058 | if (should_director_abort (op, victim)) |
|
|
1059 | return; |
|
|
1060 | |
|
|
1061 | for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) |
|
|
1062 | { |
|
|
1063 | if (nextmover->type == PLAYERMOVER) |
|
|
1064 | nextmover->speed_left = -.99f; |
|
|
1065 | |
|
|
1066 | if (QUERY_FLAG (nextmover, FLAG_ALIVE)) |
|
|
1067 | op->speed_left = -1.1f; /* wait until the next thing gets out of the way */ |
|
|
1068 | } |
|
|
1069 | |
|
|
1070 | if (victim->type == PLAYER) |
|
|
1071 | { |
|
|
1072 | /* only level >=1 movers move people */ |
|
|
1073 | if (op->level) |
|
|
1074 | { |
|
|
1075 | /* Following is a bit of hack. We need to make sure it |
|
|
1076 | * is cleared, otherwise the player will get stuck in |
|
|
1077 | * place. This can happen if the player used a spell to |
|
|
1078 | * get to this space. |
|
|
1079 | */ |
|
|
1080 | victim->contr->fire_on = 0; |
|
|
1081 | victim->speed_left = 1.f; |
|
|
1082 | move_player (victim, dir); |
|
|
1083 | } |
|
|
1084 | else |
989 | return; |
1085 | return; |
990 | } |
1086 | } |
991 | nx = op->x+freearr_x[dir]; |
|
|
992 | ny = op->y+freearr_y[dir]; |
|
|
993 | m = op->map; |
|
|
994 | if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) { |
|
|
995 | LOG(llevError,"move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", |
|
|
996 | m->path, op->x, op->y); |
|
|
997 | return ; |
|
|
998 | } |
|
|
999 | |
1087 | else |
1000 | if (should_director_abort(op, victim)) return ; |
|
|
1001 | |
|
|
1002 | for(nextmover=get_map_ob(m,nx, ny); nextmover !=NULL; nextmover=nextmover->above) { |
|
|
1003 | if(nextmover->type == PLAYERMOVER) |
|
|
1004 | nextmover->speed_left=-.99; |
|
|
1005 | if(QUERY_FLAG(nextmover,FLAG_ALIVE)) { |
|
|
1006 | op->speed_left=-1.1; /* wait until the next thing gets out of the way */ |
|
|
1007 | } |
|
|
1008 | } |
|
|
1009 | |
|
|
1010 | if(victim->type==PLAYER) { |
|
|
1011 | /* only level >=1 movers move people */ |
|
|
1012 | if(op->level) { |
|
|
1013 | /* Following is a bit of hack. We need to make sure it |
|
|
1014 | * is cleared, otherwise the player will get stuck in |
|
|
1015 | * place. This can happen if the player used a spell to |
|
|
1016 | * get to this space. |
|
|
1017 | */ |
|
|
1018 | victim->contr->fire_on=0; |
|
|
1019 | victim->speed_left=-FABS(victim->speed); |
|
|
1020 | move_player(victim, dir); |
|
|
1021 | } |
|
|
1022 | else return; |
|
|
1023 | } |
|
|
1024 | else move_object(victim,dir); |
1088 | move_object (victim, dir); |
1025 | |
1089 | |
1026 | if(!op->stats.maxsp&&op->attacktype) op->stats.maxsp=2; |
1090 | if (!op->stats.maxsp && op->attacktype) |
|
|
1091 | op->stats.maxsp = 2; |
1027 | |
1092 | |
1028 | if(op->attacktype) { /* flag to paralyze the player */ |
1093 | if (op->attacktype) |
1029 | |
1094 | { /* flag to paralyze the player */ |
1030 | victim->speed_left= -FABS(op->stats.maxsp*victim->speed/op->speed); |
1095 | victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed)); |
1031 | /* Not sure why, but for some chars on metalforge, they |
|
|
1032 | * would sometimes get -inf speed_left, and from the |
|
|
1033 | * description, it could only happen here, so just put |
|
|
1034 | * a lower sanity limit. My only guess is that the |
|
|
1035 | * mover has 0 speed. |
|
|
1036 | */ |
|
|
1037 | if (victim->speed_left < -5.0) victim->speed_left=-5.0; |
|
|
1038 | } |
1096 | } |
1039 | } |
1097 | } |
1040 | } |
1098 | } |
1041 | } |
1099 | } |
1042 | |
1100 | |
… | |
… | |
1045 | * connected: what will trigger it. |
1103 | * connected: what will trigger it. |
1046 | * level: multiplier. 0 to destroy. |
1104 | * level: multiplier. 0 to destroy. |
1047 | * other_arch: the object to look for and duplicate. |
1105 | * other_arch: the object to look for and duplicate. |
1048 | */ |
1106 | */ |
1049 | |
1107 | |
|
|
1108 | void |
1050 | void move_duplicator(object *op) { |
1109 | move_duplicator (object *op) |
|
|
1110 | { |
1051 | object *tmp; |
1111 | object *tmp; |
1052 | |
1112 | |
1053 | if ( !op->other_arch ) { |
1113 | if (!op->other_arch) |
|
|
1114 | { |
1054 | LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); |
1115 | LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap"); |
1055 | return; |
1116 | return; |
1056 | } |
1117 | } |
1057 | |
1118 | |
1058 | if (op->above == NULL) |
1119 | if (op->above == NULL) |
1059 | return; |
1120 | return; |
|
|
1121 | |
1060 | for (tmp=op->above; tmp != NULL; tmp=tmp->above) { |
1122 | for (tmp = op->above; tmp; tmp = tmp->above) |
|
|
1123 | { |
1061 | if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { |
1124 | if (op->other_arch->archname == tmp->arch->archname) |
|
|
1125 | { |
1062 | if (op->level <= 0) { |
1126 | if (op->level <= 0) |
1063 | remove_ob(tmp); |
1127 | tmp->destroy (); |
1064 | free_object(tmp); |
|
|
1065 | } else { |
1128 | else |
|
|
1129 | { |
1066 | uint64 new_nrof = (uint64)tmp->nrof*op->level; |
1130 | uint64 new_nrof = (uint64) tmp->nrof * op->level; |
|
|
1131 | |
1067 | if (new_nrof >= 1UL<<31) |
1132 | if (new_nrof >= 1UL << 31) |
1068 | new_nrof = 1UL<<31; |
1133 | new_nrof = 1UL << 31; |
|
|
1134 | |
1069 | tmp->nrof = new_nrof; |
1135 | tmp->nrof = new_nrof; |
1070 | } |
1136 | } |
|
|
1137 | |
1071 | break; |
1138 | break; |
1072 | } |
1139 | } |
1073 | } |
1140 | } |
1074 | } |
1141 | } |
1075 | |
1142 | |
1076 | /* move_creator (by peterm) |
1143 | /* move_creator (by peterm) |
… | |
… | |
1084 | * has to make sure that there is in fact space for the object. |
1151 | * has to make sure that there is in fact space for the object. |
1085 | * It should really do this for small objects also, but there is |
1152 | * It should really do this for small objects also, but there is |
1086 | * more concern with large objects, most notably a part being placed |
1153 | * more concern with large objects, most notably a part being placed |
1087 | * outside of the map which would cause the server to crash |
1154 | * outside of the map which would cause the server to crash |
1088 | */ |
1155 | */ |
1089 | |
1156 | void |
1090 | void move_creator(object *creator) { |
1157 | move_creator (object *creator) |
|
|
1158 | { |
1091 | object *new_ob; |
1159 | object *new_ob; |
1092 | |
1160 | |
1093 | if(!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { |
1161 | if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) |
|
|
1162 | { |
1094 | creator->stats.hp=-1; |
1163 | creator->stats.hp = -1; |
1095 | return; |
1164 | return; |
|
|
1165 | } |
|
|
1166 | |
|
|
1167 | if (creator->inv) |
1096 | } |
1168 | { |
1097 | |
|
|
1098 | if (creator->inv != NULL) { |
|
|
1099 | object *ob; |
1169 | object *ob; |
1100 | int i; |
1170 | int i; |
1101 | object *ob_to_copy; |
1171 | object *ob_to_copy; |
1102 | |
1172 | |
1103 | /* select random object from inventory to copy */ |
1173 | /* select random object from inventory to copy */ |
1104 | ob_to_copy = creator->inv; |
1174 | ob_to_copy = creator->inv; |
1105 | for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { |
1175 | for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) |
|
|
1176 | { |
1106 | if (rndm(0, i) == 0) { |
1177 | if (rndm (0, i) == 0) |
|
|
1178 | { |
1107 | ob_to_copy = ob; |
1179 | ob_to_copy = ob; |
1108 | } |
|
|
1109 | } |
1180 | } |
1110 | new_ob = object_create_clone(ob_to_copy); |
1181 | } |
|
|
1182 | new_ob = ob_to_copy->deep_clone (); |
1111 | CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); |
1183 | CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); |
1112 | unflag_inv(new_ob, FLAG_IS_A_TEMPLATE); |
1184 | unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1113 | } else { |
1185 | } |
|
|
1186 | else |
|
|
1187 | { |
1114 | if (creator->other_arch == NULL) { |
1188 | if (!creator->other_arch) |
1115 | LOG(llevError,"move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, creator->x, creator->y); |
1189 | { |
|
|
1190 | LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", |
|
|
1191 | &creator->name, &creator->map->path, creator->x, creator->y); |
1116 | return; |
1192 | return; |
1117 | } |
1193 | } |
1118 | |
1194 | |
1119 | new_ob = object_create_arch(creator->other_arch); |
1195 | new_ob = object_create_arch (creator->other_arch); |
1120 | fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); |
1196 | fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); |
1121 | } |
1197 | } |
1122 | |
1198 | |
1123 | /* Make sure this multipart object fits */ |
1199 | /* Make sure this multipart object fits */ |
1124 | if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { |
1200 | if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y)) |
1125 | free_object(new_ob); |
1201 | { |
|
|
1202 | new_ob->destroy (); |
1126 | return; |
1203 | return; |
1127 | } |
1204 | } |
1128 | |
1205 | |
|
|
1206 | // for now lets try to identify everything generated here, it mostly |
|
|
1207 | // happens automated, so this will at least fix many identify-experience holes |
|
|
1208 | SET_FLAG (new_ob, FLAG_IDENTIFIED); |
|
|
1209 | |
1129 | insert_ob_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); |
1210 | insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); |
1130 | if (QUERY_FLAG(new_ob, FLAG_FREED)) |
1211 | if (QUERY_FLAG (new_ob, FLAG_FREED)) |
1131 | return; |
1212 | return; |
1132 | |
1213 | |
1133 | if (creator->slaying) { |
1214 | if (creator->slaying) |
1134 | new_ob->name = new_ob->title = creator->slaying; |
1215 | new_ob->name = new_ob->title = creator->slaying; |
1135 | } |
|
|
1136 | } |
1216 | } |
1137 | |
1217 | |
1138 | /* move_marker --peterm@soda.csua.berkeley.edu |
1218 | /* move_marker --peterm@soda.csua.berkeley.edu |
1139 | when moved, a marker will search for a player sitting above |
1219 | when moved, a marker will search for a player sitting above |
1140 | it, and insert an invisible, weightless force into him |
1220 | it, and insert an invisible, weightless force into him |
1141 | with a specific code as the slaying field. |
1221 | with a specific code as the slaying field. |
1142 | At that time, it writes the contents of its own message |
1222 | At that time, it writes the contents of its own message |
1143 | field to the player. The marker will decrement hp to |
1223 | field to the player. The marker will decrement hp to |
1144 | 0 and then delete itself every time it grants a mark. |
1224 | 0 and then delete itself every time it grants a mark. |
1145 | unless hp was zero to start with, in which case it is infinite.*/ |
1225 | unless hp was zero to start with, in which case it is infinite.*/ |
1146 | |
1226 | void |
1147 | void move_marker(object *op) { |
1227 | move_marker (object *op) |
1148 | object *tmp,*tmp2; |
1228 | { |
1149 | |
1229 | if (object *tmp = op->ms ().player ()) |
1150 | for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { |
1230 | { |
1151 | if(tmp->type == PLAYER) { /* we've got someone to MARK */ |
|
|
1152 | |
|
|
1153 | /* remove an old force with a slaying field == op->name */ |
1231 | /* remove an old force with a slaying field == op->name */ |
1154 | for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { |
1232 | if (object *force = tmp->force_find (op->name)) |
1155 | if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->name)) break; |
1233 | force->destroy (); |
|
|
1234 | |
|
|
1235 | if (op->slaying && !tmp->force_find (op->slaying)) |
|
|
1236 | { |
|
|
1237 | tmp->force_add (op->slaying, op->stats.food); |
|
|
1238 | |
|
|
1239 | if (op->msg) |
|
|
1240 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
|
|
1241 | |
|
|
1242 | if (op->stats.hp > 0) |
1156 | } |
1243 | { |
|
|
1244 | op->stats.hp--; |
1157 | |
1245 | |
1158 | if(tmp2) { |
1246 | if (op->stats.hp == 0) |
1159 | remove_ob(tmp2); |
|
|
1160 | free_object(tmp2); |
|
|
1161 | } |
|
|
1162 | |
|
|
1163 | /* cycle through his inventory to look for the MARK we want to |
|
|
1164 | * place |
|
|
1165 | */ |
1247 | { |
1166 | for(tmp2=tmp->inv;tmp2 !=NULL; tmp2=tmp2->below) { |
1248 | /* marker expires--granted mark number limit */ |
1167 | if(tmp2->type == FORCE && tmp2->slaying && !strcmp(tmp2->slaying,op->slaying)) break; |
1249 | op->destroy (); |
1168 | } |
1250 | return; |
1169 | |
|
|
1170 | /* if we didn't find our own MARK */ |
|
|
1171 | if(tmp2==NULL) { |
|
|
1172 | object *force = get_archetype(FORCE_NAME); |
|
|
1173 | |
|
|
1174 | force->speed = 0; |
|
|
1175 | if(op->stats.food) { |
|
|
1176 | force->speed = 0.01; |
|
|
1177 | force->speed_left = -op->stats.food; |
|
|
1178 | } |
1251 | } |
1179 | update_ob_speed (force); |
|
|
1180 | /* put in the lock code */ |
|
|
1181 | force->slaying = op->slaying; |
|
|
1182 | |
|
|
1183 | if (op->lore) |
|
|
1184 | force->lore = op->lore; |
|
|
1185 | |
|
|
1186 | insert_ob_in_ob(force,tmp); |
|
|
1187 | if(op->msg) |
|
|
1188 | new_draw_info(NDI_UNIQUE|NDI_NAVY,0,tmp,op->msg); |
|
|
1189 | |
|
|
1190 | if(op->stats.hp > 0) { |
|
|
1191 | op->stats.hp--; |
|
|
1192 | if(op->stats.hp==0) { |
|
|
1193 | /* marker expires--granted mark number limit */ |
|
|
1194 | remove_ob(op); |
|
|
1195 | free_object(op); |
|
|
1196 | return; |
|
|
1197 | } |
|
|
1198 | } |
1252 | } |
1199 | } /* if tmp2 == NULL */ |
1253 | } |
1200 | } /* if tmp->type == PLAYER */ |
1254 | } |
1201 | } /* For all objects on this space */ |
|
|
1202 | } |
1255 | } |
1203 | |
|
|
1204 | int process_object(object *op) { |
|
|
1205 | if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) |
|
|
1206 | return 0; |
|
|
1207 | |
1256 | |
1208 | if (INVOKE_OBJECT (TICK, op)) |
1257 | // mapscript objects activate themselves (only) then their timer fires |
|
|
1258 | // TODO: maybe they should simply trigger the link like any other object? |
|
|
1259 | void |
|
|
1260 | move_mapscript (object *op) |
|
|
1261 | { |
|
|
1262 | op->set_speed (0); |
|
|
1263 | cfperl_mapscript_activate (op, true, op, 0); |
|
|
1264 | } |
|
|
1265 | |
|
|
1266 | void move_lamp (object *op) |
|
|
1267 | { |
|
|
1268 | // if the lamp/torch is off, we should disable it. |
|
|
1269 | if (!op->glow_radius) |
|
|
1270 | { |
|
|
1271 | op->set_speed (0); |
1209 | return 0; |
1272 | return; |
|
|
1273 | } |
|
|
1274 | else |
|
|
1275 | { |
|
|
1276 | // check whether the face might need to be updated |
|
|
1277 | // (currently this is needed to have already switched on torches |
|
|
1278 | // on maps, as they just set the glow_radius in the archetype) |
|
|
1279 | if (op->other_arch |
|
|
1280 | && ( |
|
|
1281 | (op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE]) |
|
|
1282 | || (op->flag [FLAG_ANIMATE] |
|
|
1283 | ? (op->animation_id != op->other_arch->animation_id) |
|
|
1284 | : (op->face != op->other_arch->face)) |
|
|
1285 | )) |
|
|
1286 | get_animation_from_arch (op, op->other_arch); |
|
|
1287 | } |
1210 | |
1288 | |
|
|
1289 | // lamps and torches on maps don't use up their fuel |
|
|
1290 | if (op->is_on_map ()) |
|
|
1291 | return; |
|
|
1292 | |
|
|
1293 | if (op->stats.food > 0) |
|
|
1294 | { |
|
|
1295 | op->stats.food--; |
|
|
1296 | return; |
|
|
1297 | } |
|
|
1298 | |
|
|
1299 | apply_lamp (op, false); |
|
|
1300 | } |
|
|
1301 | |
|
|
1302 | void |
|
|
1303 | process_object (object *op) |
|
|
1304 | { |
|
|
1305 | if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))) |
|
|
1306 | return; |
|
|
1307 | |
|
|
1308 | if (expect_false (INVOKE_OBJECT (TICK, op))) |
|
|
1309 | return; |
|
|
1310 | |
1211 | if(QUERY_FLAG(op, FLAG_MONSTER)) |
1311 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
1212 | if(move_monster(op) || QUERY_FLAG(op, FLAG_FREED)) |
1312 | if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) |
1213 | return 1; |
1313 | return; |
1214 | |
1314 | |
1215 | if(QUERY_FLAG(op, FLAG_ANIMATE) && op->anim_speed==0) { |
1315 | if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) |
1216 | if (op->type == PLAYER) |
1316 | { |
1217 | animate_object(op, op->facing); |
1317 | animate_object (op, op->contr ? op->facing : op->direction); |
1218 | else |
|
|
1219 | animate_object(op, op->direction); |
|
|
1220 | |
1318 | |
1221 | if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) |
1319 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1222 | make_sure_seen(op); |
1320 | make_sure_seen (op); |
|
|
1321 | } |
|
|
1322 | |
|
|
1323 | if (expect_false ( |
|
|
1324 | op->flag [FLAG_GENERATOR] |
|
|
1325 | || op->flag [FLAG_CHANGING] |
|
|
1326 | || op->flag [FLAG_IS_USED_UP] |
|
|
1327 | )) |
1223 | } |
1328 | { |
1224 | if(QUERY_FLAG(op, FLAG_CHANGING)&&!op->state) { |
1329 | if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) |
|
|
1330 | { |
1225 | change_object(op); |
1331 | change_object (op); |
1226 | return 1; |
1332 | return; |
1227 | } |
1333 | } |
|
|
1334 | |
1228 | if(QUERY_FLAG(op, FLAG_GENERATOR)&&!QUERY_FLAG(op, FLAG_FRIENDLY)) |
1335 | if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) |
1229 | generate_monster(op); |
1336 | generate_monster (op); |
1230 | |
1337 | |
1231 | if(QUERY_FLAG(op, FLAG_IS_USED_UP)&&--op->stats.food<=0) { |
1338 | if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) |
|
|
1339 | { |
1232 | if(QUERY_FLAG(op, FLAG_APPLIED)) |
1340 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1233 | remove_force(op); |
1341 | remove_force (op); |
1234 | else { |
1342 | else |
1235 | /* IF necessary, delete the item from the players inventory */ |
|
|
1236 | object *pl=is_player_inv(op); |
|
|
1237 | if (pl) |
1343 | { |
1238 | esrv_del_item(pl->contr, op->count); |
1344 | op->remove (); // TODO: really necessary? |
1239 | remove_ob(op); |
1345 | |
1240 | if (QUERY_FLAG(op, FLAG_SEE_ANYWHERE)) |
1346 | if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1241 | make_sure_not_seen(op); |
1347 | make_sure_not_seen (op); |
1242 | free_object(op); |
1348 | |
|
|
1349 | op->drop_and_destroy (); |
1243 | } |
1350 | } |
|
|
1351 | |
1244 | return 1; |
1352 | return; |
|
|
1353 | } |
1245 | } |
1354 | } |
|
|
1355 | |
1246 | switch(op->type) { |
1356 | switch (op->type) |
1247 | |
1357 | { |
1248 | case SPELL_EFFECT: |
1358 | case SPELL_EFFECT: |
1249 | move_spell_effect(op); |
1359 | move_spell_effect (op); |
1250 | return 1; |
1360 | break; |
1251 | |
1361 | |
1252 | case ROD: |
1362 | case ROD: |
1253 | case HORN: |
1363 | case HORN: |
1254 | regenerate_rod(op); |
1364 | regenerate_rod (op); |
1255 | return 1; |
1365 | break; |
1256 | |
1366 | |
1257 | case FORCE: |
1367 | case FORCE: |
1258 | case POTION_EFFECT: |
1368 | case POTION_EFFECT: |
1259 | remove_force(op); |
1369 | remove_force (op); |
1260 | return 1; |
1370 | break; |
1261 | |
1371 | |
1262 | case BLINDNESS: |
1372 | case BLINDNESS: |
1263 | remove_blindness(op); |
1373 | remove_blindness (op); |
1264 | return 0; |
1374 | break; |
1265 | |
1375 | |
1266 | case POISONING: |
1376 | case POISONING: |
1267 | poison_more(op); |
1377 | poison_more (op); |
1268 | return 0; |
1378 | break; |
1269 | |
1379 | |
1270 | case DISEASE: |
1380 | case DISEASE: |
1271 | move_disease(op); |
1381 | move_disease (op); |
1272 | return 0; |
1382 | break; |
1273 | |
1383 | |
1274 | case SYMPTOM: |
1384 | case SYMPTOM: |
1275 | move_symptom(op); |
1385 | move_symptom (op); |
1276 | return 0; |
1386 | break; |
1277 | |
1387 | |
1278 | case THROWN_OBJ: |
1388 | case THROWN_OBJ: |
1279 | case ARROW: |
1389 | case ARROW: |
1280 | move_arrow(op); |
1390 | move_arrow (op); |
1281 | return 0; |
1391 | break; |
1282 | |
1392 | |
1283 | case LIGHTNING: /* It now moves twice as fast */ |
|
|
1284 | move_bolt(op); |
|
|
1285 | return 0; |
|
|
1286 | |
|
|
1287 | case DOOR: |
1393 | case DOOR: |
1288 | remove_door(op); |
1394 | remove_door (op); |
1289 | return 0; |
1395 | break; |
1290 | |
1396 | |
1291 | case LOCKED_DOOR: |
1397 | case LOCKED_DOOR: |
1292 | remove_door2(op); |
1398 | remove_door2 (op); |
1293 | return 0; |
1399 | break; |
1294 | |
1400 | |
1295 | case TELEPORTER: |
1401 | case TELEPORTER: |
1296 | move_teleporter(op); |
1402 | move_teleporter (op); |
1297 | return 0; |
1403 | break; |
1298 | |
1404 | |
1299 | case GOLEM: |
1405 | case GOLEM: |
1300 | move_golem(op); |
1406 | move_golem (op); |
1301 | return 0; |
1407 | break; |
1302 | |
1408 | |
1303 | case EARTHWALL: |
1409 | case EARTHWALL: |
1304 | hit_player(op, 2, op, AT_PHYSICAL, 1); |
1410 | hit_player (op, 2, op, AT_PHYSICAL, 1); |
1305 | return 0; |
1411 | break; |
1306 | |
1412 | |
1307 | case FIREWALL: |
1413 | case FIREWALL: |
1308 | move_firewall(op); |
1414 | move_firewall (op); |
1309 | if (op->stats.maxsp) |
1415 | if (op->stats.maxsp) |
1310 | animate_turning(op); |
1416 | animate_turning (op); |
1311 | return 0; |
1417 | break; |
1312 | |
1418 | |
1313 | case MOOD_FLOOR: |
1419 | case MOOD_FLOOR: |
1314 | do_mood_floor(op); |
1420 | do_mood_floor (op); |
1315 | return 0; |
1421 | break; |
1316 | |
1422 | |
1317 | case GATE: |
1423 | case GATE: |
1318 | move_gate(op); |
1424 | move_gate (op); |
1319 | return 0; |
1425 | break; |
1320 | |
1426 | |
1321 | case TIMED_GATE: |
1427 | case TIMED_GATE: |
1322 | move_timed_gate(op); |
1428 | move_timed_gate (op); |
1323 | return 0; |
1429 | break; |
1324 | |
1430 | |
1325 | case TRIGGER: |
1431 | case TRIGGER: |
1326 | case TRIGGER_BUTTON: |
1432 | case TRIGGER_BUTTON: |
1327 | case TRIGGER_PEDESTAL: |
1433 | case TRIGGER_PEDESTAL: |
1328 | case TRIGGER_ALTAR: |
1434 | case TRIGGER_ALTAR: |
1329 | animate_trigger(op); |
1435 | animate_trigger (op); |
1330 | return 0; |
1436 | break; |
1331 | |
1437 | |
1332 | case DETECTOR: |
1438 | case DETECTOR: |
1333 | move_detector(op); |
1439 | move_detector (op); |
1334 | |
1440 | |
1335 | case DIRECTOR: |
1441 | case DIRECTOR: |
1336 | if (op->stats.maxsp) |
1442 | if (op->stats.maxsp) |
1337 | animate_turning(op); |
1443 | animate_turning (op); |
1338 | return 0; |
1444 | break; |
1339 | |
1445 | |
1340 | case HOLE: |
1446 | case HOLE: |
1341 | move_hole(op); |
1447 | move_hole (op); |
1342 | return 0; |
1448 | break; |
1343 | |
1449 | |
1344 | case DEEP_SWAMP: |
1450 | case DEEP_SWAMP: |
1345 | move_deep_swamp(op); |
1451 | move_deep_swamp (op); |
1346 | return 0; |
1452 | break; |
1347 | |
1453 | |
1348 | case RUNE: |
1454 | case RUNE: |
1349 | case TRAP: |
1455 | case TRAP: |
1350 | move_rune(op); |
1456 | move_rune (op); |
1351 | return 0; |
1457 | break; |
1352 | |
1458 | |
1353 | case PLAYERMOVER: |
1459 | case PLAYERMOVER: |
1354 | move_player_mover(op); |
1460 | move_player_mover (op); |
1355 | return 0; |
1461 | break; |
1356 | |
1462 | |
1357 | case CREATOR: |
1463 | case CREATOR: |
1358 | move_creator(op); |
1464 | move_creator (op); |
1359 | return 0; |
1465 | break; |
1360 | |
1466 | |
1361 | case MARKER: |
1467 | case MARKER: |
1362 | move_marker(op); |
1468 | move_marker (op); |
1363 | return 0; |
1469 | break; |
1364 | |
1470 | |
1365 | case PLAYER_CHANGER: |
1471 | case PLAYER_CHANGER: |
1366 | move_player_changer(op); |
1472 | move_player_changer (op); |
1367 | return 0; |
1473 | break; |
1368 | |
1474 | |
1369 | case PEACEMAKER: |
1475 | case PEACEMAKER: |
1370 | move_peacemaker(op); |
1476 | move_peacemaker (op); |
1371 | return 0; |
1477 | break; |
1372 | } |
|
|
1373 | |
1478 | |
1374 | return 0; |
1479 | case PLAYER: |
|
|
1480 | // players have their own speed-management, so undo the --speed_left |
|
|
1481 | ++op->speed_left; |
|
|
1482 | break; |
|
|
1483 | |
|
|
1484 | case MAPSCRIPT: |
|
|
1485 | move_mapscript (op); |
|
|
1486 | break; |
|
|
1487 | |
|
|
1488 | case LAMP: |
|
|
1489 | case TORCH: |
|
|
1490 | move_lamp (op); |
|
|
1491 | break; |
|
|
1492 | } |
1375 | } |
1493 | } |
|
|
1494 | |