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/**
* @file
* @brief Functions for corpse handling.
**/
#include "AppHdr.h"
#include "corpse.h"
#include "bloodspatter.h"
#include "defines.h"
#include "env.h"
#include "item-name.h"
#include "item-prop.h"
#include "item-status-flag-type.h"
#include "items.h"
#include "makeitem.h"
#include "mon-util.h"
bool is_rottable(const item_def &it)
{
return it.defined()
&& !is_shop_item(it)
&& !it.props.exists(CORPSE_NEVER_DECAYS)
&& it.is_type(OBJ_CORPSES, CORPSE_BODY);
}
/**
* Rot a corpse on the floor.
*
* @param it The corpse to rot.
* @param mitm_index The slot of the corpse in the floor item array.
* @param rot_time The amount of time to rot the corpse for.
*/
static void _maybe_rot_corpse(item_def &it, int mitm_index, int rot_time)
{
if (!is_rottable(it))
return;
it.freshness -= rot_time;
if (it.freshness > 0)
return;
if (!mons_has_skeleton(it.mon_type))
{
item_was_destroyed(it);
destroy_item(mitm_index);
}
else
turn_corpse_into_skeleton(it);
}
/**
* Decay corpses
*
* @param elapsedTime The amount of time to rot the corpses for.
*/
void rot_corpses(int elapsedTime)
{
if (elapsedTime <= 0)
return;
const int rot_time = elapsedTime / ROT_TIME_FACTOR;
for (int mitm_index = 0; mitm_index < MAX_ITEMS; ++mitm_index)
{
item_def &it = env.item[mitm_index];
_maybe_rot_corpse(it, mitm_index, rot_time);
}
}
/** Skeletonise this corpse.
*
* @param item the corpse to be turned into a skeleton.
* @returns whether a valid skeleton could be made.
*/
bool turn_corpse_into_skeleton(item_def &item)
{
ASSERT(item.base_type == OBJ_CORPSES);
ASSERT(item.sub_type == CORPSE_BODY);
// Some monsters' corpses lack the structure to leave skeletons
// behind.
if (!mons_has_skeleton(item.mon_type))
return false;
item.sub_type = CORPSE_SKELETON;
item.rnd = 1 + random2(255); // not sure this is necessary, but...
item.props.erase(FORCED_ITEM_COLOUR_KEY);
return true;
}
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