1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
* |
4 |
* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 |
* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 |
* Copyright (©) 1992 Frank Tore Johansen |
7 |
* |
8 |
* Deliantra is free software: you can redistribute it and/or modify it under |
9 |
* the terms of the Affero GNU General Public License as published by the |
10 |
* Free Software Foundation, either version 3 of the License, or (at your |
11 |
* option) any later version. |
12 |
* |
13 |
* This program is distributed in the hope that it will be useful, |
14 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 |
* GNU General Public License for more details. |
17 |
* |
18 |
* You should have received a copy of the Affero GNU General Public License |
19 |
* and the GNU General Public License along with this program. If not, see |
20 |
* <http://www.gnu.org/licenses/>. |
21 |
* |
22 |
* The authors can be reached via e-mail to <support@deliantra.net> |
23 |
*/ |
24 |
|
25 |
/* |
26 |
* 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, "%s: gate error: animation was %d, max=%d\n", op->debug_desc (), 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 |
/* 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 |
* otherwise, we fall through to the code below which should lower |
280 |
* the gate slightly. |
281 |
*/ |
282 |
|
283 |
for (tmp = op->above; tmp; tmp = tmp->above) |
284 |
if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE]) |
285 |
break; |
286 |
|
287 |
if (!tmp) |
288 |
{ |
289 |
if (op->arch->has_active_speed ()) |
290 |
op->value = 1; |
291 |
else |
292 |
op->set_speed (0); |
293 |
|
294 |
return; |
295 |
} |
296 |
} |
297 |
|
298 |
if (op->stats.food) |
299 |
{ /* The gate is going temporarily down */ |
300 |
if (--op->stats.wc <= 0) |
301 |
{ /* Gone all the way down? */ |
302 |
op->stats.food = 0; /* Then let's try again */ |
303 |
op->stats.wc = 0; |
304 |
} |
305 |
} |
306 |
else |
307 |
{ /* The gate is still going up */ |
308 |
op->stats.wc++; |
309 |
|
310 |
if (op->stats.wc >= NUM_ANIMATIONS (op)) |
311 |
op->stats.wc = NUM_ANIMATIONS (op) - 1; |
312 |
|
313 |
/* If there is something on top of the gate, we try to roll it off. |
314 |
* If a player/monster, we don't roll, we just hit them with damage |
315 |
*/ |
316 |
if (op->stats.wc >= NUM_ANIMATIONS (op) / 2) |
317 |
{ |
318 |
/* Halfway or further, check blocks */ |
319 |
/* First, get the top object on the square. */ |
320 |
for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) |
321 |
; |
322 |
|
323 |
if (tmp) |
324 |
{ |
325 |
if (tmp->flag [FLAG_ALIVE]) |
326 |
{ |
327 |
hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); |
328 |
op->play_sound (sound_find ("blocked_gate")); |
329 |
|
330 |
if (tmp->type == PLAYER) |
331 |
new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); |
332 |
} |
333 |
/* If the object is not alive, and the object either can |
334 |
* be picked up or the object rolls, move the object |
335 |
* off the gate. |
336 |
*/ |
337 |
else if (!tmp->flag [FLAG_ALIVE] && (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL])) |
338 |
{ |
339 |
/* If it has speed, it should move itself, otherwise: */ |
340 |
int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); |
341 |
|
342 |
/* If there is a free spot, move the object someplace */ |
343 |
if (i > 0) |
344 |
{ |
345 |
mapxy pos (tmp); |
346 |
pos.move (i); |
347 |
if (pos.normalise ()) |
348 |
tmp->move_to (pos); |
349 |
} |
350 |
} |
351 |
} |
352 |
|
353 |
/* See if there is still anything blocking the gate */ |
354 |
for (tmp = op->above; tmp; tmp = tmp->above) |
355 |
if (!tmp->flag [FLAG_NO_PICK] || tmp->flag [FLAG_CAN_ROLL] || tmp->flag [FLAG_ALIVE]) |
356 |
break; |
357 |
|
358 |
/* IF there is, start putting the gate down */ |
359 |
if (tmp) |
360 |
op->stats.food = 1; |
361 |
else |
362 |
{ |
363 |
op->move_block = MOVE_ALL; |
364 |
|
365 |
if (!op->arch->stats.ac) |
366 |
op->set_flag (FLAG_BLOCKSVIEW); |
367 |
update_all_los (op->map, op->x, op->y); |
368 |
} |
369 |
} /* gate is halfway up */ |
370 |
|
371 |
SET_ANIMATION (op, op->stats.wc); |
372 |
update_object (op, UP_OBJ_CHANGE); |
373 |
} /* gate is going up */ |
374 |
} |
375 |
|
376 |
/* hp : how long door is open/closed |
377 |
* maxhp : initial value for hp |
378 |
* sp : 1 = open, 0 = close |
379 |
*/ |
380 |
static void |
381 |
move_timed_gate (object *op) |
382 |
{ |
383 |
int v = op->value; |
384 |
|
385 |
if (op->stats.sp) |
386 |
{ |
387 |
move_gate (op); |
388 |
|
389 |
if (op->value != v) /* change direction ? */ |
390 |
op->stats.sp = 0; |
391 |
return; |
392 |
} |
393 |
|
394 |
if (--op->stats.hp <= 0) |
395 |
{ /* keep gate down */ |
396 |
move_gate (op); |
397 |
|
398 |
if (op->value != v) |
399 |
op->set_speed (0); |
400 |
} |
401 |
} |
402 |
|
403 |
/* slaying: name of the thing the detector is to look for |
404 |
* speed: frequency of 'glances' |
405 |
* connected: connected value of detector |
406 |
* sp: 1 if detection sets buttons |
407 |
* -1 if detection unsets buttons |
408 |
*/ |
409 |
static void |
410 |
move_detector (object *op) |
411 |
{ |
412 |
object *tmp; |
413 |
int last = op->value; |
414 |
int detected; |
415 |
|
416 |
detected = 0; |
417 |
|
418 |
for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above) |
419 |
{ |
420 |
object *tmp2; |
421 |
|
422 |
if (op->stats.hp) |
423 |
{ |
424 |
for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
425 |
{ |
426 |
if (op->slaying && op->slaying == tmp->name) |
427 |
detected = 1; |
428 |
|
429 |
if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying) |
430 |
detected = 1; |
431 |
} |
432 |
} |
433 |
|
434 |
if (op->slaying && op->slaying == tmp->name) |
435 |
detected = 1; |
436 |
else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) |
437 |
detected = 1; |
438 |
} |
439 |
|
440 |
/* the detector sets the button if detection is found */ |
441 |
if (op->stats.sp == 1) |
442 |
{ |
443 |
if (detected && last == 0) |
444 |
{ |
445 |
op->value = 1; |
446 |
push_button (op, tmp); |
447 |
} |
448 |
|
449 |
if (!detected && last == 1) |
450 |
{ |
451 |
op->value = 0; |
452 |
push_button (op, tmp); |
453 |
} |
454 |
} |
455 |
else |
456 |
{ /* in this case, we unset buttons */ |
457 |
if (detected && last == 1) |
458 |
{ |
459 |
op->value = 0; |
460 |
push_button (op, tmp); |
461 |
} |
462 |
|
463 |
if (!detected && last == 0) |
464 |
{ |
465 |
op->value = 1; |
466 |
push_button (op, tmp); |
467 |
} |
468 |
} |
469 |
} |
470 |
|
471 |
void |
472 |
animate_trigger (object *op) |
473 |
{ |
474 |
if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) |
475 |
{ |
476 |
op->stats.wc = 0; |
477 |
check_trigger (op, NULL); |
478 |
} |
479 |
else |
480 |
{ |
481 |
SET_ANIMATION (op, op->stats.wc); |
482 |
update_object (op, UP_OBJ_FACE); |
483 |
} |
484 |
} |
485 |
|
486 |
static void |
487 |
move_hole (object *op) |
488 |
{ /* 1 = opening, 0 = closing */ |
489 |
if (op->value) |
490 |
{ /* We're opening */ |
491 |
if (--op->stats.wc <= 0) |
492 |
{ /* Opened, let's stop */ |
493 |
op->stats.wc = 0; |
494 |
op->set_speed (0); |
495 |
|
496 |
/* Hard coding this makes sense for holes I suppose */ |
497 |
op->move_on = MOVE_WALK; |
498 |
for (object *next, *tmp = op->above; tmp; tmp = next) |
499 |
{ |
500 |
next = tmp->above; |
501 |
move_apply (op, tmp, tmp); |
502 |
} |
503 |
} |
504 |
|
505 |
SET_ANIMATION (op, op->stats.wc); |
506 |
update_object (op, UP_OBJ_CHANGE); |
507 |
return; |
508 |
} |
509 |
|
510 |
/* We're closing */ |
511 |
op->move_on = 0; |
512 |
|
513 |
op->stats.wc++; |
514 |
if (op->stats.wc >= NUM_ANIMATIONS (op)) |
515 |
op->stats.wc = NUM_ANIMATIONS (op) - 1; |
516 |
|
517 |
SET_ANIMATION (op, op->stats.wc); |
518 |
update_object (op, UP_OBJ_CHANGE); |
519 |
if (op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
520 |
op->set_speed (0); /* closed, let's stop */ |
521 |
} |
522 |
|
523 |
|
524 |
/* stop_item() returns a pointer to the stopped object. The stopped object |
525 |
* may or may not have been removed from maps or inventories. It will not |
526 |
* have been merged with other items. |
527 |
* |
528 |
* This function assumes that only items on maps need special treatment. |
529 |
* |
530 |
* If the object can't be stopped, or it was destroyed while trying to stop |
531 |
* it, NULL is returned. |
532 |
* |
533 |
* fix_stopped_item() should be used if the stopped item should be put on |
534 |
* the map. |
535 |
*/ |
536 |
object * |
537 |
stop_item (object *op) |
538 |
{ |
539 |
if (op->map == NULL) |
540 |
return op; |
541 |
|
542 |
switch (op->type) |
543 |
{ |
544 |
case THROWN_OBJ: |
545 |
{ |
546 |
object *payload = op->inv; |
547 |
|
548 |
if (payload == NULL) |
549 |
return NULL; |
550 |
|
551 |
payload->remove (); |
552 |
op->destroy (); |
553 |
return payload; |
554 |
} |
555 |
|
556 |
case ARROW: |
557 |
if (op->has_active_speed ()) |
558 |
op = fix_stopped_arrow (op); |
559 |
return op; |
560 |
|
561 |
default: |
562 |
return op; |
563 |
} |
564 |
} |
565 |
|
566 |
/* fix_stopped_item() - put stopped item where stop_item() had found it. |
567 |
* Inserts item into the old map, or merges it if it already is on the map. |
568 |
* |
569 |
* 'map' must be the value of op->map before stop_item() was called. |
570 |
*/ |
571 |
void |
572 |
fix_stopped_item (object *op, maptile *map, object *originator) |
573 |
{ |
574 |
if (map == NULL) |
575 |
return; |
576 |
|
577 |
if (op->flag [FLAG_REMOVED]) |
578 |
insert_ob_in_map (op, map, originator, 0); |
579 |
else if (op->type == ARROW) |
580 |
merge_ob (op, NULL); /* only some arrows actually need this */ |
581 |
} |
582 |
|
583 |
object * |
584 |
fix_stopped_arrow (object *op) |
585 |
{ |
586 |
if (rndm (0, 99) < op->stats.food) |
587 |
{ |
588 |
/* Small chance of breaking */ |
589 |
op->destroy (); |
590 |
return NULL; |
591 |
} |
592 |
|
593 |
op->set_speed (0); |
594 |
op->direction = 0; |
595 |
op->move_on = 0; |
596 |
op->move_type = 0; |
597 |
op->skill = 0; // really? |
598 |
|
599 |
// restore original wc, dam, attacktype and slaying |
600 |
op->stats.wc = op->stats.sp; |
601 |
op->stats.dam = op->stats.hp; |
602 |
op->attacktype = op->stats.grace; |
603 |
op->slaying = op->custom_name; |
604 |
|
605 |
/* Reset these to defaults, so that object::can_merge will work properly */ |
606 |
op->custom_name = 0; |
607 |
op->stats.sp = 0; |
608 |
op->stats.hp = 0; |
609 |
op->stats.grace = 0; |
610 |
op->level = 0; |
611 |
op->face = op->arch->face; |
612 |
op->owner = 0; |
613 |
|
614 |
op->clr_flag (FLAG_NO_PICK); /* fire_bow makes arrows NO_PICK so monsters (or anything else) don't pick them mid-flight */ |
615 |
|
616 |
update_object (op, UP_OBJ_CHANGE); |
617 |
|
618 |
return op; |
619 |
} |
620 |
|
621 |
/* stop_arrow() - what to do when a non-living flying object |
622 |
* has to stop. Sept 96 - I added in thrown object code in |
623 |
* here too. -b.t. |
624 |
* |
625 |
* Returns a pointer to the stopped object (which will have been removed |
626 |
* from maps or inventories), or NULL if was destroyed. |
627 |
*/ |
628 |
static void |
629 |
stop_arrow (object *op) |
630 |
{ |
631 |
if (INVOKE_OBJECT (STOP, op)) |
632 |
return; |
633 |
|
634 |
if (op->inv) |
635 |
{ |
636 |
// replace this by straightforward drop to ground? |
637 |
object *payload = op->inv; |
638 |
|
639 |
payload->owner = 0; |
640 |
insert_ob_in_map (payload, op->map, payload, 0); |
641 |
op->destroy (); |
642 |
} |
643 |
else |
644 |
{ |
645 |
op = fix_stopped_arrow (op); |
646 |
|
647 |
if (op) |
648 |
merge_ob (op, 0); |
649 |
} |
650 |
} |
651 |
|
652 |
/* Move an arrow or throwen_obj along its course. op is the arrow or thrown object. |
653 |
*/ |
654 |
void |
655 |
move_arrow (object *op) |
656 |
{ |
657 |
int was_reflected; |
658 |
|
659 |
if (!op->map) |
660 |
{ |
661 |
LOG (llevError | logBacktrace, "BUG: Arrow %s had no map.\n", op->debug_desc ()); |
662 |
op->destroy (); |
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 |
/* decrease the speed as it flies. 0.05 means a standard bow will shoot |
691 |
* about 17 squares. Tune as needed. |
692 |
*/ |
693 |
op->set_speed (op->speed - 0.05); |
694 |
|
695 |
/* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower |
696 |
values look ridiculous. */ |
697 |
if (op->speed < (op->type == ARROW ? 0.5 : MIN_ACTIVE_SPEED)) |
698 |
{ |
699 |
stop_arrow (op); |
700 |
return; |
701 |
} |
702 |
|
703 |
/* Calculate target map square */ |
704 |
was_reflected = 0; |
705 |
|
706 |
mapxy pos (op); pos.move (op->direction); |
707 |
|
708 |
if (!pos.normalise ()) |
709 |
{ |
710 |
stop_arrow (op); |
711 |
return; |
712 |
} |
713 |
|
714 |
/* only need to look for living creatures if this flag is set */ |
715 |
if (pos->flags () & P_IS_ALIVE) |
716 |
{ |
717 |
object *tmp; |
718 |
|
719 |
for (tmp = pos->bot; tmp; tmp = tmp->above) |
720 |
if (tmp->flag [FLAG_ALIVE] && tmp != op->owner) |
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 |
|
727 |
/* Found living object, but it is reflecting the missile. Update |
728 |
* as below. (Note that for living creatures there is a small |
729 |
* chance that reflect_missile fails.) |
730 |
*/ |
731 |
if (tmp->flag [FLAG_REFL_MISSILE] && (rndm (0, 99)) < (90 - op->level / 10)) |
732 |
{ |
733 |
op->direction = absdir (op->direction + 4); |
734 |
update_turn_face (op); |
735 |
was_reflected = 1; /* skip normal movement calculations */ |
736 |
} |
737 |
else |
738 |
{ |
739 |
/* Attack the object. */ |
740 |
op = hit_with_arrow (op, tmp); |
741 |
|
742 |
if (!op) |
743 |
return; |
744 |
} |
745 |
|
746 |
break; |
747 |
} |
748 |
} |
749 |
|
750 |
if (OB_TYPE_MOVE_BLOCK (op, pos->move_block)) |
751 |
{ |
752 |
int retry = 0; |
753 |
|
754 |
/* if the object doesn't reflect, stop the arrow from moving |
755 |
* note that this code will now catch cases where a monster is |
756 |
* on a wall but has reflecting - the arrow won't reflect. |
757 |
* Mapmakers shouldn't put monsters on top of wall in the first |
758 |
* place, so I don't consider that a problem. |
759 |
*/ |
760 |
if (!op->flag [FLAG_REFLECTING] || !rndm (0, 19)) |
761 |
{ |
762 |
stop_arrow (op); |
763 |
return; |
764 |
} |
765 |
else |
766 |
{ |
767 |
/* If one of the major directions (n,s,e,w), just reverse it */ |
768 |
if (op->direction & 1) |
769 |
{ |
770 |
op->direction = absdir (op->direction + 4); |
771 |
retry = 1; |
772 |
} |
773 |
|
774 |
/* There were two blocks with identical code - |
775 |
* use this retry here to make this one block |
776 |
* that did the same thing. |
777 |
*/ |
778 |
while (retry < 2) |
779 |
{ |
780 |
retry++; |
781 |
|
782 |
/* Need to check for P_OUT_OF_MAP: if the arrow is travelling |
783 |
* over a corner in a tiled map, it is possible that |
784 |
* op->direction is within an adjacent map but either |
785 |
* op->direction-1 or op->direction+1 does not exist. |
786 |
*/ |
787 |
mapxy pos1 (pos); pos1.move (absdir (op->direction - 1)); |
788 |
bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block); |
789 |
|
790 |
mapxy pos2 (pos); pos2.move (absdir (op->direction + 1)); |
791 |
bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block); |
792 |
|
793 |
if (left == right) |
794 |
op->direction = absdir (op->direction + 4); |
795 |
else if (left) |
796 |
op->direction = absdir (op->direction + 2); |
797 |
else if (right) |
798 |
op->direction = absdir (op->direction - 2); |
799 |
|
800 |
/* If this space is not out of the map and not blocked, valid space - |
801 |
* don't need to retry again. |
802 |
*/ |
803 |
mapxy pos3 (pos); pos3.move (op->direction); |
804 |
if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block)) |
805 |
break; |
806 |
} |
807 |
|
808 |
/* Couldn't find a direction to move the arrow to - just |
809 |
* stop it from moving. |
810 |
*/ |
811 |
if (retry == 2) |
812 |
{ |
813 |
stop_arrow (op); |
814 |
return; |
815 |
} |
816 |
|
817 |
/* update object image for new facing */ |
818 |
/* many thrown objects *don't* have more than one face */ |
819 |
if (op->has_anim ()) |
820 |
op->set_anim_frame (op->direction); |
821 |
} /* object is reflected */ |
822 |
} /* object ran into a wall */ |
823 |
|
824 |
/* Move the arrow. */ |
825 |
op->move_to (pos); |
826 |
} |
827 |
|
828 |
static void |
829 |
change_object (object *op) |
830 |
{ /* Doesn`t handle linked objs yet */ |
831 |
if (!op->other_arch) |
832 |
{ |
833 |
LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ()); |
834 |
return; |
835 |
} |
836 |
|
837 |
/* In non-living items only change when food value is 0 */ |
838 |
if (!op->flag [FLAG_ALIVE]) |
839 |
{ |
840 |
if (op->stats.food-- > 0) |
841 |
return; |
842 |
|
843 |
op->stats.food = 1; /* so 1 other_arch is made */ |
844 |
} |
845 |
|
846 |
object *env = op->env; |
847 |
|
848 |
op->remove (); |
849 |
for (int i = 0; i < op->stats.food; i++) |
850 |
{ |
851 |
object *tmp = op->other_arch->instance (); |
852 |
|
853 |
tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ |
854 |
|
855 |
if (env) |
856 |
env->insert (tmp); |
857 |
else |
858 |
{ |
859 |
int j = find_first_free_spot (tmp, op->map, op->x, op->y); |
860 |
|
861 |
if (j < 0) /* No free spot */ |
862 |
tmp->destroy (); |
863 |
else |
864 |
{ |
865 |
mapxy pos (op); pos.move (j); |
866 |
|
867 |
if (pos.normalise ()) |
868 |
pos.insert (tmp, op); |
869 |
} |
870 |
} |
871 |
} |
872 |
|
873 |
op->destroy (); |
874 |
} |
875 |
|
876 |
void |
877 |
move_teleporter (object *op) |
878 |
{ |
879 |
object *tmp, *head = op; |
880 |
|
881 |
/* if this is a multipart teleporter, handle the other parts |
882 |
* The check for speed isn't strictly needed - basically, if |
883 |
* there is an old multipart teleporter in which the other parts |
884 |
* have speed, we don't really want to call it twice for the same |
885 |
* function - in fact, as written below, part N would get called |
886 |
* N times without the speed check. |
887 |
*/ |
888 |
if (op->more && !op->more->has_active_speed ()) |
889 |
move_teleporter (op->more); |
890 |
|
891 |
if (op->head) |
892 |
head = op->head; |
893 |
|
894 |
for (tmp = op->above; tmp; tmp = tmp->above) |
895 |
if (!tmp->flag [FLAG_IS_FLOOR]) |
896 |
break; |
897 |
|
898 |
/* If nothing above us to move, nothing to do */ |
899 |
if (!tmp || tmp->flag [FLAG_WIZPASS]) |
900 |
return; |
901 |
|
902 |
if (EXIT_PATH (head)) |
903 |
{ |
904 |
if (tmp->type == PLAYER) |
905 |
{ |
906 |
if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
907 |
return; |
908 |
|
909 |
tmp->enter_exit (head); |
910 |
} |
911 |
else |
912 |
/* Currently only players can transfer maps */ |
913 |
return; |
914 |
} |
915 |
else if (EXIT_X (head) || EXIT_Y (head)) |
916 |
{ |
917 |
if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) |
918 |
{ |
919 |
LOG (llevError, "Removed illegal teleporter.\n"); |
920 |
head->destroy (); |
921 |
return; |
922 |
} |
923 |
|
924 |
if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
925 |
return; |
926 |
|
927 |
transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); |
928 |
} |
929 |
else |
930 |
{ |
931 |
/* Random teleporter */ |
932 |
if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
933 |
return; |
934 |
|
935 |
teleport (head, TELEPORTER, tmp); |
936 |
} |
937 |
} |
938 |
|
939 |
/* This object will teleport someone to a different map |
940 |
and will also apply changes to the player from its inventory. |
941 |
This was invented for giving classes, but there's no reason it |
942 |
can't be generalized. |
943 |
*/ |
944 |
static void |
945 |
move_player_changer (object *op) |
946 |
{ |
947 |
if (!op->above || !EXIT_PATH (op)) |
948 |
return; |
949 |
|
950 |
/* This isn't all that great - means that the player_mover |
951 |
* needs to be on top. |
952 |
*/ |
953 |
if (op->above->type == PLAYER) |
954 |
{ |
955 |
object *player = op->above; |
956 |
|
957 |
if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
958 |
return; |
959 |
|
960 |
for (object *walk = op->inv; walk; walk = walk->below) |
961 |
apply_changes_to_player (player, walk); |
962 |
|
963 |
player->update_stats (); |
964 |
|
965 |
esrv_send_inventory (op->above, op->above); |
966 |
esrv_update_item (UPD_FACE, op->above, op->above); |
967 |
|
968 |
/* update players death & WoR home-position */ |
969 |
if (*EXIT_PATH (op) == '/') |
970 |
{ |
971 |
player->contr->savebed_map = EXIT_PATH (op); |
972 |
player->contr->bed_x = EXIT_X (op); |
973 |
player->contr->bed_y = EXIT_Y (op); |
974 |
} |
975 |
else |
976 |
LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); |
977 |
|
978 |
op->above->enter_exit (op); |
979 |
} |
980 |
} |
981 |
|
982 |
/* firewalls fire other spells. |
983 |
* The direction of the wall is stored in op->stats.sp. |
984 |
* walls can have hp, so they can be torn down. |
985 |
*/ |
986 |
void |
987 |
move_firewall (object *op) |
988 |
{ |
989 |
object *spell; |
990 |
|
991 |
if (!op->map) |
992 |
return; /* dm has created a firewall in his inventory */ |
993 |
|
994 |
spell = op->inv; |
995 |
|
996 |
if (!spell || spell->type != SPELL) |
997 |
spell = op->other_arch; |
998 |
|
999 |
if (!spell) |
1000 |
{ |
1001 |
LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); |
1002 |
return; |
1003 |
} |
1004 |
|
1005 |
cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); |
1006 |
} |
1007 |
|
1008 |
/* move_player_mover: this function takes a "player mover" as an |
1009 |
* argument, and performs the function of a player mover, which is: |
1010 |
* |
1011 |
* a player mover finds any players that are sitting on it. It |
1012 |
* moves them in the op->stats.sp direction. speed is how often it'll move. |
1013 |
* If attacktype is nonzero it will paralyze the player. If lifesave is set, |
1014 |
* it'll dissapear after hp+1 moves. If hp is set and attacktype is set, |
1015 |
* it'll paralyze the victim for hp*his speed/op->speed |
1016 |
*/ |
1017 |
static void |
1018 |
move_player_mover (object *op) |
1019 |
{ |
1020 |
int dir = 0; |
1021 |
|
1022 |
for (object *victim = op->ms ().bot; victim; victim = victim->above) |
1023 |
{ |
1024 |
if (victim->flag [FLAG_ALIVE] |
1025 |
&& !victim->flag [FLAG_WIZPASS] |
1026 |
&& (victim->move_type & op->move_type || !victim->move_type)) |
1027 |
{ |
1028 |
if (op->flag [FLAG_LIFESAVE] && op->stats.hp-- < 0) |
1029 |
{ |
1030 |
op->destroy (); |
1031 |
return; |
1032 |
} |
1033 |
|
1034 |
/* Determine direction only once so we do the right thing */ |
1035 |
// why is it the right thing, though? |
1036 |
if (!dir) |
1037 |
dir = op->stats.sp ? op->stats.sp : rndm (1, 8); |
1038 |
|
1039 |
sint16 nx = op->x + freearr_x[dir]; |
1040 |
sint16 ny = op->y + freearr_y[dir]; |
1041 |
maptile *m = op->map; |
1042 |
if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
1043 |
{ |
1044 |
LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y); |
1045 |
return; |
1046 |
} |
1047 |
|
1048 |
if (victim->head) |
1049 |
victim = victim->head; |
1050 |
|
1051 |
if (should_director_abort (op, victim)) |
1052 |
return; |
1053 |
|
1054 |
for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above) |
1055 |
{ |
1056 |
if (nextmover->type == PLAYERMOVER) |
1057 |
nextmover->speed_left = -.99f; |
1058 |
|
1059 |
if (nextmover->flag [FLAG_ALIVE]) |
1060 |
op->speed_left = -1.1f; /* wait until the next thing gets out of the way */ |
1061 |
} |
1062 |
|
1063 |
if (victim->type == PLAYER) |
1064 |
{ |
1065 |
/* only level >=1 movers move people */ |
1066 |
if (op->level) |
1067 |
{ |
1068 |
/* Following is a bit of hack. We need to make sure it |
1069 |
* is cleared, otherwise the player will get stuck in |
1070 |
* place. This can happen if the player used a spell to |
1071 |
* get to this space. |
1072 |
*/ |
1073 |
victim->contr->fire_on = 0; |
1074 |
victim->speed_left = 1.f; |
1075 |
move_player (victim, dir); |
1076 |
} |
1077 |
else |
1078 |
return; |
1079 |
} |
1080 |
else |
1081 |
victim->move (dir); |
1082 |
|
1083 |
if (!op->stats.maxsp && op->attacktype) |
1084 |
op->stats.maxsp = 2; |
1085 |
|
1086 |
if (op->attacktype) |
1087 |
{ /* flag to paralyze the player */ |
1088 |
victim->speed_left = max (-5.f, -op->stats.maxsp * victim->speed / op->speed); |
1089 |
} |
1090 |
} |
1091 |
} |
1092 |
} |
1093 |
|
1094 |
/* |
1095 |
* Will duplicate a specified object placed on top of it. |
1096 |
* connected: what will trigger it. |
1097 |
* level: multiplier. 0 to destroy. |
1098 |
* other_arch: the object to look for and duplicate. |
1099 |
*/ |
1100 |
|
1101 |
void |
1102 |
move_duplicator (object *op) |
1103 |
{ |
1104 |
object *tmp; |
1105 |
|
1106 |
if (!op->other_arch) |
1107 |
{ |
1108 |
LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap"); |
1109 |
return; |
1110 |
} |
1111 |
|
1112 |
if (op->above == NULL) |
1113 |
return; |
1114 |
|
1115 |
for (tmp = op->above; tmp; tmp = tmp->above) |
1116 |
{ |
1117 |
if (op->other_arch->archname == tmp->arch->archname) |
1118 |
{ |
1119 |
if (op->level <= 0) |
1120 |
tmp->destroy (); |
1121 |
else |
1122 |
{ |
1123 |
uint64 new_nrof = (uint64) tmp->nrof * op->level; |
1124 |
|
1125 |
if (new_nrof >= 1UL << 31) |
1126 |
new_nrof = 1UL << 31; |
1127 |
|
1128 |
tmp->nrof = new_nrof; |
1129 |
} |
1130 |
|
1131 |
break; |
1132 |
} |
1133 |
} |
1134 |
} |
1135 |
|
1136 |
/* move_creator (by peterm) |
1137 |
* it has the creator object create it's other_arch right on top of it. |
1138 |
* connected: what will trigger it |
1139 |
* hp: how many times it may create before stopping |
1140 |
* lifesave: if set, it'll never disappear but will go on creating |
1141 |
* everytime it's triggered |
1142 |
* other_arch: the object to create |
1143 |
* Note this can create large objects, however, in that case, it |
1144 |
* has to make sure that there is in fact space for the object. |
1145 |
* It should really do this for small objects also, but there is |
1146 |
* more concern with large objects, most notably a part being placed |
1147 |
* outside of the map which would cause the server to crash |
1148 |
*/ |
1149 |
void |
1150 |
move_creator (object *creator) |
1151 |
{ |
1152 |
object *new_ob; |
1153 |
|
1154 |
if (!creator->flag [FLAG_LIFESAVE] && --creator->stats.hp < 0) |
1155 |
{ |
1156 |
creator->stats.hp = -1; |
1157 |
return; |
1158 |
} |
1159 |
|
1160 |
if (creator->inv) |
1161 |
{ |
1162 |
object *ob; |
1163 |
int i; |
1164 |
object *ob_to_copy; |
1165 |
|
1166 |
/* select random object from inventory to copy */ |
1167 |
ob_to_copy = creator->inv; |
1168 |
for (ob = creator->inv->below, i = 1; ob; ob = ob->below, i++) |
1169 |
{ |
1170 |
if (rndm (0, i) == 0) |
1171 |
{ |
1172 |
ob_to_copy = ob; |
1173 |
} |
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 |
if (new_ob->need_identify ()) |
1203 |
new_ob->set_flag (FLAG_IDENTIFIED); |
1204 |
|
1205 |
insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); |
1206 |
if (new_ob->flag [FLAG_FREED]) |
1207 |
return; |
1208 |
|
1209 |
if (creator->slaying) |
1210 |
new_ob->name = new_ob->title = creator->slaying; |
1211 |
} |
1212 |
|
1213 |
/* move_marker --peterm@soda.csua.berkeley.edu |
1214 |
when moved, a marker will search for a player sitting above |
1215 |
it, and insert an invisible, weightless force into him |
1216 |
with a specific code as the slaying field. |
1217 |
At that time, it writes the contents of its own message |
1218 |
field to the player. The marker will decrement hp to |
1219 |
0 and then delete itself every time it grants a mark. |
1220 |
unless hp was zero to start with, in which case it is infinite.*/ |
1221 |
void |
1222 |
move_marker (object *op) |
1223 |
{ |
1224 |
if (object *tmp = op->ms ().player ()) |
1225 |
{ |
1226 |
/* remove an old force with a slaying field == op->name */ |
1227 |
if (object *force = tmp->force_find (op->name)) |
1228 |
force->destroy (); |
1229 |
|
1230 |
if (op->slaying && !tmp->force_find (op->slaying)) |
1231 |
{ |
1232 |
tmp->force_add (op->slaying, op->stats.food); |
1233 |
|
1234 |
if (op->msg) |
1235 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
1236 |
|
1237 |
if (op->stats.hp > 0) |
1238 |
{ |
1239 |
op->stats.hp--; |
1240 |
|
1241 |
if (op->stats.hp == 0) |
1242 |
{ |
1243 |
/* marker expires--granted mark number limit */ |
1244 |
op->destroy (); |
1245 |
return; |
1246 |
} |
1247 |
} |
1248 |
} |
1249 |
} |
1250 |
} |
1251 |
|
1252 |
// mapscript objects activate themselves (only) then their timer fires |
1253 |
// TODO: maybe they should simply trigger the link like any other object? |
1254 |
static void |
1255 |
move_mapscript (object *op) |
1256 |
{ |
1257 |
op->set_speed (0); |
1258 |
cfperl_mapscript_activate (op, true, op, 0); |
1259 |
} |
1260 |
|
1261 |
static void |
1262 |
move_lamp (object *op) |
1263 |
{ |
1264 |
// if the lamp/torch is off, we should disable it. |
1265 |
if (!op->glow_radius) |
1266 |
{ |
1267 |
op->set_speed (0); |
1268 |
return; |
1269 |
} |
1270 |
else |
1271 |
{ |
1272 |
// check whether the face might need to be updated |
1273 |
// (currently this is needed to have already switched on torches |
1274 |
// on maps, as they just set the glow_radius in the archetype) |
1275 |
if (op->other_arch |
1276 |
&& ( |
1277 |
(op->flag [FLAG_ANIMATE] != op->other_arch->flag [FLAG_ANIMATE]) |
1278 |
|| (op->flag [FLAG_ANIMATE] |
1279 |
? (op->animation_id != op->other_arch->animation_id) |
1280 |
: (op->face != op->other_arch->face)) |
1281 |
)) |
1282 |
get_animation_from_arch (op, op->other_arch); |
1283 |
} |
1284 |
|
1285 |
// lamps and torches on maps don't use up their fuel |
1286 |
if (op->is_on_map ()) |
1287 |
return; |
1288 |
|
1289 |
if (op->stats.food > 0) |
1290 |
{ |
1291 |
op->stats.food--; |
1292 |
return; |
1293 |
} |
1294 |
|
1295 |
apply_lamp (op, false); |
1296 |
} |
1297 |
|
1298 |
void |
1299 |
process_object (object *op) |
1300 |
{ |
1301 |
if (expect_false (op->flag [FLAG_IS_A_TEMPLATE])) |
1302 |
return; |
1303 |
|
1304 |
if (expect_false (INVOKE_OBJECT (TICK, op))) |
1305 |
return; |
1306 |
|
1307 |
if (op->flag [FLAG_MONSTER]) |
1308 |
if (move_monster (op) || op->flag [FLAG_FREED]) |
1309 |
return; |
1310 |
|
1311 |
if (op->flag [FLAG_ANIMATE] && op->anim_speed == 0) |
1312 |
{ |
1313 |
animate_object (op, op->contr ? op->facing : op->direction); |
1314 |
|
1315 |
if (op->flag [FLAG_SEE_ANYWHERE]) |
1316 |
make_sure_seen (op); |
1317 |
} |
1318 |
|
1319 |
if (expect_false ( |
1320 |
op->flag [FLAG_GENERATOR] |
1321 |
|| op->flag [FLAG_CHANGING] |
1322 |
|| op->flag [FLAG_IS_USED_UP] |
1323 |
)) |
1324 |
{ |
1325 |
if (op->flag [FLAG_CHANGING] && !op->state) |
1326 |
{ |
1327 |
change_object (op); |
1328 |
return; |
1329 |
} |
1330 |
|
1331 |
if (op->flag [FLAG_GENERATOR] && !op->flag [FLAG_FRIENDLY]) |
1332 |
generate_monster (op); |
1333 |
|
1334 |
if (op->flag [FLAG_IS_USED_UP] && --op->stats.food <= 0) |
1335 |
{ |
1336 |
if (op->flag [FLAG_APPLIED]) |
1337 |
remove_force (op); |
1338 |
else |
1339 |
{ |
1340 |
op->remove (); // TODO: really necessary? |
1341 |
|
1342 |
if (op->flag [FLAG_SEE_ANYWHERE]) |
1343 |
make_sure_not_seen (op); |
1344 |
|
1345 |
op->drop_and_destroy (); |
1346 |
} |
1347 |
|
1348 |
return; |
1349 |
} |
1350 |
} |
1351 |
|
1352 |
switch (op->type) |
1353 |
{ |
1354 |
case SPELL_EFFECT: |
1355 |
move_spell_effect (op); |
1356 |
break; |
1357 |
|
1358 |
case ROD: |
1359 |
case HORN: |
1360 |
regenerate_rod (op); |
1361 |
break; |
1362 |
|
1363 |
case FORCE: |
1364 |
case POTION_EFFECT: |
1365 |
remove_force (op); |
1366 |
break; |
1367 |
|
1368 |
case BLINDNESS: |
1369 |
remove_blindness (op); |
1370 |
break; |
1371 |
|
1372 |
case POISONING: |
1373 |
poison_more (op); |
1374 |
break; |
1375 |
|
1376 |
case DISEASE: |
1377 |
move_disease (op); |
1378 |
break; |
1379 |
|
1380 |
case SYMPTOM: |
1381 |
move_symptom (op); |
1382 |
break; |
1383 |
|
1384 |
case THROWN_OBJ: |
1385 |
case ARROW: |
1386 |
move_arrow (op); |
1387 |
break; |
1388 |
|
1389 |
case DOOR: |
1390 |
remove_door (op); |
1391 |
break; |
1392 |
|
1393 |
case LOCKED_DOOR: |
1394 |
remove_door2 (op); |
1395 |
break; |
1396 |
|
1397 |
case TELEPORTER: |
1398 |
move_teleporter (op); |
1399 |
break; |
1400 |
|
1401 |
case GOLEM: |
1402 |
move_golem (op); |
1403 |
break; |
1404 |
|
1405 |
case EARTHWALL: |
1406 |
hit_player (op, 2, op, AT_PHYSICAL, 1); |
1407 |
break; |
1408 |
|
1409 |
case FIREWALL: |
1410 |
move_firewall (op); |
1411 |
if (op->stats.maxsp) |
1412 |
animate_turning (op); |
1413 |
break; |
1414 |
|
1415 |
case MOOD_FLOOR: |
1416 |
do_mood_floor (op); |
1417 |
break; |
1418 |
|
1419 |
case GATE: |
1420 |
move_gate (op); |
1421 |
break; |
1422 |
|
1423 |
case TIMED_GATE: |
1424 |
move_timed_gate (op); |
1425 |
break; |
1426 |
|
1427 |
case TRIGGER: |
1428 |
case TRIGGER_BUTTON: |
1429 |
case TRIGGER_PEDESTAL: |
1430 |
case TRIGGER_ALTAR: |
1431 |
animate_trigger (op); |
1432 |
break; |
1433 |
|
1434 |
case DETECTOR: |
1435 |
move_detector (op); |
1436 |
|
1437 |
case DIRECTOR: |
1438 |
if (op->stats.maxsp) |
1439 |
animate_turning (op); |
1440 |
break; |
1441 |
|
1442 |
case HOLE: |
1443 |
move_hole (op); |
1444 |
break; |
1445 |
|
1446 |
case DEEP_SWAMP: |
1447 |
move_deep_swamp (op); |
1448 |
break; |
1449 |
|
1450 |
case RUNE: |
1451 |
case TRAP: |
1452 |
move_rune (op); |
1453 |
break; |
1454 |
|
1455 |
case PLAYERMOVER: |
1456 |
move_player_mover (op); |
1457 |
break; |
1458 |
|
1459 |
case CREATOR: |
1460 |
move_creator (op); |
1461 |
break; |
1462 |
|
1463 |
case MARKER: |
1464 |
move_marker (op); |
1465 |
break; |
1466 |
|
1467 |
case PLAYER_CHANGER: |
1468 |
move_player_changer (op); |
1469 |
break; |
1470 |
|
1471 |
case PEACEMAKER: |
1472 |
move_peacemaker (op); |
1473 |
break; |
1474 |
|
1475 |
case PLAYER: |
1476 |
// players have their own speed-management, so undo the --speed_left |
1477 |
++op->speed_left; |
1478 |
break; |
1479 |
|
1480 |
case MAPSCRIPT: |
1481 |
move_mapscript (op); |
1482 |
break; |
1483 |
|
1484 |
case LAMP: |
1485 |
case TORCH: |
1486 |
move_lamp (op); |
1487 |
break; |
1488 |
|
1489 |
case PHYSICS: // hmm, bad naming |
1490 |
move_physics (op); |
1491 |
break; |
1492 |
} |
1493 |
} |
1494 |
|