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Comparing deliantra/server/common/button.C (file contents):
Revision 1.19 by root, Mon Dec 25 11:25:49 2006 UTC vs.
Revision 1.39 by root, Mon Aug 27 01:13:48 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h> 25#include <funcpoint.h>
26 26
27/* 27/*
59 object *tmp = ol->ob; 59 object *tmp = ol->ob;
60 60
61 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63 continue; 63 continue;
64
64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
65 continue; 66 continue;
66 67
67 switch (tmp->type) 68 switch (tmp->type)
68 { 69 {
69 case GATE: 70 case GATE:
70 case HOLE: 71 case HOLE:
72 if (!tmp->active)
73 tmp->play_sound (tmp->sound
74 ? tmp->sound
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
71 tmp->value = tmp->stats.maxsp ? !state : state; 76 tmp->value = tmp->stats.maxsp ? !state : state;
72 tmp->speed = 0.5; 77 tmp->set_speed (0.5);
73 update_ob_speed (tmp);
74 break; 78 break;
75 79
76 case CF_HANDLE: 80 case CF_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 81 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE); 82 update_object (tmp, UP_OBJ_FACE);
79 break; 83 break;
80 84
81 case SIGN: 85 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food) 90 if (tmp->stats.food)
86 tmp->last_eat++; 91 tmp->last_eat++;
87 } 92 }
88 break; 93 break;
89 94
90 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
91 tmp->value = 1; 97 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
94 break; 100 break;
95 101
96 case BUTTON: 102 case BUTTON:
97 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
98 tmp->value = state; 105 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
101 break; 108 break;
102 109
103 case MOOD_FLOOR: 110 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, source);
105 break; 112 break;
106 113
107 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
108 tmp->speed = tmp->arch->clone.speed; 117 tmp->set_speed (tmp->arch->speed);
109 update_ob_speed (tmp); /* original values */
110 tmp->value = tmp->arch->clone.value; 118 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1; 119 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp; 120 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts 121 /* Handle multipart gates. We copy the value for the other parts
114 * from the head - this ensures that the data will consistent 122 * from the head - this ensures that the data will consistent
115 */ 123 */
116 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 124 for (object *part = tmp->more; part; part = part->more)
117 { 125 {
118 tmp->speed = tmp->head->speed; 126 part->value = tmp->value;
119 tmp->value = tmp->head->value; 127 part->stats.sp = tmp->stats.sp;
120 tmp->stats.sp = tmp->head->stats.sp; 128 part->stats.hp = tmp->stats.hp;
121 tmp->stats.hp = tmp->head->stats.hp;
122 update_ob_speed (tmp); 129 part->set_speed (tmp->speed);
123 } 130 }
124 break; 131 break;
125 132
126 case DIRECTOR: 133 case DIRECTOR:
127 case FIREWALL: 134 case FIREWALL:
129 move_firewall (tmp); 136 move_firewall (tmp);
130 else 137 else
131 { 138 {
132 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 139 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
133 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 140 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
141
134 animate_turning (tmp); 142 animate_turning (tmp);
135 } 143 }
136 break; 144 break;
137 145
138 case TELEPORTER: 146 case TELEPORTER:
142 case CREATOR: 150 case CREATOR:
143 move_creator (tmp); 151 move_creator (tmp);
144 break; 152 break;
145 153
146 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
147 move_marker (tmp); 156 move_marker (tmp);
148 break; 157 break;
149 158
150 case DUPLICATOR: 159 case DUPLICATOR:
151 move_duplicator (tmp); 160 move_duplicator (tmp);
252 else if (tmp->type == PEDESTAL) 261 else if (tmp->type == PEDESTAL)
253 { 262 {
254 tmp->value = 0; 263 tmp->value = 0;
255 for (ab = tmp->above; ab != NULL; ab = ab->above) 264 for (ab = tmp->above; ab != NULL; ab = ab->above)
256 { 265 {
257 head = ab->head ? ab->head : ab; 266 head = ab->head_ ();
258 /* Same note regarding move_type for buttons above apply here. */ 267 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 268 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
260 (head->race == tmp->slaying || 269 (head->race == tmp->slaying ||
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 270 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 271 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
263 tmp->value = 1; 272 tmp->value = 1;
264 } 273 }
274
265 if (tmp->value) 275 if (tmp->value)
266 any_down = 1; 276 any_down = 1;
267 } 277 }
268 } 278 }
269 if (any_down) /* If any other buttons were down, force this to remain down */ 279 if (any_down) /* If any other buttons were down, force this to remain down */
276 update_object (op, UP_OBJ_FACE); 286 update_object (op, UP_OBJ_FACE);
277 push_button (op); /* Make all other buttons the same */ 287 push_button (op); /* Make all other buttons the same */
278 } 288 }
279} 289}
280 290
281/*
282 * Updates every button on the map (by calling update_button() for them).
283 */
284
285void
286update_buttons (maptile *m)
287{
288 objectlink *ol;
289 oblinkpt *obp;
290
291 for (obp = m->buttons; obp; obp = obp->next)
292 for (ol = obp->link; ol; ol = ol->next)
293 {
294 if (!ol->ob)
295 {
296 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
297 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
298 continue;
299 }
300
301 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
302 {
303 update_button (ol->ob);
304 break;
305 }
306 }
307}
308
309void 291void
310use_trigger (object *op) 292use_trigger (object *op)
311{ 293{
312
313 /* Toggle value */ 294 /* Toggle value */
314 op->value = !op->value; 295 op->value = !op->value;
315 push_button (op); 296 push_button (op);
316} 297}
317 298
318/* 299/*
319 * Note: animate_object should be used instead of this, 300 * Note: animate_object should be used instead of this,
320 * but it can't handle animations in the 8 directions 301 * but it can't handle animations in the 8 directions
321 */ 302 */
322
323void 303void
324animate_turning (object *op) /* only one part objects */ 304animate_turning (object *op) /* only one part objects */
325{ 305{
326 if (++op->state >= NUM_ANIMATIONS (op) / 8) 306 if (++op->state >= NUM_ANIMATIONS (op) / 8)
327 op->state = 0; 307 op->state = 0;
344 */ 324 */
345 325
346int 326int
347check_altar_sacrifice (const object *altar, const object *sacrifice) 327check_altar_sacrifice (const object *altar, const object *sacrifice)
348{ 328{
349 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 329 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
330 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
331 && sacrifice->type != PLAYER)
350 { 332 {
333 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
334 && sacrifice->type == MONEY
335 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
336 return 1;
337
351 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 338 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
352 ARCH_SACRIFICE (altar) == sacrifice->name || 339 || ARCH_SACRIFICE (altar) == sacrifice->name
353 ARCH_SACRIFICE (altar) == sacrifice->slaying || 340 || ARCH_SACRIFICE (altar) == sacrifice->slaying
354 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 341 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
355 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 342 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
356 return 1;
357
358 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
359 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
360 return 1; 343 return 1;
361 } 344 }
362 345
363 return 0; 346 return 0;
364} 347}
414{ 397{
415 op->stats.wc = state; 398 op->stats.wc = state;
416 if (state) 399 if (state)
417 { 400 {
418 use_trigger (op); 401 use_trigger (op);
419 if (op->stats.exp > 0) /* check sanity */ 402 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
420 op->speed = 1.0 / op->stats.exp;
421 else
422 op->speed = 1.0;
423 update_ob_speed (op);
424 op->speed_left = -1; 403 op->speed_left = -1;
425 } 404 }
426 else 405 else
427 { 406 {
428 use_trigger (op); 407 use_trigger (op);
429 op->speed = 0; 408 op->set_speed (0);
430 update_ob_speed (op);
431 } 409 }
432} 410}
433 411
434 412
435/* 413/*
491 case TRIGGER_PEDESTAL: 469 case TRIGGER_PEDESTAL:
492 if (cause) 470 if (cause)
493 { 471 {
494 for (tmp = op->above; tmp; tmp = tmp->above) 472 for (tmp = op->above; tmp; tmp = tmp->above)
495 { 473 {
496 object *head = tmp->head ? tmp->head : tmp; 474 object *head = tmp->head_ ();
497 475
498 /* See comment in TRIGGER_BUTTON about move_types */ 476 /* See comment in TRIGGER_BUTTON about move_types */
499 if (((head->move_type & op->move_on) || head->move_type == 0) 477 if (((head->move_type & op->move_on) || head->move_type == 0)
500 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 478 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
501 { 479 {
502 push = 1; 480 push = 1;
503 break; 481 break;
504 } 482 }
505 } 483 }
484
506 if (op->stats.ac == push) 485 if (op->stats.ac == push)
507 return 0; 486 return 0;
487
508 op->stats.ac = push; 488 op->stats.ac = push;
489
509 if (NUM_ANIMATIONS (op) > 1) 490 if (NUM_ANIMATIONS (op) > 1)
510 { 491 {
511 SET_ANIMATION (op, push); 492 SET_ANIMATION (op, push);
512 update_object (op, UP_OBJ_FACE); 493 update_object (op, UP_OBJ_FACE);
513 } 494 }
495
514 update_object (op, UP_OBJ_FACE); 496 update_object (op, UP_OBJ_FACE);
497
515 if (in_movement || !push) 498 if (in_movement || !push)
516 return 0; 499 return 0;
517 } 500 }
501
518 trigger_move (op, push); 502 trigger_move (op, push);
519 return 0; 503 return 0;
520 504
521 case TRIGGER_ALTAR: 505 case TRIGGER_ALTAR:
522 if (cause) 506 if (cause)
523 { 507 {
524 if (in_movement) 508 if (in_movement)
525 return 0; 509 return 0;
510
526 if (operate_altar (op, &cause)) 511 if (operate_altar (op, &cause))
527 { 512 {
528 if (NUM_ANIMATIONS (op) > 1) 513 if (NUM_ANIMATIONS (op) > 1)
529 { 514 {
530 SET_ANIMATION (op, 1); 515 SET_ANIMATION (op, 1);
531 update_object (op, UP_OBJ_FACE); 516 update_object (op, UP_OBJ_FACE);
532 } 517 }
518
533 if (op->last_sp >= 0) 519 if (op->last_sp >= 0)
534 { 520 {
535 trigger_move (op, 1); 521 trigger_move (op, 1);
536 if (op->last_sp > 0) 522 if (op->last_sp > 0)
537 op->last_sp = -op->last_sp; 523 op->last_sp = -op->last_sp;
544 op->value = !op->value; 530 op->value = !op->value;
545 trigger_move (op, 1); 531 trigger_move (op, 1);
546 op->last_sp = -op->last_sp; 532 op->last_sp = -op->last_sp;
547 op->value = !op->value; 533 op->value = !op->value;
548 } 534 }
535
549 return cause == NULL; 536 return cause == NULL;
550 } 537 }
551 else 538 else
552 {
553 return 0; 539 return 0;
554 }
555 } 540 }
556 else 541 else
557 { 542 {
558 if (NUM_ANIMATIONS (op) > 1) 543 if (NUM_ANIMATIONS (op) > 1)
559 { 544 {
570 trigger_move (op, 0); 555 trigger_move (op, 0);
571 else 556 else
572 { 557 {
573 op->stats.wc = 0; 558 op->stats.wc = 0;
574 op->value = !op->value; 559 op->value = !op->value;
575 op->speed = 0; 560 op->set_speed (0);
576 update_ob_speed (op);
577 } 561 }
578 } 562 }
579 return 0; 563 return 0;
580 564
581 case TRIGGER: 565 case TRIGGER:
582 if (cause) 566 if (cause)
583 { 567 {
584 if (in_movement) 568 if (in_movement)
585 return 0; 569 return 0;
570
586 push = 1; 571 push = 1;
587 } 572 }
573
588 if (NUM_ANIMATIONS (op) > 1) 574 if (NUM_ANIMATIONS (op) > 1)
589 { 575 {
590 SET_ANIMATION (op, push); 576 SET_ANIMATION (op, push);
591 update_object (op, UP_OBJ_FACE); 577 update_object (op, UP_OBJ_FACE);
592 } 578 }
579
593 trigger_move (op, push); 580 trigger_move (op, push);
594 return 1; 581 return 1;
595 582
596 default: 583 default:
597 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 584 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
740 */ 727 */
741 728
742void 729void
743do_mood_floor (object *op, object *source) 730do_mood_floor (object *op, object *source)
744{ 731{
745 object *tmp;
746 object *tmp2;
747
748 if (!source) 732 if (!source)
749 source = op; 733 source = op;
750 734
751 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)
752 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 743 if (QUERY_FLAG (tmp, FLAG_MONSTER))
753 break; 744 break;
754 745
755 /* 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
756 * be a monster here. 747 * be a monster here.
757 */ 748 */
749 //TODO: have players really FLAG_MONSTER? kept it for safety
758 if (!tmp || tmp->type == PLAYER) 750 if (!tmp || tmp->type == PLAYER)
759 return; 751 return;
760 752
761 switch (op->last_sp) 753 switch (op->last_sp)
762 { 754 {
763 case 0: /* furious--make all monsters mad */ 755 case 0: /* furious--make all monsters mad */
764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 756 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 757 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
758
766 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 759 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 { 760 {
768 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
769 remove_friendly_object (tmp);
770 tmp->attack_movement = 0; 761 tmp->attack_movement = 0;
771 /* 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
772 * dereference a null value 763 * dereference a null value
773 */ 764 */
774 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)
775 tmp->owner->contr->ranges[range_golem] = 0; 769 tmp->owner->contr->golem = 0;
776 770
777 tmp->owner = 0; 771 tmp->owner = 0;
772
773 remove_friendly_object (tmp);
778 } 774 }
779 break; 775 break;
776
780 case 1: /* angry -- get neutral monsters mad */ 777 case 1: /* angry -- get neutral monsters mad */
781 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 778 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
782 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 779 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
783 break; 780 break;
781
784 case 2: /* calm -- pacify unfriendly monsters */ 782 case 2: /* calm -- pacify unfriendly monsters */
785 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
786 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 783 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
787 break; 784 break;
785
788 case 3: /* make all monsters fall asleep */ 786 case 3: /* make all monsters fall asleep */
789 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
790 SET_FLAG (tmp, FLAG_SLEEP); 787 SET_FLAG (tmp, FLAG_SLEEP);
791 break; 788 break;
789
792 case 4: /* charm all monsters */ 790 case 4: /* charm all monsters */
793 if (op == source) 791 if (op == source)
794 break; /* only if 'connected' */ 792 break; /* only if 'connected' */
795 793
796 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 794 if (object *pl = source->ms ().player ())
797 tmp2->type != PLAYER; tmp2 = tmp2->above) 795 {
798 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 }
799 break; 804 break;
800 805
801 if (tmp2->type != PLAYER) 806 case 6: // kill monsters
807 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
802 break; 808 break;
803 809
804 tmp->set_owner (tmp2); 810 // FALL THROUGH
805 SET_FLAG (tmp, FLAG_MONSTER); 811 case 5: // kill all alives
806 812 if (!tmp->flag [FLAG_PRECIOUS])
807 tmp->stats.exp = 0; 813 {
808 SET_FLAG (tmp, FLAG_FRIENDLY); 814 get_archetype ("burnout")->insert_at (tmp, source);
809 815 tmp->destroy ();
810 add_friendly_object (tmp); 816 }
811 tmp->attack_movement = PETMOVE;
812 break; 817 break;
813 818
814 default: 819 default:
815 break; 820 break;
816 } 821 }
828 object *tmp, *ret = NULL; 833 object *tmp, *ret = NULL;
829 834
830 /* First check the object itself. */ 835 /* First check the object itself. */
831 if ((trig->stats.hp && (op->type == trig->stats.hp)) 836 if ((trig->stats.hp && (op->type == trig->stats.hp))
832 || (trig->slaying && (op->slaying == trig->slaying)) 837 || (trig->slaying && (op->slaying == trig->slaying))
833 || (trig->race && (op->arch->name == trig->race))) 838 || (trig->race && (op->arch->archname == trig->race)))
834 return op; 839 return op;
835 840
836 for (tmp = op->inv; tmp; tmp = tmp->below) 841 for (tmp = op->inv; tmp; tmp = tmp->below)
837 { 842 {
838 if (tmp->inv) 843 if (tmp->inv)
841 if (ret) 846 if (ret)
842 return ret; 847 return ret;
843 } 848 }
844 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 849 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
845 || (trig->slaying && (tmp->slaying == trig->slaying)) 850 || (trig->slaying && (tmp->slaying == trig->slaying))
846 || (trig->race && (tmp->arch->name == trig->race))) 851 || (trig->race && (tmp->arch->archname == trig->race)))
847 return tmp; 852 return tmp;
848 } 853 }
849 return NULL; 854 return NULL;
850} 855}
851 856
864 * 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
865 * 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
866 * 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
867 * state in the inventory checker. This won't happen anymore now. 872 * state in the inventory checker. This won't happen anymore now.
868 * 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 *
869 */ 880 */
870void 881void
871check_inv (object *op, object *trig) 882check_inv (object *op, object *trig)
872{ 883{
873 trig->value = 0; // deactivate if none of the following conditions apply 884 trig->value = 0; // deactivate if none of the following conditions apply
874 885
875 if (object *pl = trig->ms ().player ()) 886 object *pl = trig->ms ().player ();
876 {
877 object *match = check_inv_recursive (pl, trig); 887 object *match = check_inv_recursive (op, trig);
878 888
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
879 if (match && trig->last_sp) // match == having 896 if (match && trig->last_sp) // match == having
880 { 897 {
881 if (trig->last_heal) 898 if (trig->last_heal)
882 decrease_ob (match); 899 decrease_ob (match);
883 900
884 trig->value = 1; 901 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
885 } 902 push_button (trig);
903 }
886 else if (!match && !trig->last_sp) // match == not having 904 else if (!match && !trig->last_sp) // match == not having
887 trig->value = 1;
888 } 905 {
889 906 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
890 push_button (trig); 907 push_button (trig);
908 }
891} 909}
892 910

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