Beispiel #1
0
struct Thing *create_cave_in(struct Coord3d *pos, unsigned short cimodel, unsigned short owner)
{
    struct MagicStats *magstat;
    struct Dungeon *dungeon;
    struct Thing *thing;
    if ( !i_can_allocate_free_thing_structure(FTAF_FreeEffectIfNoSlots) )
    {
        ERRORDBG(3,"Cannot create cave in %d for player %d. There are too many things allocated.",(int)cimodel,(int)owner);
        erstat_inc(ESE_NoFreeThings);
        return INVALID_THING;
    }
    thing = allocate_free_thing_structure(FTAF_FreeEffectIfNoSlots);
    if (thing->index == 0) {
        ERRORDBG(3,"Should be able to allocate cave in %d for player %d, but failed.",(int)cimodel,(int)owner);
        erstat_inc(ESE_NoFreeThings);
        return INVALID_THING;
    }
    thing->class_id = TCls_CaveIn;
    thing->model = 0;
    thing->parent_idx = thing->index;
    memcpy(&thing->mappos,pos,sizeof(struct Coord3d));
    thing->owner = owner;
    thing->creation_turn = game.play_gameturn;
    magstat = &game.keeper_power_stats[PwrK_CAVEIN];
    thing->word_15 = magstat->time;
    thing->byte_13 = pos->x.stl.num;
    thing->byte_14 = pos->y.stl.num;
    thing->byte_17 = cimodel;
    thing->health = magstat->time;
    if (owner != game.neutral_player_num)
    {
        dungeon = get_dungeon(owner);
        dungeon->camera_deviate_quake = thing->word_15;
    }
    add_thing_to_its_class_list(thing);
    place_thing_in_mapwho(thing);
    return thing;
}
Beispiel #2
0
struct Thing *create_ambient_sound(const struct Coord3d *pos, ThingModel model, PlayerNumber owner)
{
    struct Thing *thing;
    if ( !i_can_allocate_free_thing_structure(FTAF_FreeEffectIfNoSlots) )
    {
        ERRORDBG(3,"Cannot create ambient sound %d for player %d. There are too many things allocated.",(int)model,(int)owner);
        erstat_inc(ESE_NoFreeThings);
        return INVALID_THING;
    }
    thing = allocate_free_thing_structure(FTAF_FreeEffectIfNoSlots);
    if (thing->index == 0) {
        ERRORDBG(3,"Should be able to allocate ambient sound %d for player %d, but failed.",(int)model,(int)owner);
        erstat_inc(ESE_NoFreeThings);
        return INVALID_THING;
    }
    thing->class_id = TCls_AmbientSnd;
    thing->model = model;
    thing->parent_idx = thing->index;
    memcpy(&thing->mappos,pos,sizeof(struct Coord3d));
    thing->owner = owner;
    thing->field_4F |= TF4F_DoNotDraw;
    add_thing_to_its_class_list(thing);
    return thing;
}
Beispiel #3
0
struct Thing *create_trap(struct Coord3d *pos, ThingModel trpkind, PlayerNumber plyr_idx)
{
    SYNCDBG(7,"Starting");
    struct TrapStats *trapstat;
    trapstat = &trap_stats[trpkind];
    if (!i_can_allocate_free_thing_structure(FTAF_FreeEffectIfNoSlots)) {
        ERRORDBG(3,"Cannot create trap %s for player %d. There are too many things allocated.",trap_code_name(trpkind),(int)plyr_idx);
        erstat_inc(ESE_NoFreeThings);
        return INVALID_THING;
    }
    struct InitLight ilght;
    LbMemorySet(&ilght, 0, sizeof(struct InitLight));
    struct Thing *thing;
    thing = allocate_free_thing_structure(FTAF_FreeEffectIfNoSlots);
    if (thing->index == 0) {
        ERRORDBG(3,"Should be able to allocate trap %s for player %d, but failed.",trap_code_name(trpkind),(int)plyr_idx);
        erstat_inc(ESE_NoFreeThings);
        return INVALID_THING;
    }
    thing->class_id = TCls_Trap;
    thing->model = trpkind;
    thing->mappos.x.val = pos->x.val;
    thing->mappos.y.val = pos->y.val;
    thing->mappos.z.val = pos->z.val;
    thing->next_on_mapblk = 0;
    thing->parent_idx = thing->index;
    thing->owner = plyr_idx;
    char start_frame;
    if (trapstat->field_13) {
        start_frame = -1;
    } else {
        start_frame = 0;
    }
    set_thing_draw(thing, trapstat->field_4, trapstat->field_D, trapstat->field_8, trapstat->field_C, start_frame, 2);
    if (trapstat->field_11) {
        thing->field_4F |= 0x02;
    } else {
        thing->field_4F &= ~0x02;
    }
    if (trapstat->field_C) {
        thing->field_4F |= 0x40;
    } else {
        thing->field_4F &= ~0x40;
    }
    thing->clipbox_size_xy = trapstat->size_xy;
    thing->clipbox_size_yz = trapstat->field_16;
    thing->solid_size_xy = trapstat->size_xy;
    thing->field_5C = trapstat->field_16;
    thing->creation_turn = game.play_gameturn;
    thing->health = trapstat->field_0;
    thing->field_4F &= ~0x10;
    thing->field_4F |= 0x20;
    thing->byte_13 = 0;
    thing->long_14 = game.play_gameturn;
    if (trapstat->field_1C != 0)
    {
        ilght.mappos.x.val = thing->mappos.x.val;
        ilght.mappos.y.val = thing->mappos.y.val;
        ilght.mappos.z.val = thing->mappos.z.val;
        ilght.field_0 = trapstat->field_1C;
        ilght.field_2 = trapstat->field_1E;
        ilght.is_dynamic = 1;
        ilght.field_3 = trapstat->field_1F;
        thing->light_id = light_create_light(&ilght);
        if (thing->light_id <= 0) {
            SYNCDBG(8,"Cannot allocate dynamic light to %s.",thing_model_name(thing));
        }
    }
    add_thing_to_its_class_list(thing);
    place_thing_in_mapwho(thing);
    return thing;
}