1 |
/* |
2 |
* CrossFire, A Multiplayer game |
3 |
* |
4 |
* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 |
* Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 |
* Copyright (C) 1992 Frank Tore Johansen |
7 |
* |
8 |
* This program is free software; you can redistribute it and/or modify |
9 |
* it under the terms of the GNU General Public License as published by |
10 |
* the Free Software Foundation; either version 2 of the License, or |
11 |
* (at your option) any later version. |
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* |
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 |
* |
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* You should have received a copy of the GNU General Public License |
19 |
* along with this program; if not, write to the Free Software |
20 |
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 |
* |
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* The authors can be reached via e-mail at <crossfire@schmorp.de> |
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 |
int i; |
41 |
object *tmp; |
42 |
|
43 |
for (i = 1; i < 9; i += 2) |
44 |
if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) |
45 |
{ |
46 |
tmp->set_speed (0.1); |
47 |
tmp->speed_left = -0.2; |
48 |
} |
49 |
|
50 |
if (op->other_arch) |
51 |
{ |
52 |
tmp = arch_to_object (op->other_arch); |
53 |
tmp->x = op->x; |
54 |
tmp->y = op->y; |
55 |
tmp->map = op->map; |
56 |
tmp->level = op->level; |
57 |
insert_ob_in_map (tmp, op->map, op, 0); |
58 |
} |
59 |
|
60 |
op->destroy (); |
61 |
} |
62 |
|
63 |
void |
64 |
remove_door2 (object *op) |
65 |
{ |
66 |
int i; |
67 |
object *tmp; |
68 |
|
69 |
for (i = 1; i < 9; i += 2) |
70 |
{ |
71 |
tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); |
72 |
if (tmp && tmp->slaying == op->slaying) |
73 |
{ /* same key both doors */ |
74 |
tmp->set_speed (0.1); |
75 |
tmp->speed_left = -0.2; |
76 |
} |
77 |
} |
78 |
|
79 |
if (op->other_arch) |
80 |
{ |
81 |
tmp = arch_to_object (op->other_arch); |
82 |
tmp->x = op->x; |
83 |
tmp->y = op->y; |
84 |
tmp->map = op->map; |
85 |
tmp->level = op->level; |
86 |
insert_ob_in_map (tmp, op->map, op, 0); |
87 |
} |
88 |
|
89 |
op->destroy (); |
90 |
} |
91 |
|
92 |
/* Will generate a monster according to content |
93 |
* of generator. |
94 |
*/ |
95 |
void |
96 |
generate_monster_inv (object *gen) |
97 |
{ |
98 |
int i; |
99 |
object *op, *head = NULL; |
100 |
|
101 |
int qty = 0; |
102 |
|
103 |
/* Code below assumes the generator is on a map, as it tries |
104 |
* to place the monster on the map. So if the generator |
105 |
* isn't on a map, complain and exit. |
106 |
*/ |
107 |
if (gen->map == NULL) |
108 |
{ |
109 |
//LOG(llevError,"Generator (%s) not on a map?\n", gen->name); |
110 |
return; |
111 |
} |
112 |
/*First count numer of objects in inv */ |
113 |
for (op = gen->inv; op; op = op->below) |
114 |
qty++; |
115 |
if (!qty) |
116 |
{ |
117 |
LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name); |
118 |
return; /*No inventory */ |
119 |
} |
120 |
qty = rndm (0, qty - 1); |
121 |
for (op = gen->inv; qty; qty--) |
122 |
op = op->below; |
123 |
i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); |
124 |
if (i == -1) |
125 |
return; |
126 |
head = object_create_clone (op); |
127 |
CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); |
128 |
unflag_inv (head, FLAG_IS_A_TEMPLATE); |
129 |
if (rndm (0, 9)) |
130 |
generate_artifact (head, gen->map->difficulty); |
131 |
insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]); |
132 |
if (QUERY_FLAG (head, FLAG_FREED)) |
133 |
return; |
134 |
if (head->has_random_items ()) |
135 |
create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0); |
136 |
} |
137 |
|
138 |
void |
139 |
generate_monster_arch (object *gen) |
140 |
{ |
141 |
int i; |
142 |
object *op, *head = NULL, *prev = NULL; |
143 |
archetype *at = gen->other_arch; |
144 |
|
145 |
if (!gen->other_arch) |
146 |
return; |
147 |
|
148 |
/* Code below assumes the generator is on a map, as it tries |
149 |
* to place the monster on the map. So if the generator |
150 |
* isn't on a map, complain and exit. |
151 |
*/ |
152 |
if (!gen->map) |
153 |
return; |
154 |
|
155 |
i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); |
156 |
if (i == -1) |
157 |
return; |
158 |
|
159 |
while (at) |
160 |
{ |
161 |
op = arch_to_object (at); |
162 |
op->x = gen->x + freearr_x[i] + at->clone.x; |
163 |
op->y = gen->y + freearr_y[i] + at->clone.y; |
164 |
|
165 |
if (head) |
166 |
op->head = head, prev->more = op; |
167 |
|
168 |
if (rndm (0, 9)) |
169 |
generate_artifact (op, gen->map->difficulty); |
170 |
|
171 |
insert_ob_in_map (op, gen->map, gen, 0); |
172 |
if (QUERY_FLAG (op, FLAG_FREED)) |
173 |
return; |
174 |
|
175 |
if (op->has_random_items ()) |
176 |
create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); |
177 |
|
178 |
if (head == NULL) |
179 |
head = op; |
180 |
|
181 |
prev = op; |
182 |
at = at->more; |
183 |
} |
184 |
} |
185 |
|
186 |
void |
187 |
generate_monster (object *gen) |
188 |
{ |
189 |
|
190 |
if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) |
191 |
return; |
192 |
|
193 |
if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) |
194 |
generate_monster_inv (gen); |
195 |
else |
196 |
generate_monster_arch (gen); |
197 |
|
198 |
} |
199 |
|
200 |
void |
201 |
remove_force (object *op) |
202 |
{ |
203 |
if (--op->duration > 0) |
204 |
return; |
205 |
|
206 |
if (op->env) |
207 |
switch (op->subtype) |
208 |
{ |
209 |
case FORCE_CONFUSION: |
210 |
CLEAR_FLAG (op->env, FLAG_CONFUSED); |
211 |
new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); |
212 |
|
213 |
default: |
214 |
CLEAR_FLAG (op, FLAG_APPLIED); |
215 |
change_abil (op->env, op); |
216 |
op->env->update_stats (); |
217 |
} |
218 |
|
219 |
op->destroy (); |
220 |
} |
221 |
|
222 |
void |
223 |
remove_blindness (object *op) |
224 |
{ |
225 |
if (--op->stats.food > 0) |
226 |
return; |
227 |
|
228 |
CLEAR_FLAG (op, FLAG_APPLIED); |
229 |
|
230 |
if (op->env) |
231 |
{ |
232 |
change_abil (op->env, op); |
233 |
op->env->update_stats (); |
234 |
} |
235 |
|
236 |
op->destroy (); |
237 |
} |
238 |
|
239 |
void |
240 |
poison_more (object *op) |
241 |
{ |
242 |
if (op->env == NULL || !QUERY_FLAG (op->env, FLAG_ALIVE) || op->env->stats.hp < 0) |
243 |
{ |
244 |
op->destroy (); |
245 |
return; |
246 |
} |
247 |
|
248 |
if (op->stats.food == 1) |
249 |
{ |
250 |
/* need to unapply the object before update_stats is called, else fix_player |
251 |
* will not do anything. |
252 |
*/ |
253 |
if (op->env->type == PLAYER) |
254 |
{ |
255 |
CLEAR_FLAG (op, FLAG_APPLIED); |
256 |
op->env->update_stats (); |
257 |
new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); |
258 |
} |
259 |
|
260 |
op->destroy (); |
261 |
return; |
262 |
} |
263 |
|
264 |
if (op->env->type == PLAYER) |
265 |
{ |
266 |
op->env->stats.food--; |
267 |
new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); |
268 |
} |
269 |
|
270 |
hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); |
271 |
} |
272 |
|
273 |
|
274 |
void |
275 |
move_gate (object *op) |
276 |
{ /* 1 = going down, 0 = goind up */ |
277 |
object *tmp; |
278 |
|
279 |
if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) |
280 |
{ |
281 |
LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); |
282 |
op->stats.wc = 0; |
283 |
} |
284 |
|
285 |
/* We're going down */ |
286 |
if (op->value) |
287 |
{ |
288 |
if (--op->stats.wc <= 0) |
289 |
{ /* Reached bottom, let's stop */ |
290 |
op->stats.wc = 0; |
291 |
if (op->arch->clone.speed) |
292 |
op->value = 0; |
293 |
else |
294 |
op->set_speed (0); |
295 |
} |
296 |
|
297 |
if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) |
298 |
{ |
299 |
op->move_block = 0; |
300 |
CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
301 |
update_all_los (op->map, op->x, op->y); |
302 |
} |
303 |
|
304 |
SET_ANIMATION (op, op->stats.wc); |
305 |
update_object (op, UP_OBJ_CHANGE); |
306 |
return; |
307 |
} |
308 |
|
309 |
/* We're going up */ |
310 |
|
311 |
/* First, lets see if we are already at the top */ |
312 |
if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
313 |
{ |
314 |
|
315 |
/* Check to make sure that only non pickable and non rollable |
316 |
* objects are above the gate. If so, we finish closing the gate, |
317 |
* otherwise, we fall through to the code below which should lower |
318 |
* the gate slightly. |
319 |
*/ |
320 |
|
321 |
for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
322 |
if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
323 |
break; |
324 |
|
325 |
if (tmp == NULL) |
326 |
{ |
327 |
if (op->arch->clone.speed) |
328 |
op->value = 1; |
329 |
else |
330 |
op->set_speed (0); |
331 |
|
332 |
return; |
333 |
} |
334 |
} |
335 |
|
336 |
if (op->stats.food) |
337 |
{ /* The gate is going temporarily down */ |
338 |
if (--op->stats.wc <= 0) |
339 |
{ /* Gone all the way down? */ |
340 |
op->stats.food = 0; /* Then let's try again */ |
341 |
op->stats.wc = 0; |
342 |
} |
343 |
} |
344 |
else |
345 |
{ /* The gate is still going up */ |
346 |
op->stats.wc++; |
347 |
|
348 |
if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) |
349 |
op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; |
350 |
|
351 |
/* If there is something on top of the gate, we try to roll it off. |
352 |
* If a player/monster, we don't roll, we just hit them with damage |
353 |
*/ |
354 |
if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) |
355 |
{ |
356 |
/* Halfway or further, check blocks */ |
357 |
/* First, get the top object on the square. */ |
358 |
for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
359 |
|
360 |
if (tmp != NULL) |
361 |
{ |
362 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
363 |
{ |
364 |
hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); |
365 |
if (tmp->type == PLAYER) |
366 |
new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); |
367 |
} |
368 |
else |
369 |
/* If the object is not alive, and the object either can |
370 |
* be picked up or the object rolls, move the object |
371 |
* off the gate. |
372 |
*/ |
373 |
if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) |
374 |
{ |
375 |
/* If it has speed, it should move itself, otherwise: */ |
376 |
int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
377 |
|
378 |
/* If there is a free spot, move the object someplace */ |
379 |
if (i != -1) |
380 |
{ |
381 |
tmp->remove (); |
382 |
tmp->x += freearr_x[i], tmp->y += freearr_y[i]; |
383 |
insert_ob_in_map (tmp, op->map, op, 0); |
384 |
} |
385 |
} |
386 |
} |
387 |
|
388 |
/* See if there is still anything blocking the gate */ |
389 |
for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
390 |
if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) |
391 |
break; |
392 |
|
393 |
/* IF there is, start putting the gate down */ |
394 |
if (tmp) |
395 |
{ |
396 |
op->stats.food = 1; |
397 |
} |
398 |
else |
399 |
{ |
400 |
op->move_block = MOVE_ALL; |
401 |
if (!op->arch->clone.stats.ac) |
402 |
SET_FLAG (op, FLAG_BLOCKSVIEW); |
403 |
update_all_los (op->map, op->x, op->y); |
404 |
} |
405 |
} /* gate is halfway up */ |
406 |
|
407 |
SET_ANIMATION (op, op->stats.wc); |
408 |
update_object (op, UP_OBJ_CHANGE); |
409 |
} /* gate is going up */ |
410 |
} |
411 |
|
412 |
/* hp : how long door is open/closed |
413 |
* maxhp : initial value for hp |
414 |
* sp : 1 = open, 0 = close |
415 |
*/ |
416 |
void |
417 |
move_timed_gate (object *op) |
418 |
{ |
419 |
int v = op->value; |
420 |
|
421 |
if (op->stats.sp) |
422 |
{ |
423 |
move_gate (op); |
424 |
if (op->value != v) /* change direction ? */ |
425 |
op->stats.sp = 0; |
426 |
return; |
427 |
} |
428 |
if (--op->stats.hp <= 0) |
429 |
{ /* keep gate down */ |
430 |
move_gate (op); |
431 |
if (op->value != v) |
432 |
op->set_speed (0); |
433 |
} |
434 |
} |
435 |
|
436 |
/* slaying: name of the thing the detector is to look for |
437 |
* speed: frequency of 'glances' |
438 |
* connected: connected value of detector |
439 |
* sp: 1 if detection sets buttons |
440 |
* -1 if detection unsets buttons |
441 |
*/ |
442 |
|
443 |
void |
444 |
move_detector (object *op) |
445 |
{ |
446 |
object *tmp; |
447 |
int last = op->value; |
448 |
int detected; |
449 |
|
450 |
detected = 0; |
451 |
|
452 |
for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) |
453 |
{ |
454 |
object *tmp2; |
455 |
|
456 |
if (op->stats.hp) |
457 |
{ |
458 |
for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
459 |
{ |
460 |
if (op->slaying && op->slaying == tmp->name) |
461 |
detected = 1; |
462 |
|
463 |
if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying) |
464 |
detected = 1; |
465 |
} |
466 |
} |
467 |
|
468 |
if (op->slaying && op->slaying == tmp->name) |
469 |
detected = 1; |
470 |
else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) |
471 |
detected = 1; |
472 |
} |
473 |
|
474 |
/* the detector sets the button if detection is found */ |
475 |
if (op->stats.sp == 1) |
476 |
{ |
477 |
if (detected && last == 0) |
478 |
{ |
479 |
op->value = 1; |
480 |
push_button (op); |
481 |
} |
482 |
if (!detected && last == 1) |
483 |
{ |
484 |
op->value = 0; |
485 |
push_button (op); |
486 |
} |
487 |
} |
488 |
else |
489 |
{ /* in this case, we unset buttons */ |
490 |
if (detected && last == 1) |
491 |
{ |
492 |
op->value = 0; |
493 |
push_button (op); |
494 |
} |
495 |
if (!detected && last == 0) |
496 |
{ |
497 |
op->value = 1; |
498 |
push_button (op); |
499 |
} |
500 |
} |
501 |
} |
502 |
|
503 |
|
504 |
void |
505 |
animate_trigger (object *op) |
506 |
{ |
507 |
if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) |
508 |
{ |
509 |
op->stats.wc = 0; |
510 |
check_trigger (op, NULL); |
511 |
} |
512 |
else |
513 |
{ |
514 |
SET_ANIMATION (op, op->stats.wc); |
515 |
update_object (op, UP_OBJ_FACE); |
516 |
} |
517 |
} |
518 |
|
519 |
void |
520 |
move_hole (object *op) |
521 |
{ /* 1 = opening, 0 = closing */ |
522 |
object *next, *tmp; |
523 |
|
524 |
if (op->value) |
525 |
{ /* We're opening */ |
526 |
if (--op->stats.wc <= 0) |
527 |
{ /* Opened, let's stop */ |
528 |
op->stats.wc = 0; |
529 |
op->set_speed (0); |
530 |
|
531 |
/* Hard coding this makes sense for holes I suppose */ |
532 |
op->move_on = MOVE_WALK; |
533 |
for (tmp = op->above; tmp != NULL; tmp = next) |
534 |
{ |
535 |
next = tmp->above; |
536 |
move_apply (op, tmp, tmp); |
537 |
} |
538 |
} |
539 |
|
540 |
SET_ANIMATION (op, op->stats.wc); |
541 |
update_object (op, UP_OBJ_FACE); |
542 |
return; |
543 |
} |
544 |
/* We're closing */ |
545 |
op->move_on = 0; |
546 |
|
547 |
op->stats.wc++; |
548 |
if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) |
549 |
op->stats.wc = NUM_ANIMATIONS (op) - 1; |
550 |
|
551 |
SET_ANIMATION (op, op->stats.wc); |
552 |
update_object (op, UP_OBJ_FACE); |
553 |
if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) |
554 |
op->set_speed (0); /* closed, let's stop */ |
555 |
} |
556 |
|
557 |
|
558 |
/* stop_item() returns a pointer to the stopped object. The stopped object |
559 |
* may or may not have been removed from maps or inventories. It will not |
560 |
* have been merged with other items. |
561 |
* |
562 |
* This function assumes that only items on maps need special treatment. |
563 |
* |
564 |
* If the object can't be stopped, or it was destroyed while trying to stop |
565 |
* it, NULL is returned. |
566 |
* |
567 |
* fix_stopped_item() should be used if the stopped item should be put on |
568 |
* the map. |
569 |
*/ |
570 |
object * |
571 |
stop_item (object *op) |
572 |
{ |
573 |
if (op->map == NULL) |
574 |
return op; |
575 |
|
576 |
switch (op->type) |
577 |
{ |
578 |
case THROWN_OBJ: |
579 |
{ |
580 |
object *payload = op->inv; |
581 |
|
582 |
if (payload == NULL) |
583 |
return NULL; |
584 |
payload->remove (); |
585 |
op->destroy (); |
586 |
return payload; |
587 |
} |
588 |
|
589 |
case ARROW: |
590 |
if (op->has_active_speed ()) |
591 |
op = fix_stopped_arrow (op); |
592 |
return op; |
593 |
|
594 |
default: |
595 |
return op; |
596 |
} |
597 |
} |
598 |
|
599 |
/* fix_stopped_item() - put stopped item where stop_item() had found it. |
600 |
* Inserts item into the old map, or merges it if it already is on the map. |
601 |
* |
602 |
* 'map' must be the value of op->map before stop_item() was called. |
603 |
*/ |
604 |
void |
605 |
fix_stopped_item (object *op, maptile *map, object *originator) |
606 |
{ |
607 |
if (map == NULL) |
608 |
return; |
609 |
if (QUERY_FLAG (op, FLAG_REMOVED)) |
610 |
insert_ob_in_map (op, map, originator, 0); |
611 |
else if (op->type == ARROW) |
612 |
merge_ob (op, NULL); /* only some arrows actually need this */ |
613 |
} |
614 |
|
615 |
|
616 |
object * |
617 |
fix_stopped_arrow (object *op) |
618 |
{ |
619 |
if (rndm (0, 99) < op->stats.food) |
620 |
{ |
621 |
/* Small chance of breaking */ |
622 |
op->destroy (); |
623 |
return NULL; |
624 |
} |
625 |
|
626 |
op->set_speed (0); |
627 |
op->direction = 0; |
628 |
op->move_on = 0; |
629 |
op->move_type = 0; |
630 |
op->stats.wc = op->stats.sp; |
631 |
op->stats.dam = op->stats.hp; |
632 |
op->attacktype = op->stats.grace; |
633 |
op->slaying = 0; |
634 |
op->skill = 0; |
635 |
|
636 |
if (op->spellarg != NULL) |
637 |
{ |
638 |
op->slaying = op->spellarg; |
639 |
free (op->spellarg); |
640 |
op->spellarg = NULL; |
641 |
} |
642 |
else |
643 |
op->slaying = NULL; |
644 |
|
645 |
/* Reset these to zero, so that object::can_merge will work properly */ |
646 |
op->spellarg = NULL; |
647 |
op->stats.sp = 0; |
648 |
op->stats.hp = 0; |
649 |
op->stats.grace = 0; |
650 |
op->level = 0; |
651 |
op->face = op->arch->clone.face; |
652 |
op->owner = NULL; /* So that stopped arrows will be saved */ |
653 |
update_object (op, UP_OBJ_FACE); |
654 |
return op; |
655 |
} |
656 |
|
657 |
/* stop_arrow() - what to do when a non-living flying object |
658 |
* has to stop. Sept 96 - I added in thrown object code in |
659 |
* here too. -b.t. |
660 |
* |
661 |
* Returns a pointer to the stopped object (which will have been removed |
662 |
* from maps or inventories), or NULL if was destroyed. |
663 |
*/ |
664 |
static void |
665 |
stop_arrow (object *op) |
666 |
{ |
667 |
if (INVOKE_OBJECT (STOP, op)) |
668 |
return; |
669 |
|
670 |
if (op->inv) |
671 |
{ |
672 |
object *payload = op->inv; |
673 |
|
674 |
payload->remove (); |
675 |
payload->owner = 0; |
676 |
insert_ob_in_map (payload, op->map, payload, 0); |
677 |
op->destroy (); |
678 |
} |
679 |
else |
680 |
{ |
681 |
op = fix_stopped_arrow (op); |
682 |
if (op) |
683 |
merge_ob (op, NULL); |
684 |
} |
685 |
} |
686 |
|
687 |
/* Move an arrow along its course. op is the arrow or thrown object. |
688 |
*/ |
689 |
|
690 |
void |
691 |
move_arrow (object *op) |
692 |
{ |
693 |
object *tmp; |
694 |
sint16 new_x, new_y; |
695 |
int was_reflected, mflags; |
696 |
maptile *m; |
697 |
|
698 |
if (op->map == NULL) |
699 |
{ |
700 |
LOG (llevError, "BUG: Arrow had no map.\n"); |
701 |
op->destroy (); |
702 |
return; |
703 |
} |
704 |
|
705 |
/* we need to stop thrown objects at some point. Like here. */ |
706 |
if (op->type == THROWN_OBJ) |
707 |
{ |
708 |
/* If the object that the THROWN_OBJ encapsulates disappears, |
709 |
* we need to have this object go away also - otherwise, you get |
710 |
* left over remnants on the map. Where this currently happens |
711 |
* is if the player throws a bomb - the bomb explodes on its own, |
712 |
* but this object sticks around. We could handle the cleanup in the |
713 |
* bomb code, but there are potential other cases where that could happen, |
714 |
* and it is easy enough to clean it up here. |
715 |
*/ |
716 |
if (op->inv == NULL) |
717 |
{ |
718 |
op->destroy (); |
719 |
return; |
720 |
} |
721 |
|
722 |
if (op->last_sp-- < 0) |
723 |
{ |
724 |
stop_arrow (op); |
725 |
return; |
726 |
} |
727 |
} |
728 |
|
729 |
/* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower |
730 |
values look rediculous. */ |
731 |
if (op->speed < 0.5 && op->type == ARROW) |
732 |
{ |
733 |
stop_arrow (op); |
734 |
return; |
735 |
} |
736 |
|
737 |
/* Calculate target map square */ |
738 |
new_x = op->x + DIRX (op); |
739 |
new_y = op->y + DIRY (op); |
740 |
was_reflected = 0; |
741 |
|
742 |
m = op->map; |
743 |
mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); |
744 |
|
745 |
if (mflags & P_OUT_OF_MAP) |
746 |
{ |
747 |
stop_arrow (op); |
748 |
return; |
749 |
} |
750 |
|
751 |
/* only need to look for living creatures if this flag is set */ |
752 |
if (mflags & P_IS_ALIVE) |
753 |
{ |
754 |
for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) |
755 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
756 |
break; |
757 |
|
758 |
/* Not really fair, but don't let monsters hit themselves with |
759 |
* their own arrow - this can be because they fire it then |
760 |
* move into it. |
761 |
*/ |
762 |
if (tmp && tmp != op->owner) |
763 |
{ |
764 |
/* Found living object, but it is reflecting the missile. Update |
765 |
* as below. (Note that for living creatures there is a small |
766 |
* chance that reflect_missile fails.) |
767 |
*/ |
768 |
if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) |
769 |
{ |
770 |
int number = op->face; |
771 |
|
772 |
op->direction = absdir (op->direction + 4); |
773 |
op->state = 0; |
774 |
|
775 |
if (GET_ANIM_ID (op)) |
776 |
{ |
777 |
number += 4; |
778 |
|
779 |
if (number > GET_ANIMATION (op, 8)) |
780 |
number -= 8; |
781 |
|
782 |
op->face = number; |
783 |
} |
784 |
|
785 |
was_reflected = 1; /* skip normal movement calculations */ |
786 |
} |
787 |
else |
788 |
{ |
789 |
/* Attack the object. */ |
790 |
op = hit_with_arrow (op, tmp); |
791 |
|
792 |
if (!op) |
793 |
return; |
794 |
} |
795 |
} /* if this is not hitting its owner */ |
796 |
} /* if there is something alive on this space */ |
797 |
|
798 |
if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) |
799 |
{ |
800 |
int retry = 0; |
801 |
|
802 |
/* if the object doesn't reflect, stop the arrow from moving |
803 |
* note that this code will now catch cases where a monster is |
804 |
* on a wall but has reflecting - the arrow won't reflect. |
805 |
* Mapmakers shouldn't put monsters on top of wall in the first |
806 |
* place, so I don't consider that a problem. |
807 |
*/ |
808 |
if (!QUERY_FLAG (op, FLAG_REFLECTING) || !(rndm (0, 19))) |
809 |
{ |
810 |
stop_arrow (op); |
811 |
return; |
812 |
} |
813 |
else |
814 |
{ |
815 |
/* If one of the major directions (n,s,e,w), just reverse it */ |
816 |
if (op->direction & 1) |
817 |
{ |
818 |
op->direction = absdir (op->direction + 4); |
819 |
retry = 1; |
820 |
} |
821 |
/* There were two blocks with identical code - |
822 |
* use this retry here to make this one block |
823 |
* that did the same thing. |
824 |
*/ |
825 |
while (retry < 2) |
826 |
{ |
827 |
int left, right, mflags; |
828 |
maptile *m1; |
829 |
sint16 x1, y1; |
830 |
|
831 |
retry++; |
832 |
|
833 |
/* Need to check for P_OUT_OF_MAP: if the arrow is tavelling |
834 |
* over a corner in a tiled map, it is possible that |
835 |
* op->direction is within an adjacent map but either |
836 |
* op->direction-1 or op->direction+1 does not exist. |
837 |
*/ |
838 |
mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], |
839 |
op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); |
840 |
left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1))); |
841 |
|
842 |
mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], |
843 |
op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); |
844 |
right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1))); |
845 |
|
846 |
if (left == right) |
847 |
op->direction = absdir (op->direction + 4); |
848 |
else if (left) |
849 |
op->direction = absdir (op->direction + 2); |
850 |
else if (right) |
851 |
op->direction = absdir (op->direction - 2); |
852 |
|
853 |
mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1); |
854 |
|
855 |
/* If this space is not out of the map and not blocked, valid space - |
856 |
* don't need to retry again. |
857 |
*/ |
858 |
if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) |
859 |
break; |
860 |
|
861 |
} |
862 |
/* Couldn't find a direction to move the arrow to - just |
863 |
* top it from moving. |
864 |
*/ |
865 |
if (retry == 2) |
866 |
{ |
867 |
stop_arrow (op); |
868 |
return; |
869 |
} |
870 |
/* update object image for new facing */ |
871 |
/* many thrown objects *don't* have more than one face */ |
872 |
if (GET_ANIM_ID (op)) |
873 |
SET_ANIMATION (op, op->direction); |
874 |
} /* object is reflected */ |
875 |
} /* object ran into a wall */ |
876 |
|
877 |
/* Move the arrow. */ |
878 |
op->remove (); |
879 |
op->x = new_x; |
880 |
op->y = new_y; |
881 |
|
882 |
/* decrease the speed as it flies. 0.05 means a standard bow will shoot |
883 |
* about 17 squares. Tune as needed. |
884 |
*/ |
885 |
op->speed -= 0.05; |
886 |
insert_ob_in_map (op, m, op, 0); |
887 |
} |
888 |
|
889 |
/* This routine doesnt seem to work for "inanimate" objects that |
890 |
* are being carried, ie a held torch leaps from your hands!. |
891 |
* Modified this routine to allow held objects. b.t. */ |
892 |
|
893 |
void |
894 |
change_object (object *op) |
895 |
{ /* Doesn`t handle linked objs yet */ |
896 |
int i, j; |
897 |
|
898 |
if (op->other_arch == NULL) |
899 |
{ |
900 |
LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); |
901 |
return; |
902 |
} |
903 |
|
904 |
/* In non-living items only change when food value is 0 */ |
905 |
if (!QUERY_FLAG (op, FLAG_ALIVE)) |
906 |
{ |
907 |
if (op->stats.food-- > 0) |
908 |
return; |
909 |
else |
910 |
op->stats.food = 1; /* so 1 other_arch is made */ |
911 |
} |
912 |
|
913 |
object *pl = op->in_player (); |
914 |
object *env = op->env; |
915 |
|
916 |
op->remove (); |
917 |
for (i = 0; i < NROFNEWOBJS (op); i++) |
918 |
{ |
919 |
object *tmp = arch_to_object (op->other_arch); |
920 |
|
921 |
if (op->type == LAMP) |
922 |
tmp->stats.food = op->stats.food - 1; |
923 |
|
924 |
tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ |
925 |
if (env) |
926 |
{ |
927 |
tmp->x = env->x, tmp->y = env->y; |
928 |
tmp = insert_ob_in_ob (tmp, env); |
929 |
|
930 |
/* If this object is the players inventory, we need to tell the |
931 |
* client of the change. Insert_ob_in_map takes care of the |
932 |
* updating the client, so we don't need to do that below. |
933 |
*/ |
934 |
if (pl) |
935 |
{ |
936 |
esrv_del_item (pl->contr, op->count); |
937 |
esrv_send_item (pl, tmp); |
938 |
} |
939 |
} |
940 |
else |
941 |
{ |
942 |
j = find_first_free_spot (tmp, op->map, op->x, op->y); |
943 |
if (j == -1) /* No free spot */ |
944 |
tmp->destroy (); |
945 |
else |
946 |
{ |
947 |
tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
948 |
insert_ob_in_map (tmp, op->map, op, 0); |
949 |
} |
950 |
} |
951 |
} |
952 |
|
953 |
op->destroy (); |
954 |
} |
955 |
|
956 |
void |
957 |
move_teleporter (object *op) |
958 |
{ |
959 |
object *tmp, *head = op; |
960 |
|
961 |
/* if this is a multipart teleporter, handle the other parts |
962 |
* The check for speed isn't strictly needed - basically, if |
963 |
* there is an old multipart teleporter in which the other parts |
964 |
* have speed, we don't really want to call it twice for the same |
965 |
* function - in fact, as written below, part N would get called |
966 |
* N times without the speed check. |
967 |
*/ |
968 |
if (op->more && !op->more->has_active_speed ()) |
969 |
move_teleporter (op->more); |
970 |
|
971 |
if (op->head) |
972 |
head = op->head; |
973 |
|
974 |
for (tmp = op->above; tmp != NULL; tmp = tmp->above) |
975 |
if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
976 |
break; |
977 |
|
978 |
/* If nothing above us to move, nothing to do */ |
979 |
if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) |
980 |
return; |
981 |
|
982 |
if (EXIT_PATH (head)) |
983 |
{ |
984 |
if (tmp->type == PLAYER) |
985 |
{ |
986 |
if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
987 |
return; |
988 |
|
989 |
tmp->enter_exit (head); |
990 |
} |
991 |
else |
992 |
/* Currently only players can transfer maps */ |
993 |
return; |
994 |
} |
995 |
else if (EXIT_X (head) || EXIT_Y (head)) |
996 |
{ |
997 |
if (out_of_map (head->map, EXIT_X (head), EXIT_Y (head))) |
998 |
{ |
999 |
LOG (llevError, "Removed illegal teleporter.\n"); |
1000 |
head->destroy (); |
1001 |
return; |
1002 |
} |
1003 |
|
1004 |
if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
1005 |
return; |
1006 |
|
1007 |
transfer_ob (tmp, EXIT_X (head), EXIT_Y (head), 0, head); |
1008 |
} |
1009 |
else |
1010 |
{ |
1011 |
/* Random teleporter */ |
1012 |
if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) |
1013 |
return; |
1014 |
teleport (head, TELEPORTER, tmp); |
1015 |
} |
1016 |
} |
1017 |
|
1018 |
|
1019 |
/* This object will teleport someone to a different map |
1020 |
and will also apply changes to the player from its inventory. |
1021 |
This was invented for giving classes, but there's no reason it |
1022 |
can't be generalized. |
1023 |
*/ |
1024 |
void |
1025 |
move_player_changer (object *op) |
1026 |
{ |
1027 |
object *player; |
1028 |
object *walk; |
1029 |
|
1030 |
if (!op->above || !EXIT_PATH (op)) |
1031 |
return; |
1032 |
|
1033 |
/* This isn't all that great - means that the player_mover |
1034 |
* needs to be on top. |
1035 |
*/ |
1036 |
if (op->above->type == PLAYER) |
1037 |
{ |
1038 |
if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) |
1039 |
return; |
1040 |
|
1041 |
player = op->above; |
1042 |
|
1043 |
for (walk = op->inv; walk; walk = walk->below) |
1044 |
apply_changes_to_player (player, walk); |
1045 |
|
1046 |
player->update_stats (); |
1047 |
|
1048 |
esrv_send_inventory (op->above, op->above); |
1049 |
esrv_update_item (UPD_FACE, op->above, op->above); |
1050 |
|
1051 |
/* update players death & WoR home-position */ |
1052 |
if (*EXIT_PATH (op) == '/') |
1053 |
{ |
1054 |
player->contr->savebed_map = EXIT_PATH (op); |
1055 |
player->contr->bed_x = EXIT_X (op); |
1056 |
player->contr->bed_y = EXIT_Y (op); |
1057 |
} |
1058 |
else |
1059 |
LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); |
1060 |
|
1061 |
op->above->enter_exit (op); |
1062 |
} |
1063 |
} |
1064 |
|
1065 |
/* firewalls fire other spells. |
1066 |
* The direction of the wall is stored in op->stats.sp. |
1067 |
* walls can have hp, so they can be torn down. |
1068 |
*/ |
1069 |
void |
1070 |
move_firewall (object *op) |
1071 |
{ |
1072 |
object *spell; |
1073 |
|
1074 |
if (!op->map) |
1075 |
return; /* dm has created a firewall in his inventory */ |
1076 |
|
1077 |
spell = op->inv; |
1078 |
|
1079 |
if (!spell || spell->type != SPELL) |
1080 |
spell = &op->other_arch->clone; |
1081 |
|
1082 |
if (!spell) |
1083 |
{ |
1084 |
LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y); |
1085 |
return; |
1086 |
} |
1087 |
|
1088 |
cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); |
1089 |
} |
1090 |
|
1091 |
/* move_player_mover: this function takes a "player mover" as an |
1092 |
* argument, and performs the function of a player mover, which is: |
1093 |
* |
1094 |
* a player mover finds any players that are sitting on it. It |
1095 |
* moves them in the op->stats.sp direction. speed is how often it'll move. |
1096 |
* If attacktype is nonzero it will paralyze the player. If lifesave is set, |
1097 |
* it'll dissapear after hp+1 moves. If hp is set and attacktype is set, |
1098 |
* it'll paralyze the victim for hp*his speed/op->speed |
1099 |
*/ |
1100 |
void |
1101 |
move_player_mover (object *op) |
1102 |
{ |
1103 |
object *victim, *nextmover; |
1104 |
int dir = op->stats.sp; |
1105 |
sint16 nx, ny; |
1106 |
maptile *m; |
1107 |
|
1108 |
/* Determine direction now for random movers so we do the right thing */ |
1109 |
if (!dir) |
1110 |
dir = rndm (1, 8); |
1111 |
|
1112 |
for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) |
1113 |
{ |
1114 |
if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && |
1115 |
(victim->move_type & op->move_type || !victim->move_type)) |
1116 |
{ |
1117 |
|
1118 |
if (victim->head) |
1119 |
victim = victim->head; |
1120 |
|
1121 |
if (QUERY_FLAG (op, FLAG_LIFESAVE) && op->stats.hp-- < 0) |
1122 |
{ |
1123 |
op->remove (); |
1124 |
return; |
1125 |
} |
1126 |
|
1127 |
nx = op->x + freearr_x[dir]; |
1128 |
ny = op->y + freearr_y[dir]; |
1129 |
m = op->map; |
1130 |
if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
1131 |
{ |
1132 |
LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y); |
1133 |
return; |
1134 |
} |
1135 |
|
1136 |
if (should_director_abort (op, victim)) |
1137 |
return; |
1138 |
|
1139 |
for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) |
1140 |
{ |
1141 |
if (nextmover->type == PLAYERMOVER) |
1142 |
nextmover->speed_left = -.99; |
1143 |
if (QUERY_FLAG (nextmover, FLAG_ALIVE)) |
1144 |
{ |
1145 |
op->speed_left = -1.1; /* wait until the next thing gets out of the way */ |
1146 |
} |
1147 |
} |
1148 |
|
1149 |
if (victim->type == PLAYER) |
1150 |
{ |
1151 |
/* only level >=1 movers move people */ |
1152 |
if (op->level) |
1153 |
{ |
1154 |
/* Following is a bit of hack. We need to make sure it |
1155 |
* is cleared, otherwise the player will get stuck in |
1156 |
* place. This can happen if the player used a spell to |
1157 |
* get to this space. |
1158 |
*/ |
1159 |
victim->contr->fire_on = 0; |
1160 |
victim->speed_left = -FABS (victim->speed); |
1161 |
move_player (victim, dir); |
1162 |
} |
1163 |
else |
1164 |
return; |
1165 |
} |
1166 |
else |
1167 |
move_object (victim, dir); |
1168 |
|
1169 |
if (!op->stats.maxsp && op->attacktype) |
1170 |
op->stats.maxsp = 2; |
1171 |
|
1172 |
if (op->attacktype) |
1173 |
{ /* flag to paralyze the player */ |
1174 |
|
1175 |
victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); |
1176 |
/* Not sure why, but for some chars on metalforge, they |
1177 |
* would sometimes get -inf speed_left, and from the |
1178 |
* description, it could only happen here, so just put |
1179 |
* a lower sanity limit. My only guess is that the |
1180 |
* mover has 0 speed. |
1181 |
*/ |
1182 |
if (victim->speed_left < -5.0) |
1183 |
victim->speed_left = -5.0; |
1184 |
} |
1185 |
} |
1186 |
} |
1187 |
} |
1188 |
|
1189 |
/* |
1190 |
* Will duplicate a specified object placed on top of it. |
1191 |
* connected: what will trigger it. |
1192 |
* level: multiplier. 0 to destroy. |
1193 |
* other_arch: the object to look for and duplicate. |
1194 |
*/ |
1195 |
|
1196 |
void |
1197 |
move_duplicator (object *op) |
1198 |
{ |
1199 |
object *tmp; |
1200 |
|
1201 |
if (!op->other_arch) |
1202 |
{ |
1203 |
LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap"); |
1204 |
return; |
1205 |
} |
1206 |
|
1207 |
if (op->above == NULL) |
1208 |
return; |
1209 |
|
1210 |
for (tmp = op->above; tmp; tmp = tmp->above) |
1211 |
{ |
1212 |
if (op->other_arch->name == tmp->arch->name) |
1213 |
{ |
1214 |
if (op->level <= 0) |
1215 |
tmp->destroy (); |
1216 |
else |
1217 |
{ |
1218 |
uint64 new_nrof = (uint64) tmp->nrof * op->level; |
1219 |
|
1220 |
if (new_nrof >= 1UL << 31) |
1221 |
new_nrof = 1UL << 31; |
1222 |
|
1223 |
tmp->nrof = new_nrof; |
1224 |
} |
1225 |
|
1226 |
break; |
1227 |
} |
1228 |
} |
1229 |
} |
1230 |
|
1231 |
/* move_creator (by peterm) |
1232 |
* it has the creator object create it's other_arch right on top of it. |
1233 |
* connected: what will trigger it |
1234 |
* hp: how many times it may create before stopping |
1235 |
* lifesave: if set, it'll never disappear but will go on creating |
1236 |
* everytime it's triggered |
1237 |
* other_arch: the object to create |
1238 |
* Note this can create large objects, however, in that case, it |
1239 |
* has to make sure that there is in fact space for the object. |
1240 |
* It should really do this for small objects also, but there is |
1241 |
* more concern with large objects, most notably a part being placed |
1242 |
* outside of the map which would cause the server to crash |
1243 |
*/ |
1244 |
|
1245 |
void |
1246 |
move_creator (object *creator) |
1247 |
{ |
1248 |
object *new_ob; |
1249 |
|
1250 |
if (!QUERY_FLAG (creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) |
1251 |
{ |
1252 |
creator->stats.hp = -1; |
1253 |
return; |
1254 |
} |
1255 |
|
1256 |
if (creator->inv != NULL) |
1257 |
{ |
1258 |
object *ob; |
1259 |
int i; |
1260 |
object *ob_to_copy; |
1261 |
|
1262 |
/* select random object from inventory to copy */ |
1263 |
ob_to_copy = creator->inv; |
1264 |
for (ob = creator->inv->below, i = 1; ob != NULL; ob = ob->below, i++) |
1265 |
{ |
1266 |
if (rndm (0, i) == 0) |
1267 |
{ |
1268 |
ob_to_copy = ob; |
1269 |
} |
1270 |
} |
1271 |
new_ob = object_create_clone (ob_to_copy); |
1272 |
CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); |
1273 |
unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); |
1274 |
} |
1275 |
else |
1276 |
{ |
1277 |
if (creator->other_arch == NULL) |
1278 |
{ |
1279 |
LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", |
1280 |
&creator->name, &creator->map->path, creator->x, creator->y); |
1281 |
return; |
1282 |
} |
1283 |
|
1284 |
new_ob = object_create_arch (creator->other_arch); |
1285 |
fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); |
1286 |
} |
1287 |
|
1288 |
/* Make sure this multipart object fits */ |
1289 |
if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) |
1290 |
{ |
1291 |
new_ob->destroy (); |
1292 |
return; |
1293 |
} |
1294 |
|
1295 |
insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); |
1296 |
if (QUERY_FLAG (new_ob, FLAG_FREED)) |
1297 |
return; |
1298 |
|
1299 |
if (creator->slaying) |
1300 |
{ |
1301 |
new_ob->name = new_ob->title = creator->slaying; |
1302 |
} |
1303 |
} |
1304 |
|
1305 |
/* move_marker --peterm@soda.csua.berkeley.edu |
1306 |
when moved, a marker will search for a player sitting above |
1307 |
it, and insert an invisible, weightless force into him |
1308 |
with a specific code as the slaying field. |
1309 |
At that time, it writes the contents of its own message |
1310 |
field to the player. The marker will decrement hp to |
1311 |
0 and then delete itself every time it grants a mark. |
1312 |
unless hp was zero to start with, in which case it is infinite.*/ |
1313 |
void |
1314 |
move_marker (object *op) |
1315 |
{ |
1316 |
if (object *tmp = op->ms ().player ()) |
1317 |
{ |
1318 |
object *tmp2; |
1319 |
|
1320 |
/* remove an old force with a slaying field == op->name */ |
1321 |
for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1322 |
if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name) |
1323 |
{ |
1324 |
tmp2->destroy (); |
1325 |
break; |
1326 |
} |
1327 |
|
1328 |
/* cycle through his inventory to look for the MARK we want to |
1329 |
* place |
1330 |
*/ |
1331 |
for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1332 |
if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying) |
1333 |
break; |
1334 |
|
1335 |
/* if we didn't find our own MARK */ |
1336 |
if (!tmp2) |
1337 |
{ |
1338 |
object *force = get_archetype (FORCE_NAME); |
1339 |
|
1340 |
if (op->stats.food) |
1341 |
{ |
1342 |
force->set_speed (0.01); |
1343 |
force->speed_left = -op->stats.food; |
1344 |
} |
1345 |
else |
1346 |
force->set_speed (0); |
1347 |
|
1348 |
/* put in the lock code */ |
1349 |
force->slaying = op->slaying; |
1350 |
|
1351 |
if (op->lore) |
1352 |
force->lore = op->lore; |
1353 |
|
1354 |
insert_ob_in_ob (force, tmp); |
1355 |
if (op->msg) |
1356 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg); |
1357 |
|
1358 |
if (op->stats.hp > 0) |
1359 |
{ |
1360 |
op->stats.hp--; |
1361 |
if (op->stats.hp == 0) |
1362 |
{ |
1363 |
/* marker expires--granted mark number limit */ |
1364 |
op->destroy (); |
1365 |
return; |
1366 |
} |
1367 |
} |
1368 |
} |
1369 |
} |
1370 |
} |
1371 |
|
1372 |
int |
1373 |
process_object (object *op) |
1374 |
{ |
1375 |
if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
1376 |
return 0; |
1377 |
|
1378 |
if (INVOKE_OBJECT (TICK, op)) |
1379 |
return 0; |
1380 |
|
1381 |
if (QUERY_FLAG (op, FLAG_MONSTER)) |
1382 |
if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) |
1383 |
return 1; |
1384 |
|
1385 |
if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) |
1386 |
{ |
1387 |
if (op->type == PLAYER) |
1388 |
animate_object (op, op->facing); |
1389 |
else |
1390 |
animate_object (op, op->direction); |
1391 |
|
1392 |
if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1393 |
make_sure_seen (op); |
1394 |
} |
1395 |
|
1396 |
if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) |
1397 |
{ |
1398 |
change_object (op); |
1399 |
return 1; |
1400 |
} |
1401 |
|
1402 |
if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) |
1403 |
generate_monster (op); |
1404 |
|
1405 |
if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) |
1406 |
{ |
1407 |
if (QUERY_FLAG (op, FLAG_APPLIED)) |
1408 |
remove_force (op); |
1409 |
else |
1410 |
{ |
1411 |
/* IF necessary, delete the item from the players inventory */ |
1412 |
object *pl = op->in_player (); |
1413 |
|
1414 |
if (pl) |
1415 |
esrv_del_item (pl->contr, op->count); |
1416 |
|
1417 |
op->remove (); |
1418 |
|
1419 |
if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) |
1420 |
make_sure_not_seen (op); |
1421 |
|
1422 |
op->destroy (); |
1423 |
} |
1424 |
|
1425 |
return 1; |
1426 |
} |
1427 |
|
1428 |
switch (op->type) |
1429 |
{ |
1430 |
case SPELL_EFFECT: |
1431 |
move_spell_effect (op); |
1432 |
return 1; |
1433 |
|
1434 |
case ROD: |
1435 |
case HORN: |
1436 |
regenerate_rod (op); |
1437 |
return 1; |
1438 |
|
1439 |
case FORCE: |
1440 |
case POTION_EFFECT: |
1441 |
remove_force (op); |
1442 |
return 1; |
1443 |
|
1444 |
case BLINDNESS: |
1445 |
remove_blindness (op); |
1446 |
return 0; |
1447 |
|
1448 |
case POISONING: |
1449 |
poison_more (op); |
1450 |
return 0; |
1451 |
|
1452 |
case DISEASE: |
1453 |
move_disease (op); |
1454 |
return 0; |
1455 |
|
1456 |
case SYMPTOM: |
1457 |
move_symptom (op); |
1458 |
return 0; |
1459 |
|
1460 |
case THROWN_OBJ: |
1461 |
case ARROW: |
1462 |
move_arrow (op); |
1463 |
return 0; |
1464 |
|
1465 |
case DOOR: |
1466 |
remove_door (op); |
1467 |
return 0; |
1468 |
|
1469 |
case LOCKED_DOOR: |
1470 |
remove_door2 (op); |
1471 |
return 0; |
1472 |
|
1473 |
case TELEPORTER: |
1474 |
move_teleporter (op); |
1475 |
return 0; |
1476 |
|
1477 |
case GOLEM: |
1478 |
move_golem (op); |
1479 |
return 0; |
1480 |
|
1481 |
case EARTHWALL: |
1482 |
hit_player (op, 2, op, AT_PHYSICAL, 1); |
1483 |
return 0; |
1484 |
|
1485 |
case FIREWALL: |
1486 |
move_firewall (op); |
1487 |
if (op->stats.maxsp) |
1488 |
animate_turning (op); |
1489 |
return 0; |
1490 |
|
1491 |
case MOOD_FLOOR: |
1492 |
do_mood_floor (op); |
1493 |
return 0; |
1494 |
|
1495 |
case GATE: |
1496 |
move_gate (op); |
1497 |
return 0; |
1498 |
|
1499 |
case TIMED_GATE: |
1500 |
move_timed_gate (op); |
1501 |
return 0; |
1502 |
|
1503 |
case TRIGGER: |
1504 |
case TRIGGER_BUTTON: |
1505 |
case TRIGGER_PEDESTAL: |
1506 |
case TRIGGER_ALTAR: |
1507 |
animate_trigger (op); |
1508 |
return 0; |
1509 |
|
1510 |
case DETECTOR: |
1511 |
move_detector (op); |
1512 |
|
1513 |
case DIRECTOR: |
1514 |
if (op->stats.maxsp) |
1515 |
animate_turning (op); |
1516 |
return 0; |
1517 |
|
1518 |
case HOLE: |
1519 |
move_hole (op); |
1520 |
return 0; |
1521 |
|
1522 |
case DEEP_SWAMP: |
1523 |
move_deep_swamp (op); |
1524 |
return 0; |
1525 |
|
1526 |
case RUNE: |
1527 |
case TRAP: |
1528 |
move_rune (op); |
1529 |
return 0; |
1530 |
|
1531 |
case PLAYERMOVER: |
1532 |
move_player_mover (op); |
1533 |
return 0; |
1534 |
|
1535 |
case CREATOR: |
1536 |
move_creator (op); |
1537 |
return 0; |
1538 |
|
1539 |
case MARKER: |
1540 |
move_marker (op); |
1541 |
return 0; |
1542 |
|
1543 |
case PLAYER_CHANGER: |
1544 |
move_player_changer (op); |
1545 |
return 0; |
1546 |
|
1547 |
case PEACEMAKER: |
1548 |
move_peacemaker (op); |
1549 |
return 0; |
1550 |
} |
1551 |
|
1552 |
return 0; |
1553 |
} |