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Comparing deliantra/server/common/button.C (file contents):
Revision 1.23 by root, Mon Jan 8 01:19:02 2007 UTC vs.
Revision 1.44 by root, Mon Apr 21 23:35:24 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27 25
28/* 26/*
29 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
30 */ 28 */
31 29
60 object *tmp = ol->ob; 58 object *tmp = ol->ob;
61 59
62 /* if the criteria isn't appropriate, don't do anything */ 60 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 61 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 62 continue;
63
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue; 65 continue;
67 66
68 switch (tmp->type) 67 switch (tmp->type)
69 { 68 {
70 case GATE: 69 case GATE:
71 case HOLE: 70 case HOLE:
71 if (!tmp->active)
72 tmp->play_sound (tmp->sound
73 ? tmp->sound
74 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 75 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->set_speed (0.5); 76 tmp->set_speed (0.5);
74 break; 77 break;
75 78
76 case CF_HANDLE: 79 case CF_HANDLE:
79 break; 82 break;
80 83
81 case SIGN: 84 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 85 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 86 {
87 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 88 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food) 89 if (tmp->stats.food)
86 tmp->last_eat++; 90 tmp->last_eat++;
87 } 91 }
88 break; 92 break;
89 93
90 case ALTAR: 94 case ALTAR:
95 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
91 tmp->value = 1; 96 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 97 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 98 update_object (tmp, UP_OBJ_FACE);
94 break; 99 break;
95 100
96 case BUTTON: 101 case BUTTON:
97 case PEDESTAL: 102 case PEDESTAL:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
98 tmp->value = state; 104 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
101 break; 107 break;
102 108
103 case MOOD_FLOOR: 109 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 110 do_mood_floor (tmp, source);
105 break; 111 break;
106 112
107 case TIMED_GATE: 113 case TIMED_GATE:
114 if (!tmp->active)
115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
108 tmp->set_speed (tmp->arch->clone.speed); 116 tmp->set_speed (tmp->arch->speed);
109 tmp->value = tmp->arch->clone.value; 117 tmp->value = tmp->arch->value;
110 tmp->stats.sp = 1; 118 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp; 119 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts 120 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent 121 * from the head - this ensures that the data will consistent
114 */ 122 */
115 for (tmp = tmp->more; tmp; tmp = tmp->more) 123 for (object *part = tmp->more; part; part = part->more)
116 { 124 {
117 tmp->value = tmp->head->value; 125 part->value = tmp->value;
118 tmp->stats.sp = tmp->head->stats.sp; 126 part->stats.sp = tmp->stats.sp;
119 tmp->stats.hp = tmp->head->stats.hp; 127 part->stats.hp = tmp->stats.hp;
120 tmp->set_speed (tmp->head->speed); 128 part->set_speed (tmp->speed);
121 } 129 }
122 break; 130 break;
123 131
124 case DIRECTOR: 132 case DIRECTOR:
125 case FIREWALL: 133 case FIREWALL:
127 move_firewall (tmp); 135 move_firewall (tmp);
128 else 136 else
129 { 137 {
130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140
132 animate_turning (tmp); 141 animate_turning (tmp);
133 } 142 }
134 break; 143 break;
135 144
136 case TELEPORTER: 145 case TELEPORTER:
140 case CREATOR: 149 case CREATOR:
141 move_creator (tmp); 150 move_creator (tmp);
142 break; 151 break;
143 152
144 case TRIGGER_MARKER: 153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
145 move_marker (tmp); 155 move_marker (tmp);
146 break; 156 break;
147 157
148 case DUPLICATOR: 158 case DUPLICATOR:
149 move_duplicator (tmp); 159 move_duplicator (tmp);
224 } 234 }
225 235
226 tmp = ol->ob; 236 tmp = ol->ob;
227 if (tmp->type == BUTTON) 237 if (tmp->type == BUTTON)
228 { 238 {
229 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 239 for (ab = tmp->above, tot = 0; ab; ab = ab->above)
230 /* Bug? The pedestal code below looks for the head of
231 * the object, this bit doesn't. I'd think we should check
232 * for head here also. Maybe it also makese sense to
233 * make the for ab=tmp->above loop common, and alter
234 * behaviour based on object within that loop?
235 */ 240 {
241 head = ab->head_ ();
236 242
237 /* Basically, if the move_type matches that on what the 243 /* Basically, if the move_type matches that on what the
238 * button wants, we count it. The second check is so that 244 * button wants, we count it. The second check is so that
239 * objects don't move (swords, etc) will count. Note that 245 * objects who don't move (swords, etc) will count. Note that
240 * this means that more work is needed to make buttons 246 * this means that more work is needed to make buttons
241 * that are only triggered by flying objects. 247 * that are only triggered by flying objects.
242 */ 248 */
243 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 249 if ((head->move_type & tmp->move_on) || head->move_type == 0)
244 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 250 tot += head->total_weight ();
251 }
245 252
246 tmp->value = (tot >= tmp->weight) ? 1 : 0; 253 tmp->value = tot >= tmp->weight ? 1 : 0;
247 if (tmp->value)
248 any_down = 1;
249 } 254 }
250 else if (tmp->type == PEDESTAL) 255 else if (tmp->type == PEDESTAL)
251 { 256 {
252 tmp->value = 0; 257 tmp->value = 0;
258
253 for (ab = tmp->above; ab != NULL; ab = ab->above) 259 for (ab = tmp->above; ab; ab = ab->above)
254 { 260 {
255 head = ab->head ? ab->head : ab; 261 head = ab->head_ ();
262
256 /* Same note regarding move_type for buttons above apply here. */ 263 /* Same note regarding move_type for buttons above apply here. */
257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 264 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
258 (head->race == tmp->slaying || 265 (head->race == tmp->slaying ||
259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 266 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 267 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
261 tmp->value = 1; 268 tmp->value = 1;
262 } 269 }
263 if (tmp->value)
264 any_down = 1;
265 } 270 }
271
272 any_down = any_down || tmp->value;
266 } 273 }
274
267 if (any_down) /* If any other buttons were down, force this to remain down */ 275 if (any_down) /* If any other buttons were down, force this to remain down */
268 op->value = 1; 276 op->value = 1;
269 277
270 /* If this button hasn't changed, don't do anything */ 278 /* If this button hasn't changed, don't do anything */
271 if (op->value != old_value) 279 if (op->value != old_value)
312 */ 320 */
313 321
314int 322int
315check_altar_sacrifice (const object *altar, const object *sacrifice) 323check_altar_sacrifice (const object *altar, const object *sacrifice)
316{ 324{
317 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 325 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
326 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
327 && sacrifice->type != PLAYER)
318 { 328 {
319 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 329 if (ARCH_SACRIFICE (altar) == shstr_money
320 ARCH_SACRIFICE (altar) == sacrifice->name || 330 && sacrifice->type == MONEY
321 ARCH_SACRIFICE (altar) == sacrifice->slaying || 331 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
322 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
323 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
324 return 1; 332 return 1;
325 333
326 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 334 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
327 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 335 || ARCH_SACRIFICE (altar) == sacrifice->name
336 || ARCH_SACRIFICE (altar) == sacrifice->slaying
337 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
338 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
328 return 1; 339 return 1;
329 } 340 }
330 341
331 return 0; 342 return 0;
332} 343}
356 return 0; 367 return 0;
357 368
358 /* check_altar_sacrifice should have already verified that enough money 369 /* check_altar_sacrifice should have already verified that enough money
359 * has been dropped. 370 * has been dropped.
360 */ 371 */
361 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 372 if (ARCH_SACRIFICE (altar) == shstr_money)
362 { 373 {
363 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 374 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
364 375
365 /* Round up any sacrifices. Altars don't make change either */ 376 /* Round up any sacrifices. Altars don't make change either */
366 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 377 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
367 number++; 378 number++;
368 379
369 *sacrifice = decrease_ob_nr (*sacrifice, number); 380 if (!(*sacrifice)->decrease (number))
381 *sacrifice = 0;
370 } 382 }
371 else 383 else
372 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 384 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
385 *sacrifice = 0;
373 386
374 if (altar->msg) 387 if (altar->msg)
375 new_info_map (NDI_BLACK, altar->map, altar->msg); 388 new_info_map (NDI_BLACK, altar->map, altar->msg);
376 389
377 return 1; 390 return 1;
427 * button wants, we count it. The second check is so that 440 * button wants, we count it. The second check is so that
428 * objects that don't move (swords, etc) will count. Note that 441 * objects that don't move (swords, etc) will count. Note that
429 * this means that more work is needed to make buttons 442 * this means that more work is needed to make buttons
430 * that are only triggered by flying objects. 443 * that are only triggered by flying objects.
431 */ 444 */
432
433 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 445 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
434 { 446 tot += tmp->head_ ()->total_weight ();
435 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 447
436 }
437 if (tot >= op->weight) 448 if (tot >= op->weight)
438 push = 1; 449 push = 1;
450
439 if (op->stats.ac == push) 451 if (op->stats.ac == push)
440 return 0; 452 return 0;
453
441 op->stats.ac = push; 454 op->stats.ac = push;
442 if (NUM_ANIMATIONS (op) > 1) 455 if (NUM_ANIMATIONS (op) > 1)
443 { 456 {
444 SET_ANIMATION (op, push); 457 SET_ANIMATION (op, push);
445 update_object (op, UP_OBJ_FACE); 458 update_object (op, UP_OBJ_FACE);
446 } 459 }
460
447 if (in_movement || !push) 461 if (in_movement || !push)
448 return 0; 462 return 0;
449 } 463 }
450 trigger_move (op, push); 464 trigger_move (op, push);
451 } 465 }
466
452 return 0; 467 return 0;
453 468
454 case TRIGGER_PEDESTAL: 469 case TRIGGER_PEDESTAL:
455 if (cause) 470 if (cause)
456 { 471 {
457 for (tmp = op->above; tmp; tmp = tmp->above) 472 for (tmp = op->above; tmp; tmp = tmp->above)
458 { 473 {
459 object *head = tmp->head ? tmp->head : tmp; 474 object *head = tmp->head_ ();
460 475
461 /* See comment in TRIGGER_BUTTON about move_types */ 476 /* See comment in TRIGGER_BUTTON about move_types */
462 if (((head->move_type & op->move_on) || head->move_type == 0) 477 if (((head->move_type & op->move_on) || head->move_type == 0)
463 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 478 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
464 { 479 {
465 push = 1; 480 push = 1;
466 break; 481 break;
467 } 482 }
468 } 483 }
484
469 if (op->stats.ac == push) 485 if (op->stats.ac == push)
470 return 0; 486 return 0;
487
471 op->stats.ac = push; 488 op->stats.ac = push;
489
472 if (NUM_ANIMATIONS (op) > 1) 490 if (NUM_ANIMATIONS (op) > 1)
473 { 491 {
474 SET_ANIMATION (op, push); 492 SET_ANIMATION (op, push);
475 update_object (op, UP_OBJ_FACE); 493 update_object (op, UP_OBJ_FACE);
476 } 494 }
495
477 update_object (op, UP_OBJ_FACE); 496 update_object (op, UP_OBJ_FACE);
497
478 if (in_movement || !push) 498 if (in_movement || !push)
479 return 0; 499 return 0;
480 } 500 }
501
481 trigger_move (op, push); 502 trigger_move (op, push);
482 return 0; 503 return 0;
483 504
484 case TRIGGER_ALTAR: 505 case TRIGGER_ALTAR:
485 if (cause) 506 if (cause)
486 { 507 {
487 if (in_movement) 508 if (in_movement)
488 return 0; 509 return 0;
510
489 if (operate_altar (op, &cause)) 511 if (operate_altar (op, &cause))
490 { 512 {
491 if (NUM_ANIMATIONS (op) > 1) 513 if (NUM_ANIMATIONS (op) > 1)
492 { 514 {
493 SET_ANIMATION (op, 1); 515 SET_ANIMATION (op, 1);
494 update_object (op, UP_OBJ_FACE); 516 update_object (op, UP_OBJ_FACE);
495 } 517 }
518
496 if (op->last_sp >= 0) 519 if (op->last_sp >= 0)
497 { 520 {
498 trigger_move (op, 1); 521 trigger_move (op, 1);
499 if (op->last_sp > 0) 522 if (op->last_sp > 0)
500 op->last_sp = -op->last_sp; 523 op->last_sp = -op->last_sp;
507 op->value = !op->value; 530 op->value = !op->value;
508 trigger_move (op, 1); 531 trigger_move (op, 1);
509 op->last_sp = -op->last_sp; 532 op->last_sp = -op->last_sp;
510 op->value = !op->value; 533 op->value = !op->value;
511 } 534 }
535
512 return cause == NULL; 536 return cause == NULL;
513 } 537 }
514 else 538 else
515 {
516 return 0; 539 return 0;
517 }
518 } 540 }
519 else 541 else
520 { 542 {
521 if (NUM_ANIMATIONS (op) > 1) 543 if (NUM_ANIMATIONS (op) > 1)
522 { 544 {
705 */ 727 */
706 728
707void 729void
708do_mood_floor (object *op, object *source) 730do_mood_floor (object *op, object *source)
709{ 731{
710 object *tmp;
711 object *tmp2;
712
713 if (!source) 732 if (!source)
714 source = op; 733 source = op;
715 734
716 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 735 mapspace &ms = op->ms ();
736
737 if (!(ms.flags () & P_IS_ALIVE))
738 return;
739
740 object *tmp;
741
742 for (tmp = ms.top; tmp; tmp = tmp->below)
717 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 743 if (QUERY_FLAG (tmp, FLAG_MONSTER))
718 break; 744 break;
719 745
720 /* doesn't effect players, and if there is a player on this space, won't also 746 /* doesn't effect players, and if there is a player on this space, won't also
721 * be a monster here. 747 * be a monster here.
722 */ 748 */
749 //TODO: have players really FLAG_MONSTER? kept it for safety
723 if (!tmp || tmp->type == PLAYER) 750 if (!tmp || tmp->type == PLAYER)
724 return; 751 return;
725 752
726 switch (op->last_sp) 753 switch (op->last_sp)
727 { 754 {
728 case 0: /* furious--make all monsters mad */ 755 case 0: /* furious--make all monsters mad */
729 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 756 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
730 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 757 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
758
731 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 759 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
732 { 760 {
733 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
734 remove_friendly_object (tmp);
735 tmp->attack_movement = 0; 761 tmp->attack_movement = 0;
736 /* lots of checks here, but want to make sure we don't 762 /* lots of checks here, but want to make sure we don't
737 * dereference a null value 763 * dereference a null value
738 */ 764 */
739 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 765 if (tmp->type == GOLEM
766 && tmp->owner
767 && tmp->owner->type == PLAYER
768 && tmp->owner->contr->golem == tmp)
740 tmp->owner->contr->ranges[range_golem] = 0; 769 tmp->owner->contr->golem = 0;
741 770
742 tmp->owner = 0; 771 tmp->owner = 0;
772
773 remove_friendly_object (tmp);
743 } 774 }
744 break; 775 break;
776
745 case 1: /* angry -- get neutral monsters mad */ 777 case 1: /* angry -- get neutral monsters mad */
746 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 778 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
747 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 779 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
748 break; 780 break;
781
749 case 2: /* calm -- pacify unfriendly monsters */ 782 case 2: /* calm -- pacify unfriendly monsters */
750 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
751 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 783 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
752 break; 784 break;
785
753 case 3: /* make all monsters fall asleep */ 786 case 3: /* make all monsters fall asleep */
754 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
755 SET_FLAG (tmp, FLAG_SLEEP); 787 SET_FLAG (tmp, FLAG_SLEEP);
756 break; 788 break;
789
757 case 4: /* charm all monsters */ 790 case 4: /* charm all monsters */
758 if (op == source) 791 if (op == source)
759 break; /* only if 'connected' */ 792 break; /* only if 'connected' */
760 793
761 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 794 if (object *pl = source->ms ().player ())
762 tmp2->type != PLAYER; tmp2 = tmp2->above) 795 {
763 if (tmp2->above == NULL) 796 tmp->set_owner (pl);
797 SET_FLAG (tmp, FLAG_MONSTER);
798
799 tmp->stats.exp = 0;
800
801 add_friendly_object (tmp);
802 tmp->attack_movement = PETMOVE;
803 }
764 break; 804 break;
765 805
766 if (tmp2->type != PLAYER) 806 case 6: // kill monsters
807 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 break; 808 break;
768 809
769 tmp->set_owner (tmp2); 810 // FALL THROUGH
770 SET_FLAG (tmp, FLAG_MONSTER); 811 case 5: // kill all alives
771 812 if (!tmp->flag [FLAG_PRECIOUS])
772 tmp->stats.exp = 0; 813 {
773 814 get_archetype ("burnout")->insert_at (tmp, source);
774 add_friendly_object (tmp); 815 tmp->destroy ();
775 tmp->attack_movement = PETMOVE; 816 }
776 break; 817 break;
777 818
778 default: 819 default:
779 break; 820 break;
780 } 821 }
792 object *tmp, *ret = NULL; 833 object *tmp, *ret = NULL;
793 834
794 /* First check the object itself. */ 835 /* First check the object itself. */
795 if ((trig->stats.hp && (op->type == trig->stats.hp)) 836 if ((trig->stats.hp && (op->type == trig->stats.hp))
796 || (trig->slaying && (op->slaying == trig->slaying)) 837 || (trig->slaying && (op->slaying == trig->slaying))
797 || (trig->race && (op->arch->name == trig->race))) 838 || (trig->race && (op->arch->archname == trig->race)))
798 return op; 839 return op;
799 840
800 for (tmp = op->inv; tmp; tmp = tmp->below) 841 for (tmp = op->inv; tmp; tmp = tmp->below)
801 { 842 {
802 if (tmp->inv) 843 if (tmp->inv)
805 if (ret) 846 if (ret)
806 return ret; 847 return ret;
807 } 848 }
808 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 849 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
809 || (trig->slaying && (tmp->slaying == trig->slaying)) 850 || (trig->slaying && (tmp->slaying == trig->slaying))
810 || (trig->race && (tmp->arch->name == trig->race))) 851 || (trig->race && (tmp->arch->archname == trig->race)))
811 return tmp; 852 return tmp;
812 } 853 }
813 return NULL; 854 return NULL;
814} 855}
815 856
828 * and has a matching item. Imagine what happens if someone steps on the inventory 869 * and has a matching item. Imagine what happens if someone steps on the inventory
829 * checker with a matching item, has it, activates the connection, throws the item 870 * checker with a matching item, has it, activates the connection, throws the item
830 * away, and then leaves the inventory checker. That would've caused an always-enabled 871 * away, and then leaves the inventory checker. That would've caused an always-enabled
831 * state in the inventory checker. This won't happen anymore now. 872 * state in the inventory checker. This won't happen anymore now.
832 * 873 *
874 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
875 * whether op is on this mapspace or not, because the value (1|0) depends
876 * on this information. also make sure to only push_button if op has
877 * a matching item (because when we do a push_button with value=0 timed gates
878 * will still open)! (i hope i got the semantics right this time)
879 *
833 */ 880 */
834void 881void
835check_inv (object *op, object *trig) 882check_inv (object *op, object *trig)
836{ 883{
837 trig->value = 0; // deactivate if none of the following conditions apply 884 trig->value = 0; // deactivate if none of the following conditions apply
838 885
839 if (object *pl = trig->ms ().player ()) 886 object *pl = trig->ms ().player ();
840 {
841 object *match = check_inv_recursive (pl, trig); 887 object *match = check_inv_recursive (op, trig);
842 888
889 // elmex: a note about (pl == op):
890 // if pl == 0 then the player has left this space
891 // if pl != 0 then a player is on this mapspace, but then
892 // we still have to check whether it's the player that triggered
893 // this inv-checker, because if not, then the op left this inv-checker
894 // and we have to set the value to 0
895
843 if (match && trig->last_sp) // match == having 896 if (match && trig->last_sp) // match == having
844 { 897 {
845 if (trig->last_heal) 898 if (trig->last_heal)
846 decrease_ob (match); 899 match->decrease ();
847 900
848 trig->value = 1; 901 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
849 } 902 push_button (trig);
903 }
850 else if (!match && !trig->last_sp) // match == not having 904 else if (!match && !trig->last_sp) // match == not having
851 trig->value = 1;
852 } 905 {
853 906 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
854 push_button (trig); 907 push_button (trig);
908 }
855} 909}
856 910

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