// Return an object that an be used bool object_type::is_usable_item() { if (is_staff()) return (TRUE); if (is_rod()) return (TRUE); if (is_wand()) return (TRUE); if (is_potion()) return (TRUE); if (is_scroll()) return (TRUE); if (is_food()) return (TRUE); return (FALSE); }
char *plural(obj_t *o) { char *s; int i; s = gtmalloc(300*sizeof(char)); if(!is_identified(o)) sprintf(s, "%ss", o->displayname); else { if(is_potion(o)) { strcpy(s, o->displayname); for(i = strlen(o->basename); i >= 6; i--) s[i] = s[i-1]; s[6] = 's'; } } return s; }
static bool flow (struct anim *k) { struct coord nc; struct pos np, ptf, pbf; enum confg ctf; if (k->oaction != kid_couch) { k->i = -1; k->fall = k->collision = k->misstep = false; k->wait = 0; } if (k->uncouch_slowly) { k->wait = 36; k->uncouch_slowly = false; } if (k->oaction == kid_climb) k->i = 10; if (k->oaction == kid_couch_collision) k->collision = true, k->inertia = k->cinertia = 0; if (k->oaction == kid_fall) { k->fall = true; k->inertia = k->cinertia = 0; } /* if (k->i > 2 && k->hit_by_loose_floor) */ /* k->i = -1; */ /* unclimb */ int dir = (k->f.dir == LEFT) ? +1 : -1; ctf = survey (_tf, pos, &k->f, &nc, &ptf, &np)->fg; survey (_bf, pos, &k->f, &nc, &pbf, &np); struct pos ph; prel (&pbf, &ph, +1, dir); if (k->i == -1 && ! k->collision && ! k->fall && ! k->hit_by_loose_floor && k->item_pos.room == -1 && is_hangable_pos (&ph, k->f.dir) && dist_next_place (&k->f, _tf, pos, 0, true) <= 27 && ! (ctf == DOOR && k->f.dir == LEFT && door_at_pos (&ptf)->i > DOOR_CLIMB_LIMIT)) { pos2room (&ph, k->f.c.room, &k->hang_pos); kid_unclimb (k); return false; } if (k->i == 12) { k->hit_by_loose_floor = false; kid_normal (k); return false; } if (k->i == 2 && k->item_pos.room != -1 && ! k->collision && ! k->fall) { if (is_potion (&k->item_pos)) kid_drink (k); else if (is_sword (&k->item_pos)) kid_raise_sword (k); else { k->item_pos.room = -1; goto no_item; } return false; } no_item: if (k->i == 2 && k->key.down && k->cinertia == 0 && k->wait-- <= 0 && ((k->f.dir == LEFT && k->key.left) || (k->f.dir == RIGHT && k->key.right))) { k->i = 0; select_frame (k, kid_couch_frameset, 0); return true; } if (k->i != 2 || (! k->key.down && k->wait-- <= 0)) k->i++; if (k->i == 1 && k->wait > 0 && ((k->fall == true && k->hurt) || k->hit_by_loose_floor)) k->i = 2; select_frame (k, kid_couch_frameset, k->i); if (k->oaction == kid_climb) k->fo.dx += 7; if (k->i > 0 && k->i < 3) k->fo.dx -= k->cinertia; if (k->cinertia > 0) k->cinertia--; return true; }
static bool flow (struct anim *k) { struct pos pbf, pmt; survey (_bf, pos, &k->f, NULL, &pbf, NULL); k->collision = false; k->hit_by_loose_floor = false; bool turn = ((k->f.dir == RIGHT) && k->key.left) || ((k->f.dir == LEFT) && k->key.right); bool walk = ((k->f.dir == RIGHT) && k->key.right && k->key.shift) || ((k->f.dir == LEFT) && k->key.left && k->key.shift); bool run = (((k->f.dir == RIGHT) && k->key.right) || ((k->f.dir == LEFT) && k->key.left)) && ! walk; bool jump = ((k->f.dir == RIGHT) && k->key.right && k->key.up) || ((k->f.dir == LEFT) && k->key.left && k->key.up); bool couch = k->key.down; bool vjump = k->key.up; bool drink = is_potion (&pbf) && k->key.shift; bool raise_sword = is_sword (&pbf) && k->key.shift; bool take_sword = k->key.enter && k->has_sword; survey (_mt, pos, &k->f, NULL, &pmt, NULL); bool stairs = k->key.up && ! k->key.left && ! k->key.right && fg (&pmt) == LEVEL_DOOR && level_door_at_pos (&pmt)->i == 0 && k == get_anim_by_id (0); if (k->oaction == kid_normal && k->current_lives <= 0) { survey (_mt, pos, &k->f, NULL, &pmt, NULL); k->p = pmt; kid_die (k); return false; } if (k->oaction == kid_normal) { if (stairs) { k->p = pmt; kid_stairs (k); return false; } if (couch) { kid_couch (k); return false; } if (jump) { kid_jump (k); return false; } if (turn) { kid_turn (k); return false; } if (vjump) { kid_vjump (k); return false; } if (walk) { kid_walk (k); return false; } if (run) { if (dist_collision (&k->f, _bf, -4, -4, &k->ci) < 29) kid_walk (k); else kid_start_run (k); return false; } if (drink) { k->item_pos = pbf; place_frame (&k->f, &k->f, kid_couch_frameset[0].frame, &k->item_pos, (k->f.dir == LEFT) ? PLACE_WIDTH + 3 : +9, +27); kid_couch (k); return false; } if (raise_sword) { k->item_pos = pbf; kid_couch (k); return false; } if (take_sword) { kid_take_sword (k); return false; } } k->fo.b = kid_normal_00; k->fo.dx = k->fo.dy = +0; if (k->f.b == kid_stabilize_frameset[3].frame) k->fo.dx = +2; if (k->f.b == kid_walk_frameset[11].frame) k->fo.dx = -1; if (k->f.b == kid_jump_frameset[17].frame) k->fo.dx = -2; if (k->f.b == kid_couch_frameset[12].frame) k->fo.dx = -2; if (k->f.b == kid_vjump_frameset[17].frame) k->fo.dx = +2; if (k->f.b == kid_drink_frameset[7].frame) k->fo.dx = +0; if (k->f.b == kid_keep_sword_frameset[9].frame) k->fo.dx = +2; k->xf.b = NULL; return true; }