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Comparing deliantra/server/common/button.C (file contents):
Revision 1.12 by root, Sun Oct 15 02:16:34 2006 UTC vs.
Revision 1.36 by root, Sun Jul 1 05:00:17 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/*
35 * The source argument can be 0 or the source object for this activation. 35 * The source argument can be 0 or the source object for this activation.
36 */ 36 */
37void 37void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 38activate_connection_link (objectlink * ol, bool state, object *source = 0)
39{ 39{
40 object *tmp = 0;
41
42 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
43 { 41 {
44 if (!ol->ob) 42 if (!ol->ob)
45 { 43 {
46 LOG (llevError, "Internal error in activate_connection_link.\n"); 44 LOG (llevError, "Internal error in activate_connection_link.\n");
55 * re-loaded. As such, just exit this function if that is the case. 53 * re-loaded. As such, just exit this function if that is the case.
56 */ 54 */
57 55
58 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 56 if (QUERY_FLAG (ol->ob, FLAG_FREED))
59 return; 57 return;
58
60 tmp = ol->ob; 59 object *tmp = ol->ob;
61 60
62 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 63 continue;
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:
72 tmp->value = tmp->stats.maxsp ? !state : state; 71 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->speed = 0.5; 72 tmp->set_speed (0.5);
74 update_ob_speed (tmp);
75 break; 73 break;
76 74
77 case CF_HANDLE: 75 case CF_HANDLE:
78 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 76 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
79 update_object (tmp, UP_OBJ_FACE); 77 update_object (tmp, UP_OBJ_FACE);
80 break; 78 break;
81 79
82 case SIGN: 80 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 81 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
84 { 82 {
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 83 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food) 84 if (tmp->stats.food)
87 tmp->last_eat++; 85 tmp->last_eat++;
88 } 86 }
89 break; 87 break;
90 88
91 case ALTAR: 89 case ALTAR:
92 tmp->value = 1; 90 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 91 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 92 update_object (tmp, UP_OBJ_FACE);
95 break; 93 break;
96 94
97 case BUTTON: 95 case BUTTON:
98 case PEDESTAL: 96 case PEDESTAL:
99 tmp->value = state; 97 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
102 break; 100 break;
103 101
104 case MOOD_FLOOR: 102 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 103 do_mood_floor (tmp, source);
106 break; 104 break;
107 105
108 case TIMED_GATE: 106 case TIMED_GATE:
109 tmp->speed = tmp->arch->clone.speed; 107 tmp->set_speed (tmp->arch->speed);
110 update_ob_speed (tmp); /* original values */
111 tmp->value = tmp->arch->clone.value; 108 tmp->value = tmp->arch->value;
112 tmp->stats.sp = 1; 109 tmp->stats.sp = 1;
113 tmp->stats.hp = tmp->stats.maxhp; 110 tmp->stats.hp = tmp->stats.maxhp;
114 /* Handle multipart gates. We copy the value for the other parts 111 /* Handle multipart gates. We copy the value for the other parts
115 * from the head - this ensures that the data will consistent 112 * from the head - this ensures that the data will consistent
116 */ 113 */
117 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 114 for (object *part = tmp->more; part; part = part->more)
118 { 115 {
119 tmp->speed = tmp->head->speed; 116 part->value = tmp->value;
120 tmp->value = tmp->head->value; 117 part->stats.sp = tmp->stats.sp;
121 tmp->stats.sp = tmp->head->stats.sp; 118 part->stats.hp = tmp->stats.hp;
122 tmp->stats.hp = tmp->head->stats.hp;
123 update_ob_speed (tmp); 119 part->set_speed (tmp->speed);
124 } 120 }
125 break; 121 break;
126 122
127 case DIRECTOR: 123 case DIRECTOR:
128 case FIREWALL: 124 case FIREWALL:
129 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 125 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
130 move_firewall (tmp); 126 move_firewall (tmp);
131 else 127 else
132 { 128 {
133 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 129 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
134 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 130 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
131
135 animate_turning (tmp); 132 animate_turning (tmp);
136 } 133 }
137 break; 134 break;
138 135
139 case TELEPORTER: 136 case TELEPORTER:
140 move_teleporter (tmp); 137 move_teleporter (tmp);
141 break; 138 break;
142 139
143 case CREATOR: 140 case CREATOR:
144 move_creator (tmp); 141 move_creator (tmp);
145 break; 142 break;
146 143
147 case TRIGGER_MARKER: 144 case TRIGGER_MARKER:
148 move_marker (tmp); 145 move_marker (tmp);
149 break; 146 break;
150 147
151 case DUPLICATOR: 148 case DUPLICATOR:
152 move_duplicator (tmp); 149 move_duplicator (tmp);
153 break; 150 break;
154 } 151 }
155 } 152 }
156} 153}
157 154
158/* 155/*
205 * Updates everything connected with the button op. 202 * Updates everything connected with the button op.
206 * After changing the state of a button, this function must be called 203 * After changing the state of a button, this function must be called
207 * to make sure that all gates and other buttons connected to the 204 * to make sure that all gates and other buttons connected to the
208 * button reacts to the (eventual) change of state. 205 * button reacts to the (eventual) change of state.
209 */ 206 */
210
211void 207void
212update_button (object *op) 208update_button (object *op)
213{ 209{
214 object *ab, *tmp, *head; 210 object *ab, *tmp, *head;
215 int tot, any_down = 0, old_value = op->value; 211 int tot, any_down = 0, old_value = op->value;
254 else if (tmp->type == PEDESTAL) 250 else if (tmp->type == PEDESTAL)
255 { 251 {
256 tmp->value = 0; 252 tmp->value = 0;
257 for (ab = tmp->above; ab != NULL; ab = ab->above) 253 for (ab = tmp->above; ab != NULL; ab = ab->above)
258 { 254 {
259 head = ab->head ? ab->head : ab; 255 head = ab->head_ ();
260 /* Same note regarding move_type for buttons above apply here. */ 256 /* Same note regarding move_type for buttons above apply here. */
261 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
262 (head->race == tmp->slaying || 258 (head->race == tmp->slaying ||
263 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
264 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
265 tmp->value = 1; 261 tmp->value = 1;
266 } 262 }
263
267 if (tmp->value) 264 if (tmp->value)
268 any_down = 1; 265 any_down = 1;
269 } 266 }
270 } 267 }
271 if (any_down) /* If any other buttons were down, force this to remain down */ 268 if (any_down) /* If any other buttons were down, force this to remain down */
278 update_object (op, UP_OBJ_FACE); 275 update_object (op, UP_OBJ_FACE);
279 push_button (op); /* Make all other buttons the same */ 276 push_button (op); /* Make all other buttons the same */
280 } 277 }
281} 278}
282 279
283/*
284 * Updates every button on the map (by calling update_button() for them).
285 */
286
287void
288update_buttons (maptile *m)
289{
290 objectlink *ol;
291 oblinkpt *obp;
292
293 for (obp = m->buttons; obp; obp = obp->next)
294 for (ol = obp->link; ol; ol = ol->next)
295 {
296 if (!ol->ob)
297 {
298 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
299 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
300 continue;
301 }
302
303 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
304 {
305 update_button (ol->ob);
306 break;
307 }
308 }
309}
310
311void 280void
312use_trigger (object *op) 281use_trigger (object *op)
313{ 282{
314
315 /* Toggle value */ 283 /* Toggle value */
316 op->value = !op->value; 284 op->value = !op->value;
317 push_button (op); 285 push_button (op);
318} 286}
319 287
320/* 288/*
321 * Note: animate_object should be used instead of this, 289 * Note: animate_object should be used instead of this,
322 * but it can't handle animations in the 8 directions 290 * but it can't handle animations in the 8 directions
323 */ 291 */
324
325void 292void
326animate_turning (object *op) /* only one part objects */ 293animate_turning (object *op) /* only one part objects */
327{ 294{
328 if (++op->state >= NUM_ANIMATIONS (op) / 8) 295 if (++op->state >= NUM_ANIMATIONS (op) / 8)
329 op->state = 0; 296 op->state = 0;
348int 315int
349check_altar_sacrifice (const object *altar, const object *sacrifice) 316check_altar_sacrifice (const object *altar, const object *sacrifice)
350{ 317{
351 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 318 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
352 { 319 {
353 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 320 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
354 ARCH_SACRIFICE (altar) == sacrifice->name || 321 || ARCH_SACRIFICE (altar) == sacrifice->name
355 ARCH_SACRIFICE (altar) == sacrifice->slaying || 322 || ARCH_SACRIFICE (altar) == sacrifice->slaying
356 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 323 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
357 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 324 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
358 return 1; 325 return 1;
326
359 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 327 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
360 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 328 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
361 return 1; 329 return 1;
362 } 330 }
331
363 return 0; 332 return 0;
364} 333}
365 334
366/* 335/*
367 * operate_altar checks if sacrifice was accepted and removes sacrificed 336 * operate_altar checks if sacrifice was accepted and removes sacrificed
414{ 383{
415 op->stats.wc = state; 384 op->stats.wc = state;
416 if (state) 385 if (state)
417 { 386 {
418 use_trigger (op); 387 use_trigger (op);
419 if (op->stats.exp > 0) /* check sanity */ 388 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; 389 op->speed_left = -1;
425 } 390 }
426 else 391 else
427 { 392 {
428 use_trigger (op); 393 use_trigger (op);
429 op->speed = 0; 394 op->set_speed (0);
430 update_ob_speed (op);
431 } 395 }
432} 396}
433 397
434 398
435/* 399/*
491 case TRIGGER_PEDESTAL: 455 case TRIGGER_PEDESTAL:
492 if (cause) 456 if (cause)
493 { 457 {
494 for (tmp = op->above; tmp; tmp = tmp->above) 458 for (tmp = op->above; tmp; tmp = tmp->above)
495 { 459 {
496 object *head = tmp->head ? tmp->head : tmp; 460 object *head = tmp->head_ ();
497 461
498 /* See comment in TRIGGER_BUTTON about move_types */ 462 /* See comment in TRIGGER_BUTTON about move_types */
499 if (((head->move_type & op->move_on) || head->move_type == 0) 463 if (((head->move_type & op->move_on) || head->move_type == 0)
500 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 464 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
501 { 465 {
502 push = 1; 466 push = 1;
503 break; 467 break;
504 } 468 }
505 } 469 }
470
506 if (op->stats.ac == push) 471 if (op->stats.ac == push)
507 return 0; 472 return 0;
473
508 op->stats.ac = push; 474 op->stats.ac = push;
475
509 if (NUM_ANIMATIONS (op) > 1) 476 if (NUM_ANIMATIONS (op) > 1)
510 { 477 {
511 SET_ANIMATION (op, push); 478 SET_ANIMATION (op, push);
512 update_object (op, UP_OBJ_FACE); 479 update_object (op, UP_OBJ_FACE);
513 } 480 }
481
514 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
483
515 if (in_movement || !push) 484 if (in_movement || !push)
516 return 0; 485 return 0;
517 } 486 }
487
518 trigger_move (op, push); 488 trigger_move (op, push);
519 return 0; 489 return 0;
520 490
521 case TRIGGER_ALTAR: 491 case TRIGGER_ALTAR:
522 if (cause) 492 if (cause)
523 { 493 {
524 if (in_movement) 494 if (in_movement)
525 return 0; 495 return 0;
496
526 if (operate_altar (op, &cause)) 497 if (operate_altar (op, &cause))
527 { 498 {
528 if (NUM_ANIMATIONS (op) > 1) 499 if (NUM_ANIMATIONS (op) > 1)
529 { 500 {
530 SET_ANIMATION (op, 1); 501 SET_ANIMATION (op, 1);
531 update_object (op, UP_OBJ_FACE); 502 update_object (op, UP_OBJ_FACE);
532 } 503 }
504
533 if (op->last_sp >= 0) 505 if (op->last_sp >= 0)
534 { 506 {
535 trigger_move (op, 1); 507 trigger_move (op, 1);
536 if (op->last_sp > 0) 508 if (op->last_sp > 0)
537 op->last_sp = -op->last_sp; 509 op->last_sp = -op->last_sp;
544 op->value = !op->value; 516 op->value = !op->value;
545 trigger_move (op, 1); 517 trigger_move (op, 1);
546 op->last_sp = -op->last_sp; 518 op->last_sp = -op->last_sp;
547 op->value = !op->value; 519 op->value = !op->value;
548 } 520 }
521
549 return cause == NULL; 522 return cause == NULL;
550 } 523 }
551 else 524 else
552 {
553 return 0; 525 return 0;
554 }
555 } 526 }
556 else 527 else
557 { 528 {
558 if (NUM_ANIMATIONS (op) > 1) 529 if (NUM_ANIMATIONS (op) > 1)
559 { 530 {
570 trigger_move (op, 0); 541 trigger_move (op, 0);
571 else 542 else
572 { 543 {
573 op->stats.wc = 0; 544 op->stats.wc = 0;
574 op->value = !op->value; 545 op->value = !op->value;
575 op->speed = 0; 546 op->set_speed (0);
576 update_ob_speed (op);
577 } 547 }
578 } 548 }
579 return 0; 549 return 0;
580 550
581 case TRIGGER: 551 case TRIGGER:
582 if (cause) 552 if (cause)
583 { 553 {
584 if (in_movement) 554 if (in_movement)
585 return 0; 555 return 0;
556
586 push = 1; 557 push = 1;
587 } 558 }
559
588 if (NUM_ANIMATIONS (op) > 1) 560 if (NUM_ANIMATIONS (op) > 1)
589 { 561 {
590 SET_ANIMATION (op, push); 562 SET_ANIMATION (op, push);
591 update_object (op, UP_OBJ_FACE); 563 update_object (op, UP_OBJ_FACE);
592 } 564 }
565
593 trigger_move (op, push); 566 trigger_move (op, push);
594 return 1; 567 return 1;
595 568
596 default: 569 default:
597 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 570 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
608 if (!map) 581 if (!map)
609 { 582 {
610 LOG (llevError, "Tried to add button-link without map.\n"); 583 LOG (llevError, "Tried to add button-link without map.\n");
611 return; 584 return;
612 } 585 }
613 if (!editor) 586
614 button->path_attuned = connected; /* peterm: I need this so I can rebuild 587 button->path_attuned = connected; /* peterm: I need this so I can rebuild
615 a connected map from a template map. */ 588 a connected map from a template map. */
616
617/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
618 589
619 SET_FLAG (button, FLAG_IS_LINKED); 590 SET_FLAG (button, FLAG_IS_LINKED);
620 591
621 ol->ob = button; 592 ol->ob = button;
622 593
623 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 594 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
595 ;
624 596
625 if (obp) 597 if (obp)
626 { 598 {
627 ol->next = obp->link; 599 ol->next = obp->link;
628 obp->link = ol; 600 obp->link = ol;
741 */ 713 */
742 714
743void 715void
744do_mood_floor (object *op, object *source) 716do_mood_floor (object *op, object *source)
745{ 717{
746 object *tmp;
747 object *tmp2;
748
749 if (!source) 718 if (!source)
750 source = op; 719 source = op;
751 720
752 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 721 mapspace &ms = op->ms ();
722
723 if (!(ms.flags () & P_IS_ALIVE))
724 return;
725
726 object *tmp;
727
728 for (tmp = ms.top; tmp; tmp = tmp->below)
753 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 729 if (QUERY_FLAG (tmp, FLAG_MONSTER))
754 break; 730 break;
755 731
756 /* doesn't effect players, and if there is a player on this space, won't also 732 /* doesn't effect players, and if there is a player on this space, won't also
757 * be a monster here. 733 * be a monster here.
758 */ 734 */
735 //TODO: have players really FLAG_MONSTER? kept it for safety
759 if (!tmp || tmp->type == PLAYER) 736 if (!tmp || tmp->type == PLAYER)
760 return; 737 return;
761 738
762 switch (op->last_sp) 739 switch (op->last_sp)
763 { 740 {
764 case 0: /* furious--make all monsters mad */ 741 case 0: /* furious--make all monsters mad */
765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 742 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 743 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
744
767 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 745 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
768 { 746 {
769 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
770 remove_friendly_object (tmp);
771 tmp->attack_movement = 0; 747 tmp->attack_movement = 0;
772 /* lots of checks here, but want to make sure we don't 748 /* lots of checks here, but want to make sure we don't
773 * dereference a null value 749 * dereference a null value
774 */ 750 */
775 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 751 if (tmp->type == GOLEM
776 { 752 && tmp->owner
777 tmp->owner->contr->ranges[range_golem] = NULL; 753 && tmp->owner->type == PLAYER
754 && tmp->owner->contr->golem == tmp)
778 tmp->owner->contr->golem_count = 0; 755 tmp->owner->contr->golem = 0;
779 } 756
780 tmp->owner = 0; 757 tmp->owner = 0;
758
759 remove_friendly_object (tmp);
781 } 760 }
782 break; 761 break;
762
783 case 1: /* angry -- get neutral monsters mad */ 763 case 1: /* angry -- get neutral monsters mad */
784 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
785 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
786 break; 766 break;
767
787 case 2: /* calm -- pacify unfriendly monsters */ 768 case 2: /* calm -- pacify unfriendly monsters */
788 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
789 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 769 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
790 break; 770 break;
771
791 case 3: /* make all monsters fall asleep */ 772 case 3: /* make all monsters fall asleep */
792 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
793 SET_FLAG (tmp, FLAG_SLEEP); 773 SET_FLAG (tmp, FLAG_SLEEP);
794 break; 774 break;
775
795 case 4: /* charm all monsters */ 776 case 4: /* charm all monsters */
796 if (op == source) 777 if (op == source)
797 break; /* only if 'connected' */ 778 break; /* only if 'connected' */
798 779
799 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 780 if (object *pl = source->ms ().player ())
800 tmp2->type != PLAYER; tmp2 = tmp2->above) 781 {
801 if (tmp2->above == NULL) 782 tmp->set_owner (pl);
783 SET_FLAG (tmp, FLAG_MONSTER);
784
785 tmp->stats.exp = 0;
786
787 add_friendly_object (tmp);
788 tmp->attack_movement = PETMOVE;
789 }
802 break; 790 break;
803 791
804 if (tmp2->type != PLAYER) 792 case 6: // kill monsters
793 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
805 break; 794 break;
806 set_owner (tmp, tmp2); 795
807 SET_FLAG (tmp, FLAG_MONSTER); 796 // FALL THROUGH
808 tmp->stats.exp = 0; 797 case 5: // kill all alives
809 SET_FLAG (tmp, FLAG_FRIENDLY); 798 if (!tmp->flag [FLAG_PRECIOUS])
810 add_friendly_object (tmp); 799 {
811 tmp->attack_movement = PETMOVE; 800 get_archetype ("burnout")->insert_at (tmp, source);
801 tmp->destroy ();
802 }
812 break; 803 break;
813 804
814 default: 805 default:
815 break; 806 break;
816 } 807 }
820 * It will descend through containers to find the object. 811 * It will descend through containers to find the object.
821 * slaying = match object slaying flag 812 * slaying = match object slaying flag
822 * race = match object archetype name flag 813 * race = match object archetype name flag
823 * hp = match object type (excpt type '0'== PLAYER) 814 * hp = match object type (excpt type '0'== PLAYER)
824 */ 815 */
825
826object * 816object *
827check_inv_recursive (object *op, const object *trig) 817check_inv_recursive (object *op, const object *trig)
828{ 818{
829 object *tmp, *ret = NULL; 819 object *tmp, *ret = NULL;
830 820
831 /* First check the object itself. */ 821 /* First check the object itself. */
832 if ((trig->stats.hp && (op->type == trig->stats.hp)) 822 if ((trig->stats.hp && (op->type == trig->stats.hp))
833 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 823 || (trig->slaying && (op->slaying == trig->slaying))
824 || (trig->race && (op->arch->archname == trig->race)))
834 return op; 825 return op;
835 826
836 for (tmp = op->inv; tmp; tmp = tmp->below) 827 for (tmp = op->inv; tmp; tmp = tmp->below)
837 { 828 {
838 if (tmp->inv) 829 if (tmp->inv)
840 ret = check_inv_recursive (tmp, trig); 831 ret = check_inv_recursive (tmp, trig);
841 if (ret) 832 if (ret)
842 return ret; 833 return ret;
843 } 834 }
844 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 835 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
845 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 836 || (trig->slaying && (tmp->slaying == trig->slaying))
837 || (trig->race && (tmp->arch->archname == trig->race)))
846 return tmp; 838 return tmp;
847 } 839 }
848 return NULL; 840 return NULL;
849} 841}
850 842
853 * the square will activate connected items. 845 * the square will activate connected items.
854 * Monsters can't trigger this square (for now) 846 * Monsters can't trigger this square (for now)
855 * Values are: last_sp = 1/0 obj/no obj triggers 847 * Values are: last_sp = 1/0 obj/no obj triggers
856 * last_heal = 1/0 remove/dont remove obj if triggered 848 * last_heal = 1/0 remove/dont remove obj if triggered
857 * -b.t. (thomas@nomad.astro.psu.edu 849 * -b.t. (thomas@nomad.astro.psu.edu
858 */ 850 *
859 851 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
852 * because the check-inventory semantic essentially only applies when
853 * something is above the inventory checker.
854 * The semantic prior this change was: trigger if something has moved on or off
855 * and has a matching item. Imagine what happens if someone steps on the inventory
856 * checker with a matching item, has it, activates the connection, throws the item
857 * away, and then leaves the inventory checker. That would've caused an always-enabled
858 * state in the inventory checker. This won't happen anymore now.
859 *
860 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
861 * whether op is on this mapspace or not, because the value (1|0) depends
862 * on this information. also make sure to only push_button if op has
863 * a matching item (because when we do a push_button with value=0 timed gates
864 * will still open)! (i hope i got the semantics right this time)
865 *
866 */
860void 867void
861check_inv (object *op, object *trig) 868check_inv (object *op, object *trig)
862{ 869{
863 object *match; 870 trig->value = 0; // deactivate if none of the following conditions apply
864 871
865 if (op->type != PLAYER) 872 object *pl = trig->ms ().player ();
866 return;
867 match = check_inv_recursive (op, trig); 873 object *match = check_inv_recursive (op, trig);
874
875 // elmex: a note about (pl == op):
876 // if pl == 0 then the player has left this space
877 // if pl != 0 then a player is on this mapspace, but then
878 // we still have to check whether it's the player that triggered
879 // this inv-checker, because if not, then the op left this inv-checker
880 // and we have to set the value to 0
881
868 if (match && trig->last_sp) 882 if (match && trig->last_sp) // match == having
869 { 883 {
870 if (trig->last_heal) 884 if (trig->last_heal)
871 decrease_ob (match); 885 decrease_ob (match);
872 use_trigger (trig); 886
887 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
888 push_button (trig);
889 }
890 else if (!match && !trig->last_sp) // match == not having
873 } 891 {
874 else if (!match && !trig->last_sp) 892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
875 use_trigger (trig); 893 push_button (trig);
894 }
876} 895}
877 896

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