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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 1.38 by elmex, Tue Jul 31 18:28:46 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;
64
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue; 66 continue;
67 67
68 switch (tmp->type) 68 switch (tmp->type)
69 { 69 {
70 case GATE: 70 case GATE:
71 case HOLE: 71 case HOLE:
72 tmp->value = tmp->stats.maxsp ? !state : state; 72 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->speed = 0.5; 73 tmp->set_speed (0.5);
74 update_ob_speed (tmp);
75 break; 74 break;
76 75
77 case CF_HANDLE: 76 case CF_HANDLE:
78 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
79 update_object (tmp, UP_OBJ_FACE); 78 update_object (tmp, UP_OBJ_FACE);
80 break; 79 break;
81 80
82 case SIGN: 81 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
84 { 83 {
84 tmp->play_sound (tmp->sound);
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food) 86 if (tmp->stats.food)
87 tmp->last_eat++; 87 tmp->last_eat++;
88 } 88 }
89 break; 89 break;
90 90
91 case ALTAR: 91 case ALTAR:
92 tmp->value = 1; 92 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 93 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 94 update_object (tmp, UP_OBJ_FACE);
95 break; 95 break;
96 96
97 case BUTTON: 97 case BUTTON:
98 case PEDESTAL: 98 case PEDESTAL:
99 tmp->value = state; 99 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 100 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 101 update_object (tmp, UP_OBJ_FACE);
102 break; 102 break;
103 103
104 case MOOD_FLOOR: 104 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 105 do_mood_floor (tmp, source);
106 break; 106 break;
107 107
108 case TIMED_GATE: 108 case TIMED_GATE:
109 tmp->speed = tmp->arch->clone.speed; 109 tmp->set_speed (tmp->arch->speed);
110 update_ob_speed (tmp); /* original values */
111 tmp->value = tmp->arch->clone.value; 110 tmp->value = tmp->arch->value;
112 tmp->stats.sp = 1; 111 tmp->stats.sp = 1;
113 tmp->stats.hp = tmp->stats.maxhp; 112 tmp->stats.hp = tmp->stats.maxhp;
114 /* Handle multipart gates. We copy the value for the other parts 113 /* Handle multipart gates. We copy the value for the other parts
115 * from the head - this ensures that the data will consistent 114 * from the head - this ensures that the data will consistent
116 */ 115 */
117 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 116 for (object *part = tmp->more; part; part = part->more)
118 { 117 {
119 tmp->speed = tmp->head->speed; 118 part->value = tmp->value;
120 tmp->value = tmp->head->value; 119 part->stats.sp = tmp->stats.sp;
121 tmp->stats.sp = tmp->head->stats.sp; 120 part->stats.hp = tmp->stats.hp;
122 tmp->stats.hp = tmp->head->stats.hp;
123 update_ob_speed (tmp); 121 part->set_speed (tmp->speed);
124 } 122 }
125 break; 123 break;
126 124
127 case DIRECTOR: 125 case DIRECTOR:
128 case FIREWALL: 126 case FIREWALL:
129 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 127 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
130 move_firewall (tmp); 128 move_firewall (tmp);
131 else 129 else
132 { 130 {
133 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 131 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
134 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 132 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
133
135 animate_turning (tmp); 134 animate_turning (tmp);
136 } 135 }
137 break; 136 break;
138 137
139 case TELEPORTER: 138 case TELEPORTER:
140 move_teleporter (tmp); 139 move_teleporter (tmp);
141 break; 140 break;
142 141
143 case CREATOR: 142 case CREATOR:
144 move_creator (tmp); 143 move_creator (tmp);
145 break; 144 break;
146 145
147 case TRIGGER_MARKER: 146 case TRIGGER_MARKER:
148 move_marker (tmp); 147 move_marker (tmp);
149 break; 148 break;
150 149
151 case DUPLICATOR: 150 case DUPLICATOR:
152 move_duplicator (tmp); 151 move_duplicator (tmp);
153 break; 152 break;
154 } 153 }
155 } 154 }
156} 155}
157 156
158/* 157/*
205 * Updates everything connected with the button op. 204 * Updates everything connected with the button op.
206 * After changing the state of a button, this function must be called 205 * 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 206 * to make sure that all gates and other buttons connected to the
208 * button reacts to the (eventual) change of state. 207 * button reacts to the (eventual) change of state.
209 */ 208 */
210
211void 209void
212update_button (object *op) 210update_button (object *op)
213{ 211{
214 object *ab, *tmp, *head; 212 object *ab, *tmp, *head;
215 int tot, any_down = 0, old_value = op->value; 213 int tot, any_down = 0, old_value = op->value;
254 else if (tmp->type == PEDESTAL) 252 else if (tmp->type == PEDESTAL)
255 { 253 {
256 tmp->value = 0; 254 tmp->value = 0;
257 for (ab = tmp->above; ab != NULL; ab = ab->above) 255 for (ab = tmp->above; ab != NULL; ab = ab->above)
258 { 256 {
259 head = ab->head ? ab->head : ab; 257 head = ab->head_ ();
260 /* Same note regarding move_type for buttons above apply here. */ 258 /* Same note regarding move_type for buttons above apply here. */
261 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
262 (head->race == tmp->slaying || 260 (head->race == tmp->slaying ||
263 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
264 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
265 tmp->value = 1; 263 tmp->value = 1;
266 } 264 }
265
267 if (tmp->value) 266 if (tmp->value)
268 any_down = 1; 267 any_down = 1;
269 } 268 }
270 } 269 }
271 if (any_down) /* If any other buttons were down, force this to remain down */ 270 if (any_down) /* If any other buttons were down, force this to remain down */
278 update_object (op, UP_OBJ_FACE); 277 update_object (op, UP_OBJ_FACE);
279 push_button (op); /* Make all other buttons the same */ 278 push_button (op); /* Make all other buttons the same */
280 } 279 }
281} 280}
282 281
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 282void
312use_trigger (object *op) 283use_trigger (object *op)
313{ 284{
314
315 /* Toggle value */ 285 /* Toggle value */
316 op->value = !op->value; 286 op->value = !op->value;
317 push_button (op); 287 push_button (op);
318} 288}
319 289
320/* 290/*
321 * Note: animate_object should be used instead of this, 291 * Note: animate_object should be used instead of this,
322 * but it can't handle animations in the 8 directions 292 * but it can't handle animations in the 8 directions
323 */ 293 */
324
325void 294void
326animate_turning (object *op) /* only one part objects */ 295animate_turning (object *op) /* only one part objects */
327{ 296{
328 if (++op->state >= NUM_ANIMATIONS (op) / 8) 297 if (++op->state >= NUM_ANIMATIONS (op) / 8)
329 op->state = 0; 298 op->state = 0;
346 */ 315 */
347 316
348int 317int
349check_altar_sacrifice (const object *altar, const object *sacrifice) 318check_altar_sacrifice (const object *altar, const object *sacrifice)
350{ 319{
351 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 320 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
321 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
322 && sacrifice->type != PLAYER)
352 { 323 {
324 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
325 && sacrifice->type == MONEY
326 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
327 return 1;
328
353 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 329 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
354 ARCH_SACRIFICE (altar) == sacrifice->name || 330 || ARCH_SACRIFICE (altar) == sacrifice->name
355 ARCH_SACRIFICE (altar) == sacrifice->slaying || 331 || ARCH_SACRIFICE (altar) == sacrifice->slaying
356 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 332 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
357 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 333 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
358 return 1; 334 return 1;
359 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
360 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
361 return 1;
362 } 335 }
336
363 return 0; 337 return 0;
364} 338}
365 339
366/* 340/*
367 * operate_altar checks if sacrifice was accepted and removes sacrificed 341 * operate_altar checks if sacrifice was accepted and removes sacrificed
414{ 388{
415 op->stats.wc = state; 389 op->stats.wc = state;
416 if (state) 390 if (state)
417 { 391 {
418 use_trigger (op); 392 use_trigger (op);
419 if (op->stats.exp > 0) /* check sanity */ 393 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; 394 op->speed_left = -1;
425 } 395 }
426 else 396 else
427 { 397 {
428 use_trigger (op); 398 use_trigger (op);
429 op->speed = 0; 399 op->set_speed (0);
430 update_ob_speed (op);
431 } 400 }
432} 401}
433 402
434 403
435/* 404/*
491 case TRIGGER_PEDESTAL: 460 case TRIGGER_PEDESTAL:
492 if (cause) 461 if (cause)
493 { 462 {
494 for (tmp = op->above; tmp; tmp = tmp->above) 463 for (tmp = op->above; tmp; tmp = tmp->above)
495 { 464 {
496 object *head = tmp->head ? tmp->head : tmp; 465 object *head = tmp->head_ ();
497 466
498 /* See comment in TRIGGER_BUTTON about move_types */ 467 /* See comment in TRIGGER_BUTTON about move_types */
499 if (((head->move_type & op->move_on) || head->move_type == 0) 468 if (((head->move_type & op->move_on) || head->move_type == 0)
500 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 469 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
501 { 470 {
502 push = 1; 471 push = 1;
503 break; 472 break;
504 } 473 }
505 } 474 }
475
506 if (op->stats.ac == push) 476 if (op->stats.ac == push)
507 return 0; 477 return 0;
478
508 op->stats.ac = push; 479 op->stats.ac = push;
480
509 if (NUM_ANIMATIONS (op) > 1) 481 if (NUM_ANIMATIONS (op) > 1)
510 { 482 {
511 SET_ANIMATION (op, push); 483 SET_ANIMATION (op, push);
512 update_object (op, UP_OBJ_FACE); 484 update_object (op, UP_OBJ_FACE);
513 } 485 }
486
514 update_object (op, UP_OBJ_FACE); 487 update_object (op, UP_OBJ_FACE);
488
515 if (in_movement || !push) 489 if (in_movement || !push)
516 return 0; 490 return 0;
517 } 491 }
492
518 trigger_move (op, push); 493 trigger_move (op, push);
519 return 0; 494 return 0;
520 495
521 case TRIGGER_ALTAR: 496 case TRIGGER_ALTAR:
522 if (cause) 497 if (cause)
523 { 498 {
524 if (in_movement) 499 if (in_movement)
525 return 0; 500 return 0;
501
526 if (operate_altar (op, &cause)) 502 if (operate_altar (op, &cause))
527 { 503 {
528 if (NUM_ANIMATIONS (op) > 1) 504 if (NUM_ANIMATIONS (op) > 1)
529 { 505 {
530 SET_ANIMATION (op, 1); 506 SET_ANIMATION (op, 1);
531 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
532 } 508 }
509
533 if (op->last_sp >= 0) 510 if (op->last_sp >= 0)
534 { 511 {
535 trigger_move (op, 1); 512 trigger_move (op, 1);
536 if (op->last_sp > 0) 513 if (op->last_sp > 0)
537 op->last_sp = -op->last_sp; 514 op->last_sp = -op->last_sp;
544 op->value = !op->value; 521 op->value = !op->value;
545 trigger_move (op, 1); 522 trigger_move (op, 1);
546 op->last_sp = -op->last_sp; 523 op->last_sp = -op->last_sp;
547 op->value = !op->value; 524 op->value = !op->value;
548 } 525 }
526
549 return cause == NULL; 527 return cause == NULL;
550 } 528 }
551 else 529 else
552 {
553 return 0; 530 return 0;
554 }
555 } 531 }
556 else 532 else
557 { 533 {
558 if (NUM_ANIMATIONS (op) > 1) 534 if (NUM_ANIMATIONS (op) > 1)
559 { 535 {
570 trigger_move (op, 0); 546 trigger_move (op, 0);
571 else 547 else
572 { 548 {
573 op->stats.wc = 0; 549 op->stats.wc = 0;
574 op->value = !op->value; 550 op->value = !op->value;
575 op->speed = 0; 551 op->set_speed (0);
576 update_ob_speed (op);
577 } 552 }
578 } 553 }
579 return 0; 554 return 0;
580 555
581 case TRIGGER: 556 case TRIGGER:
582 if (cause) 557 if (cause)
583 { 558 {
584 if (in_movement) 559 if (in_movement)
585 return 0; 560 return 0;
561
586 push = 1; 562 push = 1;
587 } 563 }
564
588 if (NUM_ANIMATIONS (op) > 1) 565 if (NUM_ANIMATIONS (op) > 1)
589 { 566 {
590 SET_ANIMATION (op, push); 567 SET_ANIMATION (op, push);
591 update_object (op, UP_OBJ_FACE); 568 update_object (op, UP_OBJ_FACE);
592 } 569 }
570
593 trigger_move (op, push); 571 trigger_move (op, push);
594 return 1; 572 return 1;
595 573
596 default: 574 default:
597 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 575 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
608 if (!map) 586 if (!map)
609 { 587 {
610 LOG (llevError, "Tried to add button-link without map.\n"); 588 LOG (llevError, "Tried to add button-link without map.\n");
611 return; 589 return;
612 } 590 }
613 if (!editor) 591
614 button->path_attuned = connected; /* peterm: I need this so I can rebuild 592 button->path_attuned = connected; /* peterm: I need this so I can rebuild
615 a connected map from a template map. */ 593 a connected map from a template map. */
616
617/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
618 594
619 SET_FLAG (button, FLAG_IS_LINKED); 595 SET_FLAG (button, FLAG_IS_LINKED);
620 596
621 ol->ob = button; 597 ol->ob = button;
622 598
623 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 599 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
600 ;
624 601
625 if (obp) 602 if (obp)
626 { 603 {
627 ol->next = obp->link; 604 ol->next = obp->link;
628 obp->link = ol; 605 obp->link = ol;
741 */ 718 */
742 719
743void 720void
744do_mood_floor (object *op, object *source) 721do_mood_floor (object *op, object *source)
745{ 722{
746 object *tmp;
747 object *tmp2;
748
749 if (!source) 723 if (!source)
750 source = op; 724 source = op;
751 725
752 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 726 mapspace &ms = op->ms ();
727
728 if (!(ms.flags () & P_IS_ALIVE))
729 return;
730
731 object *tmp;
732
733 for (tmp = ms.top; tmp; tmp = tmp->below)
753 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 734 if (QUERY_FLAG (tmp, FLAG_MONSTER))
754 break; 735 break;
755 736
756 /* doesn't effect players, and if there is a player on this space, won't also 737 /* doesn't effect players, and if there is a player on this space, won't also
757 * be a monster here. 738 * be a monster here.
758 */ 739 */
740 //TODO: have players really FLAG_MONSTER? kept it for safety
759 if (!tmp || tmp->type == PLAYER) 741 if (!tmp || tmp->type == PLAYER)
760 return; 742 return;
761 743
762 switch (op->last_sp) 744 switch (op->last_sp)
763 { 745 {
764 case 0: /* furious--make all monsters mad */ 746 case 0: /* furious--make all monsters mad */
765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 747 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 748 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
749
767 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 750 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
768 { 751 {
769 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
770 remove_friendly_object (tmp);
771 tmp->attack_movement = 0; 752 tmp->attack_movement = 0;
772 /* lots of checks here, but want to make sure we don't 753 /* lots of checks here, but want to make sure we don't
773 * dereference a null value 754 * dereference a null value
774 */ 755 */
775 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 756 if (tmp->type == GOLEM
776 { 757 && tmp->owner
777 tmp->owner->contr->ranges[range_golem] = NULL; 758 && tmp->owner->type == PLAYER
759 && tmp->owner->contr->golem == tmp)
778 tmp->owner->contr->golem_count = 0; 760 tmp->owner->contr->golem = 0;
779 } 761
780 tmp->owner = 0; 762 tmp->owner = 0;
763
764 remove_friendly_object (tmp);
781 } 765 }
782 break; 766 break;
767
783 case 1: /* angry -- get neutral monsters mad */ 768 case 1: /* angry -- get neutral monsters mad */
784 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 769 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
785 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 770 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
786 break; 771 break;
772
787 case 2: /* calm -- pacify unfriendly monsters */ 773 case 2: /* calm -- pacify unfriendly monsters */
788 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
789 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 774 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
790 break; 775 break;
776
791 case 3: /* make all monsters fall asleep */ 777 case 3: /* make all monsters fall asleep */
792 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
793 SET_FLAG (tmp, FLAG_SLEEP); 778 SET_FLAG (tmp, FLAG_SLEEP);
794 break; 779 break;
780
795 case 4: /* charm all monsters */ 781 case 4: /* charm all monsters */
796 if (op == source) 782 if (op == source)
797 break; /* only if 'connected' */ 783 break; /* only if 'connected' */
798 784
799 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 785 if (object *pl = source->ms ().player ())
800 tmp2->type != PLAYER; tmp2 = tmp2->above) 786 {
801 if (tmp2->above == NULL) 787 tmp->set_owner (pl);
788 SET_FLAG (tmp, FLAG_MONSTER);
789
790 tmp->stats.exp = 0;
791
792 add_friendly_object (tmp);
793 tmp->attack_movement = PETMOVE;
794 }
802 break; 795 break;
803 796
804 if (tmp2->type != PLAYER) 797 case 6: // kill monsters
798 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
805 break; 799 break;
806 set_owner (tmp, tmp2); 800
807 SET_FLAG (tmp, FLAG_MONSTER); 801 // FALL THROUGH
808 tmp->stats.exp = 0; 802 case 5: // kill all alives
809 SET_FLAG (tmp, FLAG_FRIENDLY); 803 if (!tmp->flag [FLAG_PRECIOUS])
810 add_friendly_object (tmp); 804 {
811 tmp->attack_movement = PETMOVE; 805 get_archetype ("burnout")->insert_at (tmp, source);
806 tmp->destroy ();
807 }
812 break; 808 break;
813 809
814 default: 810 default:
815 break; 811 break;
816 } 812 }
820 * It will descend through containers to find the object. 816 * It will descend through containers to find the object.
821 * slaying = match object slaying flag 817 * slaying = match object slaying flag
822 * race = match object archetype name flag 818 * race = match object archetype name flag
823 * hp = match object type (excpt type '0'== PLAYER) 819 * hp = match object type (excpt type '0'== PLAYER)
824 */ 820 */
825
826object * 821object *
827check_inv_recursive (object *op, const object *trig) 822check_inv_recursive (object *op, const object *trig)
828{ 823{
829 object *tmp, *ret = NULL; 824 object *tmp, *ret = NULL;
830 825
831 /* First check the object itself. */ 826 /* First check the object itself. */
832 if ((trig->stats.hp && (op->type == trig->stats.hp)) 827 if ((trig->stats.hp && (op->type == trig->stats.hp))
833 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 828 || (trig->slaying && (op->slaying == trig->slaying))
829 || (trig->race && (op->arch->archname == trig->race)))
834 return op; 830 return op;
835 831
836 for (tmp = op->inv; tmp; tmp = tmp->below) 832 for (tmp = op->inv; tmp; tmp = tmp->below)
837 { 833 {
838 if (tmp->inv) 834 if (tmp->inv)
840 ret = check_inv_recursive (tmp, trig); 836 ret = check_inv_recursive (tmp, trig);
841 if (ret) 837 if (ret)
842 return ret; 838 return ret;
843 } 839 }
844 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 840 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
845 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 841 || (trig->slaying && (tmp->slaying == trig->slaying))
842 || (trig->race && (tmp->arch->archname == trig->race)))
846 return tmp; 843 return tmp;
847 } 844 }
848 return NULL; 845 return NULL;
849} 846}
850 847
853 * the square will activate connected items. 850 * the square will activate connected items.
854 * Monsters can't trigger this square (for now) 851 * Monsters can't trigger this square (for now)
855 * Values are: last_sp = 1/0 obj/no obj triggers 852 * Values are: last_sp = 1/0 obj/no obj triggers
856 * last_heal = 1/0 remove/dont remove obj if triggered 853 * last_heal = 1/0 remove/dont remove obj if triggered
857 * -b.t. (thomas@nomad.astro.psu.edu 854 * -b.t. (thomas@nomad.astro.psu.edu
858 */ 855 *
859 856 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
857 * because the check-inventory semantic essentially only applies when
858 * something is above the inventory checker.
859 * The semantic prior this change was: trigger if something has moved on or off
860 * and has a matching item. Imagine what happens if someone steps on the inventory
861 * checker with a matching item, has it, activates the connection, throws the item
862 * away, and then leaves the inventory checker. That would've caused an always-enabled
863 * state in the inventory checker. This won't happen anymore now.
864 *
865 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
866 * whether op is on this mapspace or not, because the value (1|0) depends
867 * on this information. also make sure to only push_button if op has
868 * a matching item (because when we do a push_button with value=0 timed gates
869 * will still open)! (i hope i got the semantics right this time)
870 *
871 */
860void 872void
861check_inv (object *op, object *trig) 873check_inv (object *op, object *trig)
862{ 874{
863 object *match; 875 trig->value = 0; // deactivate if none of the following conditions apply
864 876
865 if (op->type != PLAYER) 877 object *pl = trig->ms ().player ();
866 return;
867 match = check_inv_recursive (op, trig); 878 object *match = check_inv_recursive (op, trig);
879
880 // elmex: a note about (pl == op):
881 // if pl == 0 then the player has left this space
882 // if pl != 0 then a player is on this mapspace, but then
883 // we still have to check whether it's the player that triggered
884 // this inv-checker, because if not, then the op left this inv-checker
885 // and we have to set the value to 0
886
868 if (match && trig->last_sp) 887 if (match && trig->last_sp) // match == having
869 { 888 {
870 if (trig->last_heal) 889 if (trig->last_heal)
871 decrease_ob (match); 890 decrease_ob (match);
872 use_trigger (trig); 891
892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
893 push_button (trig);
894 }
895 else if (!match && !trig->last_sp) // match == not having
873 } 896 {
874 else if (!match && !trig->last_sp) 897 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
875 use_trigger (trig); 898 push_button (trig);
899 }
876} 900}
877 901

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