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5402 lines
133 KiB
5402 lines
133 KiB
/** |
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* @file objects.cpp |
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* |
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* Implementation of object functionality, interaction, spawning, loading, etc. |
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*/ |
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#include <algorithm> |
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#include <climits> |
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#include <cstdint> |
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|
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#include <fmt/compile.h> |
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|
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#include "DiabloUI/ui_flags.hpp" |
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#include "automap.h" |
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#include "cursor.h" |
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#ifdef _DEBUG |
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#include "debug.h" |
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#endif |
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#include "engine/load_file.hpp" |
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#include "engine/points_in_rectangle_range.hpp" |
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#include "engine/random.hpp" |
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#include "error.h" |
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#include "init.h" |
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#include "inv.h" |
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#include "inv_iterators.hpp" |
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#include "levels/drlg_l1.h" |
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#include "levels/drlg_l4.h" |
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#include "levels/setmaps.h" |
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#include "levels/themes.h" |
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#include "lighting.h" |
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#include "minitext.h" |
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#include "missiles.h" |
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#include "monster.h" |
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#include "options.h" |
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#include "stores.h" |
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#include "towners.h" |
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#include "track.h" |
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#include "utils/language.h" |
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#include "utils/log.hpp" |
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#include "utils/utf8.hpp" |
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namespace devilution { |
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Object Objects[MAXOBJECTS]; |
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int AvailableObjects[MAXOBJECTS]; |
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int ActiveObjects[MAXOBJECTS]; |
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int ActiveObjectCount; |
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bool ApplyObjectLighting; |
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bool LoadingMapObjects; |
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namespace { |
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enum shrine_type : uint8_t { |
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ShrineMysterious, |
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ShrineHidden, |
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ShrineGloomy, |
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ShrineWeird, |
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ShrineMagical, |
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ShrineStone, |
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ShrineReligious, |
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ShrineEnchanted, |
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ShrineThaumaturgic, |
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ShrineFascinating, |
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ShrineCryptic, |
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ShrineMagicaL2, |
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ShrineEldritch, |
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ShrineEerie, |
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ShrineDivine, |
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ShrineHoly, |
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ShrineSacred, |
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ShrineSpiritual, |
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ShrineSpooky, |
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ShrineAbandoned, |
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ShrineCreepy, |
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ShrineQuiet, |
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ShrineSecluded, |
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ShrineOrnate, |
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ShrineGlimmering, |
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ShrineTainted, |
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ShrineOily, |
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ShrineGlowing, |
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ShrineMendicant, |
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ShrineSparkling, |
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ShrineTown, |
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ShrineShimmering, |
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ShrineSolar, |
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ShrineMurphys, |
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NumberOfShrineTypes |
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}; |
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int trapid; |
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int trapdir; |
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std::unique_ptr<byte[]> pObjCels[40]; |
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object_graphic_id ObjFileList[40]; |
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/** Specifies the number of active objects. */ |
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int leverid; |
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int numobjfiles; |
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/** Tracks progress through the tome sequence that spawns Na-Krul (see OperateNakrulBook()) */ |
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int NaKrulTomeSequence; |
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|
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/** Specifies the X-coordinate delta between barrels. */ |
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int bxadd[8] = { -1, 0, 1, -1, 1, -1, 0, 1 }; |
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/** Specifies the Y-coordinate delta between barrels. */ |
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int byadd[8] = { -1, -1, -1, 0, 0, 1, 1, 1 }; |
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/** Maps from shrine_id to shrine name. */ |
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const char *const ShrineNames[] = { |
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// TRANSLATORS: Shrine Name Block |
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N_("Mysterious"), |
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N_("Hidden"), |
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N_("Gloomy"), |
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N_("Weird"), |
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N_("Magical"), |
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N_("Stone"), |
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N_("Religious"), |
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N_("Enchanted"), |
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N_("Thaumaturgic"), |
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N_("Fascinating"), |
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N_("Cryptic"), |
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N_("Magical"), |
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N_("Eldritch"), |
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N_("Eerie"), |
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N_("Divine"), |
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N_("Holy"), |
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N_("Sacred"), |
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N_("Spiritual"), |
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N_("Spooky"), |
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N_("Abandoned"), |
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N_("Creepy"), |
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N_("Quiet"), |
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N_("Secluded"), |
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N_("Ornate"), |
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N_("Glimmering"), |
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N_("Tainted"), |
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N_("Oily"), |
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N_("Glowing"), |
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N_("Mendicant's"), |
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N_("Sparkling"), |
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N_("Town"), |
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N_("Shimmering"), |
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N_("Solar"), |
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// TRANSLATORS: Shrine Name Block end |
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N_("Murphy's"), |
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}; |
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/** Specifies the minimum dungeon level on which each shrine will appear. */ |
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char shrinemin[] = { |
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1, // Mysterious |
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1, // Hidden |
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1, // Gloomy |
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1, // Weird |
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1, // Magical |
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1, // Stone |
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1, // Religious |
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1, // Enchanted |
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1, // Thaumaturgic |
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1, // Fascinating |
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1, // Cryptic |
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1, // Magical |
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1, // Eldritch |
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1, // Eerie |
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1, // Divine |
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1, // Holy |
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1, // Sacred |
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1, // Spiritual |
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1, // Spooky |
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1, // Abandoned |
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1, // Creepy |
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1, // Quiet |
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1, // Secluded |
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1, // Ornate |
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1, // Glimmering |
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1, // Tainted |
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1, // Oily |
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1, // Glowing |
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1, // Mendicant's |
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1, // Sparkling |
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1, // Town |
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1, // Shimmering |
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1, // Solar, |
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1, // Murphy's |
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}; |
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#define MAX_LVLS 24 |
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|
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/** Specifies the maximum dungeon level on which each shrine will appear. */ |
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char shrinemax[] = { |
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MAX_LVLS, // Mysterious |
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MAX_LVLS, // Hidden |
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MAX_LVLS, // Gloomy |
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MAX_LVLS, // Weird |
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MAX_LVLS, // Magical |
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MAX_LVLS, // Stone |
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MAX_LVLS, // Religious |
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8, // Enchanted |
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MAX_LVLS, // Thaumaturgic |
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MAX_LVLS, // Fascinating |
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MAX_LVLS, // Cryptic |
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MAX_LVLS, // Magical |
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MAX_LVLS, // Eldritch |
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MAX_LVLS, // Eerie |
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MAX_LVLS, // Divine |
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MAX_LVLS, // Holy |
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MAX_LVLS, // Sacred |
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MAX_LVLS, // Spiritual |
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MAX_LVLS, // Spooky |
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MAX_LVLS, // Abandoned |
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MAX_LVLS, // Creepy |
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MAX_LVLS, // Quiet |
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MAX_LVLS, // Secluded |
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MAX_LVLS, // Ornate |
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MAX_LVLS, // Glimmering |
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MAX_LVLS, // Tainted |
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MAX_LVLS, // Oily |
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MAX_LVLS, // Glowing |
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MAX_LVLS, // Mendicant's |
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MAX_LVLS, // Sparkling |
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MAX_LVLS, // Town |
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MAX_LVLS, // Shimmering |
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MAX_LVLS, // Solar, |
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MAX_LVLS, // Murphy's |
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}; |
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/** |
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* Specifies the game type for which each shrine may appear. |
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* ShrineTypeAny - sp & mp |
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* ShrineTypeSingle - sp only |
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* ShrineTypeMulti - mp only |
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*/ |
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enum shrine_gametype : uint8_t { |
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ShrineTypeAny, |
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ShrineTypeSingle, |
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ShrineTypeMulti, |
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}; |
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shrine_gametype shrineavail[] = { |
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ShrineTypeAny, // Mysterious |
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ShrineTypeAny, // Hidden |
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ShrineTypeSingle, // Gloomy |
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ShrineTypeSingle, // Weird |
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ShrineTypeAny, // Magical |
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ShrineTypeAny, // Stone |
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ShrineTypeAny, // Religious |
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ShrineTypeAny, // Enchanted |
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ShrineTypeSingle, // Thaumaturgic |
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ShrineTypeAny, // Fascinating |
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ShrineTypeAny, // Cryptic |
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ShrineTypeAny, // Magical |
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ShrineTypeAny, // Eldritch |
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ShrineTypeAny, // Eerie |
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ShrineTypeAny, // Divine |
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ShrineTypeAny, // Holy |
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ShrineTypeAny, // Sacred |
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ShrineTypeAny, // Spiritual |
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ShrineTypeMulti, // Spooky |
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ShrineTypeAny, // Abandoned |
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ShrineTypeAny, // Creepy |
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ShrineTypeAny, // Quiet |
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ShrineTypeAny, // Secluded |
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ShrineTypeAny, // Ornate |
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ShrineTypeAny, // Glimmering |
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ShrineTypeMulti, // Tainted |
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ShrineTypeAny, // Oily |
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ShrineTypeAny, // Glowing |
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ShrineTypeAny, // Mendicant's |
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ShrineTypeAny, // Sparkling |
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ShrineTypeAny, // Town |
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ShrineTypeAny, // Shimmering |
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ShrineTypeSingle, // Solar, |
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ShrineTypeAny, // Murphy's |
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}; |
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/** Maps from book_id to book name. */ |
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const char *const StoryBookName[] = { |
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N_(/* TRANSLATORS: Book Title */ "The Great Conflict"), |
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N_(/* TRANSLATORS: Book Title */ "The Wages of Sin are War"), |
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N_(/* TRANSLATORS: Book Title */ "The Tale of the Horadrim"), |
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N_(/* TRANSLATORS: Book Title */ "The Dark Exile"), |
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N_(/* TRANSLATORS: Book Title */ "The Sin War"), |
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N_(/* TRANSLATORS: Book Title */ "The Binding of the Three"), |
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N_(/* TRANSLATORS: Book Title */ "The Realms Beyond"), |
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N_(/* TRANSLATORS: Book Title */ "Tale of the Three"), |
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N_(/* TRANSLATORS: Book Title */ "The Black King"), |
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N_(/* TRANSLATORS: Book Title */ "Journal: The Ensorcellment"), |
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N_(/* TRANSLATORS: Book Title */ "Journal: The Meeting"), |
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N_(/* TRANSLATORS: Book Title */ "Journal: The Tirade"), |
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N_(/* TRANSLATORS: Book Title */ "Journal: His Power Grows"), |
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N_(/* TRANSLATORS: Book Title */ "Journal: NA-KRUL"), |
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N_(/* TRANSLATORS: Book Title */ "Journal: The End"), |
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N_(/* TRANSLATORS: Book Title */ "A Spellbook"), |
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}; |
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/** Specifies the speech IDs of each dungeon type narrator book, for each player class. */ |
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_speech_id StoryText[3][3] = { |
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{ TEXT_BOOK11, TEXT_BOOK12, TEXT_BOOK13 }, |
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{ TEXT_BOOK21, TEXT_BOOK22, TEXT_BOOK23 }, |
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{ TEXT_BOOK31, TEXT_BOOK32, TEXT_BOOK33 } |
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}; |
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bool RndLocOk(int xp, int yp) |
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{ |
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if (dMonster[xp][yp] != 0) |
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return false; |
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if (dPlayer[xp][yp] != 0) |
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return false; |
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if (IsObjectAtPosition({ xp, yp })) |
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return false; |
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if (TileContainsSetPiece({ xp, yp })) |
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return false; |
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if (TileHasAny(dPiece[xp][yp], TileProperties::Solid)) |
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return false; |
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return IsNoneOf(leveltype, DTYPE_CATHEDRAL, DTYPE_CRYPT) || dPiece[xp][yp] <= 125 || dPiece[xp][yp] >= 143; |
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} |
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bool CanPlaceWallTrap(int xp, int yp) |
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{ |
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if (dObject[xp][yp] != 0) |
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return false; |
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if (TileContainsSetPiece({ xp, yp })) |
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return false; |
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return TileHasAny(dPiece[xp][yp], TileProperties::Trap); |
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} |
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void InitRndLocObj(int min, int max, _object_id objtype) |
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{ |
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int numobjs = GenerateRnd(max - min) + min; |
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for (int i = 0; i < numobjs; i++) { |
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while (true) { |
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int xp = GenerateRnd(80) + 16; |
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int yp = GenerateRnd(80) + 16; |
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if (RndLocOk(xp - 1, yp - 1) |
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&& RndLocOk(xp, yp - 1) |
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&& RndLocOk(xp + 1, yp - 1) |
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&& RndLocOk(xp - 1, yp) |
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&& RndLocOk(xp, yp) |
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&& RndLocOk(xp + 1, yp) |
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&& RndLocOk(xp - 1, yp + 1) |
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&& RndLocOk(xp, yp + 1) |
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&& RndLocOk(xp + 1, yp + 1)) { |
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AddObject(objtype, { xp, yp }); |
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break; |
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} |
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} |
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} |
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} |
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void InitRndLocBigObj(int min, int max, _object_id objtype) |
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{ |
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int numobjs = GenerateRnd(max - min) + min; |
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for (int i = 0; i < numobjs; i++) { |
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while (true) { |
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int xp = GenerateRnd(80) + 16; |
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int yp = GenerateRnd(80) + 16; |
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if (RndLocOk(xp - 1, yp - 2) |
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&& RndLocOk(xp, yp - 2) |
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&& RndLocOk(xp + 1, yp - 2) |
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&& RndLocOk(xp - 1, yp - 1) |
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&& RndLocOk(xp, yp - 1) |
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&& RndLocOk(xp + 1, yp - 1) |
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&& RndLocOk(xp - 1, yp) |
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&& RndLocOk(xp, yp) |
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&& RndLocOk(xp + 1, yp) |
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&& RndLocOk(xp - 1, yp + 1) |
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&& RndLocOk(xp, yp + 1) |
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&& RndLocOk(xp + 1, yp + 1)) { |
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AddObject(objtype, { xp, yp }); |
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break; |
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} |
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} |
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} |
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} |
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bool CanPlaceRandomObject(Point position, Displacement standoff) |
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{ |
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for (int yy = -standoff.deltaY; yy <= standoff.deltaY; yy++) { |
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for (int xx = -standoff.deltaX; xx <= standoff.deltaX; xx++) { |
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Point tile = position + Displacement { xx, yy }; |
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if (!RndLocOk(tile.x, tile.y)) |
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return false; |
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} |
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} |
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return true; |
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} |
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std::optional<Point> GetRandomObjectPosition(Displacement standoff) |
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{ |
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for (int i = 0; i <= 20000; i++) { |
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Point position = Point { GenerateRnd(80), GenerateRnd(80) } + Displacement { 16, 16 }; |
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if (CanPlaceRandomObject(position, standoff)) |
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return position; |
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} |
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return {}; |
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} |
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void InitRndLocObj5x5(int min, int max, _object_id objtype) |
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{ |
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int numobjs = min + GenerateRnd(max - min); |
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for (int i = 0; i < numobjs; i++) { |
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std::optional<Point> position = GetRandomObjectPosition({ 2, 2 }); |
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if (!position) |
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return; |
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AddObject(objtype, *position); |
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} |
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} |
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void ClrAllObjects() |
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{ |
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memset(Objects, 0, sizeof(Objects)); |
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ActiveObjectCount = 0; |
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for (int i = 0; i < MAXOBJECTS; i++) { |
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AvailableObjects[i] = i; |
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} |
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memset(ActiveObjects, 0, sizeof(ActiveObjects)); |
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trapdir = 0; |
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trapid = 1; |
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leverid = 1; |
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} |
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|
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void AddTortures() |
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{ |
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for (int oy = 0; oy < MAXDUNY; oy++) { |
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for (int ox = 0; ox < MAXDUNX; ox++) { |
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if (dPiece[ox][oy] == 366) { |
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AddObject(OBJ_TORTURE1, { ox, oy + 1 }); |
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AddObject(OBJ_TORTURE3, { ox + 2, oy - 1 }); |
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AddObject(OBJ_TORTURE2, { ox, oy + 3 }); |
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AddObject(OBJ_TORTURE4, { ox + 4, oy - 1 }); |
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AddObject(OBJ_TORTURE5, { ox, oy + 5 }); |
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AddObject(OBJ_TNUDEM1, { ox + 1, oy + 3 }); |
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AddObject(OBJ_TNUDEM2, { ox + 4, oy + 5 }); |
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AddObject(OBJ_TNUDEM3, { ox + 2, oy }); |
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AddObject(OBJ_TNUDEM4, { ox + 3, oy + 2 }); |
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AddObject(OBJ_TNUDEW1, { ox + 2, oy + 4 }); |
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AddObject(OBJ_TNUDEW2, { ox + 2, oy + 1 }); |
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AddObject(OBJ_TNUDEW3, { ox + 4, oy + 2 }); |
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} |
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} |
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} |
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} |
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void AddCandles() |
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{ |
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int tx = Quests[Q_PWATER].position.x; |
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int ty = Quests[Q_PWATER].position.y; |
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AddObject(OBJ_STORYCANDLE, { tx - 2, ty + 1 }); |
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AddObject(OBJ_STORYCANDLE, { tx + 3, ty + 1 }); |
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AddObject(OBJ_STORYCANDLE, { tx - 1, ty + 2 }); |
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AddObject(OBJ_STORYCANDLE, { tx + 2, ty + 2 }); |
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} |
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|
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/** |
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* @brief Attempts to spawn a book somewhere on the current floor which when activated will change a region of the map. |
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* |
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* This object acts like a lever and will cause a change to the map based on what quest is active. The exact effect is |
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* determined by OperateBookLever(). |
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* |
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* @param affectedArea The map region to be updated when this object is activated by the player. |
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* @param msg The quest text to play when the player activates the book. |
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*/ |
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void AddBookLever(Rectangle affectedArea, _speech_id msg) |
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{ |
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std::optional<Point> position = GetRandomObjectPosition({ 2, 2 }); |
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if (!position) |
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return; |
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|
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if (Quests[Q_BLIND].IsAvailable()) |
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AddObject(OBJ_BLINDBOOK, *position); |
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if (Quests[Q_WARLORD].IsAvailable()) |
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AddObject(OBJ_STEELTOME, *position); |
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if (Quests[Q_BLOOD].IsAvailable()) { |
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position = SetPiece.position.megaToWorld() + Displacement { 9, 24 }; |
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AddObject(OBJ_BLOODBOOK, *position); |
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} |
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ObjectAtPosition(*position)->InitializeQuestBook(affectedArea, leverid, msg); |
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leverid++; |
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} |
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|
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void InitRndBarrels() |
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{ |
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_object_id barrelId = OBJ_BARREL; |
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_object_id explosiveBarrelId = OBJ_BARRELEX; |
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if (leveltype == DTYPE_NEST) { |
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barrelId = OBJ_POD; |
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explosiveBarrelId = OBJ_PODEX; |
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} else if (leveltype == DTYPE_CRYPT) { |
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barrelId = OBJ_URN; |
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explosiveBarrelId = OBJ_URNEX; |
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} |
|
|
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/** number of groups of barrels to generate */ |
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int numobjs = GenerateRnd(5) + 3; |
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for (int i = 0; i < numobjs; i++) { |
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int xp; |
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int yp; |
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do { |
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xp = GenerateRnd(80) + 16; |
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yp = GenerateRnd(80) + 16; |
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} while (!RndLocOk(xp, yp)); |
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_object_id o = (GenerateRnd(4) != 0) ? barrelId : explosiveBarrelId; |
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AddObject(o, { xp, yp }); |
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bool found = true; |
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/** regulates chance to stop placing barrels in current group */ |
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int p = 0; |
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/** number of barrels in current group */ |
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int c = 1; |
|
while (GenerateRnd(p) == 0 && found) { |
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/** number of tries of placing next barrel in current group */ |
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int t = 0; |
|
found = false; |
|
while (true) { |
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if (t >= 3) |
|
break; |
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int dir = GenerateRnd(8); |
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xp += bxadd[dir]; |
|
yp += byadd[dir]; |
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found = RndLocOk(xp, yp); |
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t++; |
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if (found) |
|
break; |
|
} |
|
if (found) { |
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o = (GenerateRnd(5) != 0) ? barrelId : explosiveBarrelId; |
|
AddObject(o, { xp, yp }); |
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c++; |
|
} |
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p = c / 2; |
|
} |
|
} |
|
} |
|
|
|
void AddL2Torches() |
|
{ |
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for (int j = 0; j < MAXDUNY; j++) { |
|
for (int i = 0; i < MAXDUNX; i++) { |
|
Point testPosition = { i, j }; |
|
if (TileContainsSetPiece(testPosition)) |
|
continue; |
|
|
|
int pn = dPiece[i][j]; |
|
if (pn == 0 && GenerateRnd(3) == 0) { |
|
AddObject(OBJ_TORCHL2, testPosition); |
|
} |
|
|
|
if (pn == 4 && GenerateRnd(3) == 0) { |
|
AddObject(OBJ_TORCHR2, testPosition); |
|
} |
|
|
|
if (pn == 36 && GenerateRnd(10) == 0 && !IsObjectAtPosition(testPosition + Direction::NorthWest)) { |
|
AddObject(OBJ_TORCHL, testPosition + Direction::NorthWest); |
|
} |
|
|
|
if (pn == 40 && GenerateRnd(10) == 0 && !IsObjectAtPosition(testPosition + Direction::NorthEast)) { |
|
AddObject(OBJ_TORCHR, testPosition + Direction::NorthEast); |
|
} |
|
} |
|
} |
|
} |
|
|
|
void AddObjTraps() |
|
{ |
|
int rndv; |
|
if (currlevel == 1) |
|
rndv = 10; |
|
if (currlevel >= 2) |
|
rndv = 15; |
|
if (currlevel >= 5) |
|
rndv = 20; |
|
if (currlevel >= 7) |
|
rndv = 25; |
|
for (int j = 0; j < MAXDUNY; j++) { |
|
for (int i = 0; i < MAXDUNX; i++) { |
|
Object *triggerObject = ObjectAtPosition({ i, j }, false); |
|
if (triggerObject == nullptr || GenerateRnd(100) >= rndv) |
|
continue; |
|
|
|
if (!AllObjects[triggerObject->_otype].oTrapFlag) |
|
continue; |
|
|
|
Object *trapObject = nullptr; |
|
if (GenerateRnd(2) == 0) { |
|
int xp = i - 1; |
|
while (IsTileNotSolid({ xp, j })) |
|
xp--; |
|
|
|
if (!CanPlaceWallTrap(xp, j) || i - xp <= 1) |
|
continue; |
|
|
|
AddObject(OBJ_TRAPL, { xp, j }); |
|
trapObject = ObjectAtPosition({ xp, j }); |
|
} else { |
|
int yp = j - 1; |
|
while (IsTileNotSolid({ i, yp })) |
|
yp--; |
|
|
|
if (!CanPlaceWallTrap(i, yp) || j - yp <= 1) |
|
continue; |
|
|
|
AddObject(OBJ_TRAPR, { i, yp }); |
|
trapObject = ObjectAtPosition({ i, yp }); |
|
} |
|
|
|
if (trapObject != nullptr) { |
|
// nullptr check just in case we fail to find a valid location to place a trap in the chosen direction |
|
trapObject->_oVar1 = i; |
|
trapObject->_oVar2 = j; |
|
triggerObject->_oTrapFlag = true; |
|
} |
|
} |
|
} |
|
} |
|
|
|
void AddChestTraps() |
|
{ |
|
for (int j = 0; j < MAXDUNY; j++) { |
|
for (int i = 0; i < MAXDUNX; i++) { // NOLINT(modernize-loop-convert) |
|
Object *chestObject = ObjectAtPosition({ i, j }, false); |
|
if (chestObject != nullptr && chestObject->IsUntrappedChest() && GenerateRnd(100) < 10) { |
|
switch (chestObject->_otype) { |
|
case OBJ_CHEST1: |
|
chestObject->_otype = OBJ_TCHEST1; |
|
break; |
|
case OBJ_CHEST2: |
|
chestObject->_otype = OBJ_TCHEST2; |
|
break; |
|
case OBJ_CHEST3: |
|
chestObject->_otype = OBJ_TCHEST3; |
|
break; |
|
default: |
|
break; |
|
} |
|
chestObject->_oTrapFlag = true; |
|
if (leveltype == DTYPE_CATACOMBS) { |
|
chestObject->_oVar4 = GenerateRnd(2); |
|
} else { |
|
chestObject->_oVar4 = GenerateRnd(gbIsHellfire ? 6 : 3); |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
void LoadMapObjects(const char *path, Point start, Rectangle mapRange = {}, int leveridx = 0) |
|
{ |
|
LoadingMapObjects = true; |
|
ApplyObjectLighting = true; |
|
|
|
auto dunData = LoadFileInMem<uint16_t>(path); |
|
|
|
int width = SDL_SwapLE16(dunData[0]); |
|
int height = SDL_SwapLE16(dunData[1]); |
|
|
|
int layer2Offset = 2 + width * height; |
|
|
|
// The rest of the layers are at dPiece scale |
|
width *= 2; |
|
height *= 2; |
|
|
|
const uint16_t *objectLayer = &dunData[layer2Offset + width * height * 2]; |
|
|
|
for (int j = 0; j < height; j++) { |
|
for (int i = 0; i < width; i++) { |
|
auto objectId = static_cast<uint8_t>(SDL_SwapLE16(objectLayer[j * width + i])); |
|
if (objectId != 0) { |
|
Point mapPos = start + Displacement { i, j }; |
|
AddObject(ObjTypeConv[objectId], mapPos); |
|
if (leveridx > 0) |
|
ObjectAtPosition(mapPos)->InitializeLoadedObject(mapRange, leveridx); |
|
} |
|
} |
|
} |
|
|
|
ApplyObjectLighting = false; |
|
LoadingMapObjects = false; |
|
} |
|
|
|
void AddDiabObjs() |
|
{ |
|
LoadMapObjects("Levels\\L4Data\\diab1.DUN", DiabloQuad1.megaToWorld(), { DiabloQuad2, { 11, 12 } }, 1); |
|
LoadMapObjects("Levels\\L4Data\\diab2a.DUN", DiabloQuad2.megaToWorld(), { DiabloQuad3, { 11, 11 } }, 2); |
|
LoadMapObjects("Levels\\L4Data\\diab3a.DUN", DiabloQuad3.megaToWorld(), { DiabloQuad4, { 9, 9 } }, 3); |
|
} |
|
|
|
void AddCryptObject(Object &object, int a2) |
|
{ |
|
if (a2 > 5) { |
|
Player &myPlayer = *MyPlayer; |
|
switch (a2) { |
|
case 6: |
|
switch (myPlayer._pClass) { |
|
case HeroClass::Warrior: |
|
case HeroClass::Barbarian: |
|
object._oVar2 = TEXT_BOOKA; |
|
break; |
|
case HeroClass::Rogue: |
|
object._oVar2 = TEXT_RBOOKA; |
|
break; |
|
case HeroClass::Sorcerer: |
|
object._oVar2 = TEXT_MBOOKA; |
|
break; |
|
case HeroClass::Monk: |
|
object._oVar2 = TEXT_OBOOKA; |
|
break; |
|
case HeroClass::Bard: |
|
object._oVar2 = TEXT_BBOOKA; |
|
break; |
|
} |
|
break; |
|
case 7: |
|
switch (myPlayer._pClass) { |
|
case HeroClass::Warrior: |
|
case HeroClass::Barbarian: |
|
object._oVar2 = TEXT_BOOKB; |
|
break; |
|
case HeroClass::Rogue: |
|
object._oVar2 = TEXT_RBOOKB; |
|
break; |
|
case HeroClass::Sorcerer: |
|
object._oVar2 = TEXT_MBOOKB; |
|
break; |
|
case HeroClass::Monk: |
|
object._oVar2 = TEXT_OBOOKB; |
|
break; |
|
case HeroClass::Bard: |
|
object._oVar2 = TEXT_BBOOKB; |
|
break; |
|
} |
|
break; |
|
case 8: |
|
switch (myPlayer._pClass) { |
|
case HeroClass::Warrior: |
|
case HeroClass::Barbarian: |
|
object._oVar2 = TEXT_BOOKC; |
|
break; |
|
case HeroClass::Rogue: |
|
object._oVar2 = TEXT_RBOOKC; |
|
break; |
|
case HeroClass::Sorcerer: |
|
object._oVar2 = TEXT_MBOOKC; |
|
break; |
|
case HeroClass::Monk: |
|
object._oVar2 = TEXT_OBOOKC; |
|
break; |
|
case HeroClass::Bard: |
|
object._oVar2 = TEXT_BBOOKC; |
|
break; |
|
} |
|
break; |
|
} |
|
object._oVar3 = 15; |
|
object._oVar8 = a2; |
|
} else { |
|
object._oVar2 = a2 + TEXT_SKLJRN; |
|
object._oVar3 = a2 + 9; |
|
object._oVar8 = 0; |
|
} |
|
object._oVar1 = 1; |
|
object._oAnimFrame = 5 - 2 * object._oVar1; |
|
object._oVar4 = object._oAnimFrame + 1; |
|
} |
|
|
|
void SetupObject(Object &object, Point position, _object_id ot) |
|
{ |
|
const ObjectData &objectData = AllObjects[ot]; |
|
object._otype = ot; |
|
object_graphic_id ofi = objectData.ofindex; |
|
object.position = position; |
|
|
|
const auto &found = std::find(std::begin(ObjFileList), std::end(ObjFileList), ofi); |
|
if (found == std::end(ObjFileList)) { |
|
LogCritical("Unable to find object_graphic_id {} in list of objects to load, level generation error.", ofi); |
|
return; |
|
} |
|
|
|
const int j = std::distance(std::begin(ObjFileList), found); |
|
|
|
object._oAnimData = pObjCels[j].get(); |
|
object._oAnimFlag = objectData.oAnimFlag; |
|
if (object._oAnimFlag) { |
|
object._oAnimDelay = objectData.oAnimDelay; |
|
object._oAnimCnt = GenerateRnd(object._oAnimDelay); |
|
object._oAnimLen = objectData.oAnimLen; |
|
object._oAnimFrame = GenerateRnd(object._oAnimLen - 1) + 1; |
|
} else { |
|
object._oAnimDelay = 1000; |
|
object._oAnimCnt = 0; |
|
object._oAnimLen = objectData.oAnimLen; |
|
object._oAnimFrame = objectData.oAnimDelay; |
|
} |
|
object._oAnimWidth = objectData.oAnimWidth; |
|
object._oSolidFlag = objectData.oSolidFlag; |
|
object._oMissFlag = objectData.oMissFlag; |
|
object._oLight = objectData.oLightFlag; |
|
object._oDelFlag = false; |
|
object._oBreak = objectData.oBreak; |
|
object._oSelFlag = objectData.oSelFlag; |
|
object._oPreFlag = false; |
|
object._oTrapFlag = false; |
|
object._oDoorFlag = false; |
|
} |
|
|
|
void AddCryptBook(_object_id ot, int v2, Point position) |
|
{ |
|
if (ActiveObjectCount >= MAXOBJECTS) |
|
return; |
|
|
|
int oi = AvailableObjects[0]; |
|
AvailableObjects[0] = AvailableObjects[MAXOBJECTS - 1 - ActiveObjectCount]; |
|
ActiveObjects[ActiveObjectCount] = oi; |
|
dObject[position.x][position.y] = oi + 1; |
|
Object &object = Objects[oi]; |
|
SetupObject(object, position, ot); |
|
AddCryptObject(object, v2); |
|
ActiveObjectCount++; |
|
} |
|
|
|
void AddCryptStoryBook(int s) |
|
{ |
|
std::optional<Point> position = GetRandomObjectPosition({ 3, 2 }); |
|
if (!position) |
|
return; |
|
AddCryptBook(OBJ_L5BOOKS, s, *position); |
|
AddObject(OBJ_L5CANDLE, *position + Displacement { -2, 1 }); |
|
AddObject(OBJ_L5CANDLE, *position + Displacement { -2, 0 }); |
|
AddObject(OBJ_L5CANDLE, *position + Displacement { -1, -1 }); |
|
AddObject(OBJ_L5CANDLE, *position + Displacement { 1, -1 }); |
|
AddObject(OBJ_L5CANDLE, *position + Displacement { 2, 0 }); |
|
AddObject(OBJ_L5CANDLE, *position + Displacement { 2, 1 }); |
|
} |
|
|
|
void AddNakrulBook(int a1, Point position) |
|
{ |
|
AddCryptBook(OBJ_L5BOOKS, a1, position); |
|
} |
|
|
|
void AddNakrulGate() |
|
{ |
|
AddNakrulLeaver(); |
|
switch (GenerateRnd(6)) { |
|
case 0: |
|
AddNakrulBook(6, { UberRow + 3, UberCol }); |
|
AddNakrulBook(7, { UberRow + 2, UberCol - 3 }); |
|
AddNakrulBook(8, { UberRow + 2, UberCol + 2 }); |
|
break; |
|
case 1: |
|
AddNakrulBook(6, { UberRow + 3, UberCol }); |
|
AddNakrulBook(8, { UberRow + 2, UberCol - 3 }); |
|
AddNakrulBook(7, { UberRow + 2, UberCol + 2 }); |
|
break; |
|
case 2: |
|
AddNakrulBook(7, { UberRow + 3, UberCol }); |
|
AddNakrulBook(6, { UberRow + 2, UberCol - 3 }); |
|
AddNakrulBook(8, { UberRow + 2, UberCol + 2 }); |
|
break; |
|
case 3: |
|
AddNakrulBook(7, { UberRow + 3, UberCol }); |
|
AddNakrulBook(8, { UberRow + 2, UberCol - 3 }); |
|
AddNakrulBook(6, { UberRow + 2, UberCol + 2 }); |
|
break; |
|
case 4: |
|
AddNakrulBook(8, { UberRow + 3, UberCol }); |
|
AddNakrulBook(7, { UberRow + 2, UberCol - 3 }); |
|
AddNakrulBook(6, { UberRow + 2, UberCol + 2 }); |
|
break; |
|
case 5: |
|
AddNakrulBook(8, { UberRow + 3, UberCol }); |
|
AddNakrulBook(6, { UberRow + 2, UberCol - 3 }); |
|
AddNakrulBook(7, { UberRow + 2, UberCol + 2 }); |
|
break; |
|
} |
|
} |
|
|
|
void AddStoryBooks() |
|
{ |
|
std::optional<Point> position = GetRandomObjectPosition({ 3, 2 }); |
|
if (!position) |
|
return; |
|
|
|
AddObject(OBJ_STORYBOOK, *position); |
|
AddObject(OBJ_STORYCANDLE, *position + Displacement { -2, 1 }); |
|
AddObject(OBJ_STORYCANDLE, *position + Displacement { -2, 0 }); |
|
AddObject(OBJ_STORYCANDLE, *position + Displacement { -1, -1 }); |
|
AddObject(OBJ_STORYCANDLE, *position + Displacement { 1, -1 }); |
|
AddObject(OBJ_STORYCANDLE, *position + Displacement { 2, 0 }); |
|
AddObject(OBJ_STORYCANDLE, *position + Displacement { 2, 1 }); |
|
} |
|
|
|
void AddHookedBodies(int freq) |
|
{ |
|
for (int j = 0; j < DMAXY; j++) { |
|
int jj = 16 + j * 2; |
|
for (int i = 0; i < DMAXX; i++) { |
|
int ii = 16 + i * 2; |
|
if (dungeon[i][j] != 1 && dungeon[i][j] != 2) |
|
continue; |
|
if (GenerateRnd(freq) != 0) |
|
continue; |
|
if (IsNearThemeRoom({ i, j })) |
|
continue; |
|
if (dungeon[i][j] == 1 && dungeon[i + 1][j] == 6) { |
|
switch (GenerateRnd(3)) { |
|
case 0: |
|
AddObject(OBJ_TORTURE1, { ii + 1, jj }); |
|
break; |
|
case 1: |
|
AddObject(OBJ_TORTURE2, { ii + 1, jj }); |
|
break; |
|
case 2: |
|
AddObject(OBJ_TORTURE5, { ii + 1, jj }); |
|
break; |
|
} |
|
continue; |
|
} |
|
if (dungeon[i][j] == 2 && dungeon[i][j + 1] == 6) { |
|
switch (GenerateRnd(2)) { |
|
case 0: |
|
AddObject(OBJ_TORTURE3, { ii, jj }); |
|
break; |
|
case 1: |
|
AddObject(OBJ_TORTURE4, { ii, jj }); |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
void AddL4Goodies() |
|
{ |
|
AddHookedBodies(6); |
|
InitRndLocObj(2, 6, OBJ_TNUDEM1); |
|
InitRndLocObj(2, 6, OBJ_TNUDEM2); |
|
InitRndLocObj(2, 6, OBJ_TNUDEM3); |
|
InitRndLocObj(2, 6, OBJ_TNUDEM4); |
|
InitRndLocObj(2, 6, OBJ_TNUDEW1); |
|
InitRndLocObj(2, 6, OBJ_TNUDEW2); |
|
InitRndLocObj(2, 6, OBJ_TNUDEW3); |
|
InitRndLocObj(2, 6, OBJ_DECAP); |
|
InitRndLocObj(1, 3, OBJ_CAULDRON); |
|
} |
|
|
|
void AddLazStand() |
|
{ |
|
int cnt = 0; |
|
int xp; |
|
int yp; |
|
bool found = false; |
|
while (!found) { |
|
found = true; |
|
xp = GenerateRnd(80) + 16; |
|
yp = GenerateRnd(80) + 16; |
|
for (int yy = -3; yy <= 3; yy++) { |
|
for (int xx = -2; xx <= 3; xx++) { |
|
if (!RndLocOk(xp + xx, yp + yy)) |
|
found = false; |
|
} |
|
} |
|
if (!found) { |
|
cnt++; |
|
if (cnt > 10000) { |
|
InitRndLocObj(1, 1, OBJ_LAZSTAND); |
|
return; |
|
} |
|
} |
|
} |
|
AddObject(OBJ_LAZSTAND, { xp, yp }); |
|
AddObject(OBJ_TNUDEM2, { xp, yp + 2 }); |
|
AddObject(OBJ_STORYCANDLE, { xp + 1, yp + 2 }); |
|
AddObject(OBJ_TNUDEM3, { xp + 2, yp + 2 }); |
|
AddObject(OBJ_TNUDEW1, { xp, yp - 2 }); |
|
AddObject(OBJ_STORYCANDLE, { xp + 1, yp - 2 }); |
|
AddObject(OBJ_TNUDEW2, { xp + 2, yp - 2 }); |
|
AddObject(OBJ_STORYCANDLE, { xp - 1, yp - 1 }); |
|
AddObject(OBJ_TNUDEW3, { xp - 1, yp }); |
|
AddObject(OBJ_STORYCANDLE, { xp - 1, yp + 1 }); |
|
} |
|
|
|
void DeleteObject(int oi, int i) |
|
{ |
|
int ox = Objects[oi].position.x; |
|
int oy = Objects[oi].position.y; |
|
dObject[ox][oy] = 0; |
|
AvailableObjects[-ActiveObjectCount + MAXOBJECTS] = oi; |
|
ActiveObjectCount--; |
|
if (pcursobj == oi) // Unselect object if this was highlighted by player |
|
pcursobj = -1; |
|
if (ActiveObjectCount > 0 && i != ActiveObjectCount) |
|
ActiveObjects[i] = ActiveObjects[ActiveObjectCount]; |
|
} |
|
|
|
void AddChest(int i, int t) |
|
{ |
|
if (GenerateRnd(2) == 0) |
|
Objects[i]._oAnimFrame += 3; |
|
Objects[i]._oRndSeed = AdvanceRndSeed(); |
|
switch (t) { |
|
case OBJ_CHEST1: |
|
case OBJ_TCHEST1: |
|
if (setlevel) { |
|
Objects[i]._oVar1 = 1; |
|
break; |
|
} |
|
Objects[i]._oVar1 = GenerateRnd(2); |
|
break; |
|
case OBJ_TCHEST2: |
|
case OBJ_CHEST2: |
|
if (setlevel) { |
|
Objects[i]._oVar1 = 2; |
|
break; |
|
} |
|
Objects[i]._oVar1 = GenerateRnd(3); |
|
break; |
|
case OBJ_TCHEST3: |
|
case OBJ_CHEST3: |
|
if (setlevel) { |
|
Objects[i]._oVar1 = 3; |
|
break; |
|
} |
|
Objects[i]._oVar1 = GenerateRnd(4); |
|
break; |
|
} |
|
Objects[i]._oVar2 = GenerateRnd(8); |
|
} |
|
|
|
void ObjSetMicro(Point position, int pn) |
|
{ |
|
dPiece[position.x][position.y] = pn; |
|
} |
|
|
|
void InitializeL1Door(Object &door) |
|
{ |
|
door.InitializeDoor(); |
|
door._oVar1 = dPiece[door.position.x][door.position.y] + 1; |
|
if (door._otype == _object_id::OBJ_L1LDOOR) { |
|
door._oVar2 = dPiece[door.position.x][door.position.y - 1] + 1; |
|
} else { // _object_id::OBJ_L1RDOOR |
|
door._oVar2 = dPiece[door.position.x - 1][door.position.y] + 1; |
|
} |
|
} |
|
|
|
void InitializeL5Door(Object &door) |
|
{ |
|
door.InitializeDoor(); |
|
door._oVar1 = dPiece[door.position.x][door.position.y] + 1; |
|
if (door._otype == _object_id::OBJ_L5LDOOR) { |
|
door._oVar2 = dPiece[door.position.x][door.position.y - 1] + 1; |
|
} else { // _object_id::OBJ_L5RDOOR |
|
door._oVar2 = dPiece[door.position.x - 1][door.position.y] + 1; |
|
} |
|
} |
|
|
|
void InitializeMicroDoor(Object &door) |
|
{ |
|
door.InitializeDoor(); |
|
int pieceNumber; |
|
switch (door._otype) { |
|
case _object_id::OBJ_L2LDOOR: |
|
pieceNumber = 537; |
|
break; |
|
case _object_id::OBJ_L2RDOOR: |
|
pieceNumber = 539; |
|
break; |
|
case _object_id::OBJ_L3LDOOR: |
|
pieceNumber = 530; |
|
break; |
|
case _object_id::OBJ_L3RDOOR: |
|
pieceNumber = 533; |
|
break; |
|
default: |
|
return; // unreachable |
|
} |
|
ObjSetMicro(door.position, pieceNumber); |
|
} |
|
|
|
void AddSarc(int i) |
|
{ |
|
dObject[Objects[i].position.x][Objects[i].position.y - 1] = -(i + 1); |
|
Objects[i]._oVar1 = GenerateRnd(10); |
|
Objects[i]._oRndSeed = AdvanceRndSeed(); |
|
if (Objects[i]._oVar1 >= 8) |
|
Objects[i]._oVar2 = PreSpawnSkeleton(); |
|
} |
|
|
|
void AddFlameTrap(int i) |
|
{ |
|
Objects[i]._oVar1 = trapid; |
|
Objects[i]._oVar2 = 0; |
|
Objects[i]._oVar3 = trapdir; |
|
Objects[i]._oVar4 = 0; |
|
} |
|
|
|
void AddFlameLvr(int i) |
|
{ |
|
Objects[i]._oVar1 = trapid; |
|
Objects[i]._oVar2 = MIS_FLAMEC; |
|
} |
|
|
|
void AddTrap(int i) |
|
{ |
|
int mt = currlevel / 3 + 1; |
|
if (leveltype == DTYPE_NEST) { |
|
mt = (currlevel - 4) / 3 + 1; |
|
} else if (leveltype == DTYPE_CRYPT) { |
|
mt = (currlevel - 8) / 3 + 1; |
|
} |
|
mt = GenerateRnd(mt); |
|
if (mt == 0) |
|
Objects[i]._oVar3 = MIS_ARROW; |
|
if (mt == 1) |
|
Objects[i]._oVar3 = MIS_FIREBOLT; |
|
if (mt == 2) |
|
Objects[i]._oVar3 = MIS_LIGHTCTRL; |
|
Objects[i]._oVar4 = 0; |
|
} |
|
|
|
void AddObjectLight(int i, int r) |
|
{ |
|
if (ApplyObjectLighting) { |
|
DoLighting(Objects[i].position, r, -1); |
|
Objects[i]._oVar1 = -1; |
|
} else { |
|
Objects[i]._oVar1 = 0; |
|
} |
|
} |
|
|
|
void AddBarrel(Object &barrel) |
|
{ |
|
barrel._oVar1 = 0; |
|
barrel._oRndSeed = AdvanceRndSeed(); |
|
barrel._oVar2 = barrel.isExplosive() ? 0 : GenerateRnd(10); |
|
barrel._oVar3 = GenerateRnd(3); |
|
|
|
if (barrel._oVar2 >= 8) |
|
barrel._oVar4 = PreSpawnSkeleton(); |
|
} |
|
|
|
void AddShrine(int i) |
|
{ |
|
Objects[i]._oRndSeed = AdvanceRndSeed(); |
|
bool slist[NumberOfShrineTypes]; |
|
|
|
Objects[i]._oPreFlag = true; |
|
|
|
int shrines = gbIsHellfire ? NumberOfShrineTypes : 26; |
|
|
|
for (int j = 0; j < shrines; j++) { |
|
slist[j] = currlevel >= shrinemin[j] && currlevel <= shrinemax[j]; |
|
if (gbIsMultiplayer && shrineavail[j] == ShrineTypeSingle) { |
|
slist[j] = false; |
|
} else if (!gbIsMultiplayer && shrineavail[j] == ShrineTypeMulti) { |
|
slist[j] = false; |
|
} |
|
} |
|
|
|
int val; |
|
do { |
|
val = GenerateRnd(shrines); |
|
} while (!slist[val]); |
|
|
|
Objects[i]._oVar1 = val; |
|
if (GenerateRnd(2) != 0) { |
|
Objects[i]._oAnimFrame = 12; |
|
Objects[i]._oAnimLen = 22; |
|
} |
|
} |
|
|
|
void AddBookcase(int i) |
|
{ |
|
Objects[i]._oRndSeed = AdvanceRndSeed(); |
|
Objects[i]._oPreFlag = true; |
|
} |
|
|
|
void AddBookstand(int i) |
|
{ |
|
Objects[i]._oRndSeed = AdvanceRndSeed(); |
|
} |
|
|
|
void AddBloodFtn(int i) |
|
{ |
|
Objects[i]._oRndSeed = AdvanceRndSeed(); |
|
} |
|
|
|
void AddPurifyingFountain(int i) |
|
{ |
|
int ox = Objects[i].position.x; |
|
int oy = Objects[i].position.y; |
|
dObject[ox][oy - 1] = -(i + 1); |
|
dObject[ox - 1][oy] = -(i + 1); |
|
dObject[ox - 1][oy - 1] = -(i + 1); |
|
Objects[i]._oRndSeed = AdvanceRndSeed(); |
|
} |
|
|
|
void AddArmorStand(int i) |
|
{ |
|
if (!armorFlag) { |
|
Objects[i]._oAnimFlag = true; |
|
Objects[i]._oSelFlag = 0; |
|
} |
|
|
|
Objects[i]._oRndSeed = AdvanceRndSeed(); |
|
} |
|
|
|
void AddGoatShrine(int i) |
|
{ |
|
Objects[i]._oRndSeed = AdvanceRndSeed(); |
|
} |
|
|
|
void AddCauldron(int i) |
|
{ |
|
Objects[i]._oRndSeed = AdvanceRndSeed(); |
|
} |
|
|
|
void AddMurkyFountain(int i) |
|
{ |
|
int ox = Objects[i].position.x; |
|
int oy = Objects[i].position.y; |
|
dObject[ox][oy - 1] = -(i + 1); |
|
dObject[ox - 1][oy] = -(i + 1); |
|
dObject[ox - 1][oy - 1] = -(i + 1); |
|
Objects[i]._oRndSeed = AdvanceRndSeed(); |
|
} |
|
|
|
void AddTearFountain(int i) |
|
{ |
|
Objects[i]._oRndSeed = AdvanceRndSeed(); |
|
} |
|
|
|
void AddDecap(int i) |
|
{ |
|
Objects[i]._oRndSeed = AdvanceRndSeed(); |
|
Objects[i]._oAnimFrame = GenerateRnd(8) + 1; |
|
Objects[i]._oPreFlag = true; |
|
} |
|
|
|
void AddVilebook(int i) |
|
{ |
|
if (setlevel && setlvlnum == SL_VILEBETRAYER) { |
|
Objects[i]._oAnimFrame = 4; |
|
} |
|
} |
|
|
|
void AddMagicCircle(int i) |
|
{ |
|
Objects[i]._oRndSeed = AdvanceRndSeed(); |
|
Objects[i]._oPreFlag = true; |
|
Objects[i]._oVar6 = 0; |
|
Objects[i]._oVar5 = 1; |
|
} |
|
|
|
void AddBrnCross(int i) |
|
{ |
|
Objects[i]._oRndSeed = AdvanceRndSeed(); |
|
} |
|
|
|
void AddPedistal(int i) |
|
{ |
|
Objects[i]._oVar1 = SetPiece.position.x; |
|
Objects[i]._oVar2 = SetPiece.position.y; |
|
Objects[i]._oVar3 = SetPiece.position.x + SetPiece.size.width; |
|
Objects[i]._oVar4 = SetPiece.position.y + SetPiece.size.height; |
|
Objects[i]._oVar6 = 0; |
|
} |
|
|
|
void AddStoryBook(int i) |
|
{ |
|
SetRndSeed(glSeedTbl[16]); |
|
|
|
Objects[i]._oVar1 = GenerateRnd(3); |
|
if (currlevel == 4) |
|
Objects[i]._oVar2 = StoryText[Objects[i]._oVar1][0]; |
|
else if (currlevel == 8) |
|
Objects[i]._oVar2 = StoryText[Objects[i]._oVar1][1]; |
|
else if (currlevel == 12) |
|
Objects[i]._oVar2 = StoryText[Objects[i]._oVar1][2]; |
|
Objects[i]._oVar3 = (currlevel / 4) + 3 * Objects[i]._oVar1 - 1; |
|
Objects[i]._oAnimFrame = 5 - 2 * Objects[i]._oVar1; |
|
Objects[i]._oVar4 = Objects[i]._oAnimFrame + 1; |
|
} |
|
|
|
void AddWeaponRack(int i) |
|
{ |
|
if (!weaponFlag) { |
|
Objects[i]._oAnimFlag = true; |
|
Objects[i]._oSelFlag = 0; |
|
} |
|
Objects[i]._oRndSeed = AdvanceRndSeed(); |
|
} |
|
|
|
void AddTorturedBody(int i) |
|
{ |
|
Objects[i]._oRndSeed = AdvanceRndSeed(); |
|
Objects[i]._oAnimFrame = GenerateRnd(4) + 1; |
|
Objects[i]._oPreFlag = true; |
|
} |
|
|
|
void GetRndObjLoc(int randarea, int *xx, int *yy) |
|
{ |
|
if (randarea == 0) |
|
return; |
|
|
|
int tries = 0; |
|
while (true) { |
|
tries++; |
|
if (tries > 1000 && randarea > 1) |
|
randarea--; |
|
*xx = GenerateRnd(MAXDUNX); |
|
*yy = GenerateRnd(MAXDUNY); |
|
bool failed = false; |
|
for (int i = 0; i < randarea && !failed; i++) { |
|
for (int j = 0; j < randarea && !failed; j++) { |
|
failed = !RndLocOk(i + *xx, j + *yy); |
|
} |
|
} |
|
if (!failed) |
|
break; |
|
} |
|
} |
|
|
|
void AddMushPatch() |
|
{ |
|
int y; |
|
int x; |
|
|
|
if (ActiveObjectCount < MAXOBJECTS) { |
|
int i = AvailableObjects[0]; |
|
GetRndObjLoc(5, &x, &y); |
|
dObject[x + 1][y + 1] = -(i + 1); |
|
dObject[x + 2][y + 1] = -(i + 1); |
|
dObject[x + 1][y + 2] = -(i + 1); |
|
AddObject(OBJ_MUSHPATCH, { x + 2, y + 2 }); |
|
} |
|
} |
|
|
|
void UpdateObjectLight(Object &light, int lightRadius) |
|
{ |
|
if (light._oVar1 == -1) { |
|
return; |
|
} |
|
|
|
bool turnon = false; |
|
int ox = light.position.x; |
|
int oy = light.position.y; |
|
int tr = lightRadius + 10; |
|
if (!DisableLighting) { |
|
for (int p = 0; p < MAX_PLRS && !turnon; p++) { |
|
if (Players[p].plractive) { |
|
if (Players[p].isOnActiveLevel()) { |
|
int dx = abs(Players[p].position.tile.x - ox); |
|
int dy = abs(Players[p].position.tile.y - oy); |
|
if (dx < tr && dy < tr) |
|
turnon = true; |
|
} |
|
} |
|
} |
|
} |
|
if (turnon) { |
|
if (light._oVar1 == 0) |
|
light._olid = AddLight(light.position, lightRadius); |
|
light._oVar1 = 1; |
|
} else { |
|
if (light._oVar1 == 1) |
|
AddUnLight(light._olid); |
|
light._oVar1 = 0; |
|
} |
|
} |
|
|
|
void UpdateCircle(Object &circle) |
|
{ |
|
Player &myPlayer = *MyPlayer; |
|
|
|
if (myPlayer.position.tile != circle.position) { |
|
if (circle._otype == OBJ_MCIRCLE1) |
|
circle._oAnimFrame = 1; |
|
if (circle._otype == OBJ_MCIRCLE2) |
|
circle._oAnimFrame = 3; |
|
circle._oVar6 = 0; |
|
return; |
|
} |
|
|
|
if (circle._otype == OBJ_MCIRCLE1) |
|
circle._oAnimFrame = 2; |
|
if (circle._otype == OBJ_MCIRCLE2) |
|
circle._oAnimFrame = 4; |
|
if (circle.position == Point { 45, 47 }) { |
|
circle._oVar6 = 2; |
|
} else if (circle.position == Point { 26, 46 }) { |
|
circle._oVar6 = 1; |
|
} else { |
|
circle._oVar6 = 0; |
|
} |
|
if (circle.position == Point { 35, 36 } && circle._oVar5 == 3) { |
|
circle._oVar6 = 4; |
|
if (Quests[Q_BETRAYER]._qvar1 <= 4) { |
|
ObjChangeMap(circle._oVar1, circle._oVar2, circle._oVar3, circle._oVar4); |
|
if (Quests[Q_BETRAYER]._qactive == QUEST_ACTIVE) |
|
Quests[Q_BETRAYER]._qvar1 = 4; |
|
} |
|
AddMissile(myPlayer.position.tile, { 35, 46 }, Direction::South, MIS_RNDTELEPORT, TARGET_BOTH, MyPlayerId, 0, 0); |
|
LastMouseButtonAction = MouseActionType::None; |
|
sgbMouseDown = CLICK_NONE; |
|
ClrPlrPath(myPlayer); |
|
StartStand(MyPlayerId, Direction::South); |
|
} |
|
} |
|
|
|
void ObjectStopAnim(Object &object) |
|
{ |
|
if (object._oAnimFrame == object._oAnimLen) { |
|
object._oAnimCnt = 0; |
|
object._oAnimDelay = 1000; |
|
} |
|
} |
|
|
|
void UpdateDoor(Object &door) |
|
{ |
|
if (door._oVar4 == 0) { |
|
door._oSelFlag = 3; |
|
door._oMissFlag = false; |
|
return; |
|
} |
|
|
|
int dx = door.position.x; |
|
int dy = door.position.y; |
|
bool dok = dMonster[dx][dy] == 0; |
|
dok = dok && dItem[dx][dy] == 0; |
|
dok = dok && dCorpse[dx][dy] == 0; |
|
dok = dok && dPlayer[dx][dy] == 0; |
|
door._oSelFlag = 2; |
|
door._oVar4 = dok ? 1 : 2; |
|
door._oMissFlag = true; |
|
} |
|
|
|
void UpdateSarcophagus(Object &sarcophagus) |
|
{ |
|
if (sarcophagus._oAnimFrame == sarcophagus._oAnimLen) |
|
sarcophagus._oAnimFlag = false; |
|
} |
|
|
|
void ActivateTrapLine(int ttype, int tid) |
|
{ |
|
for (int i = 0; i < ActiveObjectCount; i++) { |
|
int oi = ActiveObjects[i]; |
|
if (Objects[oi]._otype == ttype && Objects[oi]._oVar1 == tid) { |
|
Objects[oi]._oVar4 = 1; |
|
Objects[oi]._oAnimFlag = true; |
|
Objects[oi]._oAnimDelay = 1; |
|
Objects[oi]._olid = AddLight(Objects[oi].position, 1); |
|
} |
|
} |
|
} |
|
|
|
void UpdateFlameTrap(Object &trap) |
|
{ |
|
if (trap._oVar2 != 0) { |
|
if (trap._oVar4 != 0) { |
|
trap._oAnimFrame--; |
|
if (trap._oAnimFrame == 1) { |
|
trap._oVar4 = 0; |
|
AddUnLight(trap._olid); |
|
} else if (trap._oAnimFrame <= 4) { |
|
ChangeLightRadius(trap._olid, trap._oAnimFrame); |
|
} |
|
} |
|
} else if (trap._oVar4 == 0) { |
|
if (trap._oVar3 == 2) { |
|
int x = trap.position.x - 2; |
|
int y = trap.position.y; |
|
for (int j = 0; j < 5; j++) { |
|
if (dPlayer[x][y] != 0 || dMonster[x][y] != 0) |
|
trap._oVar4 = 1; |
|
x++; |
|
} |
|
} else { |
|
int x = trap.position.x; |
|
int y = trap.position.y - 2; |
|
for (int k = 0; k < 5; k++) { |
|
if (dPlayer[x][y] != 0 || dMonster[x][y] != 0) |
|
trap._oVar4 = 1; |
|
y++; |
|
} |
|
} |
|
if (trap._oVar4 != 0) |
|
ActivateTrapLine(trap._otype, trap._oVar1); |
|
} else { |
|
int damage[6] = { 6, 8, 10, 12, 10, 12 }; |
|
|
|
int mindam = damage[leveltype - 1]; |
|
int maxdam = mindam * 2; |
|
|
|
int x = trap.position.x; |
|
int y = trap.position.y; |
|
if (dMonster[x][y] > 0) |
|
MonsterTrapHit(dMonster[x][y] - 1, mindam / 2, maxdam / 2, 0, MIS_FIREWALLC, false); |
|
if (dPlayer[x][y] > 0) { |
|
bool unused; |
|
PlayerMHit(dPlayer[x][y] - 1, nullptr, 0, mindam, maxdam, MIS_FIREWALLC, false, 0, &unused); |
|
} |
|
|
|
if (trap._oAnimFrame == trap._oAnimLen) |
|
trap._oAnimFrame = 11; |
|
if (trap._oAnimFrame <= 5) |
|
ChangeLightRadius(trap._olid, trap._oAnimFrame); |
|
} |
|
} |
|
|
|
void UpdateBurningCrossDamage(Object &cross) |
|
{ |
|
int damage[6] = { 6, 8, 10, 12, 10, 12 }; |
|
|
|
Player &myPlayer = *MyPlayer; |
|
|
|
if (myPlayer._pmode == PM_DEATH) |
|
return; |
|
|
|
int8_t fireResist = myPlayer._pFireResist; |
|
if (fireResist > 0) |
|
damage[leveltype - 1] -= fireResist * damage[leveltype - 1] / 100; |
|
|
|
if (myPlayer.position.tile != cross.position + Displacement { 0, -1 }) |
|
return; |
|
|
|
ApplyPlrDamage(MyPlayerId, 0, 0, damage[leveltype - 1]); |
|
if (myPlayer._pHitPoints >> 6 > 0) { |
|
myPlayer.Say(HeroSpeech::Argh); |
|
} |
|
} |
|
|
|
void ObjSetMini(Point position, int v) |
|
{ |
|
MegaTile mega = pMegaTiles[v - 1]; |
|
|
|
Point megaOrigin = position.megaToWorld(); |
|
|
|
ObjSetMicro(megaOrigin, SDL_SwapLE16(mega.micro1)); |
|
ObjSetMicro(megaOrigin + Direction::SouthEast, SDL_SwapLE16(mega.micro2)); |
|
ObjSetMicro(megaOrigin + Direction::SouthWest, SDL_SwapLE16(mega.micro3)); |
|
ObjSetMicro(megaOrigin + Direction::South, SDL_SwapLE16(mega.micro4)); |
|
} |
|
|
|
void ObjL1Special(int x1, int y1, int x2, int y2) |
|
{ |
|
for (int i = y1; i <= y2; ++i) { |
|
for (int j = x1; j <= x2; ++j) { |
|
dSpecial[j][i] = 0; |
|
if (dPiece[j][i] == 11) |
|
dSpecial[j][i] = 1; |
|
if (dPiece[j][i] == 10) |
|
dSpecial[j][i] = 2; |
|
if (dPiece[j][i] == 70) |
|
dSpecial[j][i] = 1; |
|
if (dPiece[j][i] == 252) |
|
dSpecial[j][i] = 3; |
|
if (dPiece[j][i] == 266) |
|
dSpecial[j][i] = 6; |
|
if (dPiece[j][i] == 258) |
|
dSpecial[j][i] = 5; |
|
if (dPiece[j][i] == 248) |
|
dSpecial[j][i] = 2; |
|
if (dPiece[j][i] == 324) |
|
dSpecial[j][i] = 2; |
|
if (dPiece[j][i] == 320) |
|
dSpecial[j][i] = 1; |
|
if (dPiece[j][i] == 254) |
|
dSpecial[j][i] = 4; |
|
if (dPiece[j][i] == 210) |
|
dSpecial[j][i] = 1; |
|
if (dPiece[j][i] == 343) |
|
dSpecial[j][i] = 2; |
|
if (dPiece[j][i] == 340) |
|
dSpecial[j][i] = 1; |
|
if (dPiece[j][i] == 330) |
|
dSpecial[j][i] = 2; |
|
if (dPiece[j][i] == 417) |
|
dSpecial[j][i] = 1; |
|
if (dPiece[j][i] == 420) |
|
dSpecial[j][i] = 2; |
|
} |
|
} |
|
} |
|
|
|
void ObjL2Special(int x1, int y1, int x2, int y2) |
|
{ |
|
for (int j = y1; j <= y2; j++) { |
|
for (int i = x1; i <= x2; i++) { |
|
dSpecial[i][j] = 0; |
|
if (dPiece[i][j] == 540) |
|
dSpecial[i][j] = 5; |
|
if (dPiece[i][j] == 177) |
|
dSpecial[i][j] = 5; |
|
if (dPiece[i][j] == 550) |
|
dSpecial[i][j] = 5; |
|
if (dPiece[i][j] == 541) |
|
dSpecial[i][j] = 6; |
|
if (dPiece[i][j] == 552) |
|
dSpecial[i][j] = 6; |
|
} |
|
} |
|
for (int j = y1; j <= y2; j++) { |
|
for (int i = x1; i <= x2; i++) { |
|
if (dPiece[i][j] == 131) { |
|
dSpecial[i][j + 1] = 2; |
|
dSpecial[i][j + 2] = 1; |
|
} |
|
if (dPiece[i][j] == 134 || dPiece[i][j] == 138) { |
|
dSpecial[i + 1][j] = 3; |
|
dSpecial[i + 2][j] = 4; |
|
} |
|
} |
|
} |
|
} |
|
|
|
void DoorSet(Point position, bool isLeftDoor) |
|
{ |
|
int pn = dPiece[position.x][position.y]; |
|
switch (pn) { |
|
case 42: |
|
ObjSetMicro(position, 391); |
|
break; |
|
case 44: |
|
ObjSetMicro(position, 393); |
|
break; |
|
case 49: |
|
ObjSetMicro(position, isLeftDoor ? 410 : 411); |
|
break; |
|
case 53: |
|
ObjSetMicro(position, 396); |
|
break; |
|
case 54: |
|
ObjSetMicro(position, 397); |
|
break; |
|
case 60: |
|
ObjSetMicro(position, 398); |
|
break; |
|
case 66: |
|
ObjSetMicro(position, 399); |
|
break; |
|
case 67: |
|
ObjSetMicro(position, 400); |
|
break; |
|
case 68: |
|
ObjSetMicro(position, 402); |
|
break; |
|
case 69: |
|
ObjSetMicro(position, 403); |
|
break; |
|
case 71: |
|
ObjSetMicro(position, 405); |
|
break; |
|
case 211: |
|
ObjSetMicro(position, 406); |
|
break; |
|
case 353: |
|
ObjSetMicro(position, 408); |
|
break; |
|
case 354: |
|
ObjSetMicro(position, 409); |
|
break; |
|
case 410: |
|
case 411: |
|
ObjSetMicro(position, 395); |
|
break; |
|
} |
|
} |
|
|
|
void CryptDoorSet(Point position, bool isLeftDoor) |
|
{ |
|
int pn = dPiece[position.x][position.y]; |
|
switch (pn) { |
|
case 74: |
|
ObjSetMicro(position, 203); |
|
break; |
|
case 78: |
|
ObjSetMicro(position, 207); |
|
break; |
|
case 85: |
|
ObjSetMicro(position, isLeftDoor ? 231 : 233); |
|
break; |
|
case 90: |
|
ObjSetMicro(position, 214); |
|
break; |
|
case 92: |
|
ObjSetMicro(position, 217); |
|
break; |
|
case 98: |
|
ObjSetMicro(position, 219); |
|
break; |
|
case 110: |
|
ObjSetMicro(position, 221); |
|
break; |
|
case 112: |
|
ObjSetMicro(position, 223); |
|
break; |
|
case 114: |
|
ObjSetMicro(position, 225); |
|
break; |
|
case 116: |
|
ObjSetMicro(position, 227); |
|
break; |
|
case 118: |
|
ObjSetMicro(position, 229); |
|
break; |
|
case 231: |
|
case 233: |
|
ObjSetMicro(position, 211); |
|
break; |
|
} |
|
} |
|
|
|
/** |
|
* @brief Checks if an open door can be closed |
|
* |
|
* In order to be able to close a door the space where the closed door would be must be free of bodies, monsters, and items |
|
* |
|
* @param doorPos Map tile where the door is in its closed position |
|
* @return true if the door is free to be closed, false if anything is blocking it |
|
*/ |
|
inline bool IsDoorClear(const Point &doorPosition) |
|
{ |
|
return dCorpse[doorPosition.x][doorPosition.y] == 0 |
|
&& dMonster[doorPosition.x][doorPosition.y] == 0 |
|
&& dItem[doorPosition.x][doorPosition.y] == 0; |
|
} |
|
|
|
void OperateL1RDoor(int oi, bool sendflag) |
|
{ |
|
Object &door = Objects[oi]; |
|
|
|
if (door._oVar4 == 2) { |
|
if (!deltaload) |
|
PlaySfxLoc(IS_DOORCLOS, door.position); |
|
return; |
|
} |
|
|
|
if (door._oVar4 == 0) { |
|
if (sendflag) |
|
NetSendCmdParam1(true, CMD_OPENDOOR, oi); |
|
if (!deltaload) |
|
PlaySfxLoc(IS_DOOROPEN, door.position); |
|
ObjSetMicro(door.position, 394); |
|
dSpecial[door.position.x][door.position.y] = 8; |
|
door._oAnimFrame += 2; |
|
door._oPreFlag = true; |
|
DoorSet(door.position + Direction::NorthWest, false); |
|
door._oVar4 = 1; |
|
door._oSelFlag = 2; |
|
RedoPlayerVision(); |
|
return; |
|
} |
|
|
|
if (!deltaload) |
|
PlaySfxLoc(IS_DOORCLOS, door.position); |
|
if (!deltaload && IsDoorClear(door.position)) { |
|
if (sendflag) |
|
NetSendCmdParam1(true, CMD_CLOSEDOOR, oi); |
|
door._oVar4 = 0; |
|
door._oSelFlag = 3; |
|
ObjSetMicro(door.position, door._oVar1 - 1); |
|
|
|
// Restore the normal tile where the open door used to be |
|
auto openPosition = door.position + Direction::NorthWest; |
|
if (door._oVar2 == 50 && dPiece[openPosition.x][openPosition.y] == 395) |
|
ObjSetMicro(openPosition, 410); |
|
else |
|
ObjSetMicro(openPosition, door._oVar2 - 1); |
|
|
|
dSpecial[door.position.x][door.position.y] = 0; |
|
door._oAnimFrame -= 2; |
|
door._oPreFlag = false; |
|
RedoPlayerVision(); |
|
} else { |
|
door._oVar4 = 2; |
|
} |
|
} |
|
|
|
void OperateL1LDoor(int oi, bool sendflag) |
|
{ |
|
Object &door = Objects[oi]; |
|
|
|
if (door._oVar4 == 2) { |
|
if (!deltaload) |
|
PlaySfxLoc(IS_DOORCLOS, door.position); |
|
return; |
|
} |
|
|
|
if (door._oVar4 == 0) { |
|
if (sendflag) |
|
NetSendCmdParam1(true, CMD_OPENDOOR, oi); |
|
if (!deltaload) |
|
PlaySfxLoc(IS_DOOROPEN, door.position); |
|
if (door._oVar1 == 214) |
|
ObjSetMicro(door.position, 407); |
|
else |
|
ObjSetMicro(door.position, 392); |
|
dSpecial[door.position.x][door.position.y] = 7; |
|
door._oAnimFrame += 2; |
|
door._oPreFlag = true; |
|
DoorSet(door.position + Direction::NorthEast, true); |
|
door._oVar4 = 1; |
|
door._oSelFlag = 2; |
|
RedoPlayerVision(); |
|
return; |
|
} |
|
|
|
if (!deltaload) |
|
PlaySfxLoc(IS_DOORCLOS, door.position); |
|
if (IsDoorClear(door.position)) { |
|
if (sendflag) |
|
NetSendCmdParam1(true, CMD_CLOSEDOOR, oi); |
|
door._oVar4 = 0; |
|
door._oSelFlag = 3; |
|
ObjSetMicro(door.position, door._oVar1 - 1); |
|
|
|
// Restore the normal tile where the open door used to be |
|
auto openPosition = door.position + Direction::NorthEast; |
|
if (door._oVar2 == 50 && dPiece[openPosition.x][openPosition.y] == 395) |
|
ObjSetMicro(openPosition, 411); |
|
else |
|
ObjSetMicro(openPosition, door._oVar2 - 1); |
|
|
|
dSpecial[door.position.x][door.position.y] = 0; |
|
door._oAnimFrame -= 2; |
|
door._oPreFlag = false; |
|
RedoPlayerVision(); |
|
} else { |
|
door._oVar4 = 2; |
|
} |
|
} |
|
|
|
void OperateL2RDoor(int oi, bool sendflag) |
|
{ |
|
Object &door = Objects[oi]; |
|
|
|
if (door._oVar4 == 2) { |
|
if (!deltaload) |
|
PlaySfxLoc(IS_DOORCLOS, door.position); |
|
return; |
|
} |
|
|
|
if (door._oVar4 == 0) { |
|
if (sendflag) |
|
NetSendCmdParam1(true, CMD_OPENDOOR, oi); |
|
if (!deltaload) |
|
PlaySfxLoc(IS_DOOROPEN, door.position); |
|
ObjSetMicro(door.position, 16); |
|
dSpecial[door.position.x][door.position.y] = 6; |
|
door._oAnimFrame += 2; |
|
door._oPreFlag = true; |
|
door._oVar4 = 1; |
|
door._oSelFlag = 2; |
|
RedoPlayerVision(); |
|
return; |
|
} |
|
|
|
if (!deltaload) |
|
PlaySfxLoc(IS_DOORCLOS, door.position); |
|
|
|
if (IsDoorClear(door.position)) { |
|
if (sendflag) |
|
NetSendCmdParam1(true, CMD_CLOSEDOOR, oi); |
|
door._oVar4 = 0; |
|
door._oSelFlag = 3; |
|
ObjSetMicro(door.position, 539); |
|
dSpecial[door.position.x][door.position.y] = 0; |
|
door._oAnimFrame -= 2; |
|
door._oPreFlag = false; |
|
RedoPlayerVision(); |
|
} else { |
|
door._oVar4 = 2; |
|
} |
|
} |
|
|
|
void OperateL2LDoor(int oi, bool sendflag) |
|
{ |
|
Object &door = Objects[oi]; |
|
|
|
if (door._oVar4 == 2) { |
|
if (!deltaload) |
|
PlaySfxLoc(IS_DOORCLOS, door.position); |
|
return; |
|
} |
|
|
|
if (door._oVar4 == 0) { |
|
if (sendflag) |
|
NetSendCmdParam1(true, CMD_OPENDOOR, oi); |
|
if (!deltaload) |
|
PlaySfxLoc(IS_DOOROPEN, door.position); |
|
ObjSetMicro(door.position, 12); |
|
dSpecial[door.position.x][door.position.y] = 5; |
|
door._oAnimFrame += 2; |
|
door._oPreFlag = true; |
|
door._oVar4 = 1; |
|
door._oSelFlag = 2; |
|
RedoPlayerVision(); |
|
return; |
|
} |
|
|
|
if (!deltaload) |
|
PlaySfxLoc(IS_DOORCLOS, door.position); |
|
|
|
if (IsDoorClear(door.position)) { |
|
if (sendflag) |
|
NetSendCmdParam1(true, CMD_CLOSEDOOR, oi); |
|
door._oVar4 = 0; |
|
door._oSelFlag = 3; |
|
ObjSetMicro(door.position, 537); |
|
dSpecial[door.position.x][door.position.y] = 0; |
|
door._oAnimFrame -= 2; |
|
door._oPreFlag = false; |
|
RedoPlayerVision(); |
|
} else { |
|
door._oVar4 = 2; |
|
} |
|
} |
|
|
|
void OperateL3RDoor(int oi, bool sendflag) |
|
{ |
|
Object &door = Objects[oi]; |
|
|
|
if (door._oVar4 == 2) { |
|
if (!deltaload) |
|
PlaySfxLoc(IS_DOORCLOS, door.position); |
|
return; |
|
} |
|
|
|
if (door._oVar4 == 0) { |
|
if (sendflag) |
|
NetSendCmdParam1(true, CMD_OPENDOOR, oi); |
|
if (!deltaload) |
|
PlaySfxLoc(IS_DOOROPEN, door.position); |
|
ObjSetMicro(door.position, 540); |
|
door._oAnimFrame += 2; |
|
door._oPreFlag = true; |
|
door._oVar4 = 1; |
|
door._oSelFlag = 2; |
|
RedoPlayerVision(); |
|
return; |
|
} |
|
|
|
if (!deltaload) |
|
PlaySfxLoc(IS_DOORCLOS, door.position); |
|
|
|
if (IsDoorClear(door.position)) { |
|
if (sendflag) |
|
NetSendCmdParam1(true, CMD_CLOSEDOOR, oi); |
|
door._oVar4 = 0; |
|
door._oSelFlag = 3; |
|
ObjSetMicro(door.position, 533); |
|
door._oAnimFrame -= 2; |
|
door._oPreFlag = false; |
|
RedoPlayerVision(); |
|
} else { |
|
door._oVar4 = 2; |
|
} |
|
} |
|
|
|
void OperateL3LDoor(int oi, bool sendflag) |
|
{ |
|
Object &door = Objects[oi]; |
|
|
|
if (door._oVar4 == 2) { |
|
if (!deltaload) |
|
PlaySfxLoc(IS_DOORCLOS, door.position); |
|
return; |
|
} |
|
|
|
if (door._oVar4 == 0) { |
|
if (sendflag) |
|
NetSendCmdParam1(true, CMD_OPENDOOR, oi); |
|
if (!deltaload) |
|
PlaySfxLoc(IS_DOOROPEN, door.position); |
|
ObjSetMicro(door.position, 537); |
|
door._oAnimFrame += 2; |
|
door._oPreFlag = true; |
|
door._oVar4 = 1; |
|
door._oSelFlag = 2; |
|
RedoPlayerVision(); |
|
return; |
|
} |
|
|
|
if (!deltaload) |
|
PlaySfxLoc(IS_DOORCLOS, door.position); |
|
|
|
if (IsDoorClear(door.position)) { |
|
if (sendflag) |
|
NetSendCmdParam1(true, CMD_CLOSEDOOR, oi); |
|
door._oVar4 = 0; |
|
door._oSelFlag = 3; |
|
ObjSetMicro(door.position, 530); |
|
door._oAnimFrame -= 2; |
|
door._oPreFlag = false; |
|
RedoPlayerVision(); |
|
} else { |
|
door._oVar4 = 2; |
|
} |
|
} |
|
|
|
void OperateL5RDoor(int oi, bool sendflag) |
|
{ |
|
Object &door = Objects[oi]; |
|
|
|
if (door._oVar4 == 2) { |
|
if (!deltaload) |
|
PlaySfxLoc(IS_DOORCLOS, door.position); |
|
return; |
|
} |
|
|
|
if (door._oVar4 == 0) { |
|
if (sendflag) |
|
NetSendCmdParam1(true, CMD_OPENDOOR, oi); |
|
if (!deltaload) |
|
PlaySfxLoc(IS_CROPEN, door.position); |
|
ObjSetMicro(door.position, 208); |
|
dSpecial[door.position.x][door.position.y] = 2; |
|
door._oAnimFrame += 2; |
|
door._oPreFlag = true; |
|
CryptDoorSet(door.position + Direction::NorthWest, false); |
|
door._oVar4 = 1; |
|
door._oSelFlag = 2; |
|
RedoPlayerVision(); |
|
return; |
|
} |
|
|
|
if (!deltaload) |
|
PlaySfxLoc(IS_CRCLOS, door.position); |
|
if (!deltaload && IsDoorClear(door.position)) { |
|
if (sendflag) |
|
NetSendCmdParam1(true, CMD_CLOSEDOOR, oi); |
|
door._oVar4 = 0; |
|
door._oSelFlag = 3; |
|
ObjSetMicro(door.position, door._oVar1 - 1); |
|
|
|
// Restore the normal tile where the open door used to be |
|
auto openPosition = door.position + Direction::NorthWest; |
|
if (door._oVar2 == 86 && dPiece[openPosition.x][openPosition.y] == 209) |
|
ObjSetMicro(openPosition, 231); |
|
else |
|
ObjSetMicro(openPosition, door._oVar2 - 1); |
|
|
|
dSpecial[door.position.x][door.position.y] = 0; |
|
door._oAnimFrame -= 2; |
|
door._oPreFlag = false; |
|
RedoPlayerVision(); |
|
} else { |
|
door._oVar4 = 2; |
|
} |
|
} |
|
|
|
void OperateL5LDoor(int oi, bool sendflag) |
|
{ |
|
Object &door = Objects[oi]; |
|
|
|
if (door._oVar4 == 2) { |
|
if (!deltaload) |
|
PlaySfxLoc(IS_DOORCLOS, door.position); |
|
return; |
|
} |
|
|
|
if (door._oVar4 == 0) { |
|
if (sendflag) |
|
NetSendCmdParam1(true, CMD_OPENDOOR, oi); |
|
if (!deltaload) |
|
PlaySfxLoc(IS_CROPEN, door.position); |
|
ObjSetMicro(door.position, 205); |
|
dSpecial[door.position.x][door.position.y] = 1; |
|
door._oAnimFrame += 2; |
|
door._oPreFlag = true; |
|
CryptDoorSet(door.position + Direction::NorthEast, true); |
|
door._oVar4 = 1; |
|
door._oSelFlag = 2; |
|
RedoPlayerVision(); |
|
return; |
|
} |
|
|
|
if (!deltaload) |
|
PlaySfxLoc(IS_CRCLOS, door.position); |
|
if (IsDoorClear(door.position)) { |
|
if (sendflag) |
|
NetSendCmdParam1(true, CMD_CLOSEDOOR, oi); |
|
door._oVar4 = 0; |
|
door._oSelFlag = 3; |
|
ObjSetMicro(door.position, door._oVar1 - 1); |
|
|
|
// Restore the normal tile where the open door used to be |
|
auto openPosition = door.position + Direction::NorthEast; |
|
if (door._oVar2 == 86 && dPiece[openPosition.x][openPosition.y] == 209) |
|
ObjSetMicro(openPosition, 233); |
|
else |
|
ObjSetMicro(openPosition, door._oVar2 - 1); |
|
|
|
dSpecial[door.position.x][door.position.y] = 0; |
|
door._oAnimFrame -= 2; |
|
door._oPreFlag = false; |
|
RedoPlayerVision(); |
|
} else { |
|
door._oVar4 = 2; |
|
} |
|
} |
|
|
|
void OperateL1Door(const Player &player, int i) |
|
{ |
|
int dpx = abs(Objects[i].position.x - player.position.tile.x); |
|
int dpy = abs(Objects[i].position.y - player.position.tile.y); |
|
if (dpx == 1 && dpy <= 1 && Objects[i]._otype == OBJ_L1LDOOR) |
|
OperateL1LDoor(i, true); |
|
if (dpx <= 1 && dpy == 1 && Objects[i]._otype == OBJ_L1RDOOR) |
|
OperateL1RDoor(i, true); |
|
} |
|
|
|
void OperateL5Door(const Player &player, int i) |
|
{ |
|
int dpx = abs(Objects[i].position.x - player.position.tile.x); |
|
int dpy = abs(Objects[i].position.y - player.position.tile.y); |
|
if (dpx == 1 && dpy <= 1 && Objects[i]._otype == OBJ_L5LDOOR) |
|
OperateL5LDoor(i, true); |
|
if (dpx <= 1 && dpy == 1 && Objects[i]._otype == OBJ_L5RDOOR) |
|
OperateL5RDoor(i, true); |
|
} |
|
|
|
bool AreAllLeversActivated(int leverId) |
|
{ |
|
for (int j = 0; j < ActiveObjectCount; j++) { |
|
int oi = ActiveObjects[j]; |
|
if (Objects[oi]._otype == OBJ_SWITCHSKL |
|
&& Objects[oi]._oVar8 == leverId |
|
&& Objects[oi]._oSelFlag != 0) { |
|
return false; |
|
} |
|
} |
|
return true; |
|
} |
|
|
|
void DeltaOperateLever(Object &object) |
|
{ |
|
if (object._oSelFlag == 0) { |
|
return; |
|
} |
|
|
|
object._oSelFlag = 0; |
|
object._oAnimFrame++; |
|
|
|
if (currlevel == 16 && !AreAllLeversActivated(object._oVar8)) |
|
return; |
|
|
|
if (currlevel == 24) { |
|
SyncNakrulRoom(); |
|
IsUberLeverActivated = true; |
|
return; |
|
} |
|
|
|
ObjChangeMap(object._oVar1, object._oVar2, object._oVar3, object._oVar4); |
|
} |
|
|
|
void OperateLever(int i, bool sendmsg) |
|
{ |
|
Object &object = Objects[i]; |
|
if (object._oSelFlag == 0) { |
|
return; |
|
} |
|
|
|
PlaySfxLoc(IS_LEVER, object.position); |
|
|
|
DeltaOperateLever(object); |
|
|
|
if (currlevel == 24) { |
|
PlaySfxLoc(IS_CROPEN, { UberRow, UberCol }); |
|
Quests[Q_NAKRUL]._qactive = QUEST_DONE; |
|
} |
|
|
|
if (sendmsg) |
|
NetSendCmdParam1(false, CMD_OPERATEOBJ, i); |
|
} |
|
|
|
void OperateBook(int pnum, Object &book) |
|
{ |
|
if (book._oSelFlag == 0) { |
|
return; |
|
} |
|
|
|
Player &player = Players[pnum]; |
|
|
|
if (setlevel && setlvlnum == SL_VILEBETRAYER) { |
|
bool missileAdded = false; |
|
for (int j = 0; j < ActiveObjectCount; j++) { |
|
Object &questObject = Objects[ActiveObjects[j]]; |
|
|
|
Point target {}; |
|
bool doAddMissile = false; |
|
|
|
if (questObject._otype == OBJ_MCIRCLE2 && questObject._oVar6 == 1) { |
|
target = { 27, 29 }; |
|
doAddMissile = true; |
|
} |
|
if (questObject._otype == OBJ_MCIRCLE2 && questObject._oVar6 == 2) { |
|
target = { 43, 29 }; |
|
doAddMissile = true; |
|
} |
|
|
|
if (doAddMissile) { |
|
questObject._oVar6 = 4; |
|
ObjectAtPosition({ 35, 36 })->_oVar5++; |
|
AddMissile(player.position.tile, target, Direction::South, MIS_RNDTELEPORT, TARGET_BOTH, pnum, 0, 0); |
|
missileAdded = true; |
|
} |
|
} |
|
if (!missileAdded) { |
|
return; |
|
} |
|
} |
|
|
|
book._oSelFlag = 0; |
|
book._oAnimFrame++; |
|
|
|
if (!setlevel) { |
|
return; |
|
} |
|
|
|
if (setlvlnum == SL_BONECHAMB) { |
|
player._pMemSpells |= GetSpellBitmask(SPL_GUARDIAN); |
|
if (player._pSplLvl[SPL_GUARDIAN] < MAX_SPELL_LEVEL) |
|
player._pSplLvl[SPL_GUARDIAN]++; |
|
Quests[Q_SCHAMB]._qactive = QUEST_DONE; |
|
PlaySfxLoc(IS_QUESTDN, book.position); |
|
InitDiabloMsg(EMSG_BONECHAMB); |
|
AddMissile( |
|
player.position.tile, |
|
book.position + Displacement { -2, -4 }, |
|
player._pdir, |
|
MIS_GUARDIAN, |
|
TARGET_MONSTERS, |
|
pnum, |
|
0, |
|
0); |
|
} |
|
if (setlvlnum == SL_VILEBETRAYER) { |
|
ObjChangeMap( |
|
book._oVar1, |
|
book._oVar2, |
|
book._oVar3, |
|
book._oVar4); |
|
for (int j = 0; j < ActiveObjectCount; j++) |
|
SyncObjectAnim(Objects[ActiveObjects[j]]); |
|
} |
|
} |
|
|
|
void OperateBookLever(int i, bool sendmsg) |
|
{ |
|
if (ActiveItemCount >= MAXITEMS) { |
|
return; |
|
} |
|
if (Objects[i]._oSelFlag != 0 && !qtextflag) { |
|
if (Objects[i]._otype == OBJ_BLINDBOOK && Quests[Q_BLIND]._qvar1 == 0) { |
|
Quests[Q_BLIND]._qactive = QUEST_ACTIVE; |
|
Quests[Q_BLIND]._qlog = true; |
|
Quests[Q_BLIND]._qvar1 = 1; |
|
} |
|
if (Objects[i]._otype == OBJ_BLOODBOOK && Quests[Q_BLOOD]._qvar1 == 0) { |
|
Quests[Q_BLOOD]._qactive = QUEST_ACTIVE; |
|
Quests[Q_BLOOD]._qlog = true; |
|
Quests[Q_BLOOD]._qvar1 = 1; |
|
SpawnQuestItem(IDI_BLDSTONE, SetPiece.position.megaToWorld() + Displacement { 9, 17 }, 0, 1); |
|
} |
|
if (Objects[i]._otype == OBJ_STEELTOME && Quests[Q_WARLORD]._qvar1 == 0) { |
|
Quests[Q_WARLORD]._qactive = QUEST_ACTIVE; |
|
Quests[Q_WARLORD]._qlog = true; |
|
Quests[Q_WARLORD]._qvar1 = 1; |
|
} |
|
if (Objects[i]._oAnimFrame != Objects[i]._oVar6) { |
|
if (Objects[i]._otype != OBJ_BLOODBOOK) |
|
ObjChangeMap(Objects[i]._oVar1, Objects[i]._oVar2, Objects[i]._oVar3, Objects[i]._oVar4); |
|
if (Objects[i]._otype == OBJ_BLINDBOOK) { |
|
SpawnUnique(UITEM_OPTAMULET, SetPiece.position.megaToWorld() + Displacement { 5, 5 }); |
|
auto tren = TransVal; |
|
TransVal = 9; |
|
DRLG_MRectTrans({ Objects[i]._oVar1, Objects[i]._oVar2 }, { Objects[i]._oVar3, Objects[i]._oVar4 }); |
|
TransVal = tren; |
|
} |
|
} |
|
Objects[i]._oAnimFrame = Objects[i]._oVar6; |
|
InitQTextMsg(Objects[i].bookMessage); |
|
if (sendmsg) |
|
NetSendCmdParam1(false, CMD_OPERATEOBJ, i); |
|
} |
|
} |
|
|
|
void OperateChamberOfBoneBook(Object &questBook) |
|
{ |
|
if (questBook._oSelFlag == 0 || qtextflag) { |
|
return; |
|
} |
|
|
|
if (questBook._oAnimFrame != questBook._oVar6) { |
|
ObjChangeMapResync(questBook._oVar1, questBook._oVar2, questBook._oVar3, questBook._oVar4); |
|
for (int j = 0; j < ActiveObjectCount; j++) { |
|
SyncObjectAnim(Objects[ActiveObjects[j]]); |
|
} |
|
} |
|
questBook._oAnimFrame = questBook._oVar6; |
|
if (Quests[Q_SCHAMB]._qactive == QUEST_INIT) { |
|
Quests[Q_SCHAMB]._qactive = QUEST_ACTIVE; |
|
Quests[Q_SCHAMB]._qlog = true; |
|
} |
|
|
|
_speech_id textdef; |
|
switch (MyPlayer->_pClass) { |
|
case HeroClass::Warrior: |
|
textdef = TEXT_BONER; |
|
break; |
|
case HeroClass::Rogue: |
|
textdef = TEXT_RBONER; |
|
break; |
|
case HeroClass::Sorcerer: |
|
textdef = TEXT_MBONER; |
|
break; |
|
case HeroClass::Monk: |
|
textdef = TEXT_HBONER; |
|
break; |
|
case HeroClass::Bard: |
|
textdef = TEXT_BBONER; |
|
break; |
|
case HeroClass::Barbarian: |
|
textdef = TEXT_BONER; |
|
break; |
|
} |
|
Quests[Q_SCHAMB]._qmsg = textdef; |
|
InitQTextMsg(textdef); |
|
} |
|
|
|
void OperateChest(int pnum, int i, bool sendmsg) |
|
{ |
|
if (Objects[i]._oSelFlag == 0) { |
|
return; |
|
} |
|
|
|
PlaySfxLoc(IS_CHEST, Objects[i].position); |
|
Objects[i]._oSelFlag = 0; |
|
Objects[i]._oAnimFrame += 2; |
|
SetRndSeed(Objects[i]._oRndSeed); |
|
if (setlevel) { |
|
for (int j = 0; j < Objects[i]._oVar1; j++) { |
|
CreateRndItem(Objects[i].position, true, sendmsg, false); |
|
} |
|
} else { |
|
for (int j = 0; j < Objects[i]._oVar1; j++) { |
|
if (Objects[i]._oVar2 != 0) |
|
CreateRndItem(Objects[i].position, false, sendmsg, false); |
|
else |
|
CreateRndUseful(Objects[i].position, sendmsg); |
|
} |
|
} |
|
if (Objects[i].IsTrappedChest()) { |
|
const Player &player = Players[pnum]; |
|
Direction mdir = GetDirection(Objects[i].position, player.position.tile); |
|
missile_id mtype; |
|
switch (Objects[i]._oVar4) { |
|
case 0: |
|
mtype = MIS_ARROW; |
|
break; |
|
case 1: |
|
mtype = MIS_FARROW; |
|
break; |
|
case 2: |
|
mtype = MIS_NOVA; |
|
break; |
|
case 3: |
|
mtype = MIS_FIRERING; |
|
break; |
|
case 4: |
|
mtype = MIS_STEALPOTS; |
|
break; |
|
case 5: |
|
mtype = MIS_MANATRAP; |
|
break; |
|
default: |
|
mtype = MIS_ARROW; |
|
} |
|
AddMissile(Objects[i].position, player.position.tile, mdir, mtype, TARGET_PLAYERS, -1, 0, 0); |
|
Objects[i]._oTrapFlag = false; |
|
} |
|
if (pnum == MyPlayerId) |
|
NetSendCmdParam2(false, CMD_PLROPOBJ, pnum, i); |
|
} |
|
|
|
void OperateMushroomPatch(const Player &player, Object &questContainer) |
|
{ |
|
if (ActiveItemCount >= MAXITEMS) { |
|
return; |
|
} |
|
|
|
if (Quests[Q_MUSHROOM]._qactive != QUEST_ACTIVE) { |
|
if (&player == MyPlayer) { |
|
player.Say(HeroSpeech::ICantUseThisYet); |
|
} |
|
return; |
|
} |
|
|
|
if (questContainer._oSelFlag == 0) { |
|
return; |
|
} |
|
|
|
questContainer._oSelFlag = 0; |
|
questContainer._oAnimFrame++; |
|
|
|
PlaySfxLoc(IS_CHEST, questContainer.position); |
|
Point pos = GetSuperItemLoc(questContainer.position); |
|
SpawnQuestItem(IDI_MUSHROOM, pos, 0, 0); |
|
Quests[Q_MUSHROOM]._qvar1 = QS_MUSHSPAWNED; |
|
} |
|
|
|
void OperateInnSignChest(const Player &player, Object &questContainer) |
|
{ |
|
if (ActiveItemCount >= MAXITEMS) { |
|
return; |
|
} |
|
|
|
if (Quests[Q_LTBANNER]._qvar1 != 2) { |
|
if (&player == MyPlayer) { |
|
player.Say(HeroSpeech::ICantOpenThisYet); |
|
} |
|
return; |
|
} |
|
|
|
if (questContainer._oSelFlag == 0) { |
|
return; |
|
} |
|
|
|
questContainer._oSelFlag = 0; |
|
questContainer._oAnimFrame += 2; |
|
|
|
PlaySfxLoc(IS_CHEST, questContainer.position); |
|
Point pos = GetSuperItemLoc(questContainer.position); |
|
SpawnQuestItem(IDI_BANNER, pos, 0, 0); |
|
} |
|
|
|
void OperateSlainHero(const Player &player, int i) |
|
{ |
|
if (Objects[i]._oSelFlag == 0) { |
|
return; |
|
} |
|
Objects[i]._oSelFlag = 0; |
|
|
|
if (player._pClass == HeroClass::Warrior) { |
|
CreateMagicArmor(Objects[i].position, ItemType::HeavyArmor, ICURS_BREAST_PLATE, true, false); |
|
} else if (player._pClass == HeroClass::Rogue) { |
|
CreateMagicWeapon(Objects[i].position, ItemType::Bow, ICURS_LONG_BATTLE_BOW, true, false); |
|
} else if (player._pClass == HeroClass::Sorcerer) { |
|
CreateSpellBook(Objects[i].position, SPL_LIGHTNING, true, false); |
|
} else if (player._pClass == HeroClass::Monk) { |
|
CreateMagicWeapon(Objects[i].position, ItemType::Staff, ICURS_WAR_STAFF, true, false); |
|
} else if (player._pClass == HeroClass::Bard) { |
|
CreateMagicWeapon(Objects[i].position, ItemType::Sword, ICURS_BASTARD_SWORD, true, false); |
|
} else if (player._pClass == HeroClass::Barbarian) { |
|
CreateMagicWeapon(Objects[i].position, ItemType::Axe, ICURS_BATTLE_AXE, true, false); |
|
} |
|
MyPlayer->Say(HeroSpeech::RestInPeaceMyFriend); |
|
if (&player == MyPlayer) |
|
NetSendCmdParam1(false, CMD_OPERATEOBJ, i); |
|
} |
|
|
|
void OperateTrapLever(Object &flameLever) |
|
{ |
|
PlaySfxLoc(IS_LEVER, flameLever.position); |
|
|
|
if (flameLever._oAnimFrame == 1) { |
|
flameLever._oAnimFrame = 2; |
|
for (int j = 0; j < ActiveObjectCount; j++) { |
|
Object &target = Objects[ActiveObjects[j]]; |
|
if (target._otype == flameLever._oVar2 && target._oVar1 == flameLever._oVar1) { |
|
target._oVar2 = 1; |
|
target._oAnimFlag = false; |
|
} |
|
} |
|
return; |
|
} |
|
|
|
flameLever._oAnimFrame--; |
|
for (int j = 0; j < ActiveObjectCount; j++) { |
|
Object &target = Objects[ActiveObjects[j]]; |
|
if (target._otype == flameLever._oVar2 && target._oVar1 == flameLever._oVar1) { |
|
target._oVar2 = 0; |
|
if (target._oVar4 != 0) { |
|
target._oAnimFlag = true; |
|
} |
|
} |
|
} |
|
} |
|
|
|
void OperateSarc(int i, bool sendMsg, bool sendLootMsg) |
|
{ |
|
if (Objects[i]._oSelFlag == 0) { |
|
return; |
|
} |
|
|
|
PlaySfxLoc(IS_SARC, Objects[i].position); |
|
Objects[i]._oSelFlag = 0; |
|
Objects[i]._oAnimFlag = true; |
|
Objects[i]._oAnimDelay = 3; |
|
SetRndSeed(Objects[i]._oRndSeed); |
|
if (Objects[i]._oVar1 <= 2) |
|
CreateRndItem(Objects[i].position, false, sendLootMsg, false); |
|
if (Objects[i]._oVar1 >= 8) |
|
SpawnSkeleton(Objects[i]._oVar2, Objects[i].position); |
|
if (sendMsg) |
|
NetSendCmdParam1(false, CMD_OPERATEOBJ, i); |
|
} |
|
|
|
void OperateL2Door(const Player &player, int i) |
|
{ |
|
int dpx = abs(Objects[i].position.x - player.position.tile.x); |
|
int dpy = abs(Objects[i].position.y - player.position.tile.y); |
|
if (dpx == 1 && dpy <= 1 && Objects[i]._otype == OBJ_L2LDOOR) |
|
OperateL2LDoor(i, true); |
|
if (dpx <= 1 && dpy == 1 && Objects[i]._otype == OBJ_L2RDOOR) |
|
OperateL2RDoor(i, true); |
|
} |
|
|
|
void OperateL3Door(const Player &player, int i) |
|
{ |
|
int dpx = abs(Objects[i].position.x - player.position.tile.x); |
|
int dpy = abs(Objects[i].position.y - player.position.tile.y); |
|
if (dpx == 1 && dpy <= 1 && Objects[i]._otype == OBJ_L3RDOOR) |
|
OperateL3RDoor(i, true); |
|
if (dpx <= 1 && dpy == 1 && Objects[i]._otype == OBJ_L3LDOOR) |
|
OperateL3LDoor(i, true); |
|
} |
|
|
|
void OperatePedistal(int pnum, int i) |
|
{ |
|
if (ActiveItemCount >= MAXITEMS) { |
|
return; |
|
} |
|
|
|
if (Objects[i]._oVar6 == 3 || !RemoveInventoryItemById(Players[pnum], IDI_BLDSTONE)) { |
|
return; |
|
} |
|
|
|
Objects[i]._oAnimFrame++; |
|
Objects[i]._oVar6++; |
|
if (Objects[i]._oVar6 == 1) { |
|
PlaySfxLoc(LS_PUDDLE, Objects[i].position); |
|
ObjChangeMap(SetPiece.position.x, SetPiece.position.y + 3, SetPiece.position.x + 2, SetPiece.position.y + 7); |
|
SpawnQuestItem(IDI_BLDSTONE, SetPiece.position.megaToWorld() + Displacement { 3, 10 }, 0, 1); |
|
} |
|
if (Objects[i]._oVar6 == 2) { |
|
PlaySfxLoc(LS_PUDDLE, Objects[i].position); |
|
ObjChangeMap(SetPiece.position.x + 6, SetPiece.position.y + 3, SetPiece.position.x + SetPiece.size.width, SetPiece.position.y + 7); |
|
SpawnQuestItem(IDI_BLDSTONE, SetPiece.position.megaToWorld() + Displacement { 15, 10 }, 0, 1); |
|
} |
|
if (Objects[i]._oVar6 == 3) { |
|
PlaySfxLoc(LS_BLODSTAR, Objects[i].position); |
|
ObjChangeMap(Objects[i]._oVar1, Objects[i]._oVar2, Objects[i]._oVar3, Objects[i]._oVar4); |
|
LoadMapObjects("Levels\\L2Data\\Blood2.DUN", SetPiece.position.megaToWorld()); |
|
SpawnUnique(UITEM_ARMOFVAL, SetPiece.position.megaToWorld() + Displacement { 9, 3 }); |
|
Objects[i]._oSelFlag = 0; |
|
} |
|
} |
|
|
|
void OperateShrineMysterious(Player &player) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
ModifyPlrStr(player, -1); |
|
ModifyPlrMag(player, -1); |
|
ModifyPlrDex(player, -1); |
|
ModifyPlrVit(player, -1); |
|
|
|
switch (static_cast<CharacterAttribute>(GenerateRnd(4))) { |
|
case CharacterAttribute::Strength: |
|
ModifyPlrStr(player, 6); |
|
break; |
|
case CharacterAttribute::Magic: |
|
ModifyPlrMag(player, 6); |
|
break; |
|
case CharacterAttribute::Dexterity: |
|
ModifyPlrDex(player, 6); |
|
break; |
|
case CharacterAttribute::Vitality: |
|
ModifyPlrVit(player, 6); |
|
break; |
|
} |
|
|
|
CheckStats(player); |
|
CalcPlrInv(player, true); |
|
force_redraw = 255; |
|
|
|
InitDiabloMsg(EMSG_SHRINE_MYSTERIOUS); |
|
} |
|
|
|
void OperateShrineHidden(Player &player) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
int cnt = 0; |
|
for (const auto &item : player.InvBody) { |
|
if (!item.isEmpty()) |
|
cnt++; |
|
} |
|
if (cnt > 0) { |
|
for (auto &item : player.InvBody) { |
|
if (!item.isEmpty() |
|
&& item._iMaxDur != DUR_INDESTRUCTIBLE |
|
&& item._iMaxDur != 0) { |
|
item._iDurability += 10; |
|
item._iMaxDur += 10; |
|
if (item._iDurability > item._iMaxDur) |
|
item._iDurability = item._iMaxDur; |
|
} |
|
} |
|
while (true) { |
|
cnt = 0; |
|
for (auto &item : player.InvBody) { |
|
if (!item.isEmpty() && item._iMaxDur != DUR_INDESTRUCTIBLE && item._iMaxDur != 0) { |
|
cnt++; |
|
} |
|
} |
|
if (cnt == 0) |
|
break; |
|
int r = GenerateRnd(NUM_INVLOC); |
|
if (player.InvBody[r].isEmpty() || player.InvBody[r]._iMaxDur == DUR_INDESTRUCTIBLE || player.InvBody[r]._iMaxDur == 0) |
|
continue; |
|
|
|
player.InvBody[r]._iDurability -= 20; |
|
player.InvBody[r]._iMaxDur -= 20; |
|
if (player.InvBody[r]._iDurability <= 0) |
|
player.InvBody[r]._iDurability = 1; |
|
if (player.InvBody[r]._iMaxDur <= 0) |
|
player.InvBody[r]._iMaxDur = 1; |
|
break; |
|
} |
|
} |
|
|
|
InitDiabloMsg(EMSG_SHRINE_HIDDEN); |
|
} |
|
|
|
void OperateShrineGloomy(Player &player) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
// Increment armor class by 2 and decrements max damage by 1. |
|
for (Item &item : PlayerItemsRange(player)) { |
|
switch (item._itype) { |
|
case ItemType::Sword: |
|
case ItemType::Axe: |
|
case ItemType::Bow: |
|
case ItemType::Mace: |
|
case ItemType::Staff: |
|
item._iMaxDam--; |
|
if (item._iMaxDam < item._iMinDam) |
|
item._iMaxDam = item._iMinDam; |
|
break; |
|
case ItemType::Shield: |
|
case ItemType::Helm: |
|
case ItemType::LightArmor: |
|
case ItemType::MediumArmor: |
|
case ItemType::HeavyArmor: |
|
item._iAC += 2; |
|
break; |
|
default: |
|
break; |
|
} |
|
} |
|
|
|
CalcPlrInv(player, true); |
|
|
|
InitDiabloMsg(EMSG_SHRINE_GLOOMY); |
|
} |
|
|
|
void OperateShrineWeird(Player &player) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
if (!player.InvBody[INVLOC_HAND_LEFT].isEmpty() && player.InvBody[INVLOC_HAND_LEFT]._itype != ItemType::Shield) |
|
player.InvBody[INVLOC_HAND_LEFT]._iMaxDam++; |
|
if (!player.InvBody[INVLOC_HAND_RIGHT].isEmpty() && player.InvBody[INVLOC_HAND_RIGHT]._itype != ItemType::Shield) |
|
player.InvBody[INVLOC_HAND_RIGHT]._iMaxDam++; |
|
|
|
for (Item &item : InventoryPlayerItemsRange { player }) { |
|
switch (item._itype) { |
|
case ItemType::Sword: |
|
case ItemType::Axe: |
|
case ItemType::Bow: |
|
case ItemType::Mace: |
|
case ItemType::Staff: |
|
item._iMaxDam++; |
|
break; |
|
default: |
|
break; |
|
} |
|
} |
|
|
|
CalcPlrInv(player, true); |
|
|
|
InitDiabloMsg(EMSG_SHRINE_WEIRD); |
|
} |
|
|
|
void OperateShrineMagical(int pnum) |
|
{ |
|
const Player &player = Players[pnum]; |
|
|
|
AddMissile( |
|
player.position.tile, |
|
player.position.tile, |
|
player._pdir, |
|
MIS_MANASHIELD, |
|
TARGET_PLAYERS, |
|
pnum, |
|
0, |
|
2 * leveltype); |
|
|
|
if (&player != MyPlayer) |
|
return; |
|
|
|
InitDiabloMsg(EMSG_SHRINE_MAGICAL); |
|
} |
|
|
|
void OperateShrineStone(Player &player) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
for (Item &item : PlayerItemsRange { player }) { |
|
if (item._itype == ItemType::Staff) |
|
item._iCharges = item._iMaxCharges; |
|
} |
|
|
|
force_redraw = 255; |
|
|
|
InitDiabloMsg(EMSG_SHRINE_STONE); |
|
} |
|
|
|
void OperateShrineReligious(Player &player) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
for (Item &item : PlayerItemsRange { player }) { |
|
item._iDurability = item._iMaxDur; |
|
} |
|
|
|
InitDiabloMsg(EMSG_SHRINE_RELIGIOUS); |
|
} |
|
|
|
void OperateShrineEnchanted(Player &player) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
int cnt = 0; |
|
uint64_t spell = 1; |
|
int maxSpells = gbIsHellfire ? MAX_SPELLS : 37; |
|
uint64_t spells = player._pMemSpells; |
|
for (int j = 0; j < maxSpells; j++) { |
|
if ((spell & spells) != 0) |
|
cnt++; |
|
spell *= 2; |
|
} |
|
if (cnt > 1) { |
|
spell = 1; |
|
for (int j = SPL_FIREBOLT; j < maxSpells; j++) { // BUGFIX: < MAX_SPELLS, there is no spell with MAX_SPELLS index (fixed) |
|
if ((player._pMemSpells & spell) != 0) { |
|
if (player._pSplLvl[j] < MAX_SPELL_LEVEL) |
|
player._pSplLvl[j]++; |
|
} |
|
spell *= 2; |
|
} |
|
int r; |
|
do { |
|
r = GenerateRnd(maxSpells); |
|
} while ((player._pMemSpells & GetSpellBitmask(r + 1)) == 0); |
|
if (player._pSplLvl[r + 1] >= 2) |
|
player._pSplLvl[r + 1] -= 2; |
|
else |
|
player._pSplLvl[r + 1] = 0; |
|
} |
|
|
|
InitDiabloMsg(EMSG_SHRINE_ENCHANTED); |
|
} |
|
|
|
void OperateShrineThaumaturgic(const Player &player) |
|
{ |
|
for (int j = 0; j < ActiveObjectCount; j++) { |
|
int v1 = ActiveObjects[j]; |
|
assert(v1 >= 0 && v1 < MAXOBJECTS); |
|
if (Objects[v1].IsChest() && Objects[v1]._oSelFlag == 0) { |
|
Objects[v1]._oRndSeed = AdvanceRndSeed(); |
|
Objects[v1]._oSelFlag = 1; |
|
Objects[v1]._oAnimFrame -= 2; |
|
} |
|
} |
|
|
|
if (&player != MyPlayer) |
|
return; |
|
|
|
InitDiabloMsg(EMSG_SHRINE_THAUMATURGIC); |
|
} |
|
|
|
void OperateShrineCostOfWisdom(Player &player, spell_id spellId, diablo_message message) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
player._pMemSpells |= GetSpellBitmask(spellId); |
|
|
|
if (player._pSplLvl[spellId] < MAX_SPELL_LEVEL) |
|
player._pSplLvl[spellId]++; |
|
if (player._pSplLvl[spellId] < MAX_SPELL_LEVEL) |
|
player._pSplLvl[spellId]++; |
|
|
|
uint32_t t = player._pMaxManaBase / 10; |
|
int v1 = player._pMana - player._pManaBase; |
|
int v2 = player._pMaxMana - player._pMaxManaBase; |
|
player._pManaBase -= t; |
|
player._pMana -= t; |
|
player._pMaxMana -= t; |
|
player._pMaxManaBase -= t; |
|
if (player._pMana >> 6 <= 0) { |
|
player._pMana = v1; |
|
player._pManaBase = 0; |
|
} |
|
if (player._pMaxMana >> 6 <= 0) { |
|
player._pMaxMana = v2; |
|
player._pMaxManaBase = 0; |
|
} |
|
|
|
force_redraw = 255; |
|
|
|
InitDiabloMsg(message); |
|
} |
|
|
|
void OperateShrineCryptic(int pnum) |
|
{ |
|
Player &player = Players[pnum]; |
|
|
|
AddMissile( |
|
player.position.tile, |
|
player.position.tile, |
|
player._pdir, |
|
MIS_NOVA, |
|
TARGET_PLAYERS, |
|
pnum, |
|
0, |
|
2 * leveltype); |
|
|
|
if (&player != MyPlayer) |
|
return; |
|
|
|
player._pMana = player._pMaxMana; |
|
player._pManaBase = player._pMaxManaBase; |
|
|
|
InitDiabloMsg(EMSG_SHRINE_CRYPTIC); |
|
|
|
force_redraw = 255; |
|
} |
|
|
|
void OperateShrineEldritch(Player &player) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
for (Item &item : InventoryAndBeltPlayerItemsRange { player }) { |
|
if (item._itype != ItemType::Misc) { |
|
continue; |
|
} |
|
if (IsAnyOf(item._iMiscId, IMISC_HEAL, IMISC_MANA)) { |
|
InitializeItem(item, ItemMiscIdIdx(IMISC_REJUV)); |
|
item._iStatFlag = true; |
|
continue; |
|
} |
|
if (IsAnyOf(item._iMiscId, IMISC_FULLHEAL, IMISC_FULLMANA)) { |
|
InitializeItem(item, ItemMiscIdIdx(IMISC_FULLREJUV)); |
|
item._iStatFlag = true; |
|
continue; |
|
} |
|
} |
|
|
|
force_redraw = 255; |
|
|
|
InitDiabloMsg(EMSG_SHRINE_ELDRITCH); |
|
} |
|
|
|
void OperateShrineEerie(Player &player) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
ModifyPlrMag(player, 2); |
|
CheckStats(player); |
|
CalcPlrInv(player, true); |
|
force_redraw = 255; |
|
|
|
InitDiabloMsg(EMSG_SHRINE_EERIE); |
|
} |
|
|
|
/** |
|
* @brief Fully restores HP and Mana of the active player and spawns a pair of potions |
|
* in response to the player activating a Divine shrine |
|
* @param spawnPosition The map tile where the potions will be spawned |
|
* @return false if the shrine was activated by another player in a multiplayer game and |
|
* no changes were made by this instance, true otherwise. |
|
*/ |
|
void OperateShrineDivine(Player &player, Point spawnPosition) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
if (currlevel < 4) { |
|
CreateTypeItem(spawnPosition, false, ItemType::Misc, IMISC_FULLMANA, false, true); |
|
CreateTypeItem(spawnPosition, false, ItemType::Misc, IMISC_FULLHEAL, false, true); |
|
} else { |
|
CreateTypeItem(spawnPosition, false, ItemType::Misc, IMISC_FULLREJUV, false, true); |
|
CreateTypeItem(spawnPosition, false, ItemType::Misc, IMISC_FULLREJUV, false, true); |
|
} |
|
|
|
player._pMana = player._pMaxMana; |
|
player._pManaBase = player._pMaxManaBase; |
|
player._pHitPoints = player._pMaxHP; |
|
player._pHPBase = player._pMaxHPBase; |
|
|
|
force_redraw = 255; |
|
|
|
InitDiabloMsg(EMSG_SHRINE_DIVINE); |
|
} |
|
|
|
void OperateShrineHoly(int pnum) |
|
{ |
|
const Player &player = Players[pnum]; |
|
|
|
AddMissile(player.position.tile, { 0, 0 }, Direction::South, MIS_RNDTELEPORT, TARGET_PLAYERS, pnum, 0, 2 * leveltype); |
|
|
|
if (&player != MyPlayer) |
|
return; |
|
|
|
InitDiabloMsg(EMSG_SHRINE_HOLY); |
|
} |
|
|
|
void OperateShrineSpiritual(Player &player) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
for (int8_t &itemIndex : player.InvGrid) { |
|
if (itemIndex == 0) { |
|
Item &goldItem = player.InvList[player._pNumInv]; |
|
MakeGoldStack(goldItem, 5 * leveltype + GenerateRnd(10 * leveltype)); |
|
player._pNumInv++; |
|
itemIndex = player._pNumInv; |
|
|
|
player._pGold += goldItem._ivalue; |
|
} |
|
} |
|
|
|
InitDiabloMsg(EMSG_SHRINE_SPIRITUAL); |
|
} |
|
|
|
void OperateShrineSpooky(const Player &player) |
|
{ |
|
if (&player == MyPlayer) { |
|
InitDiabloMsg(EMSG_SHRINE_SPOOKY1); |
|
return; |
|
} |
|
|
|
Player &myPlayer = *MyPlayer; |
|
|
|
myPlayer._pHitPoints = myPlayer._pMaxHP; |
|
myPlayer._pHPBase = myPlayer._pMaxHPBase; |
|
myPlayer._pMana = myPlayer._pMaxMana; |
|
myPlayer._pManaBase = myPlayer._pMaxManaBase; |
|
|
|
force_redraw = 255; |
|
|
|
InitDiabloMsg(EMSG_SHRINE_SPOOKY2); |
|
} |
|
|
|
void OperateShrineAbandoned(Player &player) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
ModifyPlrDex(player, 2); |
|
CheckStats(player); |
|
CalcPlrInv(player, true); |
|
force_redraw = 255; |
|
|
|
InitDiabloMsg(EMSG_SHRINE_ABANDONED); |
|
} |
|
|
|
void OperateShrineCreepy(Player &player) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
ModifyPlrStr(player, 2); |
|
CheckStats(player); |
|
CalcPlrInv(player, true); |
|
force_redraw = 255; |
|
|
|
InitDiabloMsg(EMSG_SHRINE_CREEPY); |
|
} |
|
|
|
void OperateShrineQuiet(Player &player) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
ModifyPlrVit(player, 2); |
|
CheckStats(player); |
|
CalcPlrInv(player, true); |
|
force_redraw = 255; |
|
|
|
InitDiabloMsg(EMSG_SHRINE_QUIET); |
|
} |
|
|
|
void OperateShrineSecluded(const Player &player) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
for (int x = 0; x < DMAXX; x++) |
|
for (int y = 0; y < DMAXY; y++) |
|
UpdateAutomapExplorer({ x, y }, MAP_EXP_SHRINE); |
|
|
|
InitDiabloMsg(EMSG_SHRINE_SECLUDED); |
|
} |
|
|
|
void OperateShrineGlimmering(Player &player) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
for (Item &item : PlayerItemsRange { player }) { |
|
if (item._iMagical != ITEM_QUALITY_NORMAL && !item._iIdentified) { |
|
item._iIdentified = true; |
|
} |
|
} |
|
|
|
CalcPlrInv(player, true); |
|
force_redraw = 255; |
|
|
|
InitDiabloMsg(EMSG_SHRINE_GLIMMERING); |
|
} |
|
|
|
void OperateShrineTainted(const Player &player) |
|
{ |
|
if (&player == MyPlayer) { |
|
InitDiabloMsg(EMSG_SHRINE_TAINTED1); |
|
return; |
|
} |
|
|
|
int r = GenerateRnd(4); |
|
|
|
int v1 = r == 0 ? 1 : -1; |
|
int v2 = r == 1 ? 1 : -1; |
|
int v3 = r == 2 ? 1 : -1; |
|
int v4 = r == 3 ? 1 : -1; |
|
|
|
Player &myPlayer = *MyPlayer; |
|
|
|
ModifyPlrStr(myPlayer, v1); |
|
ModifyPlrMag(myPlayer, v2); |
|
ModifyPlrDex(myPlayer, v3); |
|
ModifyPlrVit(myPlayer, v4); |
|
|
|
CheckStats(myPlayer); |
|
CalcPlrInv(myPlayer, true); |
|
force_redraw = 255; |
|
|
|
InitDiabloMsg(EMSG_SHRINE_TAINTED2); |
|
} |
|
|
|
/** |
|
* @brief Oily shrines increase the players primary stat(s) by a total of two, but spawn a |
|
* firewall near the shrine that will spread towards the player |
|
* @param spawnPosition Start location for the firewall |
|
*/ |
|
void OperateShrineOily(Player &player, Point spawnPosition) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
switch (player._pClass) { |
|
case HeroClass::Warrior: |
|
ModifyPlrStr(player, 2); |
|
break; |
|
case HeroClass::Rogue: |
|
ModifyPlrDex(player, 2); |
|
break; |
|
case HeroClass::Sorcerer: |
|
ModifyPlrMag(player, 2); |
|
break; |
|
case HeroClass::Barbarian: |
|
ModifyPlrVit(player, 2); |
|
break; |
|
case HeroClass::Monk: |
|
ModifyPlrStr(player, 1); |
|
ModifyPlrDex(player, 1); |
|
break; |
|
case HeroClass::Bard: |
|
ModifyPlrDex(player, 1); |
|
ModifyPlrMag(player, 1); |
|
break; |
|
} |
|
|
|
CheckStats(player); |
|
CalcPlrInv(player, true); |
|
force_redraw = 255; |
|
|
|
AddMissile( |
|
spawnPosition, |
|
player.position.tile, |
|
player._pdir, |
|
MIS_FIREWALL, |
|
TARGET_PLAYERS, |
|
-1, |
|
2 * currlevel + 2, |
|
0); |
|
|
|
InitDiabloMsg(EMSG_SHRINE_OILY); |
|
} |
|
|
|
void OperateShrineGlowing(Player &player) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
// Add 0-5 points to Magic (0.1% of the players XP) |
|
ModifyPlrMag(player, static_cast<int>(std::min<uint32_t>(player._pExperience / 1000, 5))); |
|
|
|
// Take 5% of the players experience to offset the bonus, unless they're very low level in which case take all their experience. |
|
if (player._pExperience > 5000) |
|
player._pExperience = static_cast<uint32_t>(player._pExperience * 0.95); |
|
else |
|
player._pExperience = 0; |
|
|
|
CheckStats(player); |
|
force_redraw = 255; |
|
|
|
InitDiabloMsg(EMSG_SHRINE_GLOWING); |
|
} |
|
|
|
void OperateShrineMendicant(Player &player) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
int gold = player._pGold / 2; |
|
AddPlrExperience(player, player._pLevel, gold); |
|
TakePlrsMoney(gold); |
|
|
|
force_redraw = 255; |
|
|
|
InitDiabloMsg(EMSG_SHRINE_MENDICANT); |
|
} |
|
|
|
/** |
|
* @brief Grants experience to the player based on their current level while also triggering a magic trap |
|
* @param spawnPosition The trap results in casting flash from this location targeting the player |
|
*/ |
|
void OperateShrineSparkling(Player &player, Point spawnPosition) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
AddPlrExperience(player, player._pLevel, 1000 * currlevel); |
|
|
|
AddMissile( |
|
spawnPosition, |
|
player.position.tile, |
|
player._pdir, |
|
MIS_FLASH, |
|
TARGET_PLAYERS, |
|
-1, |
|
3 * currlevel + 2, |
|
0); |
|
|
|
force_redraw = 255; |
|
|
|
InitDiabloMsg(EMSG_SHRINE_SPARKLING); |
|
} |
|
|
|
/** |
|
* @brief Spawns a town portal near the active player |
|
* @param pnum The player that activated the shrine |
|
* @param spawnPosition The position of the shrine, the portal will be placed on the side closest to the player |
|
*/ |
|
void OperateShrineTown(int pnum, Point spawnPosition) |
|
{ |
|
const Player &player = Players[pnum]; |
|
|
|
if (&player != MyPlayer) |
|
return; |
|
|
|
AddMissile( |
|
spawnPosition, |
|
player.position.tile, |
|
player._pdir, |
|
MIS_TOWN, |
|
TARGET_PLAYERS, |
|
pnum, |
|
0, |
|
0); |
|
|
|
InitDiabloMsg(EMSG_SHRINE_TOWN); |
|
} |
|
|
|
void OperateShrineShimmering(Player &player) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
player._pMana = player._pMaxMana; |
|
player._pManaBase = player._pMaxManaBase; |
|
|
|
force_redraw = 255; |
|
|
|
InitDiabloMsg(EMSG_SHRINE_SHIMMERING); |
|
} |
|
|
|
void OperateShrineSolar(Player &player) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
time_t tm = time(nullptr); |
|
int hour = localtime(&tm)->tm_hour; |
|
if (hour >= 20 || hour < 4) { |
|
InitDiabloMsg(EMSG_SHRINE_SOLAR4); |
|
ModifyPlrVit(player, 2); |
|
} else if (hour >= 18) { |
|
InitDiabloMsg(EMSG_SHRINE_SOLAR3); |
|
ModifyPlrMag(player, 2); |
|
} else if (hour >= 12) { |
|
InitDiabloMsg(EMSG_SHRINE_SOLAR2); |
|
ModifyPlrStr(player, 2); |
|
} else /* 4:00 to 11:59 */ { |
|
InitDiabloMsg(EMSG_SHRINE_SOLAR1); |
|
ModifyPlrDex(player, 2); |
|
} |
|
|
|
CheckStats(player); |
|
CalcPlrInv(player, true); |
|
force_redraw = 255; |
|
} |
|
|
|
void OperateShrineMurphys(Player &player) |
|
{ |
|
if (&player != MyPlayer) |
|
return; |
|
|
|
bool broke = false; |
|
for (auto &item : player.InvBody) { |
|
if (!item.isEmpty() && GenerateRnd(3) == 0) { |
|
if (item._iDurability != DUR_INDESTRUCTIBLE) { |
|
if (item._iDurability > 0) { |
|
item._iDurability /= 2; |
|
broke = true; |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
if (!broke) { |
|
TakePlrsMoney(player._pGold / 3); |
|
} |
|
|
|
InitDiabloMsg(EMSG_SHRINE_MURPHYS); |
|
} |
|
|
|
void OperateShrine(int pnum, int i, _sfx_id sType) |
|
{ |
|
assert(i >= 0 && i < MAXOBJECTS); |
|
Object &shrine = Objects[i]; |
|
|
|
if (shrine._oSelFlag == 0) |
|
return; |
|
|
|
if (dropGoldFlag) { |
|
CloseGoldDrop(); |
|
dropGoldValue = 0; |
|
} |
|
|
|
SetRndSeed(shrine._oRndSeed); |
|
shrine._oSelFlag = 0; |
|
|
|
PlaySfxLoc(sType, shrine.position); |
|
shrine._oAnimFlag = true; |
|
shrine._oAnimDelay = 1; |
|
|
|
Player &player = Players[pnum]; |
|
|
|
switch (shrine._oVar1) { |
|
case ShrineMysterious: |
|
OperateShrineMysterious(player); |
|
break; |
|
case ShrineHidden: |
|
OperateShrineHidden(player); |
|
break; |
|
case ShrineGloomy: |
|
OperateShrineGloomy(player); |
|
break; |
|
case ShrineWeird: |
|
OperateShrineWeird(player); |
|
break; |
|
case ShrineMagical: |
|
case ShrineMagicaL2: |
|
OperateShrineMagical(pnum); |
|
break; |
|
case ShrineStone: |
|
OperateShrineStone(player); |
|
break; |
|
case ShrineReligious: |
|
OperateShrineReligious(player); |
|
break; |
|
case ShrineEnchanted: |
|
OperateShrineEnchanted(player); |
|
break; |
|
case ShrineThaumaturgic: |
|
OperateShrineThaumaturgic(player); |
|
break; |
|
case ShrineFascinating: |
|
OperateShrineCostOfWisdom(player, SPL_FIREBOLT, EMSG_SHRINE_FASCINATING); |
|
break; |
|
case ShrineCryptic: |
|
OperateShrineCryptic(pnum); |
|
break; |
|
case ShrineEldritch: |
|
OperateShrineEldritch(player); |
|
break; |
|
case ShrineEerie: |
|
OperateShrineEerie(player); |
|
break; |
|
case ShrineDivine: |
|
OperateShrineDivine(player, shrine.position); |
|
break; |
|
case ShrineHoly: |
|
OperateShrineHoly(pnum); |
|
break; |
|
case ShrineSacred: |
|
OperateShrineCostOfWisdom(player, SPL_CBOLT, EMSG_SHRINE_SACRED); |
|
break; |
|
case ShrineSpiritual: |
|
OperateShrineSpiritual(player); |
|
break; |
|
case ShrineSpooky: |
|
OperateShrineSpooky(player); |
|
break; |
|
case ShrineAbandoned: |
|
OperateShrineAbandoned(player); |
|
break; |
|
case ShrineCreepy: |
|
OperateShrineCreepy(player); |
|
break; |
|
case ShrineQuiet: |
|
OperateShrineQuiet(player); |
|
break; |
|
case ShrineSecluded: |
|
OperateShrineSecluded(player); |
|
break; |
|
case ShrineOrnate: |
|
OperateShrineCostOfWisdom(player, SPL_HBOLT, EMSG_SHRINE_ORNATE); |
|
break; |
|
case ShrineGlimmering: |
|
OperateShrineGlimmering(player); |
|
break; |
|
case ShrineTainted: |
|
OperateShrineTainted(player); |
|
break; |
|
case ShrineOily: |
|
OperateShrineOily(player, shrine.position); |
|
break; |
|
case ShrineGlowing: |
|
OperateShrineGlowing(player); |
|
break; |
|
case ShrineMendicant: |
|
OperateShrineMendicant(player); |
|
break; |
|
case ShrineSparkling: |
|
OperateShrineSparkling(player, shrine.position); |
|
break; |
|
case ShrineTown: |
|
OperateShrineTown(pnum, shrine.position); |
|
break; |
|
case ShrineShimmering: |
|
OperateShrineShimmering(player); |
|
break; |
|
case ShrineSolar: |
|
OperateShrineSolar(player); |
|
break; |
|
case ShrineMurphys: |
|
OperateShrineMurphys(player); |
|
break; |
|
} |
|
|
|
if (&player == MyPlayer) |
|
NetSendCmdParam2(false, CMD_PLROPOBJ, pnum, i); |
|
} |
|
|
|
void OperateSkelBook(int i, bool sendmsg, bool sendLootMsg) |
|
{ |
|
if (Objects[i]._oSelFlag == 0) { |
|
return; |
|
} |
|
|
|
PlaySfxLoc(IS_ISCROL, Objects[i].position); |
|
Objects[i]._oSelFlag = 0; |
|
Objects[i]._oAnimFrame += 2; |
|
SetRndSeed(Objects[i]._oRndSeed); |
|
if (GenerateRnd(5) != 0) |
|
CreateTypeItem(Objects[i].position, false, ItemType::Misc, IMISC_SCROLL, sendLootMsg, false); |
|
else |
|
CreateTypeItem(Objects[i].position, false, ItemType::Misc, IMISC_BOOK, sendLootMsg, false); |
|
if (sendmsg) |
|
NetSendCmdParam1(false, CMD_OPERATEOBJ, i); |
|
} |
|
|
|
void OperateBookCase(int i, bool sendmsg, bool sendLootMsg) |
|
{ |
|
if (Objects[i]._oSelFlag == 0) { |
|
return; |
|
} |
|
|
|
PlaySfxLoc(IS_ISCROL, Objects[i].position); |
|
Objects[i]._oSelFlag = 0; |
|
Objects[i]._oAnimFrame -= 2; |
|
SetRndSeed(Objects[i]._oRndSeed); |
|
CreateTypeItem(Objects[i].position, false, ItemType::Misc, IMISC_BOOK, sendLootMsg, false); |
|
|
|
if (Quests[Q_ZHAR].IsAvailable()) { |
|
auto &zhar = Monsters[MAX_PLRS]; |
|
if (zhar._mmode == MonsterMode::Stand // prevents playing the "angry" message for the second time if zhar got aggroed by losing vision and talking again |
|
&& zhar._uniqtype - 1 == UMT_ZHAR |
|
&& zhar._msquelch == UINT8_MAX |
|
&& zhar._mhitpoints > 0) { |
|
zhar.mtalkmsg = TEXT_ZHAR2; |
|
M_StartStand(zhar, zhar._mdir); // BUGFIX: first parameter in call to M_StartStand should be MAX_PLRS, not 0. (fixed) |
|
zhar._mgoal = MGOAL_ATTACK2; |
|
zhar._mmode = MonsterMode::Talk; |
|
} |
|
} |
|
if (sendmsg) |
|
NetSendCmdParam1(false, CMD_OPERATEOBJ, i); |
|
} |
|
|
|
void OperateDecap(int i, bool sendmsg, bool sendLootMsg) |
|
{ |
|
if (Objects[i]._oSelFlag == 0) { |
|
return; |
|
} |
|
Objects[i]._oSelFlag = 0; |
|
SetRndSeed(Objects[i]._oRndSeed); |
|
CreateRndItem(Objects[i].position, false, sendLootMsg, false); |
|
if (sendmsg) |
|
NetSendCmdParam1(false, CMD_OPERATEOBJ, i); |
|
} |
|
|
|
void OperateArmorStand(int i, bool sendmsg, bool sendLootMsg) |
|
{ |
|
if (Objects[i]._oSelFlag == 0) { |
|
return; |
|
} |
|
Objects[i]._oSelFlag = 0; |
|
Objects[i]._oAnimFrame++; |
|
SetRndSeed(Objects[i]._oRndSeed); |
|
bool uniqueRnd = (GenerateRnd(2) != 0); |
|
if (currlevel <= 5) { |
|
CreateTypeItem(Objects[i].position, true, ItemType::LightArmor, IMISC_NONE, sendLootMsg, false); |
|
} else if (currlevel >= 6 && currlevel <= 9) { |
|
CreateTypeItem(Objects[i].position, uniqueRnd, ItemType::MediumArmor, IMISC_NONE, sendLootMsg, false); |
|
} else if (currlevel >= 10 && currlevel <= 12) { |
|
CreateTypeItem(Objects[i].position, false, ItemType::HeavyArmor, IMISC_NONE, sendLootMsg, false); |
|
} else if (currlevel >= 13) { |
|
CreateTypeItem(Objects[i].position, true, ItemType::HeavyArmor, IMISC_NONE, sendLootMsg, false); |
|
} |
|
if (sendmsg) |
|
NetSendCmdParam1(false, CMD_OPERATEOBJ, i); |
|
} |
|
|
|
int FindValidShrine() |
|
{ |
|
for (;;) { |
|
int rv = GenerateRnd(gbIsHellfire ? NumberOfShrineTypes : 26); |
|
if (currlevel < shrinemin[rv] || currlevel > shrinemax[rv] || rv == ShrineThaumaturgic) |
|
continue; |
|
if (gbIsMultiplayer && shrineavail[rv] == ShrineTypeSingle) |
|
continue; |
|
if (!gbIsMultiplayer && shrineavail[rv] == ShrineTypeMulti) |
|
continue; |
|
return rv; |
|
} |
|
} |
|
|
|
void OperateGoatShrine(int pnum, int i, _sfx_id sType) |
|
{ |
|
SetRndSeed(Objects[i]._oRndSeed); |
|
Objects[i]._oVar1 = FindValidShrine(); |
|
OperateShrine(pnum, i, sType); |
|
Objects[i]._oAnimDelay = 2; |
|
force_redraw = 255; |
|
} |
|
|
|
void OperateCauldron(int pnum, int i, _sfx_id sType) |
|
{ |
|
SetRndSeed(Objects[i]._oRndSeed); |
|
Objects[i]._oVar1 = FindValidShrine(); |
|
OperateShrine(pnum, i, sType); |
|
Objects[i]._oAnimFrame = 3; |
|
Objects[i]._oAnimFlag = false; |
|
force_redraw = 255; |
|
} |
|
|
|
bool OperateFountains(int pnum, int i) |
|
{ |
|
Player &player = Players[pnum]; |
|
bool applied = false; |
|
switch (Objects[i]._otype) { |
|
case OBJ_BLOODFTN: |
|
if (pnum != MyPlayerId) |
|
return false; |
|
|
|
if (player._pHitPoints < player._pMaxHP) { |
|
PlaySfxLoc(LS_FOUNTAIN, Objects[i].position); |
|
player._pHitPoints += 64; |
|
player._pHPBase += 64; |
|
if (player._pHitPoints > player._pMaxHP) { |
|
player._pHitPoints = player._pMaxHP; |
|
player._pHPBase = player._pMaxHPBase; |
|
} |
|
applied = true; |
|
} else |
|
PlaySfxLoc(LS_FOUNTAIN, Objects[i].position); |
|
break; |
|
case OBJ_PURIFYINGFTN: |
|
if (pnum != MyPlayerId) |
|
return false; |
|
|
|
if (player._pMana < player._pMaxMana) { |
|
PlaySfxLoc(LS_FOUNTAIN, Objects[i].position); |
|
|
|
player._pMana += 64; |
|
player._pManaBase += 64; |
|
if (player._pMana > player._pMaxMana) { |
|
player._pMana = player._pMaxMana; |
|
player._pManaBase = player._pMaxManaBase; |
|
} |
|
|
|
applied = true; |
|
} else |
|
PlaySfxLoc(LS_FOUNTAIN, Objects[i].position); |
|
break; |
|
case OBJ_MURKYFTN: |
|
if (Objects[i]._oSelFlag == 0) |
|
break; |
|
PlaySfxLoc(LS_FOUNTAIN, Objects[i].position); |
|
Objects[i]._oSelFlag = 0; |
|
AddMissile( |
|
player.position.tile, |
|
player.position.tile, |
|
player._pdir, |
|
MIS_INFRA, |
|
TARGET_PLAYERS, |
|
pnum, |
|
0, |
|
2 * leveltype); |
|
applied = true; |
|
if (pnum == MyPlayerId) |
|
NetSendCmdParam1(false, CMD_OPERATEOBJ, i); |
|
break; |
|
case OBJ_TEARFTN: { |
|
if (Objects[i]._oSelFlag == 0) |
|
break; |
|
PlaySfxLoc(LS_FOUNTAIN, Objects[i].position); |
|
Objects[i]._oSelFlag = 0; |
|
if (pnum != MyPlayerId) |
|
return false; |
|
|
|
unsigned randomValue = (Objects[i]._oRndSeed >> 16) % 12; |
|
unsigned fromStat = randomValue / 3; |
|
unsigned toStat = randomValue % 3; |
|
if (toStat >= fromStat) |
|
toStat++; |
|
|
|
std::pair<unsigned, int> alterations[] = { { fromStat, -1 }, { toStat, 1 } }; |
|
for (auto alteration : alterations) { |
|
switch (alteration.first) { |
|
case 0: |
|
ModifyPlrStr(player, alteration.second); |
|
break; |
|
case 1: |
|
ModifyPlrMag(player, alteration.second); |
|
break; |
|
case 2: |
|
ModifyPlrDex(player, alteration.second); |
|
break; |
|
case 3: |
|
ModifyPlrVit(player, alteration.second); |
|
break; |
|
} |
|
} |
|
|
|
CheckStats(player); |
|
applied = true; |
|
if (pnum == MyPlayerId) |
|
NetSendCmdParam1(false, CMD_OPERATEOBJ, i); |
|
} break; |
|
default: |
|
break; |
|
} |
|
force_redraw = 255; |
|
return applied; |
|
} |
|
|
|
void OperateWeaponRack(int i, bool sendmsg, bool sendLootMsg) |
|
{ |
|
if (Objects[i]._oSelFlag == 0) |
|
return; |
|
SetRndSeed(Objects[i]._oRndSeed); |
|
|
|
ItemType weaponType { PickRandomlyAmong({ ItemType::Sword, ItemType::Axe, ItemType::Bow, ItemType::Mace }) }; |
|
|
|
Objects[i]._oSelFlag = 0; |
|
Objects[i]._oAnimFrame++; |
|
|
|
CreateTypeItem(Objects[i].position, leveltype != DTYPE_CATHEDRAL, weaponType, IMISC_NONE, sendLootMsg, false); |
|
|
|
if (sendmsg) |
|
NetSendCmdParam1(false, CMD_OPERATEOBJ, i); |
|
} |
|
|
|
/** |
|
* @brief Checks whether the player is activating Na-Krul's spell tomes in the correct order |
|
* |
|
* Used as part of the final Diablo: Hellfire quest (from the hints provided to the player in the |
|
* reconstructed note). This function both updates the state of the variable that tracks progress |
|
* and also determines whether the spawn conditions are met (i.e. all tomes have been triggered |
|
* in the correct order). |
|
* |
|
* @param s the id of the spell tome |
|
* @return true if the player has activated all three tomes in the correct order, false otherwise |
|
*/ |
|
bool OperateNakrulBook(int s) |
|
{ |
|
switch (s) { |
|
case 6: |
|
NaKrulTomeSequence = 1; |
|
break; |
|
case 7: |
|
if (NaKrulTomeSequence == 1) { |
|
NaKrulTomeSequence = 2; |
|
} else { |
|
NaKrulTomeSequence = 0; |
|
} |
|
break; |
|
case 8: |
|
if (NaKrulTomeSequence == 2) |
|
return true; |
|
NaKrulTomeSequence = 0; |
|
break; |
|
} |
|
return false; |
|
} |
|
|
|
void OperateStoryBook(int i) |
|
{ |
|
if (Objects[i]._oSelFlag == 0 || qtextflag) { |
|
return; |
|
} |
|
Objects[i]._oAnimFrame = Objects[i]._oVar4; |
|
PlaySfxLoc(IS_ISCROL, Objects[i].position); |
|
auto msg = static_cast<_speech_id>(Objects[i]._oVar2); |
|
if (Objects[i]._oVar8 != 0 && currlevel == 24) { |
|
if (!IsUberLeverActivated && Quests[Q_NAKRUL]._qactive != QUEST_DONE && OperateNakrulBook(Objects[i]._oVar8)) { |
|
NetSendCmd(false, CMD_NAKRUL); |
|
return; |
|
} |
|
} else if (leveltype == DTYPE_CRYPT) { |
|
Quests[Q_NAKRUL]._qactive = QUEST_ACTIVE; |
|
Quests[Q_NAKRUL]._qlog = true; |
|
Quests[Q_NAKRUL]._qmsg = msg; |
|
} |
|
InitQTextMsg(msg); |
|
NetSendCmdParam1(false, CMD_OPERATEOBJ, i); |
|
} |
|
|
|
void OperateLazStand(int i) |
|
{ |
|
if (ActiveItemCount >= MAXITEMS) { |
|
return; |
|
} |
|
|
|
if (Objects[i]._oSelFlag == 0 || qtextflag) { |
|
return; |
|
} |
|
|
|
Objects[i]._oAnimFrame++; |
|
Objects[i]._oSelFlag = 0; |
|
Point pos = GetSuperItemLoc(Objects[i].position); |
|
SpawnQuestItem(IDI_LAZSTAFF, pos, 0, 0); |
|
} |
|
|
|
void SyncOpL1Door(int cmd, int i) |
|
{ |
|
bool doSync = false; |
|
if (cmd == CMD_OPENDOOR && Objects[i]._oVar4 == 0) |
|
doSync = true; |
|
if (cmd == CMD_CLOSEDOOR && Objects[i]._oVar4 == 1) |
|
doSync = true; |
|
if (!doSync) |
|
return; |
|
|
|
if (Objects[i]._otype == OBJ_L1LDOOR) |
|
OperateL1LDoor(i, false); |
|
if (Objects[i]._otype == OBJ_L1RDOOR) |
|
OperateL1RDoor(i, false); |
|
} |
|
|
|
void SyncOpL2Door(int cmd, int i) |
|
{ |
|
bool doSync = false; |
|
if (cmd == CMD_OPENDOOR && Objects[i]._oVar4 == 0) |
|
doSync = true; |
|
if (cmd == CMD_CLOSEDOOR && Objects[i]._oVar4 == 1) |
|
doSync = true; |
|
if (!doSync) |
|
return; |
|
|
|
if (Objects[i]._otype == OBJ_L2LDOOR) |
|
OperateL2LDoor(i, false); |
|
if (Objects[i]._otype == OBJ_L2RDOOR) |
|
OperateL2RDoor(i, false); |
|
} |
|
|
|
void SyncOpL3Door(int cmd, int i) |
|
{ |
|
bool doSync = false; |
|
if (cmd == CMD_OPENDOOR && Objects[i]._oVar4 == 0) |
|
doSync = true; |
|
if (cmd == CMD_CLOSEDOOR && Objects[i]._oVar4 == 1) |
|
doSync = true; |
|
if (!doSync) |
|
return; |
|
|
|
if (Objects[i]._otype == OBJ_L3LDOOR) |
|
OperateL3LDoor(i, false); |
|
if (Objects[i]._otype == OBJ_L3RDOOR) |
|
OperateL3RDoor(i, false); |
|
} |
|
|
|
void SyncOpL5Door(int cmd, int i) |
|
{ |
|
bool doSync = false; |
|
if (cmd == CMD_OPENDOOR && Objects[i]._oVar4 == 0) |
|
doSync = true; |
|
if (cmd == CMD_CLOSEDOOR && Objects[i]._oVar4 == 1) |
|
doSync = true; |
|
if (!doSync) |
|
return; |
|
|
|
if (Objects[i]._otype == OBJ_L5LDOOR) |
|
OperateL5LDoor(i, false); |
|
if (Objects[i]._otype == OBJ_L5RDOOR) |
|
OperateL5RDoor(i, false); |
|
} |
|
|
|
/** |
|
* @brief Checks if all active crux objects of the given type have been broken. |
|
* |
|
* Called by BreakCrux and SyncCrux to see if the linked map area needs to be updated. In practice I think this is |
|
* always true when called by BreakCrux as there *should* only be one instance of each crux with a given _oVar8 value? |
|
* |
|
* @param cruxType Discriminator/type (_oVar8 value) of the crux object which is currently changing state |
|
* @return true if all active cruxes of that type on the level are broken, false if at least one remains unbroken |
|
*/ |
|
bool AreAllCruxesOfTypeBroken(int cruxType) |
|
{ |
|
for (int j = 0; j < ActiveObjectCount; j++) { |
|
const auto &testObject = Objects[ActiveObjects[j]]; |
|
if (!testObject.IsCrux()) |
|
continue; // Not a Crux object, keep searching |
|
if (cruxType != testObject._oVar8 || testObject._oBreak == -1) |
|
continue; // Found either a different crux or a previously broken crux, keep searching |
|
|
|
// Found an unbroken crux of this type |
|
return false; |
|
} |
|
return true; |
|
} |
|
|
|
void BreakCrux(Object &crux) |
|
{ |
|
crux._oAnimFlag = true; |
|
crux._oAnimFrame = 1; |
|
crux._oAnimDelay = 1; |
|
crux._oSolidFlag = true; |
|
crux._oMissFlag = true; |
|
crux._oBreak = -1; |
|
crux._oSelFlag = 0; |
|
|
|
if (!AreAllCruxesOfTypeBroken(crux._oVar8)) |
|
return; |
|
|
|
PlaySfxLoc(IS_LEVER, crux.position); |
|
ObjChangeMap(crux._oVar1, crux._oVar2, crux._oVar3, crux._oVar4); |
|
} |
|
|
|
void BreakBarrel(int pnum, Object &barrel, bool forcebreak, bool sendmsg) |
|
{ |
|
if (barrel._oSelFlag == 0) |
|
return; |
|
if (!forcebreak && pnum != MyPlayerId) { |
|
return; |
|
} |
|
|
|
barrel._oAnimFlag = true; |
|
barrel._oAnimFrame = 1; |
|
barrel._oAnimDelay = 1; |
|
barrel._oSolidFlag = false; |
|
barrel._oMissFlag = true; |
|
barrel._oBreak = -1; |
|
barrel._oSelFlag = 0; |
|
barrel._oPreFlag = true; |
|
|
|
if (barrel.isExplosive()) { |
|
if (barrel._otype == _object_id::OBJ_URNEX) |
|
PlaySfxLoc(IS_POPPOP3, barrel.position); |
|
else if (barrel._otype == _object_id::OBJ_PODEX) |
|
PlaySfxLoc(IS_POPPOP8, barrel.position); |
|
else |
|
PlaySfxLoc(IS_BARLFIRE, barrel.position); |
|
for (int yp = barrel.position.y - 1; yp <= barrel.position.y + 1; yp++) { |
|
for (int xp = barrel.position.x - 1; xp <= barrel.position.x + 1; xp++) { |
|
if (dMonster[xp][yp] > 0) { |
|
MonsterTrapHit(dMonster[xp][yp] - 1, 1, 4, 0, MIS_FIREBOLT, false); |
|
} |
|
if (dPlayer[xp][yp] > 0) { |
|
bool unused; |
|
PlayerMHit(dPlayer[xp][yp] - 1, nullptr, 0, 8, 16, MIS_FIREBOLT, false, 0, &unused); |
|
} |
|
// don't really need to exclude large objects as explosive barrels are single tile objects, but using considerLargeObjects == false as this matches the old logic. |
|
Object *adjacentObject = ObjectAtPosition({ xp, yp }, false); |
|
if (adjacentObject != nullptr && adjacentObject->isExplosive() && !adjacentObject->IsBroken()) { |
|
BreakBarrel(pnum, *adjacentObject, true, sendmsg); |
|
} |
|
} |
|
} |
|
} else { |
|
if (barrel._otype == _object_id::OBJ_URN) |
|
PlaySfxLoc(IS_POPPOP2, barrel.position); |
|
else if (barrel._otype == _object_id::OBJ_POD) |
|
PlaySfxLoc(IS_POPPOP5, barrel.position); |
|
else |
|
PlaySfxLoc(IS_BARREL, barrel.position); |
|
SetRndSeed(barrel._oRndSeed); |
|
if (barrel._oVar2 <= 1) { |
|
if (barrel._oVar3 == 0) |
|
CreateRndUseful(barrel.position, sendmsg); |
|
else |
|
CreateRndItem(barrel.position, false, sendmsg, false); |
|
} |
|
if (barrel._oVar2 >= 8) |
|
SpawnSkeleton(barrel._oVar4, barrel.position); |
|
} |
|
if (pnum == MyPlayerId) { |
|
NetSendCmdParam2(false, CMD_BREAKOBJ, pnum, static_cast<uint16_t>(barrel.GetId())); |
|
} |
|
} |
|
|
|
void SyncCrux(const Object &crux) |
|
{ |
|
if (AreAllCruxesOfTypeBroken(crux._oVar8)) |
|
ObjChangeMap(crux._oVar1, crux._oVar2, crux._oVar3, crux._oVar4); |
|
} |
|
|
|
void SyncLever(const Object &lever) |
|
{ |
|
if (lever._oSelFlag != 0) |
|
return; |
|
|
|
if (currlevel == 16 && !AreAllLeversActivated(lever._oVar8)) |
|
return; |
|
|
|
ObjChangeMap(lever._oVar1, lever._oVar2, lever._oVar3, lever._oVar4); |
|
} |
|
|
|
void SyncQSTLever(const Object &qstLever) |
|
{ |
|
if (qstLever._oAnimFrame == qstLever._oVar6) { |
|
ObjChangeMapResync(qstLever._oVar1, qstLever._oVar2, qstLever._oVar3, qstLever._oVar4); |
|
if (qstLever._otype == OBJ_BLINDBOOK) { |
|
auto tren = TransVal; |
|
TransVal = 9; |
|
DRLG_MRectTrans({ qstLever._oVar1, qstLever._oVar2 }, { qstLever._oVar3, qstLever._oVar4 }); |
|
TransVal = tren; |
|
} |
|
} |
|
} |
|
|
|
void SyncPedestal(const Object &pedestal, Point origin, int width) |
|
{ |
|
if (pedestal._oVar6 == 1) |
|
ObjChangeMapResync(origin.x, origin.y + 3, origin.x + 2, origin.y + 7); |
|
if (pedestal._oVar6 == 2) { |
|
ObjChangeMapResync(origin.x, origin.y + 3, origin.x + 2, origin.y + 7); |
|
ObjChangeMapResync(origin.x + 6, origin.y + 3, origin.x + width, origin.y + 7); |
|
} |
|
if (pedestal._oVar6 == 3) { |
|
ObjChangeMapResync(pedestal._oVar1, pedestal._oVar2, pedestal._oVar3, pedestal._oVar4); |
|
LoadMapObjects("Levels\\L2Data\\Blood2.DUN", origin.megaToWorld()); |
|
} |
|
} |
|
|
|
void SyncL1Doors(Object &door) |
|
{ |
|
if (door._oVar4 == 0) { |
|
door._oMissFlag = false; |
|
return; |
|
} |
|
|
|
door._oMissFlag = true; |
|
door._oSelFlag = 2; |
|
|
|
bool isLeftDoor = door._otype == _object_id::OBJ_L1LDOOR; // otherwise the door is type OBJ_L1RDOOR |
|
|
|
if (isLeftDoor) { |
|
ObjSetMicro(door.position, door._oVar1 == 214 ? 407 : 392); |
|
dSpecial[door.position.x][door.position.y] = 7; |
|
DoorSet(door.position + Direction::NorthEast, isLeftDoor); |
|
} else { |
|
ObjSetMicro(door.position, 394); |
|
dSpecial[door.position.x][door.position.y] = 8; |
|
DoorSet(door.position + Direction::NorthWest, isLeftDoor); |
|
} |
|
} |
|
|
|
void SyncL2Doors(Object &door) |
|
{ |
|
door._oMissFlag = door._oVar4 != 0; |
|
door._oSelFlag = 2; |
|
|
|
bool isLeftDoor = door._otype == _object_id::OBJ_L2LDOOR; // otherwise the door is type OBJ_L2RDOOR |
|
|
|
switch (door._oVar4) { |
|
case 0: |
|
ObjSetMicro(door.position, isLeftDoor ? 537 : 539); |
|
dSpecial[door.position.x][door.position.y] = 0; |
|
break; |
|
case 1: |
|
case 2: |
|
ObjSetMicro(door.position, isLeftDoor ? 12 : 16); |
|
dSpecial[door.position.x][door.position.y] = isLeftDoor ? 5 : 6; |
|
break; |
|
} |
|
} |
|
|
|
void SyncL3Doors(Object &door) |
|
{ |
|
door._oMissFlag = true; |
|
door._oSelFlag = 2; |
|
|
|
bool isLeftDoor = door._otype == _object_id::OBJ_L3LDOOR; // otherwise the door is type OBJ_L3RDOOR |
|
|
|
switch (door._oVar4) { |
|
case 0: |
|
ObjSetMicro(door.position, isLeftDoor ? 530 : 533); |
|
break; |
|
case 1: |
|
case 2: |
|
ObjSetMicro(door.position, isLeftDoor ? 537 : 540); |
|
break; |
|
} |
|
} |
|
|
|
void SyncL5Doors(Object &door) |
|
{ |
|
if (door._oVar4 == 0) { |
|
door._oMissFlag = false; |
|
return; |
|
} |
|
|
|
door._oMissFlag = true; |
|
door._oSelFlag = 2; |
|
|
|
bool isLeftDoor = door._otype == _object_id::OBJ_L5LDOOR; // otherwise the door is type OBJ_L5RDOOR |
|
|
|
if (isLeftDoor) { |
|
ObjSetMicro(door.position, 205); |
|
dSpecial[door.position.x][door.position.y] = 1; |
|
CryptDoorSet(door.position + Direction::NorthEast, isLeftDoor); |
|
} else { |
|
ObjSetMicro(door.position, 208); |
|
dSpecial[door.position.x][door.position.y] = 2; |
|
CryptDoorSet(door.position + Direction::NorthWest, isLeftDoor); |
|
} |
|
} |
|
|
|
void UpdateState(Object &object, int frame) |
|
{ |
|
if (object._oSelFlag == 0) { |
|
return; |
|
} |
|
|
|
object._oSelFlag = 0; |
|
object._oAnimFrame = frame; |
|
object._oAnimFlag = false; |
|
} |
|
|
|
} // namespace |
|
|
|
unsigned int Object::GetId() const |
|
{ |
|
return abs(dObject[position.x][position.y]) - 1; |
|
} |
|
|
|
bool Object::IsDisabled() const |
|
{ |
|
if (!*sgOptions.Gameplay.disableCripplingShrines) { |
|
return false; |
|
} |
|
if (IsAnyOf(_otype, _object_id::OBJ_GOATSHRINE, _object_id::OBJ_CAULDRON)) { |
|
return true; |
|
} |
|
if (!IsShrine()) { |
|
return false; |
|
} |
|
return IsAnyOf(static_cast<shrine_type>(_oVar1), shrine_type::ShrineFascinating, shrine_type::ShrineOrnate, shrine_type::ShrineSacred); |
|
} |
|
|
|
Object *ObjectAtPosition(Point position, bool considerLargeObjects) |
|
{ |
|
if (!InDungeonBounds(position)) { |
|
return nullptr; |
|
} |
|
|
|
auto objectId = dObject[position.x][position.y]; |
|
|
|
if (objectId > 0 || (considerLargeObjects && objectId != 0)) { |
|
return &Objects[abs(objectId) - 1]; |
|
} |
|
|
|
// nothing at this position, return a nullptr |
|
return nullptr; |
|
} |
|
|
|
bool IsItemBlockingObjectAtPosition(Point position) |
|
{ |
|
Object *object = ObjectAtPosition(position); |
|
if (object != nullptr && object->_oSolidFlag) { |
|
// solid object |
|
return true; |
|
} |
|
|
|
object = ObjectAtPosition(position + Direction::South); |
|
if (object != nullptr && object->_oSelFlag != 0) { |
|
// An unopened container or breakable object exists which potentially overlaps this tile, the player might not be able to pick up an item dropped here. |
|
return true; |
|
} |
|
|
|
object = ObjectAtPosition(position + Direction::SouthEast, false); |
|
if (object != nullptr) { |
|
Object *otherDoor = ObjectAtPosition(position + Direction::SouthWest, false); |
|
if (otherDoor != nullptr && object->_oSelFlag != 0 && otherDoor->_oSelFlag != 0) { |
|
// Two interactive objects potentially overlap both sides of this tile, as above the player might not be able to pick up an item which is dropped here. |
|
return true; |
|
} |
|
} |
|
|
|
return false; |
|
} |
|
|
|
void LoadLevelObjects(bool filesLoaded[65]) |
|
{ |
|
for (const ObjectData objectData : AllObjects) { |
|
if (leveltype == objectData.olvltype) { |
|
filesLoaded[objectData.ofindex] = true; |
|
} |
|
} |
|
|
|
for (int i = OFILE_L1BRAZ; i <= OFILE_L5BOOKS; i++) { |
|
if (!filesLoaded[i]) { |
|
continue; |
|
} |
|
|
|
ObjFileList[numobjfiles] = static_cast<object_graphic_id>(i); |
|
char filestr[32]; |
|
*fmt::format_to(filestr, FMT_COMPILE(R"(Objects\{}.CEL)"), ObjMasterLoadList[i]) = '\0'; |
|
pObjCels[numobjfiles] = LoadFileInMem(filestr); |
|
numobjfiles++; |
|
} |
|
} |
|
|
|
void InitObjectGFX() |
|
{ |
|
bool filesLoaded[65] = {}; |
|
|
|
if (IsAnyOf(currlevel, 4, 8, 12)) { |
|
filesLoaded[OFILE_BKSLBRNT] = true; |
|
filesLoaded[OFILE_CANDLE2] = true; |
|
} |
|
|
|
for (const ObjectData objectData : AllObjects) { |
|
if (objectData.ominlvl != 0 && currlevel >= objectData.ominlvl && currlevel <= objectData.omaxlvl) { |
|
if (IsAnyOf(objectData.ofindex, OFILE_TRAPHOLE, OFILE_TRAPHOLE) && leveltype == DTYPE_HELL) { |
|
continue; |
|
} |
|
|
|
filesLoaded[objectData.ofindex] = true; |
|
} |
|
if (objectData.otheme != THEME_NONE) { |
|
for (int j = 0; j < numthemes; j++) { |
|
if (themes[j].ttype == objectData.otheme) { |
|
filesLoaded[objectData.ofindex] = true; |
|
} |
|
} |
|
} |
|
|
|
if (objectData.oquest != Q_INVALID && Quests[objectData.oquest].IsAvailable()) { |
|
filesLoaded[objectData.ofindex] = true; |
|
} |
|
} |
|
|
|
LoadLevelObjects(filesLoaded); |
|
} |
|
|
|
void FreeObjectGFX() |
|
{ |
|
for (int i = 0; i < numobjfiles; i++) { |
|
pObjCels[i] = nullptr; |
|
} |
|
numobjfiles = 0; |
|
} |
|
|
|
void AddL1Objs(int x1, int y1, int x2, int y2) |
|
{ |
|
for (int j = y1; j < y2; j++) { |
|
for (int i = x1; i < x2; i++) { |
|
int pn = dPiece[i][j]; |
|
if (pn == 269) |
|
AddObject(OBJ_L1LIGHT, { i, j }); |
|
if (pn == 43 || pn == 50 || pn == 213) |
|
AddObject(OBJ_L1LDOOR, { i, j }); |
|
if (pn == 45 || pn == 55) |
|
AddObject(OBJ_L1RDOOR, { i, j }); |
|
} |
|
} |
|
} |
|
|
|
void AddL2Objs(int x1, int y1, int x2, int y2) |
|
{ |
|
for (int j = y1; j < y2; j++) { |
|
for (int i = x1; i < x2; i++) { |
|
int pn = dPiece[i][j]; |
|
if (pn == 12 || pn == 540) |
|
AddObject(OBJ_L2LDOOR, { i, j }); |
|
if (pn == 16 || pn == 541) |
|
AddObject(OBJ_L2RDOOR, { i, j }); |
|
} |
|
} |
|
} |
|
|
|
void AddL3Objs(int x1, int y1, int x2, int y2) |
|
{ |
|
for (int j = y1; j < y2; j++) { |
|
for (int i = x1; i < x2; i++) { |
|
int pn = dPiece[i][j]; |
|
if (pn == 530) |
|
AddObject(OBJ_L3LDOOR, { i, j }); |
|
if (pn == 533) |
|
AddObject(OBJ_L3RDOOR, { i, j }); |
|
} |
|
} |
|
} |
|
|
|
void AddCryptObjects(int x1, int y1, int x2, int y2) |
|
{ |
|
for (int j = y1; j < y2; j++) { |
|
for (int i = x1; i < x2; i++) { |
|
int pn = dPiece[i][j]; |
|
if (pn == 76) |
|
AddObject(OBJ_L5LDOOR, { i, j }); |
|
if (pn == 79) |
|
AddObject(OBJ_L5RDOOR, { i, j }); |
|
} |
|
} |
|
} |
|
|
|
void AddSlainHero() |
|
{ |
|
int x; |
|
int y; |
|
|
|
GetRndObjLoc(5, &x, &y); |
|
AddObject(OBJ_SLAINHERO, { x + 2, y + 2 }); |
|
} |
|
|
|
void InitObjects() |
|
{ |
|
ClrAllObjects(); |
|
NaKrulTomeSequence = 0; |
|
if (currlevel == 16) { |
|
AddDiabObjs(); |
|
} else { |
|
ApplyObjectLighting = true; |
|
AdvanceRndSeed(); |
|
if (currlevel == 9 && !gbIsMultiplayer) |
|
AddSlainHero(); |
|
if (currlevel == Quests[Q_MUSHROOM]._qlevel && Quests[Q_MUSHROOM]._qactive == QUEST_INIT) |
|
AddMushPatch(); |
|
|
|
if (currlevel == 4 || currlevel == 8 || currlevel == 12) |
|
AddStoryBooks(); |
|
if (currlevel == 21) { |
|
AddCryptStoryBook(1); |
|
} else if (currlevel == 22) { |
|
AddCryptStoryBook(2); |
|
AddCryptStoryBook(3); |
|
} else if (currlevel == 23) { |
|
AddCryptStoryBook(4); |
|
AddCryptStoryBook(5); |
|
} |
|
if (currlevel == 24) { |
|
AddNakrulGate(); |
|
} |
|
if (leveltype == DTYPE_CATHEDRAL) { |
|
if (Quests[Q_BUTCHER].IsAvailable()) |
|
AddTortures(); |
|
if (Quests[Q_PWATER].IsAvailable()) |
|
AddCandles(); |
|
if (Quests[Q_LTBANNER].IsAvailable()) |
|
AddObject(OBJ_SIGNCHEST, SetPiece.position.megaToWorld() + Displacement { 10, 3 }); |
|
InitRndLocBigObj(10, 15, OBJ_SARC); |
|
AddL1Objs(0, 0, MAXDUNX, MAXDUNY); |
|
InitRndBarrels(); |
|
} |
|
if (leveltype == DTYPE_CATACOMBS) { |
|
if (Quests[Q_ROCK].IsAvailable()) |
|
InitRndLocObj5x5(1, 1, OBJ_STAND); |
|
if (Quests[Q_SCHAMB].IsAvailable()) |
|
InitRndLocObj5x5(1, 1, OBJ_BOOK2R); |
|
AddL2Objs(0, 0, MAXDUNX, MAXDUNY); |
|
AddL2Torches(); |
|
if (Quests[Q_BLIND].IsAvailable()) { |
|
_speech_id spId; |
|
switch (MyPlayer->_pClass) { |
|
case HeroClass::Warrior: |
|
spId = TEXT_BLINDING; |
|
break; |
|
case HeroClass::Rogue: |
|
spId = TEXT_RBLINDING; |
|
break; |
|
case HeroClass::Sorcerer: |
|
spId = TEXT_MBLINDING; |
|
break; |
|
case HeroClass::Monk: |
|
spId = TEXT_HBLINDING; |
|
break; |
|
case HeroClass::Bard: |
|
spId = TEXT_BBLINDING; |
|
break; |
|
case HeroClass::Barbarian: |
|
spId = TEXT_BLINDING; |
|
break; |
|
} |
|
Quests[Q_BLIND]._qmsg = spId; |
|
AddBookLever({ SetPiece.position, { SetPiece.size.width + 1, SetPiece.size.height + 1 } }, spId); |
|
LoadMapObjects("Levels\\L2Data\\Blind2.DUN", SetPiece.position.megaToWorld()); |
|
} |
|
if (Quests[Q_BLOOD].IsAvailable()) { |
|
_speech_id spId; |
|
switch (MyPlayer->_pClass) { |
|
case HeroClass::Warrior: |
|
spId = TEXT_BLOODY; |
|
break; |
|
case HeroClass::Rogue: |
|
spId = TEXT_RBLOODY; |
|
break; |
|
case HeroClass::Sorcerer: |
|
spId = TEXT_MBLOODY; |
|
break; |
|
case HeroClass::Monk: |
|
spId = TEXT_HBLOODY; |
|
break; |
|
case HeroClass::Bard: |
|
spId = TEXT_BBLOODY; |
|
break; |
|
case HeroClass::Barbarian: |
|
spId = TEXT_BLOODY; |
|
break; |
|
} |
|
Quests[Q_BLOOD]._qmsg = spId; |
|
AddBookLever({ { SetPiece.position + Displacement { 0, 3 } }, { 2, 4 } }, spId); |
|
AddObject(OBJ_PEDISTAL, SetPiece.position.megaToWorld() + Displacement { 9, 16 }); |
|
} |
|
InitRndBarrels(); |
|
} |
|
if (leveltype == DTYPE_CAVES) { |
|
AddL3Objs(0, 0, MAXDUNX, MAXDUNY); |
|
InitRndBarrels(); |
|
} |
|
if (leveltype == DTYPE_HELL) { |
|
if (Quests[Q_WARLORD].IsAvailable()) { |
|
_speech_id spId; |
|
switch (MyPlayer->_pClass) { |
|
case HeroClass::Warrior: |
|
spId = TEXT_BLOODWAR; |
|
break; |
|
case HeroClass::Rogue: |
|
spId = TEXT_RBLOODWAR; |
|
break; |
|
case HeroClass::Sorcerer: |
|
spId = TEXT_MBLOODWAR; |
|
break; |
|
case HeroClass::Monk: |
|
spId = TEXT_HBLOODWAR; |
|
break; |
|
case HeroClass::Bard: |
|
spId = TEXT_BBLOODWAR; |
|
break; |
|
case HeroClass::Barbarian: |
|
spId = TEXT_BLOODWAR; |
|
break; |
|
} |
|
Quests[Q_WARLORD]._qmsg = spId; |
|
AddBookLever(SetPiece, spId); |
|
LoadMapObjects("Levels\\L4Data\\Warlord.DUN", SetPiece.position.megaToWorld()); |
|
} |
|
if (Quests[Q_BETRAYER].IsAvailable() && !gbIsMultiplayer) |
|
AddLazStand(); |
|
InitRndBarrels(); |
|
AddL4Goodies(); |
|
} |
|
if (leveltype == DTYPE_NEST) { |
|
InitRndBarrels(); |
|
} |
|
if (leveltype == DTYPE_CRYPT) { |
|
InitRndLocBigObj(10, 15, OBJ_L5SARC); |
|
AddCryptObjects(0, 0, MAXDUNX, MAXDUNY); |
|
InitRndBarrels(); |
|
} |
|
InitRndLocObj(5, 10, OBJ_CHEST1); |
|
InitRndLocObj(3, 6, OBJ_CHEST2); |
|
InitRndLocObj(1, 5, OBJ_CHEST3); |
|
if (leveltype != DTYPE_HELL) |
|
AddObjTraps(); |
|
if (IsAnyOf(leveltype, DTYPE_CATACOMBS, DTYPE_CAVES, DTYPE_HELL, DTYPE_NEST)) |
|
AddChestTraps(); |
|
ApplyObjectLighting = false; |
|
} |
|
} |
|
|
|
void SetMapObjects(const uint16_t *dunData, int startx, int starty) |
|
{ |
|
bool filesLoaded[65] = {}; |
|
|
|
ClrAllObjects(); |
|
ApplyObjectLighting = true; |
|
|
|
int width = SDL_SwapLE16(dunData[0]); |
|
int height = SDL_SwapLE16(dunData[1]); |
|
|
|
int layer2Offset = 2 + width * height; |
|
|
|
// The rest of the layers are at dPiece scale |
|
width *= 2; |
|
height *= 2; |
|
|
|
const uint16_t *objectLayer = &dunData[layer2Offset + width * height * 2]; |
|
|
|
for (int j = 0; j < height; j++) { |
|
for (int i = 0; i < width; i++) { |
|
auto objectId = static_cast<uint8_t>(SDL_SwapLE16(objectLayer[j * width + i])); |
|
if (objectId != 0) { |
|
filesLoaded[AllObjects[ObjTypeConv[objectId]].ofindex] = true; |
|
} |
|
} |
|
} |
|
|
|
LoadLevelObjects(filesLoaded); |
|
|
|
for (int j = 0; j < height; j++) { |
|
for (int i = 0; i < width; i++) { |
|
auto objectId = static_cast<uint8_t>(SDL_SwapLE16(objectLayer[j * width + i])); |
|
if (objectId != 0) { |
|
AddObject(ObjTypeConv[objectId], { startx + 16 + i, starty + 16 + j }); |
|
} |
|
} |
|
} |
|
|
|
ApplyObjectLighting = false; |
|
} |
|
|
|
void AddObject(_object_id objType, Point objPos) |
|
{ |
|
if (ActiveObjectCount >= MAXOBJECTS) |
|
return; |
|
|
|
int oi = AvailableObjects[0]; |
|
AvailableObjects[0] = AvailableObjects[MAXOBJECTS - 1 - ActiveObjectCount]; |
|
ActiveObjects[ActiveObjectCount] = oi; |
|
dObject[objPos.x][objPos.y] = oi + 1; |
|
Object &object = Objects[oi]; |
|
SetupObject(object, objPos, objType); |
|
switch (objType) { |
|
case OBJ_L1LIGHT: |
|
case OBJ_SKFIRE: |
|
case OBJ_CANDLE1: |
|
case OBJ_CANDLE2: |
|
case OBJ_BOOKCANDLE: |
|
AddObjectLight(oi, 5); |
|
break; |
|
case OBJ_STORYCANDLE: |
|
case OBJ_L5CANDLE: |
|
AddObjectLight(oi, 3); |
|
break; |
|
case OBJ_TORCHL: |
|
case OBJ_TORCHR: |
|
case OBJ_TORCHL2: |
|
case OBJ_TORCHR2: |
|
AddObjectLight(oi, 8); |
|
break; |
|
case OBJ_L1LDOOR: |
|
case OBJ_L1RDOOR: |
|
InitializeL1Door(object); |
|
break; |
|
case OBJ_L2LDOOR: |
|
case OBJ_L2RDOOR: |
|
// If a catacombs door happens to overlap an arch then clear the arch tile to prevent weird rendering |
|
dSpecial[object.position.x][object.position.y] = 0; |
|
// intentional fall-through |
|
case OBJ_L3LDOOR: |
|
case OBJ_L3RDOOR: |
|
InitializeMicroDoor(object); |
|
break; |
|
case OBJ_L5LDOOR: |
|
case OBJ_L5RDOOR: |
|
InitializeL5Door(object); |
|
break; |
|
case OBJ_BOOK2R: |
|
object.InitializeBook({ SetPiece.position, { SetPiece.size.width + 1, SetPiece.size.height + 1 } }); |
|
break; |
|
case OBJ_CHEST1: |
|
case OBJ_CHEST2: |
|
case OBJ_CHEST3: |
|
AddChest(oi, objType); |
|
break; |
|
case OBJ_TCHEST1: |
|
case OBJ_TCHEST2: |
|
case OBJ_TCHEST3: |
|
AddChest(oi, objType); |
|
object._oTrapFlag = true; |
|
if (leveltype == DTYPE_CATACOMBS) { |
|
object._oVar4 = GenerateRnd(2); |
|
} else { |
|
object._oVar4 = GenerateRnd(3); |
|
} |
|
break; |
|
case OBJ_SARC: |
|
case OBJ_L5SARC: |
|
AddSarc(oi); |
|
break; |
|
case OBJ_FLAMEHOLE: |
|
AddFlameTrap(oi); |
|
break; |
|
case OBJ_FLAMELVR: |
|
AddFlameLvr(oi); |
|
break; |
|
case OBJ_WATER: |
|
object._oAnimFrame = 1; |
|
break; |
|
case OBJ_TRAPL: |
|
case OBJ_TRAPR: |
|
AddTrap(oi); |
|
break; |
|
case OBJ_BARREL: |
|
case OBJ_BARRELEX: |
|
case OBJ_POD: |
|
case OBJ_PODEX: |
|
case OBJ_URN: |
|
case OBJ_URNEX: |
|
AddBarrel(object); |
|
break; |
|
case OBJ_SHRINEL: |
|
case OBJ_SHRINER: |
|
AddShrine(oi); |
|
break; |
|
case OBJ_BOOKCASEL: |
|
case OBJ_BOOKCASER: |
|
AddBookcase(oi); |
|
break; |
|
case OBJ_SKELBOOK: |
|
case OBJ_BOOKSTAND: |
|
AddBookstand(oi); |
|
break; |
|
case OBJ_BLOODFTN: |
|
AddBloodFtn(oi); |
|
break; |
|
case OBJ_DECAP: |
|
AddDecap(oi); |
|
break; |
|
case OBJ_PURIFYINGFTN: |
|
AddPurifyingFountain(oi); |
|
break; |
|
case OBJ_ARMORSTAND: |
|
case OBJ_WARARMOR: |
|
AddArmorStand(oi); |
|
break; |
|
case OBJ_GOATSHRINE: |
|
AddGoatShrine(oi); |
|
break; |
|
case OBJ_CAULDRON: |
|
AddCauldron(oi); |
|
break; |
|
case OBJ_MURKYFTN: |
|
AddMurkyFountain(oi); |
|
break; |
|
case OBJ_TEARFTN: |
|
AddTearFountain(oi); |
|
break; |
|
case OBJ_BOOK2L: |
|
AddVilebook(oi); |
|
break; |
|
case OBJ_MCIRCLE1: |
|
case OBJ_MCIRCLE2: |
|
AddMagicCircle(oi); |
|
break; |
|
case OBJ_STORYBOOK: |
|
case OBJ_L5BOOKS: |
|
AddStoryBook(oi); |
|
break; |
|
case OBJ_BCROSS: |
|
case OBJ_TBCROSS: |
|
AddBrnCross(oi); |
|
AddObjectLight(oi, 5); |
|
break; |
|
case OBJ_PEDISTAL: |
|
AddPedistal(oi); |
|
break; |
|
case OBJ_WARWEAP: |
|
case OBJ_WEAPONRACK: |
|
AddWeaponRack(oi); |
|
break; |
|
case OBJ_TNUDEM2: |
|
AddTorturedBody(oi); |
|
break; |
|
default: |
|
break; |
|
} |
|
ActiveObjectCount++; |
|
} |
|
|
|
void OperateTrap(Object &trap) |
|
{ |
|
if (trap._oVar4 != 0) |
|
return; |
|
|
|
Object &trigger = *ObjectAtPosition({ trap._oVar1, trap._oVar2 }); |
|
switch (trigger._otype) { |
|
case OBJ_L1LDOOR: |
|
case OBJ_L1RDOOR: |
|
case OBJ_L2LDOOR: |
|
case OBJ_L2RDOOR: |
|
case OBJ_L3LDOOR: |
|
case OBJ_L3RDOOR: |
|
case OBJ_L5LDOOR: |
|
case OBJ_L5RDOOR: |
|
if (trigger._oVar4 == 0) |
|
return; |
|
break; |
|
case OBJ_LEVER: |
|
case OBJ_CHEST1: |
|
case OBJ_CHEST2: |
|
case OBJ_CHEST3: |
|
case OBJ_SWITCHSKL: |
|
case OBJ_SARC: |
|
case OBJ_L5LEVER: |
|
case OBJ_L5SARC: |
|
if (trigger._oSelFlag != 0) |
|
return; |
|
break; |
|
default: |
|
return; |
|
} |
|
|
|
trap._oVar4 = 1; |
|
|
|
// default to firing at the trigger object |
|
Point target = trigger.position; |
|
|
|
PointsInRectangleRange searchArea { Rectangle { target, 1 } }; |
|
// look for a player near the trigger (using a reverse search to match vanilla behaviour) |
|
auto foundPosition = std::find_if(searchArea.crbegin(), searchArea.crend(), [](Point testPosition) { return InDungeonBounds(testPosition) && dPlayer[testPosition.x][testPosition.y] != 0; }); |
|
if (foundPosition != searchArea.crend()) { |
|
// if a player is standing near the trigger then target them instead |
|
target = *foundPosition; |
|
} |
|
|
|
Direction dir = GetDirection(trap.position, target); |
|
AddMissile(trap.position, target, dir, static_cast<missile_id>(trap._oVar3), TARGET_PLAYERS, -1, 0, 0); |
|
PlaySfxLoc(IS_TRAP, trigger.position); |
|
trigger._oTrapFlag = false; |
|
} |
|
|
|
void ProcessObjects() |
|
{ |
|
for (int i = 0; i < ActiveObjectCount; ++i) { |
|
Object &object = Objects[ActiveObjects[i]]; |
|
switch (object._otype) { |
|
case OBJ_L1LIGHT: |
|
UpdateObjectLight(object, 10); |
|
break; |
|
case OBJ_SKFIRE: |
|
case OBJ_CANDLE2: |
|
case OBJ_BOOKCANDLE: |
|
UpdateObjectLight(object, 5); |
|
break; |
|
case OBJ_STORYCANDLE: |
|
case OBJ_L5CANDLE: |
|
UpdateObjectLight(object, 3); |
|
break; |
|
case OBJ_CRUX1: |
|
case OBJ_CRUX2: |
|
case OBJ_CRUX3: |
|
case OBJ_BARREL: |
|
case OBJ_BARRELEX: |
|
case OBJ_POD: |
|
case OBJ_PODEX: |
|
case OBJ_URN: |
|
case OBJ_URNEX: |
|
case OBJ_SHRINEL: |
|
case OBJ_SHRINER: |
|
ObjectStopAnim(object); |
|
break; |
|
case OBJ_L1LDOOR: |
|
case OBJ_L1RDOOR: |
|
case OBJ_L2LDOOR: |
|
case OBJ_L2RDOOR: |
|
case OBJ_L3LDOOR: |
|
case OBJ_L3RDOOR: |
|
case OBJ_L5LDOOR: |
|
case OBJ_L5RDOOR: |
|
UpdateDoor(object); |
|
break; |
|
case OBJ_TORCHL: |
|
case OBJ_TORCHR: |
|
case OBJ_TORCHL2: |
|
case OBJ_TORCHR2: |
|
UpdateObjectLight(object, 8); |
|
break; |
|
case OBJ_SARC: |
|
case OBJ_L5SARC: |
|
UpdateSarcophagus(object); |
|
break; |
|
case OBJ_FLAMEHOLE: |
|
UpdateFlameTrap(object); |
|
break; |
|
case OBJ_TRAPL: |
|
case OBJ_TRAPR: |
|
OperateTrap(object); |
|
break; |
|
case OBJ_MCIRCLE1: |
|
case OBJ_MCIRCLE2: |
|
UpdateCircle(object); |
|
break; |
|
case OBJ_BCROSS: |
|
case OBJ_TBCROSS: |
|
UpdateObjectLight(object, 10); |
|
UpdateBurningCrossDamage(object); |
|
break; |
|
default: |
|
break; |
|
} |
|
if (!object._oAnimFlag) |
|
continue; |
|
|
|
object._oAnimCnt++; |
|
|
|
if (object._oAnimCnt < object._oAnimDelay) |
|
continue; |
|
|
|
object._oAnimCnt = 0; |
|
object._oAnimFrame++; |
|
if (object._oAnimFrame > object._oAnimLen) |
|
object._oAnimFrame = 1; |
|
} |
|
|
|
for (int i = 0; i < ActiveObjectCount;) { |
|
int oi = ActiveObjects[i]; |
|
if (Objects[oi]._oDelFlag) { |
|
DeleteObject(oi, i); |
|
} else { |
|
i++; |
|
} |
|
} |
|
} |
|
|
|
void RedoPlayerVision() |
|
{ |
|
for (const Player &player : Players) { |
|
if (player.plractive && player.isOnActiveLevel()) { |
|
ChangeVisionXY(player._pvid, player.position.tile); |
|
} |
|
} |
|
} |
|
|
|
void MonstCheckDoors(Monster &monster) |
|
{ |
|
int mx = monster.position.tile.x; |
|
int my = monster.position.tile.y; |
|
if (dObject[mx - 1][my - 1] != 0 |
|
|| dObject[mx][my - 1] != 0 |
|
|| dObject[mx + 1][my - 1] != 0 |
|
|| dObject[mx - 1][my] != 0 |
|
|| dObject[mx + 1][my] != 0 |
|
|| dObject[mx - 1][my + 1] != 0 |
|
|| dObject[mx][my + 1] != 0 |
|
|| dObject[mx + 1][my + 1] != 0) { |
|
for (int i = 0; i < ActiveObjectCount; i++) { |
|
int oi = ActiveObjects[i]; |
|
if ((Objects[oi]._otype == OBJ_L1LDOOR || Objects[oi]._otype == OBJ_L1RDOOR) && Objects[oi]._oVar4 == 0) { |
|
int dpx = abs(Objects[oi].position.x - mx); |
|
int dpy = abs(Objects[oi].position.y - my); |
|
if (dpx == 1 && dpy <= 1 && Objects[oi]._otype == OBJ_L1LDOOR) |
|
OperateL1LDoor(oi, true); |
|
if (dpx <= 1 && dpy == 1 && Objects[oi]._otype == OBJ_L1RDOOR) |
|
OperateL1RDoor(oi, true); |
|
} |
|
if ((Objects[oi]._otype == OBJ_L2LDOOR || Objects[oi]._otype == OBJ_L2RDOOR) && Objects[oi]._oVar4 == 0) { |
|
int dpx = abs(Objects[oi].position.x - mx); |
|
int dpy = abs(Objects[oi].position.y - my); |
|
if (dpx == 1 && dpy <= 1 && Objects[oi]._otype == OBJ_L2LDOOR) |
|
OperateL2LDoor(oi, true); |
|
if (dpx <= 1 && dpy == 1 && Objects[oi]._otype == OBJ_L2RDOOR) |
|
OperateL2RDoor(oi, true); |
|
} |
|
if ((Objects[oi]._otype == OBJ_L3LDOOR || Objects[oi]._otype == OBJ_L3RDOOR) && Objects[oi]._oVar4 == 0) { |
|
int dpx = abs(Objects[oi].position.x - mx); |
|
int dpy = abs(Objects[oi].position.y - my); |
|
if (dpx == 1 && dpy <= 1 && Objects[oi]._otype == OBJ_L3RDOOR) |
|
OperateL3RDoor(oi, true); |
|
if (dpx <= 1 && dpy == 1 && Objects[oi]._otype == OBJ_L3LDOOR) |
|
OperateL3LDoor(oi, true); |
|
} |
|
if ((Objects[oi]._otype == OBJ_L5LDOOR || Objects[oi]._otype == OBJ_L5RDOOR) && Objects[oi]._oVar4 == 0) { |
|
int dpx = abs(Objects[oi].position.x - mx); |
|
int dpy = abs(Objects[oi].position.y - my); |
|
if (dpx == 1 && dpy <= 1 && Objects[oi]._otype == OBJ_L5LDOOR) |
|
OperateL5LDoor(oi, true); |
|
if (dpx <= 1 && dpy == 1 && Objects[oi]._otype == OBJ_L5RDOOR) |
|
OperateL5RDoor(oi, true); |
|
} |
|
} |
|
} |
|
} |
|
|
|
void ObjChangeMap(int x1, int y1, int x2, int y2) |
|
{ |
|
for (int j = y1; j <= y2; j++) { |
|
for (int i = x1; i <= x2; i++) { |
|
ObjSetMini({ i, j }, pdungeon[i][j]); |
|
dungeon[i][j] = pdungeon[i][j]; |
|
} |
|
} |
|
if (leveltype == DTYPE_CATHEDRAL) { |
|
ObjL1Special(2 * x1 + 16, 2 * y1 + 16, 2 * x2 + 17, 2 * y2 + 17); |
|
AddL1Objs(2 * x1 + 16, 2 * y1 + 16, 2 * x2 + 17, 2 * y2 + 17); |
|
} |
|
if (leveltype == DTYPE_CATACOMBS) { |
|
ObjL2Special(2 * x1 + 16, 2 * y1 + 16, 2 * x2 + 17, 2 * y2 + 17); |
|
AddL2Objs(2 * x1 + 16, 2 * y1 + 16, 2 * x2 + 17, 2 * y2 + 17); |
|
} |
|
if (leveltype == DTYPE_CAVES) { |
|
AddL3Objs(2 * x1 + 16, 2 * y1 + 16, 2 * x2 + 17, 2 * y2 + 17); |
|
} |
|
if (leveltype == DTYPE_CRYPT) { |
|
AddCryptObjects(2 * x1 + 16, 2 * y1 + 16, 2 * x2 + 17, 2 * y2 + 17); |
|
} |
|
} |
|
|
|
void ObjChangeMapResync(int x1, int y1, int x2, int y2) |
|
{ |
|
for (int j = y1; j <= y2; j++) { |
|
for (int i = x1; i <= x2; i++) { |
|
ObjSetMini({ i, j }, pdungeon[i][j]); |
|
dungeon[i][j] = pdungeon[i][j]; |
|
} |
|
} |
|
if (leveltype == DTYPE_CATHEDRAL) { |
|
ObjL1Special(2 * x1 + 16, 2 * y1 + 16, 2 * x2 + 17, 2 * y2 + 17); |
|
} |
|
if (leveltype == DTYPE_CATACOMBS) { |
|
ObjL2Special(2 * x1 + 16, 2 * y1 + 16, 2 * x2 + 17, 2 * y2 + 17); |
|
} |
|
} |
|
|
|
int ItemMiscIdIdx(item_misc_id imiscid) |
|
{ |
|
int i = IDI_GOLD; |
|
while (AllItemsList[i].iRnd == IDROP_NEVER || AllItemsList[i].iMiscId != imiscid) { |
|
i++; |
|
} |
|
|
|
return i; |
|
} |
|
|
|
void OperateObject(int pnum, int i, bool teleFlag) |
|
{ |
|
bool sendmsg = pnum == MyPlayerId; |
|
const Player &player = Players[pnum]; |
|
switch (Objects[i]._otype) { |
|
case OBJ_L1LDOOR: |
|
case OBJ_L1RDOOR: |
|
if (teleFlag) { |
|
if (Objects[i]._otype == OBJ_L1LDOOR) |
|
OperateL1LDoor(i, sendmsg); |
|
if (Objects[i]._otype == OBJ_L1RDOOR) |
|
OperateL1RDoor(i, sendmsg); |
|
break; |
|
} |
|
if (sendmsg) |
|
OperateL1Door(player, i); |
|
break; |
|
case OBJ_L2LDOOR: |
|
case OBJ_L2RDOOR: |
|
if (teleFlag) { |
|
if (Objects[i]._otype == OBJ_L2LDOOR) |
|
OperateL2LDoor(i, sendmsg); |
|
if (Objects[i]._otype == OBJ_L2RDOOR) |
|
OperateL2RDoor(i, sendmsg); |
|
break; |
|
} |
|
if (sendmsg) |
|
OperateL2Door(player, i); |
|
break; |
|
case OBJ_L3LDOOR: |
|
case OBJ_L3RDOOR: |
|
if (teleFlag) { |
|
if (Objects[i]._otype == OBJ_L3LDOOR) |
|
OperateL3LDoor(i, sendmsg); |
|
if (Objects[i]._otype == OBJ_L3RDOOR) |
|
OperateL3RDoor(i, sendmsg); |
|
break; |
|
} |
|
if (sendmsg) |
|
OperateL3Door(player, i); |
|
break; |
|
case OBJ_L5LDOOR: |
|
case OBJ_L5RDOOR: |
|
if (teleFlag) { |
|
if (Objects[i]._otype == OBJ_L5LDOOR) |
|
OperateL5LDoor(i, sendmsg); |
|
if (Objects[i]._otype == OBJ_L5RDOOR) |
|
OperateL5RDoor(i, sendmsg); |
|
break; |
|
} |
|
if (sendmsg) |
|
OperateL5Door(player, i); |
|
break; |
|
case OBJ_LEVER: |
|
case OBJ_L5LEVER: |
|
case OBJ_SWITCHSKL: |
|
OperateLever(i, sendmsg); |
|
break; |
|
case OBJ_BOOK2L: |
|
OperateBook(pnum, Objects[i]); |
|
break; |
|
case OBJ_BOOK2R: |
|
OperateChamberOfBoneBook(Objects[i]); |
|
break; |
|
case OBJ_CHEST1: |
|
case OBJ_CHEST2: |
|
case OBJ_CHEST3: |
|
case OBJ_TCHEST1: |
|
case OBJ_TCHEST2: |
|
case OBJ_TCHEST3: |
|
OperateChest(pnum, i, sendmsg); |
|
break; |
|
case OBJ_SARC: |
|
case OBJ_L5SARC: |
|
OperateSarc(i, sendmsg, sendmsg); |
|
break; |
|
case OBJ_FLAMELVR: |
|
OperateTrapLever(Objects[i]); |
|
break; |
|
case OBJ_BLINDBOOK: |
|
case OBJ_BLOODBOOK: |
|
case OBJ_STEELTOME: |
|
OperateBookLever(i, sendmsg); |
|
break; |
|
case OBJ_SHRINEL: |
|
case OBJ_SHRINER: |
|
OperateShrine(pnum, i, IS_MAGIC); |
|
break; |
|
case OBJ_SKELBOOK: |
|
case OBJ_BOOKSTAND: |
|
OperateSkelBook(i, sendmsg, sendmsg); |
|
break; |
|
case OBJ_BOOKCASEL: |
|
case OBJ_BOOKCASER: |
|
OperateBookCase(i, sendmsg, sendmsg); |
|
break; |
|
case OBJ_DECAP: |
|
OperateDecap(i, sendmsg, sendmsg); |
|
break; |
|
case OBJ_ARMORSTAND: |
|
case OBJ_WARARMOR: |
|
OperateArmorStand(i, sendmsg, sendmsg); |
|
break; |
|
case OBJ_GOATSHRINE: |
|
OperateGoatShrine(pnum, i, LS_GSHRINE); |
|
break; |
|
case OBJ_CAULDRON: |
|
OperateCauldron(pnum, i, LS_CALDRON); |
|
break; |
|
case OBJ_BLOODFTN: |
|
case OBJ_PURIFYINGFTN: |
|
case OBJ_MURKYFTN: |
|
case OBJ_TEARFTN: |
|
OperateFountains(pnum, i); |
|
break; |
|
case OBJ_STORYBOOK: |
|
case OBJ_L5BOOKS: |
|
if (sendmsg) |
|
OperateStoryBook(i); |
|
break; |
|
case OBJ_PEDISTAL: |
|
OperatePedistal(pnum, i); |
|
break; |
|
case OBJ_WARWEAP: |
|
case OBJ_WEAPONRACK: |
|
OperateWeaponRack(i, sendmsg, sendmsg); |
|
break; |
|
case OBJ_MUSHPATCH: |
|
OperateMushroomPatch(player, Objects[i]); |
|
break; |
|
case OBJ_LAZSTAND: |
|
if (sendmsg) |
|
OperateLazStand(i); |
|
break; |
|
case OBJ_SLAINHERO: |
|
OperateSlainHero(player, i); |
|
break; |
|
case OBJ_SIGNCHEST: |
|
OperateInnSignChest(player, Objects[i]); |
|
break; |
|
default: |
|
break; |
|
} |
|
} |
|
|
|
void DeltaSyncOpObject(int cmd, int i) |
|
{ |
|
Object &object = Objects[i]; |
|
|
|
switch (object._otype) { |
|
case OBJ_L1LDOOR: |
|
case OBJ_L1RDOOR: |
|
SyncOpL1Door(cmd, i); |
|
break; |
|
case OBJ_L2LDOOR: |
|
case OBJ_L2RDOOR: |
|
SyncOpL2Door(cmd, i); |
|
break; |
|
case OBJ_L3LDOOR: |
|
case OBJ_L3RDOOR: |
|
SyncOpL3Door(cmd, i); |
|
break; |
|
case OBJ_L5LDOOR: |
|
case OBJ_L5RDOOR: |
|
SyncOpL5Door(cmd, i); |
|
break; |
|
case OBJ_LEVER: |
|
case OBJ_L5LEVER: |
|
case OBJ_SWITCHSKL: |
|
DeltaOperateLever(object); |
|
break; |
|
case OBJ_CHEST1: |
|
case OBJ_CHEST2: |
|
case OBJ_CHEST3: |
|
case OBJ_TCHEST1: |
|
case OBJ_TCHEST2: |
|
case OBJ_TCHEST3: |
|
case OBJ_SKELBOOK: |
|
case OBJ_BOOKSTAND: |
|
UpdateState(object, object._oAnimFrame + 2); |
|
break; |
|
case OBJ_SARC: |
|
case OBJ_L5SARC: |
|
case OBJ_GOATSHRINE: |
|
UpdateState(object, object._oAnimLen); |
|
break; |
|
case OBJ_BLINDBOOK: |
|
case OBJ_BLOODBOOK: |
|
case OBJ_STEELTOME: |
|
UpdateState(object, object._oVar6); |
|
break; |
|
case OBJ_BOOKCASEL: |
|
case OBJ_BOOKCASER: |
|
UpdateState(object, object._oAnimFrame - 2); |
|
break; |
|
case OBJ_DECAP: |
|
case OBJ_MURKYFTN: |
|
case OBJ_TEARFTN: |
|
case OBJ_SLAINHERO: |
|
UpdateState(object, object._oAnimFrame); |
|
break; |
|
case OBJ_ARMORSTAND: |
|
case OBJ_WARARMOR: |
|
case OBJ_WARWEAP: |
|
case OBJ_WEAPONRACK: |
|
UpdateState(object, object._oAnimFrame + 1); |
|
break; |
|
case OBJ_CAULDRON: |
|
UpdateState(object, 3); |
|
break; |
|
case OBJ_MUSHPATCH: |
|
if (Quests[Q_MUSHROOM]._qactive == QUEST_ACTIVE) { |
|
UpdateState(object, object._oAnimFrame + 1); |
|
} |
|
break; |
|
case OBJ_SIGNCHEST: |
|
if (Quests[Q_LTBANNER]._qvar1 == 2) { |
|
UpdateState(object, object._oAnimFrame + 2); |
|
} |
|
break; |
|
default: |
|
break; |
|
} |
|
} |
|
|
|
void SyncOpObject(int pnum, int cmd, int i) |
|
{ |
|
bool sendmsg = pnum == MyPlayerId; |
|
const Player &player = Players[pnum]; |
|
|
|
switch (Objects[i]._otype) { |
|
case OBJ_L1LDOOR: |
|
case OBJ_L1RDOOR: |
|
if (pnum != MyPlayerId) |
|
SyncOpL1Door(cmd, i); |
|
break; |
|
case OBJ_L2LDOOR: |
|
case OBJ_L2RDOOR: |
|
if (pnum != MyPlayerId) |
|
SyncOpL2Door(cmd, i); |
|
break; |
|
case OBJ_L3LDOOR: |
|
case OBJ_L3RDOOR: |
|
if (pnum != MyPlayerId) |
|
SyncOpL3Door(cmd, i); |
|
break; |
|
case OBJ_L5LDOOR: |
|
case OBJ_L5RDOOR: |
|
if (pnum != MyPlayerId) |
|
SyncOpL5Door(cmd, i); |
|
break; |
|
case OBJ_LEVER: |
|
case OBJ_L5LEVER: |
|
case OBJ_SWITCHSKL: |
|
OperateLever(i, sendmsg); |
|
break; |
|
case OBJ_CHEST1: |
|
case OBJ_CHEST2: |
|
case OBJ_CHEST3: |
|
case OBJ_TCHEST1: |
|
case OBJ_TCHEST2: |
|
case OBJ_TCHEST3: |
|
OperateChest(pnum, i, false); |
|
break; |
|
case OBJ_SARC: |
|
case OBJ_L5SARC: |
|
OperateSarc(i, sendmsg, false); |
|
break; |
|
case OBJ_BLINDBOOK: |
|
case OBJ_BLOODBOOK: |
|
case OBJ_STEELTOME: |
|
OperateBookLever(i, sendmsg); |
|
break; |
|
case OBJ_SHRINEL: |
|
case OBJ_SHRINER: |
|
OperateShrine(pnum, i, IS_MAGIC); |
|
break; |
|
case OBJ_SKELBOOK: |
|
case OBJ_BOOKSTAND: |
|
OperateSkelBook(i, sendmsg, false); |
|
break; |
|
case OBJ_BOOKCASEL: |
|
case OBJ_BOOKCASER: |
|
OperateBookCase(i, sendmsg, false); |
|
break; |
|
case OBJ_DECAP: |
|
OperateDecap(i, sendmsg, false); |
|
break; |
|
case OBJ_ARMORSTAND: |
|
case OBJ_WARARMOR: |
|
OperateArmorStand(i, sendmsg, false); |
|
break; |
|
case OBJ_GOATSHRINE: |
|
OperateGoatShrine(pnum, i, LS_GSHRINE); |
|
break; |
|
case OBJ_CAULDRON: |
|
OperateCauldron(pnum, i, LS_CALDRON); |
|
break; |
|
case OBJ_MURKYFTN: |
|
case OBJ_TEARFTN: |
|
OperateFountains(pnum, i); |
|
break; |
|
case OBJ_STORYBOOK: |
|
case OBJ_L5BOOKS: |
|
if (sendmsg) |
|
OperateStoryBook(i); |
|
break; |
|
case OBJ_PEDISTAL: |
|
OperatePedistal(pnum, i); |
|
break; |
|
case OBJ_WARWEAP: |
|
case OBJ_WEAPONRACK: |
|
OperateWeaponRack(i, sendmsg, false); |
|
break; |
|
case OBJ_MUSHPATCH: |
|
OperateMushroomPatch(player, Objects[i]); |
|
break; |
|
case OBJ_SLAINHERO: |
|
OperateSlainHero(player, i); |
|
break; |
|
case OBJ_SIGNCHEST: |
|
OperateInnSignChest(player, Objects[i]); |
|
break; |
|
default: |
|
break; |
|
} |
|
} |
|
|
|
void BreakObject(int pnum, Object &object) |
|
{ |
|
if (object.IsBarrel()) { |
|
BreakBarrel(pnum, object, false, true); |
|
} else if (object.IsCrux()) { |
|
BreakCrux(object); |
|
} |
|
} |
|
|
|
void DeltaSyncBreakObj(Object &object) |
|
{ |
|
if (!object.IsBarrel() || object._oSelFlag == 0) |
|
return; |
|
|
|
object._oSolidFlag = false; |
|
object._oMissFlag = true; |
|
object._oBreak = -1; |
|
object._oSelFlag = 0; |
|
object._oPreFlag = true; |
|
object._oAnimFlag = false; |
|
object._oAnimFrame = object._oAnimLen; |
|
} |
|
|
|
void SyncBreakObj(int pnum, Object &object) |
|
{ |
|
if (object.IsBarrel()) { |
|
BreakBarrel(pnum, object, true, false); |
|
} |
|
} |
|
|
|
void SyncObjectAnim(Object &object) |
|
{ |
|
object_graphic_id index = AllObjects[object._otype].ofindex; |
|
|
|
const auto &found = std::find(std::begin(ObjFileList), std::end(ObjFileList), index); |
|
if (found == std::end(ObjFileList)) { |
|
LogCritical("Unable to find object_graphic_id {} in list of objects to load, level generation error.", index); |
|
return; |
|
} |
|
|
|
const int i = std::distance(std::begin(ObjFileList), found); |
|
|
|
object._oAnimData = pObjCels[i].get(); |
|
switch (object._otype) { |
|
case OBJ_L1LDOOR: |
|
case OBJ_L1RDOOR: |
|
SyncL1Doors(object); |
|
break; |
|
case OBJ_L2LDOOR: |
|
case OBJ_L2RDOOR: |
|
SyncL2Doors(object); |
|
break; |
|
case OBJ_L3LDOOR: |
|
case OBJ_L3RDOOR: |
|
SyncL3Doors(object); |
|
break; |
|
case OBJ_L5LDOOR: |
|
case OBJ_L5RDOOR: |
|
SyncL5Doors(object); |
|
break; |
|
case OBJ_CRUX1: |
|
case OBJ_CRUX2: |
|
case OBJ_CRUX3: |
|
SyncCrux(object); |
|
break; |
|
case OBJ_LEVER: |
|
case OBJ_L5LEVER: |
|
case OBJ_BOOK2L: |
|
case OBJ_SWITCHSKL: |
|
SyncLever(object); |
|
break; |
|
case OBJ_BOOK2R: |
|
case OBJ_BLINDBOOK: |
|
case OBJ_STEELTOME: |
|
SyncQSTLever(object); |
|
break; |
|
case OBJ_PEDISTAL: |
|
SyncPedestal(object, SetPiece.position, SetPiece.size.width); |
|
break; |
|
default: |
|
break; |
|
} |
|
} |
|
|
|
void GetObjectStr(const Object &object) |
|
{ |
|
switch (object._otype) { |
|
case OBJ_CRUX1: |
|
case OBJ_CRUX2: |
|
case OBJ_CRUX3: |
|
InfoString = _("Crucified Skeleton"); |
|
break; |
|
case OBJ_LEVER: |
|
case OBJ_L5LEVER: |
|
case OBJ_FLAMELVR: |
|
InfoString = _("Lever"); |
|
break; |
|
case OBJ_L1LDOOR: |
|
case OBJ_L1RDOOR: |
|
case OBJ_L2LDOOR: |
|
case OBJ_L2RDOOR: |
|
case OBJ_L3LDOOR: |
|
case OBJ_L3RDOOR: |
|
case OBJ_L5LDOOR: |
|
case OBJ_L5RDOOR: |
|
if (object._oVar4 == 1) |
|
InfoString = _("Open Door"); |
|
if (object._oVar4 == 0) |
|
InfoString = _("Closed Door"); |
|
if (object._oVar4 == 2) |
|
InfoString = _("Blocked Door"); |
|
break; |
|
case OBJ_BOOK2L: |
|
if (setlevel) { |
|
if (setlvlnum == SL_BONECHAMB) { |
|
InfoString = _("Ancient Tome"); |
|
} else if (setlvlnum == SL_VILEBETRAYER) { |
|
InfoString = _("Book of Vileness"); |
|
} |
|
} |
|
break; |
|
case OBJ_SWITCHSKL: |
|
InfoString = _("Skull Lever"); |
|
break; |
|
case OBJ_BOOK2R: |
|
InfoString = _("Mythical Book"); |
|
break; |
|
case OBJ_CHEST1: |
|
case OBJ_TCHEST1: |
|
InfoString = _("Small Chest"); |
|
break; |
|
case OBJ_CHEST2: |
|
case OBJ_TCHEST2: |
|
InfoString = _("Chest"); |
|
break; |
|
case OBJ_CHEST3: |
|
case OBJ_TCHEST3: |
|
case OBJ_SIGNCHEST: |
|
InfoString = _("Large Chest"); |
|
break; |
|
case OBJ_SARC: |
|
case OBJ_L5SARC: |
|
InfoString = _("Sarcophagus"); |
|
break; |
|
case OBJ_BOOKSHELF: |
|
InfoString = _("Bookshelf"); |
|
break; |
|
case OBJ_BOOKCASEL: |
|
case OBJ_BOOKCASER: |
|
InfoString = _("Bookcase"); |
|
break; |
|
case OBJ_BARREL: |
|
case OBJ_BARRELEX: |
|
InfoString = _("Barrel"); |
|
break; |
|
case OBJ_POD: |
|
case OBJ_PODEX: |
|
InfoString = _("Pod"); |
|
break; |
|
case OBJ_URN: |
|
case OBJ_URNEX: |
|
InfoString = _("Urn"); |
|
break; |
|
case OBJ_SHRINEL: |
|
case OBJ_SHRINER: |
|
InfoString = fmt::format(fmt::runtime(_(/* TRANSLATORS: {:s} will be a name from the Shrine block above */ "{:s} Shrine")), _(ShrineNames[object._oVar1])); |
|
break; |
|
case OBJ_SKELBOOK: |
|
InfoString = _("Skeleton Tome"); |
|
break; |
|
case OBJ_BOOKSTAND: |
|
InfoString = _("Library Book"); |
|
break; |
|
case OBJ_BLOODFTN: |
|
InfoString = _("Blood Fountain"); |
|
break; |
|
case OBJ_DECAP: |
|
InfoString = _("Decapitated Body"); |
|
break; |
|
case OBJ_BLINDBOOK: |
|
InfoString = _("Book of the Blind"); |
|
break; |
|
case OBJ_BLOODBOOK: |
|
InfoString = _("Book of Blood"); |
|
break; |
|
case OBJ_PURIFYINGFTN: |
|
InfoString = _("Purifying Spring"); |
|
break; |
|
case OBJ_ARMORSTAND: |
|
case OBJ_WARARMOR: |
|
InfoString = _("Armor"); |
|
break; |
|
case OBJ_WARWEAP: |
|
InfoString = _("Weapon Rack"); |
|
break; |
|
case OBJ_GOATSHRINE: |
|
InfoString = _("Goat Shrine"); |
|
break; |
|
case OBJ_CAULDRON: |
|
InfoString = _("Cauldron"); |
|
break; |
|
case OBJ_MURKYFTN: |
|
InfoString = _("Murky Pool"); |
|
break; |
|
case OBJ_TEARFTN: |
|
InfoString = _("Fountain of Tears"); |
|
break; |
|
case OBJ_STEELTOME: |
|
InfoString = _("Steel Tome"); |
|
break; |
|
case OBJ_PEDISTAL: |
|
InfoString = _("Pedestal of Blood"); |
|
break; |
|
case OBJ_STORYBOOK: |
|
case OBJ_L5BOOKS: |
|
InfoString = _(StoryBookName[object._oVar3]); |
|
break; |
|
case OBJ_WEAPONRACK: |
|
InfoString = _("Weapon Rack"); |
|
break; |
|
case OBJ_MUSHPATCH: |
|
InfoString = _("Mushroom Patch"); |
|
break; |
|
case OBJ_LAZSTAND: |
|
InfoString = _("Vile Stand"); |
|
break; |
|
case OBJ_SLAINHERO: |
|
InfoString = _("Slain Hero"); |
|
break; |
|
default: |
|
break; |
|
} |
|
if (MyPlayer->_pClass == HeroClass::Rogue) { |
|
if (object._oTrapFlag) { |
|
InfoString = fmt::format(fmt::runtime(_(/* TRANSLATORS: {:s} will either be a chest or a door */ "Trapped {:s}")), InfoString); |
|
InfoColor = UiFlags::ColorRed; |
|
} |
|
} |
|
if (object.IsDisabled()) { |
|
InfoString = fmt::format(fmt::runtime(_(/* TRANSLATORS: If user enabled diablo.ini setting "Disable Crippling Shrines" is set to 1; also used for Na-Kruls leaver */ "{:s} (disabled)")), InfoString); |
|
InfoColor = UiFlags::ColorRed; |
|
} |
|
} |
|
|
|
void SyncNakrulRoom() |
|
{ |
|
dPiece[UberRow][UberCol] = 297; |
|
dPiece[UberRow][UberCol - 1] = 300; |
|
dPiece[UberRow][UberCol - 2] = 299; |
|
dPiece[UberRow][UberCol + 1] = 298; |
|
} |
|
|
|
void AddNakrulLeaver() |
|
{ |
|
while (true) { |
|
int xp = GenerateRnd(80) + 16; |
|
int yp = GenerateRnd(80) + 16; |
|
if (RndLocOk(xp - 1, yp - 1) |
|
&& RndLocOk(xp, yp - 1) |
|
&& RndLocOk(xp + 1, yp - 1) |
|
&& RndLocOk(xp - 1, yp) |
|
&& RndLocOk(xp, yp) |
|
&& RndLocOk(xp + 1, yp) |
|
&& RndLocOk(xp - 1, yp + 1) |
|
&& RndLocOk(xp, yp + 1) |
|
&& RndLocOk(xp + 1, yp + 1)) { |
|
break; |
|
} |
|
} |
|
AddObject(OBJ_L5LEVER, { UberRow + 3, UberCol - 1 }); |
|
} |
|
|
|
} // namespace devilution
|
|
|