1 |
/* |
2 |
CrossFire, A Multiplayer game for X-windows |
3 |
|
4 |
Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 |
Copyright (C) 1992 Frank Tore Johansen |
6 |
|
7 |
This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
10 |
(at your 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 GNU General Public License |
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along with this program; if not, write to the Free Software |
19 |
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 |
*/ |
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|
24 |
/* |
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* Routines that is executed from objects based on their speed have been |
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* collected in this file. |
27 |
*/ |
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|
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#include <global.h> |
30 |
#include <spells.h> |
31 |
#ifndef __CEXTRACT__ |
32 |
# include <sproto.h> |
33 |
#endif |
34 |
|
35 |
/* The following removes doors. The functions check to see if similar |
36 |
* doors are next to the one that is being removed, and if so, set it |
37 |
* so those will be removed shortly (in a cascade like fashion.) |
38 |
*/ |
39 |
|
40 |
void |
41 |
remove_door (object *op) |
42 |
{ |
43 |
int i; |
44 |
object *tmp; |
45 |
|
46 |
for (i = 1; i < 9; i += 2) |
47 |
if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) |
48 |
{ |
49 |
tmp->speed = 0.1; |
50 |
update_ob_speed (tmp); |
51 |
tmp->speed_left = -0.2; |
52 |
} |
53 |
|
54 |
if (op->other_arch) |
55 |
{ |
56 |
tmp = arch_to_object (op->other_arch); |
57 |
tmp->x = op->x; |
58 |
tmp->y = op->y; |
59 |
tmp->map = op->map; |
60 |
tmp->level = op->level; |
61 |
insert_ob_in_map (tmp, op->map, op, 0); |
62 |
} |
63 |
|
64 |
op->destroy (); |
65 |
} |
66 |
|
67 |
void |
68 |
remove_door2 (object *op) |
69 |
{ |
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int i; |
71 |
object *tmp; |
72 |
|
73 |
for (i = 1; i < 9; i += 2) |
74 |
{ |
75 |
tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); |
76 |
if (tmp && tmp->slaying == op->slaying) |
77 |
{ /* same key both doors */ |
78 |
tmp->speed = 0.1; |
79 |
update_ob_speed (tmp); |
80 |
tmp->speed_left = -0.2; |
81 |
} |
82 |
} |
83 |
if (op->other_arch) |
84 |
{ |
85 |
tmp = arch_to_object (op->other_arch); |
86 |
tmp->x = op->x; |
87 |
tmp->y = op->y; |
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tmp->map = op->map; |
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tmp->level = op->level; |
90 |
insert_ob_in_map (tmp, op->map, op, 0); |
91 |
} |
92 |
|
93 |
op->destroy (); |
94 |
} |
95 |
|
96 |
/* Will generate a monster according to content |
97 |
* of generator. |
98 |
*/ |
99 |
void |
100 |
generate_monster_inv (object *gen) |
101 |
{ |
102 |
int i; |
103 |
object *op, *head = NULL; |
104 |
|
105 |
int qty = 0; |
106 |
|
107 |
/* Code below assumes the generator is on a map, as it tries |
108 |
* to place the monster on the map. So if the generator |
109 |
* isn't on a map, complain and exit. |
110 |
*/ |
111 |
if (gen->map == NULL) |
112 |
{ |
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//LOG(llevError,"Generator (%s) not on a map?\n", gen->name); |
114 |
return; |
115 |
} |
116 |
/*First count numer of objects in inv */ |
117 |
for (op = gen->inv; op; op = op->below) |
118 |
qty++; |
119 |
if (!qty) |
120 |
{ |
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LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name); |
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return; /*No inventory */ |
123 |
} |
124 |
qty = rndm (0, qty - 1); |
125 |
for (op = gen->inv; qty; qty--) |
126 |
op = op->below; |
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i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); |
128 |
if (i == -1) |
129 |
return; |
130 |
head = object_create_clone (op); |
131 |
CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); |
132 |
unflag_inv (head, FLAG_IS_A_TEMPLATE); |
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if (rndm (0, 9)) |
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generate_artifact (head, gen->map->difficulty); |
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insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]); |
136 |
if (QUERY_FLAG (head, FLAG_FREED)) |
137 |
return; |
138 |
if (head->has_random_items ()) |
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create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0); |
140 |
} |
141 |
|
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void |
143 |
generate_monster_arch (object *gen) |
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{ |
145 |
int i; |
146 |
object *op, *head = NULL, *prev = NULL; |
147 |
archetype *at = gen->other_arch; |
148 |
|
149 |
if (!gen->other_arch) |
150 |
return; |
151 |
|
152 |
/* Code below assumes the generator is on a map, as it tries |
153 |
* to place the monster on the map. So if the generator |
154 |
* isn't on a map, complain and exit. |
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*/ |
156 |
if (!gen->map) |
157 |
return; |
158 |
|
159 |
i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); |
160 |
if (i == -1) |
161 |
return; |
162 |
|
163 |
while (at) |
164 |
{ |
165 |
op = arch_to_object (at); |
166 |
op->x = gen->x + freearr_x[i] + at->clone.x; |
167 |
op->y = gen->y + freearr_y[i] + at->clone.y; |
168 |
|
169 |
if (head) |
170 |
op->head = head, prev->more = op; |
171 |
|
172 |
if (rndm (0, 9)) |
173 |
generate_artifact (op, gen->map->difficulty); |
174 |
|
175 |
insert_ob_in_map (op, gen->map, gen, 0); |
176 |
if (QUERY_FLAG (op, FLAG_FREED)) |
177 |
return; |
178 |
|
179 |
if (op->has_random_items ()) |
180 |
create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); |
181 |
|
182 |
if (head == NULL) |
183 |
head = op; |
184 |
|
185 |
prev = op; |
186 |
at = at->more; |
187 |
} |
188 |
} |
189 |
|
190 |
void |
191 |
generate_monster (object *gen) |
192 |
{ |
193 |
|
194 |
if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) |
195 |
return; |
196 |
|
197 |
if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) |
198 |
generate_monster_inv (gen); |
199 |
else |
200 |
generate_monster_arch (gen); |
201 |
|
202 |
} |
203 |
|
204 |
void |
205 |
remove_force (object *op) |
206 |
{ |
207 |
if (--op->duration > 0) |
208 |
return; |
209 |
|
210 |
switch (op->subtype) |
211 |
{ |
212 |
case FORCE_CONFUSION: |
213 |
if (op->env != NULL) |
214 |
{ |
215 |
CLEAR_FLAG (op->env, FLAG_CONFUSED); |
216 |
new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); |
217 |
} |
218 |
|
219 |
default: |
220 |
if (op->env != NULL) |
221 |
{ |
222 |
CLEAR_FLAG (op, FLAG_APPLIED); |
223 |
change_abil (op->env, op); |
224 |
op->env->update_stats (); |
225 |
} |
226 |
} |
227 |
|
228 |
op->destroy (); |
229 |
} |
230 |
|
231 |
void |
232 |
remove_blindness (object *op) |
233 |
{ |
234 |
if (--op->stats.food > 0) |
235 |
return; |
236 |
|
237 |
CLEAR_FLAG (op, FLAG_APPLIED); |
238 |
|
239 |
if (op->env != NULL) |
240 |
{ |
241 |
change_abil (op->env, op); |
242 |
op->env->update_stats (); |
243 |
} |
244 |
|
245 |
op->destroy (); |
246 |
} |
247 |
|
248 |
void |
249 |
poison_more (object *op) |
250 |
{ |
251 |
if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) |
252 |
{ |
253 |
op->destroy (); |
254 |
return; |
255 |
} |
256 |
|
257 |
if (op->stats.food == 1) |
258 |
{ |
259 |
/* need to remove the object before fix_player is called, else fix_player |
260 |
* will not do anything. |
261 |
*/ |
262 |
if (op->env->type == PLAYER) |
263 |
{ |
264 |
CLEAR_FLAG (op, FLAG_APPLIED); |
265 |
op->env->update_stats (); |
266 |
new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); |
267 |
} |
268 |
|
269 |
op->destroy (); |
270 |
return; |
271 |
} |
272 |
|
273 |
if (op->env->type == PLAYER) |
274 |
{ |
275 |
op->env->stats.food--; |
276 |
new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); |
277 |
} |
278 |
(void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); |
279 |
} |
280 |
|
281 |
|
282 |
void |
283 |
move_gate (object *op) |
284 |
{ /* 1 = going down, 0 = goind up */ |
285 |
object *tmp; |
286 |
|
287 |
if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) |
288 |
{ |
289 |
LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); |
290 |
op->stats.wc = 0; |
291 |
} |
292 |
|
293 |
/* We're going down */ |
294 |
if (op->value) |
295 |
{ |
296 |
if (--op->stats.wc <= 0) |
297 |
{ /* Reached bottom, let's stop */ |
298 |
op->stats.wc = 0; |
299 |
if (op->arch->clone.speed) |
300 |
op->value = 0; |
301 |
else |
302 |
{ |
303 |
op->speed = 0; |
304 |
update_ob_speed (op); |
305 |
} |
306 |
} |
307 |
if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) |
308 |
{ |
309 |
op->move_block = 0; |
310 |
CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
311 |
update_all_los (op->map, op->x, op->y); |
312 |
} |
313 |
SET_ANIMATION (op, op->stats.wc); |
314 |
update_object (op, UP_OBJ_CHANGE); |
315 |
return; |
316 |
} |
317 |
|
318 |
/* We're going up */ |
319 |
|
320 |
/* First, lets see if we are already at the top */ |
321 |
if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
322 |
{ |
323 |
|
324 |
/* Check to make sure that only non pickable and non rollable |
325 |
* objects are above the gate. If so, we finish closing the gate, |
326 |
* otherwise, we fall through to the code below which should lower |
327 |
* the gate slightly. |
328 |
*/ |
329 |
|
330 |
for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
331 |
if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
332 |
break; |
333 |
|
334 |
if (tmp == NULL) |
335 |
{ |
336 |
if (op->arch->clone.speed) |
337 |
op->value = 1; |
338 |
else |
339 |
{ |
340 |
op->speed = 0; |
341 |
update_ob_speed (op); /* Reached top, let's stop */ |
342 |
} |
343 |
return; |
344 |
} |
345 |
} |
346 |
|
347 |
if (op->stats.food) |
348 |
{ /* The gate is going temporarily down */ |
349 |
if (--op->stats.wc <= 0) |
350 |
{ /* Gone all the way down? */ |
351 |
op->stats.food = 0; /* Then let's try again */ |
352 |
op->stats.wc = 0; |
353 |
} |
354 |
} |
355 |
else |
356 |
{ /* The gate is still going up */ |
357 |
op->stats.wc++; |
358 |
|
359 |
if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) |
360 |
op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; |
361 |
|
362 |
/* If there is something on top of the gate, we try to roll it off. |
363 |
* If a player/monster, we don't roll, we just hit them with damage |
364 |
*/ |
365 |
if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) |
366 |
{ |
367 |
/* Halfway or further, check blocks */ |
368 |
/* First, get the top object on the square. */ |
369 |
for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
370 |
|
371 |
if (tmp != NULL) |
372 |
{ |
373 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
374 |
{ |
375 |
hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); |
376 |
if (tmp->type == PLAYER) |
377 |
new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); |
378 |
} |
379 |
else |
380 |
/* If the object is not alive, and the object either can |
381 |
* be picked up or the object rolls, move the object |
382 |
* off the gate. |
383 |
*/ |
384 |
if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) |
385 |
{ |
386 |
/* If it has speed, it should move itself, otherwise: */ |
387 |
int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
388 |
|
389 |
/* If there is a free spot, move the object someplace */ |
390 |
if (i != -1) |
391 |
{ |
392 |
tmp->remove (); |
393 |
tmp->x += freearr_x[i], tmp->y += freearr_y[i]; |
394 |
insert_ob_in_map (tmp, op->map, op, 0); |
395 |
} |
396 |
} |
397 |
} |
398 |
|
399 |
/* See if there is still anything blocking the gate */ |
400 |
for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
401 |
if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
402 |
break; |
403 |
|
404 |
/* IF there is, start putting the gate down */ |
405 |
if (tmp) |
406 |
{ |
407 |
op->stats.food = 1; |
408 |
} |
409 |
else |
410 |
{ |
411 |
op->move_block = MOVE_ALL; |
412 |
if (!op->arch->clone.stats.ac) |
413 |
SET_FLAG (op, FLAG_BLOCKSVIEW); |
414 |
update_all_los (op->map, op->x, op->y); |
415 |
} |
416 |
} /* gate is halfway up */ |
417 |
|
418 |
SET_ANIMATION (op, op->stats.wc); |
419 |
update_object (op, UP_OBJ_CHANGE); |
420 |
} /* gate is going up */ |
421 |
} |
422 |
|
423 |
/* hp : how long door is open/closed |
424 |
* maxhp : initial value for hp |
425 |
* sp : 1 = open, 0 = close |
426 |
*/ |
427 |
void |
428 |
move_timed_gate (object *op) |
429 |
{ |
430 |
int v = op->value; |
431 |
|
432 |
if (op->stats.sp) |
433 |
{ |
434 |
move_gate (op); |
435 |
if (op->value != v) /* change direction ? */ |
436 |
op->stats.sp = 0; |
437 |
return; |
438 |
} |
439 |
if (--op->stats.hp <= 0) |
440 |
{ /* keep gate down */ |
441 |
move_gate (op); |
442 |
if (op->value != v) |
443 |
{ /* ready ? */ |
444 |
op->speed = 0; |
445 |
update_ob_speed (op); |
446 |
} |
447 |
} |
448 |
} |
449 |
|
450 |
/* slaying: name of the thing the detector is to look for |
451 |
* speed: frequency of 'glances' |
452 |
* connected: connected value of detector |
453 |
* sp: 1 if detection sets buttons |
454 |
* -1 if detection unsets buttons |
455 |
*/ |
456 |
|
457 |
void |
458 |
move_detector (object *op) |
459 |
{ |
460 |
object *tmp; |
461 |
int last = op->value; |
462 |
int detected; |
463 |
|
464 |
detected = 0; |
465 |
|
466 |
for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) |
467 |
{ |
468 |
object *tmp2; |
469 |
|
470 |
if (op->stats.hp) |
471 |
{ |
472 |
for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
473 |
{ |
474 |
if (op->slaying && !strcmp (op->slaying, tmp->name)) |
475 |
detected = 1; |
476 |
if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) |
477 |
detected = 1; |
478 |
} |
479 |
} |
480 |
if (op->slaying && !strcmp (op->slaying, tmp->name)) |
481 |
{ |
482 |
detected = 1; |
483 |
} |
484 |
else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) |
485 |
detected = 1; |
486 |
} |
487 |
|
488 |
/* the detector sets the button if detection is found */ |
489 |
if (op->stats.sp == 1) |
490 |
{ |
491 |
if (detected && last == 0) |
492 |
{ |
493 |
op->value = 1; |
494 |
push_button (op); |
495 |
} |
496 |
if (!detected && last == 1) |
497 |
{ |
498 |
op->value = 0; |
499 |
push_button (op); |
500 |
} |
501 |
} |
502 |
else |
503 |
{ /* in this case, we unset buttons */ |
504 |
if (detected && last == 1) |
505 |
{ |
506 |
op->value = 0; |
507 |
push_button (op); |
508 |
} |
509 |
if (!detected && last == 0) |
510 |
{ |
511 |
op->value = 1; |
512 |
push_button (op); |
513 |
} |
514 |
} |
515 |
} |
516 |
|
517 |
|
518 |
void |
519 |
animate_trigger (object *op) |
520 |
{ |
521 |
if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) |
522 |
{ |
523 |
op->stats.wc = 0; |
524 |
check_trigger (op, NULL); |
525 |
} |
526 |
else |
527 |
{ |
528 |
SET_ANIMATION (op, op->stats.wc); |
529 |
update_object (op, UP_OBJ_FACE); |
530 |
} |
531 |
} |
532 |
|
533 |
void |
534 |
move_hole (object *op) |
535 |
{ /* 1 = opening, 0 = closing */ |
536 |
object *next, *tmp; |
537 |
|
538 |
if (op->value) |
539 |
{ /* We're opening */ |
540 |
if (--op->stats.wc <= 0) |
541 |
{ /* Opened, let's stop */ |
542 |
op->stats.wc = 0; |
543 |
op->speed = 0; |
544 |
update_ob_speed (op); |
545 |
|
546 |
/* Hard coding this makes sense for holes I suppose */ |
547 |
op->move_on = MOVE_WALK; |
548 |
for (tmp = op->above; tmp != NULL; tmp = next) |
549 |
{ |
550 |
next = tmp->above; |
551 |
move_apply (op, tmp, tmp); |
552 |
} |
553 |
} |
554 |
SET_ANIMATION (op, op->stats.wc); |
555 |
update_object (op, UP_OBJ_FACE); |
556 |
return; |
557 |
} |
558 |
/* We're closing */ |
559 |
op->move_on = 0; |
560 |
|
561 |
op->stats.wc++; |
562 |
if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) |
563 |
op->stats.wc = NUM_ANIMATIONS (op) - 1; |
564 |
SET_ANIMATION (op, op->stats.wc); |
565 |
update_object (op, UP_OBJ_FACE); |
566 |
if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
567 |
{ |
568 |
op->speed = 0; |
569 |
update_ob_speed (op); /* closed, let's stop */ |
570 |
return; |
571 |
} |
572 |
} |
573 |
|
574 |
|
575 |
/* stop_item() returns a pointer to the stopped object. The stopped object |
576 |
* may or may not have been removed from maps or inventories. It will not |
577 |
* have been merged with other items. |
578 |
* |
579 |
* This function assumes that only items on maps need special treatment. |
580 |
* |
581 |
* If the object can't be stopped, or it was destroyed while trying to stop |
582 |
* it, NULL is returned. |
583 |
* |
584 |
* fix_stopped_item() should be used if the stopped item should be put on |
585 |
* the map. |
586 |
*/ |
587 |
object * |
588 |
stop_item (object *op) |
589 |
{ |
590 |
if (op->map == NULL) |
591 |
return op; |
592 |
|
593 |
switch (op->type) |
594 |
{ |
595 |
case THROWN_OBJ: |
596 |
{ |
597 |
object *payload = op->inv; |
598 |
|
599 |
if (payload == NULL) |
600 |
return NULL; |
601 |
payload->remove (); |
602 |
op->destroy (); |
603 |
return payload; |
604 |
} |
605 |
|
606 |
case ARROW: |
607 |
if (op->speed >= MIN_ACTIVE_SPEED) |
608 |
op = fix_stopped_arrow (op); |
609 |
return op; |
610 |
|
611 |
default: |
612 |
return op; |
613 |
} |
614 |
} |
615 |
|
616 |
/* fix_stopped_item() - put stopped item where stop_item() had found it. |
617 |
* Inserts item into the old map, or merges it if it already is on the map. |
618 |
* |
619 |
* 'map' must be the value of op->map before stop_item() was called. |
620 |
*/ |
621 |
void |
622 |
fix_stopped_item (object *op, maptile *map, object *originator) |
623 |
{ |
624 |
if (map == NULL) |
625 |
return; |
626 |
if (QUERY_FLAG (op, FLAG_REMOVED)) |
627 |
insert_ob_in_map (op, map, originator, 0); |
628 |
else if (op->type == ARROW) |
629 |
merge_ob (op, NULL); /* only some arrows actually need this */ |
630 |
} |
631 |
|
632 |
|
633 |
object * |
634 |
fix_stopped_arrow (object *op) |
635 |
{ |
636 |
if (rndm (0, 99) < op->stats.food) |
637 |
{ |
638 |
/* Small chance of breaking */ |
639 |
op->destroy (); |
640 |
return NULL; |
641 |
} |
642 |
|
643 |
op->direction = 0; |
644 |
op->move_on = 0; |
645 |
op->move_type = 0; |
646 |
op->speed = 0; |
647 |
update_ob_speed (op); |
648 |
op->stats.wc = op->stats.sp; |
649 |
op->stats.dam = op->stats.hp; |
650 |
op->attacktype = op->stats.grace; |
651 |
op->slaying = 0; |
652 |
op->skill = 0; |
653 |
|
654 |
if (op->spellarg != NULL) |
655 |
{ |
656 |
op->slaying = op->spellarg; |
657 |
free (op->spellarg); |
658 |
op->spellarg = NULL; |
659 |
} |
660 |
else |
661 |
op->slaying = NULL; |
662 |
|
663 |
/* Reset these to zero, so that object::can_merge will work properly */ |
664 |
op->spellarg = NULL; |
665 |
op->stats.sp = 0; |
666 |
op->stats.hp = 0; |
667 |
op->stats.grace = 0; |
668 |
op->level = 0; |
669 |
op->face = op->arch->clone.face; |
670 |
op->owner = NULL; /* So that stopped arrows will be saved */ |
671 |
update_object (op, UP_OBJ_FACE); |
672 |
return op; |
673 |
} |
674 |
|
675 |
/* stop_arrow() - what to do when a non-living flying object |
676 |
* has to stop. Sept 96 - I added in thrown object code in |
677 |
* here too. -b.t. |
678 |
* |
679 |
* Returns a pointer to the stopped object (which will have been removed |
680 |
* from maps or inventories), or NULL if was destroyed. |
681 |
*/ |
682 |
|
683 |
static void |
684 |
stop_arrow (object *op) |
685 |
{ |
686 |
if (INVOKE_OBJECT (STOP, op)) |
687 |
return; |
688 |
|
689 |
if (op->inv) |
690 |
{ |
691 |
object *payload = op->inv; |
692 |
|
693 |
payload->remove (); |
694 |
payload->owner = 0; |
695 |
insert_ob_in_map (payload, op->map, payload, 0); |
696 |
op->destroy (); |
697 |
} |
698 |
else |
699 |
{ |
700 |
op = fix_stopped_arrow (op); |
701 |
if (op) |
702 |
merge_ob (op, NULL); |
703 |
} |
704 |
} |
705 |
|
706 |
/* Move an arrow along its course. op is the arrow or thrown object. |
707 |
*/ |
708 |
|
709 |
void |
710 |
move_arrow (object *op) |
711 |
{ |
712 |
object *tmp; |
713 |
sint16 new_x, new_y; |
714 |
int was_reflected, mflags; |
715 |
maptile *m; |
716 |
|
717 |
if (op->map == NULL) |
718 |
{ |
719 |
LOG (llevError, "BUG: Arrow had no map.\n"); |
720 |
op->destroy (); |
721 |
return; |
722 |
} |
723 |
|
724 |
/* we need to stop thrown objects at some point. Like here. */ |
725 |
if (op->type == THROWN_OBJ) |
726 |
{ |
727 |
/* If the object that the THROWN_OBJ encapsulates disappears, |
728 |
* we need to have this object go away also - otherwise, you get |
729 |
* left over remnants on the map. Where this currently happens |
730 |
* is if the player throws a bomb - the bomb explodes on its own, |
731 |
* but this object sticks around. We could handle the cleanup in the |
732 |
* bomb code, but there are potential other cases where that could happen, |
733 |
* and it is easy enough to clean it up here. |
734 |
*/ |
735 |
if (op->inv == NULL) |
736 |
{ |
737 |
op->destroy (); |
738 |
return; |
739 |
} |
740 |
|
741 |
if (op->last_sp-- < 0) |
742 |
{ |
743 |
stop_arrow (op); |
744 |
return; |
745 |
} |
746 |
} |
747 |
|
748 |
/* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower |
749 |
values look rediculous. */ |
750 |
if (op->speed < 0.5 && op->type == ARROW) |
751 |
{ |
752 |
stop_arrow (op); |
753 |
return; |
754 |
} |
755 |
|
756 |
/* Calculate target map square */ |
757 |
new_x = op->x + DIRX (op); |
758 |
new_y = op->y + DIRY (op); |
759 |
was_reflected = 0; |
760 |
|
761 |
m = op->map; |
762 |
mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); |
763 |
|
764 |
if (mflags & P_OUT_OF_MAP) |
765 |
{ |
766 |
stop_arrow (op); |
767 |
return; |
768 |
} |
769 |
|
770 |
/* only need to look for living creatures if this flag is set */ |
771 |
if (mflags & P_IS_ALIVE) |
772 |
{ |
773 |
for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) |
774 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
775 |
break; |
776 |
|
777 |
/* Not really fair, but don't let monsters hit themselves with |
778 |
* their own arrow - this can be because they fire it then |
779 |
* move into it. |
780 |
*/ |
781 |
if (tmp && tmp != op->owner) |
782 |
{ |
783 |
/* Found living object, but it is reflecting the missile. Update |
784 |
* as below. (Note that for living creatures there is a small |
785 |
* chance that reflect_missile fails.) |
786 |
*/ |
787 |
if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) |
788 |
{ |
789 |
int number = op->face->number; |
790 |
|
791 |
op->direction = absdir (op->direction + 4); |
792 |
op->state = 0; |
793 |
|
794 |
if (GET_ANIM_ID (op)) |
795 |
{ |
796 |
number += 4; |
797 |
|
798 |
if (number > GET_ANIMATION (op, 8)) |
799 |
number -= 8; |
800 |
|
801 |
op->face = &new_faces[number]; |
802 |
} |
803 |
|
804 |
was_reflected = 1; /* skip normal movement calculations */ |
805 |
} |
806 |
else |
807 |
{ |
808 |
/* Attack the object. */ |
809 |
op = hit_with_arrow (op, tmp); |
810 |
|
811 |
if (!op) |
812 |
return; |
813 |
} |
814 |
} /* if this is not hitting its owner */ |
815 |
} /* if there is something alive on this space */ |
816 |
|
817 |
if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) |
818 |
{ |
819 |
int retry = 0; |
820 |
|
821 |
/* if the object doesn't reflect, stop the arrow from moving |
822 |
* note that this code will now catch cases where a monster is |
823 |
* on a wall but has reflecting - the arrow won't reflect. |
824 |
* Mapmakers shouldn't put monsters on top of wall in the first |
825 |
* place, so I don't consider that a problem. |
826 |
*/ |
827 |
if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) |
828 |
{ |
829 |
stop_arrow (op); |
830 |
return; |
831 |
} |
832 |
else |
833 |
{ |
834 |
/* If one of the major directions (n,s,e,w), just reverse it */ |
835 |
if (op->direction & 1) |
836 |
{ |
837 |
op->direction = absdir (op->direction + 4); |
838 |
retry = 1; |
839 |
} |
840 |
/* There were two blocks with identical code - |
841 |
* use this retry here to make this one block |
842 |
* that did the same thing. |
843 |
*/ |
844 |
while (retry < 2) |
845 |
{ |
846 |
int left, right, mflags; |
847 |
maptile *m1; |
848 |
sint16 x1, y1; |
849 |
|
850 |
retry++; |
851 |
|
852 |
/* Need to check for P_OUT_OF_MAP: if the arrow is tavelling |
853 |
* over a corner in a tiled map, it is possible that |
854 |
* op->direction is within an adjacent map but either |
855 |
* op->direction-1 or op->direction+1 does not exist. |
856 |
*/ |
857 |
mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], |
858 |
op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); |
859 |
left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1))); |
860 |
|
861 |
mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], |
862 |
op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); |
863 |
right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1))); |
864 |
|
865 |
if (left == right) |
866 |
op->direction = absdir (op->direction + 4); |
867 |
else if (left) |
868 |
op->direction = absdir (op->direction + 2); |
869 |
else if (right) |
870 |
op->direction = absdir (op->direction - 2); |
871 |
|
872 |
mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1); |
873 |
|
874 |
/* If this space is not out of the map and not blocked, valid space - |
875 |
* don't need to retry again. |
876 |
*/ |
877 |
if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) |
878 |
break; |
879 |
|
880 |
} |
881 |
/* Couldn't find a direction to move the arrow to - just |
882 |
* top it from moving. |
883 |
*/ |
884 |
if (retry == 2) |
885 |
{ |
886 |
stop_arrow (op); |
887 |
return; |
888 |
} |
889 |
/* update object image for new facing */ |
890 |
/* many thrown objects *don't* have more than one face */ |
891 |
if (GET_ANIM_ID (op)) |
892 |
SET_ANIMATION (op, op->direction); |
893 |
} /* object is reflected */ |
894 |
} /* object ran into a wall */ |
895 |
|
896 |
/* Move the arrow. */ |
897 |
op->remove (); |
898 |
op->x = new_x; |
899 |
op->y = new_y; |
900 |
|
901 |
/* decrease the speed as it flies. 0.05 means a standard bow will shoot |
902 |
* about 17 squares. Tune as needed. |
903 |
*/ |
904 |
op->speed -= 0.05; |
905 |
insert_ob_in_map (op, m, op, 0); |
906 |
} |
907 |
|
908 |
/* This routine doesnt seem to work for "inanimate" objects that |
909 |
* are being carried, ie a held torch leaps from your hands!. |
910 |
* Modified this routine to allow held objects. b.t. */ |
911 |
|
912 |
void |
913 |
change_object (object *op) |
914 |
{ /* Doesn`t handle linked objs yet */ |
915 |
int i, j; |
916 |
|
917 |
if (op->other_arch == NULL) |
918 |
{ |
919 |
LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); |
920 |
return; |
921 |
} |
922 |
|
923 |
/* In non-living items only change when food value is 0 */ |
924 |
if (!QUERY_FLAG (op, FLAG_ALIVE)) |
925 |
{ |
926 |
if (op->stats.food-- > 0) |
927 |
return; |
928 |
else |
929 |
op->stats.food = 1; /* so 1 other_arch is made */ |
930 |
} |
931 |
|
932 |
object *pl = op->in_player (); |
933 |
object *env = op->env; |
934 |
|
935 |
op->remove (); |
936 |
for (i = 0; i < NROFNEWOBJS (op); i++) |
937 |
{ |
938 |
object *tmp = arch_to_object (op->other_arch); |
939 |
|
940 |
if (op->type == LAMP) |
941 |
tmp->stats.food = op->stats.food - 1; |
942 |
|
943 |
tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ |
944 |
if (env) |
945 |
{ |
946 |
tmp->x = env->x, tmp->y = env->y; |
947 |
tmp = insert_ob_in_ob (tmp, env); |
948 |
|
949 |
/* If this object is the players inventory, we need to tell the |
950 |
* client of the change. Insert_ob_in_map takes care of the |
951 |
* updating the client, so we don't need to do that below. |
952 |
*/ |
953 |
if (pl) |
954 |
{ |
955 |
esrv_del_item (pl->contr, op->count); |
956 |
esrv_send_item (pl, tmp); |
957 |
} |
958 |
} |
959 |
else |
960 |
{ |
961 |
j = find_first_free_spot (tmp, op->map, op->x, op->y); |
962 |
if (j == -1) /* No free spot */ |
963 |
tmp->destroy (); |
964 |
else |
965 |
{ |
966 |
tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
967 |
insert_ob_in_map (tmp, op->map, op, 0); |
968 |
} |
969 |
} |
970 |
} |
971 |
|
972 |
op->destroy (); |
973 |
} |
974 |
|
975 |
void |
976 |
move_teleporter (object *op) |
977 |
{ |
978 |
object *tmp, *head = op; |
979 |
|
980 |
/* if this is a multipart teleporter, handle the other parts |
981 |
* The check for speed isn't strictly needed - basically, if |
982 |
* there is an old multipart teleporter in which the other parts |
983 |
* have speed, we don't really want to call it twice for the same |
984 |
* function - in fact, as written below, part N would get called |
985 |
* N times without the speed check. |
986 |
*/ |
987 |
if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) |
988 |
move_teleporter (op->more); |
989 |
|
990 |
if (op->head) |
991 |
head = op->head; |
992 |
|
993 |
for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
994 |
if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
995 |
break; |
996 |
|
997 |
/* If nothing above us to move, nothing to do */ |
998 |
if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) |
999 |
return; |
1000 |
|
1001 |
if (EXIT_PATH (head)) |
1002 |
{ |
1003 |
if (tmp->type == PLAYER) |
1004 |
{ |
1005 |
if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
1006 |
return; |
1007 |
|
1008 |
enter_exit (tmp, head); |
1009 |
} |
1010 |
else |
1011 |
/* Currently only players can transfer maps */ |
1012 |
return; |
1013 |
} |
1014 |
else if (EXIT_X (head) || EXIT_Y (head)) |
1015 |
{ |
1016 |
if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) |
1017 |
{ |
1018 |
LOG (llevError, "Removed illegal teleporter.\n"); |
1019 |
head->destroy (); |
1020 |
return; |
1021 |
} |
1022 |
|
1023 |
if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
1024 |
return; |
1025 |
|
1026 |
transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); |
1027 |
} |
1028 |
else |
1029 |
{ |
1030 |
/* Random teleporter */ |
1031 |
if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
1032 |
return; |
1033 |
teleport (head, TELEPORTER, tmp); |
1034 |
} |
1035 |
} |
1036 |
|
1037 |
|
1038 |
/* This object will teleport someone to a different map |
1039 |
and will also apply changes to the player from its inventory. |
1040 |
This was invented for giving classes, but there's no reason it |
1041 |
can't be generalized. |
1042 |
*/ |
1043 |
|
1044 |
void |
1045 |
move_player_changer (object *op) |
1046 |
{ |
1047 |
object *player; |
1048 |
object *walk; |
1049 |
char c; |
1050 |
|
1051 |
if (!op->above || !EXIT_PATH (op)) |
1052 |
return; |
1053 |
|
1054 |
/* This isn't all that great - means that the player_mover |
1055 |
* needs to be on top. |
1056 |
*/ |
1057 |
if (op->above->type == PLAYER) |
1058 |
{ |
1059 |
if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
1060 |
return; |
1061 |
player = op->above; |
1062 |
|
1063 |
for (walk = op->inv; walk != NULL; walk = walk->below) |
1064 |
apply_changes_to_player (player, walk); |
1065 |
|
1066 |
player->update_stats (); |
1067 |
|
1068 |
esrv_send_inventory (op->above, op->above); |
1069 |
esrv_update_item (UPD_FACE, op->above, op->above); |
1070 |
|
1071 |
/* update players death & WoR home-position */ |
1072 |
sscanf (EXIT_PATH (op), "%c", &c); |
1073 |
if (c == '/') |
1074 |
{ |
1075 |
strcpy (player->contr->savebed_map, EXIT_PATH (op)); |
1076 |
player->contr->bed_x = EXIT_X (op); |
1077 |
player->contr->bed_y = EXIT_Y (op); |
1078 |
} |
1079 |
else |
1080 |
LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); |
1081 |
|
1082 |
enter_exit (op->above, op); |
1083 |
player->contr->save (); |
1084 |
} |
1085 |
} |
1086 |
|
1087 |
/* firewalls fire other spells. |
1088 |
* The direction of the wall is stored in op->stats.sp. |
1089 |
* walls can have hp, so they can be torn down. |
1090 |
*/ |
1091 |
void |
1092 |
move_firewall (object *op) |
1093 |
{ |
1094 |
object *spell; |
1095 |
|
1096 |
if (!op->map) |
1097 |
return; /* dm has created a firewall in his inventory */ |
1098 |
|
1099 |
spell = op->inv; |
1100 |
|
1101 |
if (!spell || spell->type != SPELL) |
1102 |
spell = &op->other_arch->clone; |
1103 |
|
1104 |
if (!spell) |
1105 |
{ |
1106 |
LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); |
1107 |
return; |
1108 |
} |
1109 |
|
1110 |
cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); |
1111 |
} |
1112 |
|
1113 |
/* move_player_mover: this function takes a "player mover" as an |
1114 |
* argument, and performs the function of a player mover, which is: |
1115 |
* |
1116 |
* a player mover finds any players that are sitting on it. It |
1117 |
* moves them in the op->stats.sp direction. speed is how often it'll move. |
1118 |
* If attacktype is nonzero it will paralyze the player. If lifesave is set, |
1119 |
* it'll dissapear after hp+1 moves. If hp is set and attacktype is set, |
1120 |
* it'll paralyze the victim for hp*his speed/op->speed |
1121 |
*/ |
1122 |
void |
1123 |
move_player_mover (object *op) |
1124 |
{ |
1125 |
object *victim, *nextmover; |
1126 |
int dir = op->stats.sp; |
1127 |
sint16 nx, ny; |
1128 |
maptile *m; |
1129 |
|
1130 |
/* Determine direction now for random movers so we do the right thing */ |
1131 |
if (!dir) |
1132 |
dir = rndm (1, 8); |
1133 |
|
1134 |
for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) |
1135 |
{ |
1136 |
if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && |
1137 |
(victim->move_type & op->move_type || !victim->move_type)) |
1138 |
{ |
1139 |
|
1140 |
if (victim->head) |
1141 |
victim = victim->head; |
1142 |
|
1143 |
if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) |
1144 |
{ |
1145 |
op->remove (); |
1146 |
return; |
1147 |
} |
1148 |
|
1149 |
nx = op->x + freearr_x[dir]; |
1150 |
ny = op->y + freearr_y[dir]; |
1151 |
m = op->map; |
1152 |
if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
1153 |
{ |
1154 |
LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); |
1155 |
return; |
1156 |
} |
1157 |
|
1158 |
if (should_director_abort (op, victim)) |
1159 |
return; |
1160 |
|
1161 |
for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) |
1162 |
{ |
1163 |
if (nextmover->type == PLAYERMOVER) |
1164 |
nextmover->speed_left = -.99; |
1165 |
if (QUERY_FLAG (nextmover, FLAG_ALIVE)) |
1166 |
{ |
1167 |
op->speed_left = -1.1; /* wait until the next thing gets out of the way */ |
1168 |
} |
1169 |
} |
1170 |
|
1171 |
if (victim->type == PLAYER) |
1172 |
{ |
1173 |
/* only level >=1 movers move people */ |
1174 |
if (op->level) |
1175 |
{ |
1176 |
/* Following is a bit of hack. We need to make sure it |
1177 |
* is cleared, otherwise the player will get stuck in |
1178 |
* place. This can happen if the player used a spell to |
1179 |
* get to this space. |
1180 |
*/ |
1181 |
victim->contr->fire_on = 0; |
1182 |
victim->speed_left = -FABS (victim->speed); |
1183 |
move_player (victim, dir); |
1184 |
} |
1185 |
else |
1186 |
return; |
1187 |
} |
1188 |
else |
1189 |
move_object (victim, dir); |
1190 |
|
1191 |
if (!op->stats.maxsp && op->attacktype) |
1192 |
op->stats.maxsp = 2; |
1193 |
|
1194 |
if (op->attacktype) |
1195 |
{ /* flag to paralyze the player */ |
1196 |
|
1197 |
victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); |
1198 |
/* Not sure why, but for some chars on metalforge, they |
1199 |
* would sometimes get -inf speed_left, and from the |
1200 |
* description, it could only happen here, so just put |
1201 |
* a lower sanity limit. My only guess is that the |
1202 |
* mover has 0 speed. |
1203 |
*/ |
1204 |
if (victim->speed_left < -5.0) |
1205 |
victim->speed_left = -5.0; |
1206 |
} |
1207 |
} |
1208 |
} |
1209 |
} |
1210 |
|
1211 |
/* |
1212 |
* Will duplicate a specified object placed on top of it. |
1213 |
* connected: what will trigger it. |
1214 |
* level: multiplier. 0 to destroy. |
1215 |
* other_arch: the object to look for and duplicate. |
1216 |
*/ |
1217 |
|
1218 |
void |
1219 |
move_duplicator (object *op) |
1220 |
{ |
1221 |
object *tmp; |
1222 |
|
1223 |
if (!op->other_arch) |
1224 |
{ |
1225 |
LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); |
1226 |
return; |
1227 |
} |
1228 |
|
1229 |
if (op->above == NULL) |
1230 |
return; |
1231 |
for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
1232 |
{ |
1233 |
if (strcmp (op->other_arch->name, tmp->arch->name) == 0) |
1234 |
{ |
1235 |
if (op->level <= 0) |
1236 |
tmp->destroy (); |
1237 |
else |
1238 |
{ |
1239 |
uint64 new_nrof = (uint64) tmp->nrof * op->level; |
1240 |
|
1241 |
if (new_nrof >= 1UL << 31) |
1242 |
new_nrof = 1UL << 31; |
1243 |
|
1244 |
tmp->nrof = new_nrof; |
1245 |
} |
1246 |
|
1247 |
break; |
1248 |
} |
1249 |
} |
1250 |
} |
1251 |
|
1252 |
/* move_creator (by peterm) |
1253 |
* it has the creator object create it's other_arch right on top of it. |
1254 |
* connected: what will trigger it |
1255 |
* hp: how many times it may create before stopping |
1256 |
* lifesave: if set, it'll never disappear but will go on creating |
1257 |
* everytime it's triggered |
1258 |
* other_arch: the object to create |
1259 |
* Note this can create large objects, however, in that case, it |
1260 |
* has to make sure that there is in fact space for the object. |
1261 |
* It should really do this for small objects also, but there is |
1262 |
* more concern with large objects, most notably a part being placed |
1263 |
* outside of the map which would cause the server to crash |
1264 |
*/ |
1265 |
|
1266 |
void |
1267 |
move_creator (object *creator) |
1268 |
{ |
1269 |
object *new_ob; |
1270 |
|
1271 |
if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) |
1272 |
{ |
1273 |
creator->stats.hp = -1; |
1274 |
return; |
1275 |
} |
1276 |
|
1277 |
if (creator->inv != NULL) |
1278 |
{ |
1279 |
object *ob; |
1280 |
int i; |
1281 |
object *ob_to_copy; |
1282 |
|
1283 |
/* select random object from inventory to copy */ |
1284 |
ob_to_copy = creator->inv; |
1285 |
for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) |
1286 |
{ |
1287 |
if (rndm (0, i) == 0) |
1288 |
{ |
1289 |
ob_to_copy = ob; |
1290 |
} |
1291 |
} |
1292 |
new_ob = object_create_clone (ob_to_copy); |
1293 |
CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); |
1294 |
unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1295 |
} |
1296 |
else |
1297 |
{ |
1298 |
if (creator->other_arch == NULL) |
1299 |
{ |
1300 |
LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, |
1301 |
creator->x, creator->y); |
1302 |
return; |
1303 |
} |
1304 |
|
1305 |
new_ob = object_create_arch (creator->other_arch); |
1306 |
fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); |
1307 |
} |
1308 |
|
1309 |
/* Make sure this multipart object fits */ |
1310 |
if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) |
1311 |
{ |
1312 |
new_ob->destroy (); |
1313 |
return; |
1314 |
} |
1315 |
|
1316 |
insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); |
1317 |
if (QUERY_FLAG (new_ob, FLAG_FREED)) |
1318 |
return; |
1319 |
|
1320 |
if (creator->slaying) |
1321 |
{ |
1322 |
new_ob->name = new_ob->title = creator->slaying; |
1323 |
} |
1324 |
} |
1325 |
|
1326 |
/* move_marker --peterm@soda.csua.berkeley.edu |
1327 |
when moved, a marker will search for a player sitting above |
1328 |
it, and insert an invisible, weightless force into him |
1329 |
with a specific code as the slaying field. |
1330 |
At that time, it writes the contents of its own message |
1331 |
field to the player. The marker will decrement hp to |
1332 |
0 and then delete itself every time it grants a mark. |
1333 |
unless hp was zero to start with, in which case it is infinite.*/ |
1334 |
|
1335 |
void |
1336 |
move_marker (object *op) |
1337 |
{ |
1338 |
if (object *tmp = op->ms ().player ()) |
1339 |
{ |
1340 |
object *tmp2; |
1341 |
|
1342 |
/* remove an old force with a slaying field == op->name */ |
1343 |
for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1344 |
if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) |
1345 |
{ |
1346 |
tmp2->destroy (); |
1347 |
break; |
1348 |
} |
1349 |
|
1350 |
/* cycle through his inventory to look for the MARK we want to |
1351 |
* place |
1352 |
*/ |
1353 |
for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1354 |
if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) |
1355 |
break; |
1356 |
|
1357 |
/* if we didn't find our own MARK */ |
1358 |
if (tmp2 == NULL) |
1359 |
{ |
1360 |
object *force = get_archetype (FORCE_NAME); |
1361 |
|
1362 |
force->speed = 0; |
1363 |
if (op->stats.food) |
1364 |
{ |
1365 |
force->speed = 0.01; |
1366 |
force->speed_left = -op->stats.food; |
1367 |
} |
1368 |
update_ob_speed (force); |
1369 |
/* put in the lock code */ |
1370 |
force->slaying = op->slaying; |
1371 |
|
1372 |
if (op->lore) |
1373 |
force->lore = op->lore; |
1374 |
|
1375 |
insert_ob_in_ob (force, tmp); |
1376 |
if (op->msg) |
1377 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
1378 |
|
1379 |
if (op->stats.hp > 0) |
1380 |
{ |
1381 |
op->stats.hp--; |
1382 |
if (op->stats.hp == 0) |
1383 |
{ |
1384 |
/* marker expires--granted mark number limit */ |
1385 |
op->destroy (); |
1386 |
return; |
1387 |
} |
1388 |
} |
1389 |
} |
1390 |
} |
1391 |
} |
1392 |
|
1393 |
int |
1394 |
process_object (object *op) |
1395 |
{ |
1396 |
if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
1397 |
return 0; |
1398 |
|
1399 |
if (INVOKE_OBJECT (TICK, op)) |
1400 |
return 0; |
1401 |
|
1402 |
if (QUERY_FLAG (op, FLAG_MONSTER)) |
1403 |
if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) |
1404 |
return 1; |
1405 |
|
1406 |
if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) |
1407 |
{ |
1408 |
if (op->type == PLAYER) |
1409 |
animate_object (op, op->facing); |
1410 |
else |
1411 |
animate_object (op, op->direction); |
1412 |
|
1413 |
if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1414 |
make_sure_seen (op); |
1415 |
} |
1416 |
|
1417 |
if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) |
1418 |
{ |
1419 |
change_object (op); |
1420 |
return 1; |
1421 |
} |
1422 |
|
1423 |
if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) |
1424 |
generate_monster (op); |
1425 |
|
1426 |
if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) |
1427 |
{ |
1428 |
if (QUERY_FLAG (op, FLAG_APPLIED)) |
1429 |
remove_force (op); |
1430 |
else |
1431 |
{ |
1432 |
/* IF necessary, delete the item from the players inventory */ |
1433 |
object *pl = op->in_player (); |
1434 |
|
1435 |
if (pl) |
1436 |
esrv_del_item (pl->contr, op->count); |
1437 |
|
1438 |
op->remove (); |
1439 |
|
1440 |
if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1441 |
make_sure_not_seen (op); |
1442 |
|
1443 |
op->destroy (); |
1444 |
} |
1445 |
|
1446 |
return 1; |
1447 |
} |
1448 |
|
1449 |
switch (op->type) |
1450 |
{ |
1451 |
case SPELL_EFFECT: |
1452 |
move_spell_effect (op); |
1453 |
return 1; |
1454 |
|
1455 |
case ROD: |
1456 |
case HORN: |
1457 |
regenerate_rod (op); |
1458 |
return 1; |
1459 |
|
1460 |
case FORCE: |
1461 |
case POTION_EFFECT: |
1462 |
remove_force (op); |
1463 |
return 1; |
1464 |
|
1465 |
case BLINDNESS: |
1466 |
remove_blindness (op); |
1467 |
return 0; |
1468 |
|
1469 |
case POISONING: |
1470 |
poison_more (op); |
1471 |
return 0; |
1472 |
|
1473 |
case DISEASE: |
1474 |
move_disease (op); |
1475 |
return 0; |
1476 |
|
1477 |
case SYMPTOM: |
1478 |
move_symptom (op); |
1479 |
return 0; |
1480 |
|
1481 |
case THROWN_OBJ: |
1482 |
case ARROW: |
1483 |
move_arrow (op); |
1484 |
return 0; |
1485 |
|
1486 |
case DOOR: |
1487 |
remove_door (op); |
1488 |
return 0; |
1489 |
|
1490 |
case LOCKED_DOOR: |
1491 |
remove_door2 (op); |
1492 |
return 0; |
1493 |
|
1494 |
case TELEPORTER: |
1495 |
move_teleporter (op); |
1496 |
return 0; |
1497 |
|
1498 |
case GOLEM: |
1499 |
move_golem (op); |
1500 |
return 0; |
1501 |
|
1502 |
case EARTHWALL: |
1503 |
hit_player (op, 2, op, AT_PHYSICAL, 1); |
1504 |
return 0; |
1505 |
|
1506 |
case FIREWALL: |
1507 |
move_firewall (op); |
1508 |
if (op->stats.maxsp) |
1509 |
animate_turning (op); |
1510 |
return 0; |
1511 |
|
1512 |
case MOOD_FLOOR: |
1513 |
do_mood_floor (op); |
1514 |
return 0; |
1515 |
|
1516 |
case GATE: |
1517 |
move_gate (op); |
1518 |
return 0; |
1519 |
|
1520 |
case TIMED_GATE: |
1521 |
move_timed_gate (op); |
1522 |
return 0; |
1523 |
|
1524 |
case TRIGGER: |
1525 |
case TRIGGER_BUTTON: |
1526 |
case TRIGGER_PEDESTAL: |
1527 |
case TRIGGER_ALTAR: |
1528 |
animate_trigger (op); |
1529 |
return 0; |
1530 |
|
1531 |
case DETECTOR: |
1532 |
move_detector (op); |
1533 |
|
1534 |
case DIRECTOR: |
1535 |
if (op->stats.maxsp) |
1536 |
animate_turning (op); |
1537 |
return 0; |
1538 |
|
1539 |
case HOLE: |
1540 |
move_hole (op); |
1541 |
return 0; |
1542 |
|
1543 |
case DEEP_SWAMP: |
1544 |
move_deep_swamp (op); |
1545 |
return 0; |
1546 |
|
1547 |
case RUNE: |
1548 |
case TRAP: |
1549 |
move_rune (op); |
1550 |
return 0; |
1551 |
|
1552 |
case PLAYERMOVER: |
1553 |
move_player_mover (op); |
1554 |
return 0; |
1555 |
|
1556 |
case CREATOR: |
1557 |
move_creator (op); |
1558 |
return 0; |
1559 |
|
1560 |
case MARKER: |
1561 |
move_marker (op); |
1562 |
return 0; |
1563 |
|
1564 |
case PLAYER_CHANGER: |
1565 |
move_player_changer (op); |
1566 |
return 0; |
1567 |
|
1568 |
case PEACEMAKER: |
1569 |
move_peacemaker (op); |
1570 |
return 0; |
1571 |
} |
1572 |
|
1573 |
return 0; |
1574 |
} |