void thing_wield_shield (thingp t, tpp shield) { thingp existing_shield = thing_shield_carry_anim(t); if (existing_shield) { THING_LOG(t, "wield with existing shield %s", thing_logname(existing_shield)); } if (!shield) { THING_ERR(t, "could not wield null pointer!"); return; } const char *carry_as = tp_shield_carry_anim(shield); if (!carry_as) { THING_ERR(t, "could not wield shield %s", tp_short_name(shield)); return; } tpp what = tp_find(carry_as); if (!what) { THING_ERR(t, "Could not find %s to wield", carry_as); return; } if (t->shield == shield) { if (t->on_server) { if (thing_wid(existing_shield)) { /* * Add onto existing shield. */ thing_stats_modify_hp(existing_shield, tp_get_stats_max_hp(what)); return; } } else { return; } } if (thing_is_player(t)) { THING_LOG(t, "wield shield %s", tp_short_name(shield)); } t->shield = shield; widp shield_carry_anim_wid; if (t->on_server) { shield_carry_anim_wid = wid_game_map_server_replace_tile( wid_game_map_server_grid_container, t->x, t->y, existing_shield, /* thing */ what, 0, /* tpp data */ 0 /* item */, 0 /* stats */); } else { shield_carry_anim_wid = wid_game_map_client_replace_tile( wid_game_map_client_grid_container, t->x, t->y, 0, what); } if (!shield_carry_anim_wid) { THING_ERR(t, "failed wield shield %s", tp_short_name(shield)); return; } /* * Save the thing id so the client wid can keep track of the shield. */ thingp child = wid_get_thing(shield_carry_anim_wid); thing_set_shield_carry_anim(t, child); child->dir = t->dir; /* * Attach to the thing. */ thing_set_owner(child, t); if (t->on_server) { thing_update(t); } }
void thing_dead (levelp level, thingp t, thingp killer, const char *reason, ...) { /* * If in a shop, this might be the shopkeeper. */ thingp owner = thing_owner(level, t); /* * If an arrow, this might be an elf. */ thingp real_killer = 0; if (killer) { real_killer = thing_owner(level, killer); if (!real_killer) { real_killer = killer; } } va_list args; verify(t); tpp tp = thing_tp(t); /* * If the reason of death was collection, some things we do not want * to do. */ if (!t->is_collected) { /* * When it dies, doth it polymorph and thus avoid the reaper? * e.g. a mob spawner dying and creating a smaller one. */ const char *polymorph = tp_polymorph_on_death(tp); if (thing_is_sawblade(t) && killer) { /* * Skip polymorph if there is a killer. We want the blades to * just vanish and not get more bloody. That only happens if * there is no killer and we force a polymorph. */ } else if (polymorph) { tpp what = tp_find(polymorph); if (!what) { ERR("could now find %s to polymorph into on %s death", polymorph, thing_logname(t)); } /* * It doth polymorph. */ t->tp_id = tp_to_id(what); t->hp = what->max_hp; return; } /* * Or perhaps it does die, but spawns something else, like the * player dying and creating a mob spawner. */ const char *spawn = tp_spawn_on_death(tp); if (spawn) { thingp newt = thing_mob_spawn_on_death(level, t); /* * If this is the player death then give the gravestone a lot of * health or it can be immediately killed by a lingering explosion * that killed the player too. */ if (newt && thing_is_player(t)) { newt->hp = 200; } } } /* * If a wall is gone, remove the decorations. */ if (thing_is_wall(t)) { if (!level->is_being_destroyed) { /* * Keep walls on edge of level to stop things falling off. */ if ((int)t->x <= 0) { return; } if ((int)t->x >= MAP_WIDTH-1) { return; } if ((int)t->y <= 0) { return; } if ((int)t->y >= MAP_HEIGHT-1) { return; } int dx, dy; for (dx = -1; dx <= 1; dx++) { for (dy = -1; dy <= 1; dy++) { widp w; while (map_find_wall_deco_at(level, t->x + dx, t->y + dy, &w)) { thing_destroy(level, wid_get_thing(w), __FUNCTION__); } } } } } /* * You only die once. */ if (thing_is_dead(t)) { return; } thing_set_is_dead(t, true); /* * Bounty for the killer? */ uint32_t xp = tp_get_bonus_score_on_death(tp); if (xp && real_killer) { /* * Did someone throw this weapon and gets the xp? */ int32_t val = tp_get_bonus_score_on_death(tp); if (val) { real_killer->score += val; if (thing_is_player(real_killer)) { #if 0 if (thing_is_cloud_effect(killer)) { /* * Too many packets if we kill a lot of things in one * go. * * But it looks nice... 8) */ } else { #endif MSG_SHOUT_AT(OVER_THING, t, 0, 0, "%%%%font=%s$%%%%fg=%s$+%d XP", "large", "gold", val); #if 0 } #endif } } } /* * Flash briefly red on death. */ if (thing_is_monst(t) || thing_is_mob_spawner(t) || thing_is_rock(t) || thing_is_wall(t) || thing_is_door(t)) { widp w = t->wid; if (w) { wid_set_mode(w, WID_MODE_ACTIVE); if (!wid_is_hidden(w)) { wid_set_color(w, WID_COLOR_BLIT, RED); } } } /* * Boom! If this bomb is not being collected then make it blow up. */ { #if 0 if (thing_is_treasure(t)) { CON("%s destroyed",thing_logname(t)); if (owner) { CON(" %s owner is keeper",thing_logname(owner)); } if (killer) { CON(" %s killer ",thing_logname(killer)); } if (real_killer) { CON(" %s real_killer ",thing_logname(real_killer)); } } #endif if (!t->is_collected) { if (thing_is_bomb(t) || thing_is_fireball(t) || thing_is_bullet(t)) { level_place_explosion(level, 0, /* owner */ thing_tp(t), t->x, t->y, t->x, t->y); } /* * Breaking stuff in a shop? bad idea. */ if (thing_is_treasure(t)) { if (owner && thing_is_shopkeeper(owner)) { if (thing_is_player(real_killer)) { shop_break_message(level, real_killer, owner); } else { shop_whodunnit_break_message(level, real_killer, owner); } } } } else { /* * Collecting a thing? */ if (thing_is_treasure(t)) { if (owner && thing_is_shopkeeper(owner)) { if (thing_is_player(real_killer)) { shop_collect_message(level, real_killer, t); } } } } } /* * Stop bouncing or swaying. */ if (t->wid) { if (tp_is_effect_pulse(tp)) { wid_scaling_to_pct_in(t->wid, 1.0, 1.0, 0, 0); } if (tp_is_effect_sway(tp)) { wid_rotate_to_pct_in(t->wid, 0, 0, 0, 0); } } /* * Log the means of death! */ if (reason) { va_start(args, reason); thing_dead_(level, t, dynvprintf(reason, args)); va_end(args); } else { thing_dead_(level, t, 0); } }