1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
* |
4 |
* Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 |
* Copyright (©) 1992 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
24 |
|
25 |
/* |
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* Routines that is executed from objects based on their speed have been |
27 |
* collected in this file. |
28 |
*/ |
29 |
#include <global.h> |
30 |
#include <spells.h> |
31 |
#include <sproto.h> |
32 |
|
33 |
/* The following removes doors. The functions check to see if similar |
34 |
* doors are next to the one that is being removed, and if so, set it |
35 |
* so those will be removed shortly (in a cascade like fashion.) |
36 |
*/ |
37 |
void |
38 |
remove_door (object *op) |
39 |
{ |
40 |
for (int i = 1; i < SIZEOFFREE1 + 1; i += 2) |
41 |
{ |
42 |
object *tmp; |
43 |
mapxy pos (op); |
44 |
pos.move (i); |
45 |
if (pos.normalise () |
46 |
&& (tmp = present (DOOR, pos.m, pos.x, pos.y))) |
47 |
{ |
48 |
tmp->set_speed (0.1f); |
49 |
tmp->speed_left = -0.2f; |
50 |
} |
51 |
} |
52 |
|
53 |
if (op->other_arch) |
54 |
{ |
55 |
object *tmp = op->other_arch->instance (); |
56 |
tmp->x = op->x; |
57 |
tmp->y = op->y; |
58 |
tmp->map = op->map; |
59 |
tmp->level = op->level; |
60 |
insert_ob_in_map (tmp, op->map, op, 0); |
61 |
} |
62 |
|
63 |
op->drop_and_destroy (); |
64 |
} |
65 |
|
66 |
void |
67 |
remove_door2 (object *op) |
68 |
{ |
69 |
int i; |
70 |
object *tmp; |
71 |
|
72 |
for (i = 1; i < 9; i += 2) |
73 |
{ |
74 |
tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); |
75 |
if (tmp && tmp->slaying == op->slaying) |
76 |
{ /* same key both doors */ |
77 |
tmp->set_speed (0.1f); |
78 |
tmp->speed_left = -0.2f; |
79 |
} |
80 |
} |
81 |
|
82 |
if (op->other_arch) |
83 |
{ |
84 |
tmp = op->other_arch->instance (); |
85 |
tmp->x = op->x; |
86 |
tmp->y = op->y; |
87 |
tmp->map = op->map; |
88 |
tmp->level = op->level; |
89 |
insert_ob_in_map (tmp, op->map, op, 0); |
90 |
} |
91 |
|
92 |
op->drop_and_destroy (); |
93 |
} |
94 |
|
95 |
static void |
96 |
generate_monster (object *gen) |
97 |
{ |
98 |
if (!gen->map) |
99 |
return; |
100 |
|
101 |
if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) |
102 |
return; |
103 |
|
104 |
// sleeping generators won't generate, this will make monsters like |
105 |
// centipedes not generate more centipedes when being asleep. |
106 |
if (gen->flag [FLAG_SLEEP]) |
107 |
return; |
108 |
|
109 |
object *op; |
110 |
int dir; |
111 |
|
112 |
if (gen->flag [FLAG_CONTENT_ON_GEN]) |
113 |
{ |
114 |
// either copy one item from the inventory... |
115 |
if (!gen->inv) |
116 |
return; |
117 |
|
118 |
// first select one item from the inventory |
119 |
int index = 0; |
120 |
for (object *tmp = gen->inv; tmp; tmp = tmp->below) |
121 |
if (!rndm (++index)) |
122 |
op = tmp; |
123 |
|
124 |
dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
125 |
if (dir < 0) |
126 |
return; |
127 |
|
128 |
op = op->deep_clone (); |
129 |
|
130 |
op->clr_flag (FLAG_IS_A_TEMPLATE); |
131 |
unflag_inv (op, FLAG_IS_A_TEMPLATE); |
132 |
} |
133 |
else if (gen->other_arch) |
134 |
{ |
135 |
// ...or use other_arch |
136 |
dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1); |
137 |
if (dir < 0) |
138 |
return; |
139 |
|
140 |
op = gen->other_arch->instance (); |
141 |
} |
142 |
else |
143 |
return; |
144 |
|
145 |
op->expand_tail (); |
146 |
|
147 |
mapxy pos (gen); pos.move (dir); |
148 |
|
149 |
if (pos.insert (op, gen)) |
150 |
{ |
151 |
if (rndm (0, 9)) |
152 |
generate_artifact (op, gen->map->difficulty); |
153 |
|
154 |
if (op->has_random_items ()) |
155 |
create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); |
156 |
|
157 |
return; |
158 |
} |
159 |
|
160 |
op->destroy (); |
161 |
} |
162 |
|
163 |
static void |
164 |
remove_force (object *op) |
165 |
{ |
166 |
if (--op->duration > 0) |
167 |
return; |
168 |
|
169 |
if (op->env) |
170 |
switch (op->subtype) |
171 |
{ |
172 |
case FORCE_CONFUSION: |
173 |
op->env->clr_flag (FLAG_CONFUSED); |
174 |
new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); |
175 |
|
176 |
default: |
177 |
op->clr_flag (FLAG_APPLIED); |
178 |
change_abil (op->env, op); |
179 |
op->env->update_stats (); |
180 |
} |
181 |
|
182 |
op->destroy (); |
183 |
} |
184 |
|
185 |
static void |
186 |
remove_blindness (object *op) |
187 |
{ |
188 |
if (--op->stats.food > 0) |
189 |
return; |
190 |
|
191 |
op->clr_flag (FLAG_APPLIED); |
192 |
|
193 |
if (op->env) |
194 |
{ |
195 |
change_abil (op->env, op); |
196 |
op->env->update_stats (); |
197 |
} |
198 |
|
199 |
op->destroy (); |
200 |
} |
201 |
|
202 |
static void |
203 |
poison_more (object *op) |
204 |
{ |
205 |
if (op->env == NULL || !op->env->flag [FLAG_ALIVE] || op->env->stats.hp < 0) |
206 |
{ |
207 |
op->destroy (); |
208 |
return; |
209 |
} |
210 |
|
211 |
if (op->stats.food == 1) |
212 |
{ |
213 |
/* need to unapply the object before update_stats is called, else fix_player |
214 |
* will not do anything. |
215 |
*/ |
216 |
if (op->env->type == PLAYER) |
217 |
{ |
218 |
op->clr_flag (FLAG_APPLIED); |
219 |
op->env->update_stats (); |
220 |
new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); |
221 |
} |
222 |
|
223 |
op->destroy (); |
224 |
return; |
225 |
} |
226 |
|
227 |
if (op->env->type == PLAYER) |
228 |
{ |
229 |
op->env->stats.food--; |
230 |
new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); |
231 |
} |
232 |
|
233 |
hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); |
234 |
} |
235 |
|
236 |
|
237 |
static void |
238 |
move_gate (object *op) |
239 |
{ /* 1 = going down, 0 = going up */ |
240 |
object *tmp; |
241 |
|
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, NUM_ANIMATIONS (op)); |
245 |
op->stats.wc = 0; |
246 |
} |
247 |
|
248 |
/* We're going down */ |
249 |
if (op->value) |
250 |
{ |
251 |
if (--op->stats.wc <= 0) |
252 |
{ /* Reached bottom, let's stop */ |
253 |
op->stats.wc = 0; |
254 |
if (op->arch->has_active_speed ()) |
255 |
op->value = 0; |
256 |
else |
257 |
op->set_speed (0); |
258 |
} |
259 |
|
260 |
if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) |
261 |
{ |
262 |
op->move_block = 0; |
263 |
op->clr_flag (FLAG_BLOCKSVIEW); |
264 |
update_all_los (op->map, op->x, op->y); |
265 |
} |
266 |
|
267 |
SET_ANIMATION (op, op->stats.wc); |
268 |
update_object (op, UP_OBJ_CHANGE); |
269 |
return; |
270 |
} |
271 |
|
272 |
/* We're going up */ |
273 |
|
274 |
/* First, lets see if we are already at the top */ |
275 |
if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
276 |
{ |
277 |
|
278 |
/* Check to make sure that only non pickable and non rollable |
279 |
* objects are above the gate. If so, we finish closing the gate, |
280 |
* otherwise, we fall through to the code below which should lower |
281 |
* the gate slightly. |
282 |
*/ |
283 |
|
284 |
for (tmp = op->above; tmp; tmp = tmp->above) |
285 |
if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE]) |
286 |
break; |
287 |
|
288 |
if (!tmp) |
289 |
{ |
290 |
if (op->arch->has_active_speed ()) |
291 |
op->value = 1; |
292 |
else |
293 |
op->set_speed (0); |
294 |
|
295 |
return; |
296 |
} |
297 |
} |
298 |
|
299 |
if (op->stats.food) |
300 |
{ /* The gate is going temporarily down */ |
301 |
if (--op->stats.wc <= 0) |
302 |
{ /* Gone all the way down? */ |
303 |
op->stats.food = 0; /* Then let's try again */ |
304 |
op->stats.wc = 0; |
305 |
} |
306 |
} |
307 |
else |
308 |
{ /* The gate is still going up */ |
309 |
op->stats.wc++; |
310 |
|
311 |
if (op->stats.wc >= NUM_ANIMATIONS (op)) |
312 |
op->stats.wc = NUM_ANIMATIONS (op) - 1; |
313 |
|
314 |
/* If there is something on top of the gate, we try to roll it off. |
315 |
* If a player/monster, we don't roll, we just hit them with damage |
316 |
*/ |
317 |
if (op->stats.wc >= NUM_ANIMATIONS (op) / 2) |
318 |
{ |
319 |
/* Halfway or further, check blocks */ |
320 |
/* First, get the top object on the square. */ |
321 |
for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) |
322 |
; |
323 |
|
324 |
if (tmp) |
325 |
{ |
326 |
if (tmp->flag [FLAG_ALIVE]) |
327 |
{ |
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 |
|
331 |
if (tmp->type == PLAYER) |
332 |
new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); |
333 |
} |
334 |
/* If the object is not alive, and the object either can |
335 |
* be picked up or the object rolls, move the object |
336 |
* off the gate. |
337 |
*/ |
338 |
else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL])) |
339 |
{ |
340 |
/* If it has speed, it should move itself, otherwise: */ |
341 |
int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); |
342 |
|
343 |
/* If there is a free spot, move the object someplace */ |
344 |
if (i > 0) |
345 |
{ |
346 |
mapxy pos (tmp); |
347 |
pos.move (i); |
348 |
if (pos.normalise ()) |
349 |
tmp->move_to (pos); |
350 |
} |
351 |
} |
352 |
} |
353 |
|
354 |
/* See if there is still anything blocking the gate */ |
355 |
for (tmp = op->above; tmp; tmp = tmp->above) |
356 |
if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE]) |
357 |
break; |
358 |
|
359 |
/* IF there is, start putting the gate down */ |
360 |
if (tmp) |
361 |
op->stats.food = 1; |
362 |
else |
363 |
{ |
364 |
op->move_block = MOVE_ALL; |
365 |
|
366 |
if (!op->arch->stats.ac) |
367 |
op->set_flag (FLAG_BLOCKSVIEW); |
368 |
update_all_los (op->map, op->x, op->y); |
369 |
} |
370 |
} /* gate is halfway up */ |
371 |
|
372 |
SET_ANIMATION (op, op->stats.wc); |
373 |
update_object (op, UP_OBJ_CHANGE); |
374 |
} /* gate is going up */ |
375 |
} |
376 |
|
377 |
/* hp : how long door is open/closed |
378 |
* maxhp : initial value for hp |
379 |
* sp : 1 = open, 0 = close |
380 |
*/ |
381 |
static void |
382 |
move_timed_gate (object *op) |
383 |
{ |
384 |
int v = op->value; |
385 |
|
386 |
if (op->stats.sp) |
387 |
{ |
388 |
move_gate (op); |
389 |
|
390 |
if (op->value != v) /* change direction ? */ |
391 |
op->stats.sp = 0; |
392 |
return; |
393 |
} |
394 |
|
395 |
if (--op->stats.hp <= 0) |
396 |
{ /* keep gate down */ |
397 |
move_gate (op); |
398 |
|
399 |
if (op->value != v) |
400 |
op->set_speed (0); |
401 |
} |
402 |
} |
403 |
|
404 |
/* slaying: name of the thing the detector is to look for |
405 |
* speed: frequency of 'glances' |
406 |
* connected: connected value of detector |
407 |
* sp: 1 if detection sets buttons |
408 |
* -1 if detection unsets buttons |
409 |
*/ |
410 |
static void |
411 |
move_detector (object *op) |
412 |
{ |
413 |
object *tmp; |
414 |
int last = op->value; |
415 |
int detected; |
416 |
|
417 |
detected = 0; |
418 |
|
419 |
for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above) |
420 |
{ |
421 |
object *tmp2; |
422 |
|
423 |
if (op->stats.hp) |
424 |
{ |
425 |
for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
426 |
{ |
427 |
if (op->slaying && op->slaying == tmp->name) |
428 |
detected = 1; |
429 |
|
430 |
if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying) |
431 |
detected = 1; |
432 |
} |
433 |
} |
434 |
|
435 |
if (op->slaying && op->slaying == tmp->name) |
436 |
detected = 1; |
437 |
else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) |
438 |
detected = 1; |
439 |
} |
440 |
|
441 |
/* the detector sets the button if detection is found */ |
442 |
if (op->stats.sp == 1) |
443 |
{ |
444 |
if (detected && last == 0) |
445 |
{ |
446 |
op->value = 1; |
447 |
push_button (op, tmp); |
448 |
} |
449 |
|
450 |
if (!detected && last == 1) |
451 |
{ |
452 |
op->value = 0; |
453 |
push_button (op, tmp); |
454 |
} |
455 |
} |
456 |
else |
457 |
{ /* in this case, we unset buttons */ |
458 |
if (detected && last == 1) |
459 |
{ |
460 |
op->value = 0; |
461 |
push_button (op, tmp); |
462 |
} |
463 |
|
464 |
if (!detected && last == 0) |
465 |
{ |
466 |
op->value = 1; |
467 |
push_button (op, tmp); |
468 |
} |
469 |
} |
470 |
} |
471 |
|
472 |
void |
473 |
animate_trigger (object *op) |
474 |
{ |
475 |
if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) |
476 |
{ |
477 |
op->stats.wc = 0; |
478 |
check_trigger (op, NULL); |
479 |
} |
480 |
else |
481 |
{ |
482 |
SET_ANIMATION (op, op->stats.wc); |
483 |
update_object (op, UP_OBJ_FACE); |
484 |
} |
485 |
} |
486 |
|
487 |
static void |
488 |
move_hole (object *op) |
489 |
{ /* 1 = opening, 0 = closing */ |
490 |
if (op->value) |
491 |
{ /* We're opening */ |
492 |
if (--op->stats.wc <= 0) |
493 |
{ /* Opened, let's stop */ |
494 |
op->stats.wc = 0; |
495 |
op->set_speed (0); |
496 |
|
497 |
/* Hard coding this makes sense for holes I suppose */ |
498 |
op->move_on = MOVE_WALK; |
499 |
for (object *next, *tmp = op->above; tmp; tmp = next) |
500 |
{ |
501 |
next = tmp->above; |
502 |
move_apply (op, tmp, tmp); |
503 |
} |
504 |
} |
505 |
|
506 |
SET_ANIMATION (op, op->stats.wc); |
507 |
update_object (op, UP_OBJ_CHANGE); |
508 |
return; |
509 |
} |
510 |
|
511 |
/* We're closing */ |
512 |
op->move_on = 0; |
513 |
|
514 |
op->stats.wc++; |
515 |
if (op->stats.wc >= NUM_ANIMATIONS (op)) |
516 |
op->stats.wc = NUM_ANIMATIONS (op) - 1; |
517 |
|
518 |
SET_ANIMATION (op, op->stats.wc); |
519 |
update_object (op, UP_OBJ_CHANGE); |
520 |
if (op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
521 |
op->set_speed (0); /* closed, let's stop */ |
522 |
} |
523 |
|
524 |
|
525 |
/* stop_item() returns a pointer to the stopped object. The stopped object |
526 |
* may or may not have been removed from maps or inventories. It will not |
527 |
* have been merged with other items. |
528 |
* |
529 |
* This function assumes that only items on maps need special treatment. |
530 |
* |
531 |
* If the object can't be stopped, or it was destroyed while trying to stop |
532 |
* it, NULL is returned. |
533 |
* |
534 |
* fix_stopped_item() should be used if the stopped item should be put on |
535 |
* the map. |
536 |
*/ |
537 |
object * |
538 |
stop_item (object *op) |
539 |
{ |
540 |
if (op->map == NULL) |
541 |
return op; |
542 |
|
543 |
switch (op->type) |
544 |
{ |
545 |
case THROWN_OBJ: |
546 |
{ |
547 |
object *payload = op->inv; |
548 |
|
549 |
if (payload == NULL) |
550 |
return NULL; |
551 |
|
552 |
payload->remove (); |
553 |
op->destroy (); |
554 |
return payload; |
555 |
} |
556 |
|
557 |
case ARROW: |
558 |
if (op->has_active_speed ()) |
559 |
op = fix_stopped_arrow (op); |
560 |
return op; |
561 |
|
562 |
default: |
563 |
return op; |
564 |
} |
565 |
} |
566 |
|
567 |
/* fix_stopped_item() - put stopped item where stop_item() had found it. |
568 |
* Inserts item into the old map, or merges it if it already is on the map. |
569 |
* |
570 |
* 'map' must be the value of op->map before stop_item() was called. |
571 |
*/ |
572 |
void |
573 |
fix_stopped_item (object *op, maptile *map, object *originator) |
574 |
{ |
575 |
if (map == NULL) |
576 |
return; |
577 |
|
578 |
if (op->flag [FLAG_REMOVED]) |
579 |
insert_ob_in_map (op, map, originator, 0); |
580 |
else if (op->type == ARROW) |
581 |
merge_ob (op, NULL); /* only some arrows actually need this */ |
582 |
} |
583 |
|
584 |
object * |
585 |
fix_stopped_arrow (object *op) |
586 |
{ |
587 |
if (rndm (0, 99) < op->stats.food) |
588 |
{ |
589 |
/* Small chance of breaking */ |
590 |
op->destroy (); |
591 |
return NULL; |
592 |
} |
593 |
|
594 |
op->set_speed (0); |
595 |
op->direction = 0; |
596 |
op->move_on = 0; |
597 |
op->move_type = 0; |
598 |
op->skill = 0; // really? |
599 |
|
600 |
// restore original wc, dam, attacktype and slaying |
601 |
op->stats.wc = op->stats.sp; |
602 |
op->stats.dam = op->stats.hp; |
603 |
op->attacktype = op->stats.grace; |
604 |
op->slaying = op->custom_name; |
605 |
|
606 |
/* Reset these to defaults, so that object::can_merge will work properly */ |
607 |
op->custom_name = 0; |
608 |
op->stats.sp = 0; |
609 |
op->stats.hp = 0; |
610 |
op->stats.grace = 0; |
611 |
op->level = 0; |
612 |
op->face = op->arch->face; |
613 |
op->owner = 0; |
614 |
|
615 |
update_object (op, UP_OBJ_CHANGE); |
616 |
|
617 |
return op; |
618 |
} |
619 |
|
620 |
/* stop_arrow() - what to do when a non-living flying object |
621 |
* has to stop. Sept 96 - I added in thrown object code in |
622 |
* here too. -b.t. |
623 |
* |
624 |
* Returns a pointer to the stopped object (which will have been removed |
625 |
* from maps or inventories), or NULL if was destroyed. |
626 |
*/ |
627 |
static void |
628 |
stop_arrow (object *op) |
629 |
{ |
630 |
if (INVOKE_OBJECT (STOP, op)) |
631 |
return; |
632 |
|
633 |
if (op->inv) |
634 |
{ |
635 |
// replace this by straightforward drop to ground? |
636 |
object *payload = op->inv; |
637 |
|
638 |
payload->owner = 0; |
639 |
insert_ob_in_map (payload, op->map, payload, 0); |
640 |
op->destroy (); |
641 |
} |
642 |
else |
643 |
{ |
644 |
op = fix_stopped_arrow (op); |
645 |
|
646 |
if (op) |
647 |
merge_ob (op, 0); |
648 |
} |
649 |
} |
650 |
|
651 |
/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object. |
652 |
*/ |
653 |
void |
654 |
move_arrow (object *op) |
655 |
{ |
656 |
int was_reflected; |
657 |
|
658 |
if (!op->map) |
659 |
{ |
660 |
LOG (llevError | logBacktrace, "BUG: Arrow had no map.\n"); |
661 |
op->destroy (); |
662 |
return; |
663 |
} |
664 |
|
665 |
/* we need to stop thrown objects at some point. Like here. */ |
666 |
if (op->type == THROWN_OBJ) |
667 |
{ |
668 |
/* If the object that the THROWN_OBJ encapsulates disappears, |
669 |
* we need to have this object go away also - otherwise, you get |
670 |
* left over remnants on the map. Where this currently happens |
671 |
* is if the player throws a bomb - the bomb explodes on its own, |
672 |
* but this object sticks around. We could handle the cleanup in the |
673 |
* bomb code, but there are potential other cases where that could happen, |
674 |
* and it is easy enough to clean it up here. |
675 |
*/ |
676 |
if (!op->inv) |
677 |
{ |
678 |
op->destroy (); |
679 |
return; |
680 |
} |
681 |
|
682 |
if (op->last_sp-- < 0) |
683 |
{ |
684 |
stop_arrow (op); |
685 |
return; |
686 |
} |
687 |
} |
688 |
|
689 |
/* decrease the speed as it flies. 0.05 means a standard bow will shoot |
690 |
* about 17 squares. Tune as needed. |
691 |
*/ |
692 |
op->speed -= 0.05; |
693 |
|
694 |
/* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower |
695 |
values look rediculous. */ |
696 |
if (op->speed < (op->type == ARROW ? 0.05 : MIN_ACTIVE_SPEED)) |
697 |
{ |
698 |
stop_arrow (op); |
699 |
return; |
700 |
} |
701 |
|
702 |
/* Calculate target map square */ |
703 |
was_reflected = 0; |
704 |
|
705 |
mapxy pos (op); pos.move (op->direction); |
706 |
|
707 |
if (!pos.normalise ()) |
708 |
{ |
709 |
stop_arrow (op); |
710 |
return; |
711 |
} |
712 |
|
713 |
/* only need to look for living creatures if this flag is set */ |
714 |
if (pos->flags () & P_IS_ALIVE) |
715 |
{ |
716 |
object *tmp; |
717 |
|
718 |
for (tmp = pos->bot; tmp; tmp = tmp->above) |
719 |
if (tmp->flag [FLAG_ALIVE]) |
720 |
break; |
721 |
|
722 |
/* Not really fair, but don't let monsters hit themselves with |
723 |
* their own arrow - this can be because they fire it then |
724 |
* move into it. |
725 |
*/ |
726 |
if (tmp && tmp != op->owner) |
727 |
{ |
728 |
/* Found living object, but it is reflecting the missile. Update |
729 |
* as below. (Note that for living creatures there is a small |
730 |
* chance that reflect_missile fails.) |
731 |
*/ |
732 |
if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10)) |
733 |
{ |
734 |
int number = op->face; |
735 |
|
736 |
op->direction = absdir (op->direction + 4); |
737 |
update_turn_face (op); |
738 |
was_reflected = 1; /* skip normal movement calculations */ |
739 |
} |
740 |
else |
741 |
{ |
742 |
/* Attack the object. */ |
743 |
op = hit_with_arrow (op, tmp); |
744 |
|
745 |
if (!op) |
746 |
return; |
747 |
} |
748 |
} /* if this is not hitting its owner */ |
749 |
} /* if there is something alive on this space */ |
750 |
|
751 |
if (OB_TYPE_MOVE_BLOCK (op, pos->move_block)) |
752 |
{ |
753 |
int retry = 0; |
754 |
|
755 |
/* if the object doesn't reflect, stop the arrow from moving |
756 |
* note that this code will now catch cases where a monster is |
757 |
* on a wall but has reflecting - the arrow won't reflect. |
758 |
* Mapmakers shouldn't put monsters on top of wall in the first |
759 |
* place, so I don't consider that a problem. |
760 |
*/ |
761 |
if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19)) |
762 |
{ |
763 |
stop_arrow (op); |
764 |
return; |
765 |
} |
766 |
else |
767 |
{ |
768 |
/* If one of the major directions (n,s,e,w), just reverse it */ |
769 |
if (op->direction & 1) |
770 |
{ |
771 |
op->direction = absdir (op->direction + 4); |
772 |
retry = 1; |
773 |
} |
774 |
|
775 |
/* There were two blocks with identical code - |
776 |
* use this retry here to make this one block |
777 |
* that did the same thing. |
778 |
*/ |
779 |
while (retry < 2) |
780 |
{ |
781 |
retry++; |
782 |
|
783 |
/* Need to check for P_OUT_OF_MAP: if the arrow is travelling |
784 |
* over a corner in a tiled map, it is possible that |
785 |
* op->direction is within an adjacent map but either |
786 |
* op->direction-1 or op->direction+1 does not exist. |
787 |
*/ |
788 |
mapxy pos1 (pos); pos1.move (absdir (op->direction - 1)); |
789 |
bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block); |
790 |
|
791 |
mapxy pos2 (pos); pos2.move (absdir (op->direction + 1)); |
792 |
bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block); |
793 |
|
794 |
if (left == right) |
795 |
op->direction = absdir (op->direction + 4); |
796 |
else if (left) |
797 |
op->direction = absdir (op->direction + 2); |
798 |
else if (right) |
799 |
op->direction = absdir (op->direction - 2); |
800 |
|
801 |
/* If this space is not out of the map and not blocked, valid space - |
802 |
* don't need to retry again. |
803 |
*/ |
804 |
mapxy pos3 (pos); pos3.move (op->direction); |
805 |
if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block)) |
806 |
break; |
807 |
} |
808 |
|
809 |
/* Couldn't find a direction to move the arrow to - just |
810 |
* stop it from moving. |
811 |
*/ |
812 |
if (retry == 2) |
813 |
{ |
814 |
stop_arrow (op); |
815 |
return; |
816 |
} |
817 |
|
818 |
/* update object image for new facing */ |
819 |
/* many thrown objects *don't* have more than one face */ |
820 |
if (op->has_anim ()) |
821 |
op->set_anim_frame (op->direction); |
822 |
} /* object is reflected */ |
823 |
} /* object ran into a wall */ |
824 |
|
825 |
/* Move the arrow. */ |
826 |
op->move_to (pos); |
827 |
} |
828 |
|
829 |
static void |
830 |
change_object (object *op) |
831 |
{ /* Doesn`t handle linked objs yet */ |
832 |
if (!op->other_arch) |
833 |
{ |
834 |
LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); |
835 |
return; |
836 |
} |
837 |
|
838 |
/* In non-living items only change when food value is 0 */ |
839 |
if (!op->flag [FLAG_ALIVE]) |
840 |
{ |
841 |
if (op->stats.food-- > 0) |
842 |
return; |
843 |
|
844 |
op->stats.food = 1; /* so 1 other_arch is made */ |
845 |
} |
846 |
|
847 |
object *env = op->env; |
848 |
|
849 |
op->remove (); |
850 |
for (int i = 0; i < op->stats.food; i++) |
851 |
{ |
852 |
object *tmp = op->other_arch->instance (); |
853 |
|
854 |
tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ |
855 |
|
856 |
if (env) |
857 |
env->insert (tmp); |
858 |
else |
859 |
{ |
860 |
int j = find_first_free_spot (tmp, op->map, op->x, op->y); |
861 |
|
862 |
if (j < 0) /* No free spot */ |
863 |
tmp->destroy (); |
864 |
else |
865 |
{ |
866 |
mapxy pos (op); pos.move (j); |
867 |
|
868 |
if (pos.normalise ()) |
869 |
pos.insert (tmp, op); |
870 |
} |
871 |
} |
872 |
} |
873 |
|
874 |
op->destroy (); |
875 |
} |
876 |
|
877 |
void |
878 |
move_teleporter (object *op) |
879 |
{ |
880 |
object *tmp, *head = op; |
881 |
|
882 |
/* if this is a multipart teleporter, handle the other parts |
883 |
* The check for speed isn't strictly needed - basically, if |
884 |
* there is an old multipart teleporter in which the other parts |
885 |
* have speed, we don't really want to call it twice for the same |
886 |
* function - in fact, as written below, part N would get called |
887 |
* N times without the speed check. |
888 |
*/ |
889 |
if (op->more && !op->more->has_active_speed ()) |
890 |
move_teleporter (op->more); |
891 |
|
892 |
if (op->head) |
893 |
head = op->head; |
894 |
|
895 |
for (tmp = op->above; tmp; tmp = tmp->above) |
896 |
if (!tmp->flag [FLAG_IS_FLOOR]) |
897 |
break; |
898 |
|
899 |
/* If nothing above us to move, nothing to do */ |
900 |
if (!tmp || tmp->flag [FLAG_WIZPASS]) |
901 |
return; |
902 |
|
903 |
if (EXIT_PATH (head)) |
904 |
{ |
905 |
if (tmp->type == PLAYER) |
906 |
{ |
907 |
if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
908 |
return; |
909 |
|
910 |
tmp->enter_exit (head); |
911 |
} |
912 |
else |
913 |
/* Currently only players can transfer maps */ |
914 |
return; |
915 |
} |
916 |
else if (EXIT_X (head) || EXIT_Y (head)) |
917 |
{ |
918 |
if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) |
919 |
{ |
920 |
LOG (llevError, "Removed illegal teleporter.\n"); |
921 |
head->destroy (); |
922 |
return; |
923 |
} |
924 |
|
925 |
if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
926 |
return; |
927 |
|
928 |
transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); |
929 |
} |
930 |
else |
931 |
{ |
932 |
/* Random teleporter */ |
933 |
if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
934 |
return; |
935 |
|
936 |
teleport (head, TELEPORTER, tmp); |
937 |
} |
938 |
} |
939 |
|
940 |
/* This object will teleport someone to a different map |
941 |
and will also apply changes to the player from its inventory. |
942 |
This was invented for giving classes, but there's no reason it |
943 |
can't be generalized. |
944 |
*/ |
945 |
static void |
946 |
move_player_changer (object *op) |
947 |
{ |
948 |
if (!op->above || !EXIT_PATH (op)) |
949 |
return; |
950 |
|
951 |
/* This isn't all that great - means that the player_mover |
952 |
* needs to be on top. |
953 |
*/ |
954 |
if (op->above->type == PLAYER) |
955 |
{ |
956 |
object *player = op->above; |
957 |
|
958 |
if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
959 |
return; |
960 |
|
961 |
for (object *walk = op->inv; walk; walk = walk->below) |
962 |
apply_changes_to_player (player, walk); |
963 |
|
964 |
player->update_stats (); |
965 |
|
966 |
esrv_send_inventory (op->above, op->above); |
967 |
esrv_update_item (UPD_FACE, op->above, op->above); |
968 |
|
969 |
/* update players death & WoR home-position */ |
970 |
if (*EXIT_PATH (op) == '/') |
971 |
{ |
972 |
player->contr->savebed_map = EXIT_PATH (op); |
973 |
player->contr->bed_x = EXIT_X (op); |
974 |
player->contr->bed_y = EXIT_Y (op); |
975 |
} |
976 |
else |
977 |
LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); |
978 |
|
979 |
op->above->enter_exit (op); |
980 |
} |
981 |
} |
982 |
|
983 |
/* firewalls fire other spells. |
984 |
* The direction of the wall is stored in op->stats.sp. |
985 |
* walls can have hp, so they can be torn down. |
986 |
*/ |
987 |
void |
988 |
move_firewall (object *op) |
989 |
{ |
990 |
object *spell; |
991 |
|
992 |
if (!op->map) |
993 |
return; /* dm has created a firewall in his inventory */ |
994 |
|
995 |
spell = op->inv; |
996 |
|
997 |
if (!spell || spell->type != SPELL) |
998 |
spell = op->other_arch; |
999 |
|
1000 |
if (!spell) |
1001 |
{ |
1002 |
LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); |
1003 |
return; |
1004 |
} |
1005 |
|
1006 |
cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); |
1007 |
} |
1008 |
|
1009 |
/* move_player_mover: this function takes a "player mover" as an |
1010 |
* argument, and performs the function of a player mover, which is: |
1011 |
* |
1012 |
* a player mover finds any players that are sitting on it. It |
1013 |
* moves them in the op->stats.sp direction. speed is how often it'll move. |
1014 |
* If attacktype is nonzero it will paralyze the player. If lifesave is set, |
1015 |
* it'll dissapear after hp+1 moves. If hp is set and attacktype is set, |
1016 |
* it'll paralyze the victim for hp*his speed/op->speed |
1017 |
*/ |
1018 |
static void |
1019 |
move_player_mover (object *op) |
1020 |
{ |
1021 |
int dir = 0; |
1022 |
|
1023 |
for (object *victim = op->ms ().bot; victim; victim = victim->above) |
1024 |
{ |
1025 |
if (victim->flag [FLAG_ALIVE] |
1026 |
&& !victim->flag [FLAG_WIZPASS] |
1027 |
&& (victim->move_type & op->move_type || !victim->move_type)) |
1028 |
{ |
1029 |
if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0) |
1030 |
{ |
1031 |
op->destroy (); |
1032 |
return; |
1033 |
} |
1034 |
|
1035 |
/* Determine direction only once so we do the right thing */ |
1036 |
// why is it the right thing, though? |
1037 |
if (!dir) |
1038 |
dir = op->stats.sp ? op->stats.sp : rndm (1, 8); |
1039 |
|
1040 |
sint16 nx = op->x + freearr_x[dir]; |
1041 |
sint16 ny = op->y + freearr_y[dir]; |
1042 |
maptile *m = op->map; |
1043 |
if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
1044 |
{ |
1045 |
LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y); |
1046 |
return; |
1047 |
} |
1048 |
|
1049 |
if (victim->head) |
1050 |
victim = victim->head; |
1051 |
|
1052 |
if (should_director_abort (op, victim)) |
1053 |
return; |
1054 |
|
1055 |
for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) |
1056 |
{ |
1057 |
if (nextmover->type == PLAYERMOVER) |
1058 |
nextmover->speed_left = -.99f; |
1059 |
|
1060 |
if (nextmover->flag [FLAG_ALIVE]) |
1061 |
op->speed_left = -1.1f; /* wait until the next thing gets out of the way */ |
1062 |
} |
1063 |
|
1064 |
if (victim->type == PLAYER) |
1065 |
{ |
1066 |
/* only level >=1 movers move people */ |
1067 |
if (op->level) |
1068 |
{ |
1069 |
/* Following is a bit of hack. We need to make sure it |
1070 |
* is cleared, otherwise the player will get stuck in |
1071 |
* place. This can happen if the player used a spell to |
1072 |
* get to this space. |
1073 |
*/ |
1074 |
victim->contr->fire_on = 0; |
1075 |
victim->speed_left = 1.f; |
1076 |
move_player (victim, dir); |
1077 |
} |
1078 |
else |
1079 |
return; |
1080 |
} |
1081 |
else |
1082 |
victim->move (dir); |
1083 |
|
1084 |
if (!op->stats.maxsp && op->attacktype) |
1085 |
op->stats.maxsp = 2; |
1086 |
|
1087 |
if (op->attacktype) |
1088 |
{ /* flag to paralyze the player */ |
1089 |
victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed); |
1090 |
} |
1091 |
} |
1092 |
} |
1093 |
} |
1094 |
|
1095 |
/* |
1096 |
* Will duplicate a specified object placed on top of it. |
1097 |
* connected: what will trigger it. |
1098 |
* level: multiplier. 0 to destroy. |
1099 |
* other_arch: the object to look for and duplicate. |
1100 |
*/ |
1101 |
|
1102 |
void |
1103 |
move_duplicator (object *op) |
1104 |
{ |
1105 |
object *tmp; |
1106 |
|
1107 |
if (!op->other_arch) |
1108 |
{ |
1109 |
LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap"); |
1110 |
return; |
1111 |
} |
1112 |
|
1113 |
if (op->above == NULL) |
1114 |
return; |
1115 |
|
1116 |
for (tmp = op->above; tmp; tmp = tmp->above) |
1117 |
{ |
1118 |
if (op->other_arch->archname == tmp->arch->archname) |
1119 |
{ |
1120 |
if (op->level <= 0) |
1121 |
tmp->destroy (); |
1122 |
else |
1123 |
{ |
1124 |
uint64 new_nrof = (uint64) tmp->nrof * op->level; |
1125 |
|
1126 |
if (new_nrof >= 1UL << 31) |
1127 |
new_nrof = 1UL << 31; |
1128 |
|
1129 |
tmp->nrof = new_nrof; |
1130 |
} |
1131 |
|
1132 |
break; |
1133 |
} |
1134 |
} |
1135 |
} |
1136 |
|
1137 |
/* move_creator (by peterm) |
1138 |
* it has the creator object create it's other_arch right on top of it. |
1139 |
* connected: what will trigger it |
1140 |
* hp: how many times it may create before stopping |
1141 |
* lifesave: if set, it'll never disappear but will go on creating |
1142 |
* everytime it's triggered |
1143 |
* other_arch: the object to create |
1144 |
* Note this can create large objects, however, in that case, it |
1145 |
* has to make sure that there is in fact space for the object. |
1146 |
* It should really do this for small objects also, but there is |
1147 |
* more concern with large objects, most notably a part being placed |
1148 |
* outside of the map which would cause the server to crash |
1149 |
*/ |
1150 |
void |
1151 |
move_creator (object *creator) |
1152 |
{ |
1153 |
object *new_ob; |
1154 |
|
1155 |
if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0) |
1156 |
{ |
1157 |
creator->stats.hp = -1; |
1158 |
return; |
1159 |
} |
1160 |
|
1161 |
if (creator->inv) |
1162 |
{ |
1163 |
object *ob; |
1164 |
int i; |
1165 |
object *ob_to_copy; |
1166 |
|
1167 |
/* select random object from inventory to copy */ |
1168 |
ob_to_copy = creator->inv; |
1169 |
for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) |
1170 |
{ |
1171 |
if (rndm (0, i) == 0) |
1172 |
{ |
1173 |
ob_to_copy = ob; |
1174 |
} |
1175 |
} |
1176 |
new_ob = ob_to_copy->deep_clone (); |
1177 |
new_ob->clr_flag (FLAG_IS_A_TEMPLATE); |
1178 |
unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1179 |
} |
1180 |
else |
1181 |
{ |
1182 |
if (!creator->other_arch) |
1183 |
{ |
1184 |
LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", |
1185 |
&creator->name, &creator->map->path, creator->x, creator->y); |
1186 |
return; |
1187 |
} |
1188 |
|
1189 |
new_ob = object_create_arch (creator->other_arch); |
1190 |
fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); |
1191 |
} |
1192 |
|
1193 |
/* Make sure this multipart object fits */ |
1194 |
if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y)) |
1195 |
{ |
1196 |
new_ob->destroy (); |
1197 |
return; |
1198 |
} |
1199 |
|
1200 |
// for now lets try to identify everything generated here, it mostly |
1201 |
// happens automated, so this will at least fix many identify-experience holes |
1202 |
new_ob->set_flag (FLAG_IDENTIFIED); |
1203 |
|
1204 |
insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); |
1205 |
if (new_ob->flag [FLAG_FREED]) |
1206 |
return; |
1207 |
|
1208 |
if (creator->slaying) |
1209 |
new_ob->name = new_ob->title = creator->slaying; |
1210 |
} |
1211 |
|
1212 |
/* move_marker --peterm@soda.csua.berkeley.edu |
1213 |
when moved, a marker will search for a player sitting above |
1214 |
it, and insert an invisible, weightless force into him |
1215 |
with a specific code as the slaying field. |
1216 |
At that time, it writes the contents of its own message |
1217 |
field to the player. The marker will decrement hp to |
1218 |
0 and then delete itself every time it grants a mark. |
1219 |
unless hp was zero to start with, in which case it is infinite.*/ |
1220 |
void |
1221 |
move_marker (object *op) |
1222 |
{ |
1223 |
if (object *tmp = op->ms ().player ()) |
1224 |
{ |
1225 |
/* remove an old force with a slaying field == op->name */ |
1226 |
if (object *force = tmp->force_find (op->name)) |
1227 |
force->destroy (); |
1228 |
|
1229 |
if (op->slaying && !tmp->force_find (op->slaying)) |
1230 |
{ |
1231 |
tmp->force_add (op->slaying, op->stats.food); |
1232 |
|
1233 |
if (op->msg) |
1234 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
1235 |
|
1236 |
if (op->stats.hp > 0) |
1237 |
{ |
1238 |
op->stats.hp--; |
1239 |
|
1240 |
if (op->stats.hp == 0) |
1241 |
{ |
1242 |
/* marker expires--granted mark number limit */ |
1243 |
op->destroy (); |
1244 |
return; |
1245 |
} |
1246 |
} |
1247 |
} |
1248 |
} |
1249 |
} |
1250 |
|
1251 |
// mapscript objects activate themselves (only) then their timer fires |
1252 |
// TODO: maybe they should simply trigger the link like any other object? |
1253 |
static void |
1254 |
move_mapscript (object *op) |
1255 |
{ |
1256 |
op->set_speed (0); |
1257 |
cfperl_mapscript_activate (op, true, op, 0); |
1258 |
} |
1259 |
|
1260 |
static void |
1261 |
move_lamp (object *op) |
1262 |
{ |
1263 |
// if the lamp/torch is off, we should disable it. |
1264 |
if (!op->glow_radius) |
1265 |
{ |
1266 |
op->set_speed (0); |
1267 |
return; |
1268 |
} |
1269 |
else |
1270 |
{ |
1271 |
// check whether the face might need to be updated |
1272 |
// (currently this is needed to have already switched on torches |
1273 |
// on maps, as they just set the glow_radius in the archetype) |
1274 |
if (op->other_arch |
1275 |
&& ( |
1276 |
(op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE]) |
1277 |
|| (op->flag [FLAG_ANIMATE] |
1278 |
? (op->animation_id != op->other_arch->animation_id) |
1279 |
: (op->face != op->other_arch->face)) |
1280 |
)) |
1281 |
get_animation_from_arch (op, op->other_arch); |
1282 |
} |
1283 |
|
1284 |
// lamps and torches on maps don't use up their fuel |
1285 |
if (op->is_on_map ()) |
1286 |
return; |
1287 |
|
1288 |
if (op->stats.food > 0) |
1289 |
{ |
1290 |
op->stats.food--; |
1291 |
return; |
1292 |
} |
1293 |
|
1294 |
apply_lamp (op, false); |
1295 |
} |
1296 |
|
1297 |
void |
1298 |
process_object (object *op) |
1299 |
{ |
1300 |
if (expect_false (op->flag [FLAG_IS_A_TEMPLATE])) |
1301 |
return; |
1302 |
|
1303 |
if (expect_false (INVOKE_OBJECT (TICK, op))) |
1304 |
return; |
1305 |
|
1306 |
if (op->flag [FLAG_MONSTER]) |
1307 |
if (move_monster (op) || op->flag [FLAG_FREED]) |
1308 |
return; |
1309 |
|
1310 |
if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0) |
1311 |
{ |
1312 |
animate_object (op, op->contr ? op->facing : op->direction); |
1313 |
|
1314 |
if (op->flag [FLAG_SEE_ANYWHERE]) |
1315 |
make_sure_seen (op); |
1316 |
} |
1317 |
|
1318 |
if (expect_false ( |
1319 |
op->flag [FLAG_GENERATOR] |
1320 |
|| op->flag [FLAG_CHANGING] |
1321 |
|| op->flag [FLAG_IS_USED_UP] |
1322 |
)) |
1323 |
{ |
1324 |
if (op->flag [FLAG_CHANGING] && !op->state) |
1325 |
{ |
1326 |
change_object (op); |
1327 |
return; |
1328 |
} |
1329 |
|
1330 |
if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY]) |
1331 |
generate_monster (op); |
1332 |
|
1333 |
if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0) |
1334 |
{ |
1335 |
if (op->flag [FLAG_APPLIED]) |
1336 |
remove_force (op); |
1337 |
else |
1338 |
{ |
1339 |
op->remove (); // TODO: really necessary? |
1340 |
|
1341 |
if (op->flag [FLAG_SEE_ANYWHERE]) |
1342 |
make_sure_not_seen (op); |
1343 |
|
1344 |
op->drop_and_destroy (); |
1345 |
} |
1346 |
|
1347 |
return; |
1348 |
} |
1349 |
} |
1350 |
|
1351 |
switch (op->type) |
1352 |
{ |
1353 |
case SPELL_EFFECT: |
1354 |
move_spell_effect (op); |
1355 |
break; |
1356 |
|
1357 |
case ROD: |
1358 |
case HORN: |
1359 |
regenerate_rod (op); |
1360 |
break; |
1361 |
|
1362 |
case FORCE: |
1363 |
case POTION_EFFECT: |
1364 |
remove_force (op); |
1365 |
break; |
1366 |
|
1367 |
case BLINDNESS: |
1368 |
remove_blindness (op); |
1369 |
break; |
1370 |
|
1371 |
case POISONING: |
1372 |
poison_more (op); |
1373 |
break; |
1374 |
|
1375 |
case DISEASE: |
1376 |
move_disease (op); |
1377 |
break; |
1378 |
|
1379 |
case SYMPTOM: |
1380 |
move_symptom (op); |
1381 |
break; |
1382 |
|
1383 |
case THROWN_OBJ: |
1384 |
case ARROW: |
1385 |
move_arrow (op); |
1386 |
break; |
1387 |
|
1388 |
case DOOR: |
1389 |
remove_door (op); |
1390 |
break; |
1391 |
|
1392 |
case LOCKED_DOOR: |
1393 |
remove_door2 (op); |
1394 |
break; |
1395 |
|
1396 |
case TELEPORTER: |
1397 |
move_teleporter (op); |
1398 |
break; |
1399 |
|
1400 |
case GOLEM: |
1401 |
move_golem (op); |
1402 |
break; |
1403 |
|
1404 |
case EARTHWALL: |
1405 |
hit_player (op, 2, op, AT_PHYSICAL, 1); |
1406 |
break; |
1407 |
|
1408 |
case FIREWALL: |
1409 |
move_firewall (op); |
1410 |
if (op->stats.maxsp) |
1411 |
animate_turning (op); |
1412 |
break; |
1413 |
|
1414 |
case MOOD_FLOOR: |
1415 |
do_mood_floor (op); |
1416 |
break; |
1417 |
|
1418 |
case GATE: |
1419 |
move_gate (op); |
1420 |
break; |
1421 |
|
1422 |
case TIMED_GATE: |
1423 |
move_timed_gate (op); |
1424 |
break; |
1425 |
|
1426 |
case TRIGGER: |
1427 |
case TRIGGER_BUTTON: |
1428 |
case TRIGGER_PEDESTAL: |
1429 |
case TRIGGER_ALTAR: |
1430 |
animate_trigger (op); |
1431 |
break; |
1432 |
|
1433 |
case DETECTOR: |
1434 |
move_detector (op); |
1435 |
|
1436 |
case DIRECTOR: |
1437 |
if (op->stats.maxsp) |
1438 |
animate_turning (op); |
1439 |
break; |
1440 |
|
1441 |
case HOLE: |
1442 |
move_hole (op); |
1443 |
break; |
1444 |
|
1445 |
case DEEP_SWAMP: |
1446 |
move_deep_swamp (op); |
1447 |
break; |
1448 |
|
1449 |
case RUNE: |
1450 |
case TRAP: |
1451 |
move_rune (op); |
1452 |
break; |
1453 |
|
1454 |
case PLAYERMOVER: |
1455 |
move_player_mover (op); |
1456 |
break; |
1457 |
|
1458 |
case CREATOR: |
1459 |
move_creator (op); |
1460 |
break; |
1461 |
|
1462 |
case MARKER: |
1463 |
move_marker (op); |
1464 |
break; |
1465 |
|
1466 |
case PLAYER_CHANGER: |
1467 |
move_player_changer (op); |
1468 |
break; |
1469 |
|
1470 |
case PEACEMAKER: |
1471 |
move_peacemaker (op); |
1472 |
break; |
1473 |
|
1474 |
case PLAYER: |
1475 |
// players have their own speed-management, so undo the --speed_left |
1476 |
++op->speed_left; |
1477 |
break; |
1478 |
|
1479 |
case MAPSCRIPT: |
1480 |
move_mapscript (op); |
1481 |
break; |
1482 |
|
1483 |
case LAMP: |
1484 |
case TORCH: |
1485 |
move_lamp (op); |
1486 |
break; |
1487 |
} |
1488 |
} |
1489 |
|