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