Пример #1
0
//  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);
}
Пример #2
0
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;
}
Пример #3
0
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;
}
Пример #4
0
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;
}