1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82
|
/*
CrossFire, A Multiplayer game for X-windows
Copyright (C) 2007 Mark Wedel & Crossfire Development Team
Copyright (C) 1992 Frank Tore Johansen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
The authors can be reached via e-mail at crossfire-devel@real-time.com
*/
/** @file common_trap.c
* Common code for traps and runes.
*/
#include <global.h>
#include <ob_methods.h>
#include <ob_types.h>
#include <sounds.h>
#include <sproto.h>
/**
* Move on this Rune or Trap object.
* @param context The method context
* @param trap The rune or trap we're moving on
* @param victim The object moving over this one
* @param originator The object that caused the move_on event
* @return METHOD_OK
*/
method_ret common_trap_type_move_on(ob_methods *context, object *trap, object *victim, object *originator) {
if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR)
return METHOD_OK;
if (trap->level && QUERY_FLAG(victim, FLAG_ALIVE))
spring_trap(trap, victim);
common_post_ob_move_on(trap, victim, originator);
return METHOD_OK;
}
/**
* Processes a Rune or Trap.
* Comments on runes (and traps):
* rune->level : level at which rune will cast its spell.
* rune->hp : number of detonations before rune goes away
* rune->msg : message the rune displays when it goes off
* rune->direction : direction it will cast a spell in
* rune->dam : damage the rune will do if it doesn't cast spells
* rune->attacktype: type of damage it does, if not casting spells
* rune->other_arch: spell in the rune
* rune->Cha : how hidden the rune is
* rune->maxhp : number of spells the rune casts
* @param context The method context
* @param op The rune or trap to process
* @return Always METHOD_OK
*/
method_ret common_trap_type_process(ob_methods *context, object *op) {
int det = 0;
if (!op->level) {
return METHOD_OK; /* runes of level zero cannot detonate. */
}
det = op->invisible;
if (!(rndm(0, MAX(1, (op->stats.Cha))-1))) {
op->invisible = 0;
op->speed_left -= 1;
} else
op->invisible = 1;
if (op->invisible != det)
object_update(op, UP_OBJ_FACE);
return METHOD_OK;
}
|