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Comparing deliantra/server/common/button.C (file contents):
Revision 1.16 by elmex, Tue Dec 19 15:30:01 2006 UTC vs.
Revision 1.35 by root, Mon Jun 4 13:04:00 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
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 it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* 28/*
35 * The source argument can be 0 or the source object for this activation. 36 * The source argument can be 0 or the source object for this activation.
36 */ 37 */
37void 38void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 39activate_connection_link (objectlink * ol, bool state, object *source = 0)
39{ 40{
40 object *tmp = 0;
41
42 for (; ol; ol = ol->next) 41 for (; ol; ol = ol->next)
43 { 42 {
44 if (!ol->ob) 43 if (!ol->ob)
45 { 44 {
46 LOG (llevError, "Internal error in activate_connection_link.\n"); 45 LOG (llevError, "Internal error in activate_connection_link.\n");
55 * re-loaded. As such, just exit this function if that is the case. 54 * re-loaded. As such, just exit this function if that is the case.
56 */ 55 */
57 56
58 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 57 if (QUERY_FLAG (ol->ob, FLAG_FREED))
59 return; 58 return;
59
60 tmp = ol->ob; 60 object *tmp = ol->ob;
61 61
62 /* if the criteria isn't appropriate, don't do anything */ 62 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 64 continue;
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 {
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food) 85 if (tmp->stats.food)
87 tmp->last_eat++; 86 tmp->last_eat++;
88 } 87 }
89 break; 88 break;
90 89
91 case ALTAR: 90 case ALTAR:
92 tmp->value = 1; 91 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 92 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 93 update_object (tmp, UP_OBJ_FACE);
95 break; 94 break;
96 95
97 case BUTTON: 96 case BUTTON:
98 case PEDESTAL: 97 case PEDESTAL:
99 tmp->value = state; 98 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 99 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 100 update_object (tmp, UP_OBJ_FACE);
102 break; 101 break;
103 102
104 case MOOD_FLOOR: 103 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 104 do_mood_floor (tmp, source);
106 break; 105 break;
107 106
108 case TIMED_GATE: 107 case TIMED_GATE:
109 tmp->speed = tmp->arch->clone.speed; 108 tmp->set_speed (tmp->arch->speed);
110 update_ob_speed (tmp); /* original values */
111 tmp->value = tmp->arch->clone.value; 109 tmp->value = tmp->arch->value;
112 tmp->stats.sp = 1; 110 tmp->stats.sp = 1;
113 tmp->stats.hp = tmp->stats.maxhp; 111 tmp->stats.hp = tmp->stats.maxhp;
114 /* Handle multipart gates. We copy the value for the other parts 112 /* Handle multipart gates. We copy the value for the other parts
115 * from the head - this ensures that the data will consistent 113 * from the head - this ensures that the data will consistent
116 */ 114 */
117 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 115 for (object *part = tmp->more; part; part = part->more)
118 { 116 {
119 tmp->speed = tmp->head->speed; 117 part->value = tmp->value;
120 tmp->value = tmp->head->value; 118 part->stats.sp = tmp->stats.sp;
121 tmp->stats.sp = tmp->head->stats.sp; 119 part->stats.hp = tmp->stats.hp;
122 tmp->stats.hp = tmp->head->stats.hp;
123 update_ob_speed (tmp); 120 part->set_speed (tmp->speed);
124 } 121 }
125 break; 122 break;
126 123
127 case DIRECTOR: 124 case DIRECTOR:
128 case FIREWALL: 125 case FIREWALL:
129 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 126 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
130 move_firewall (tmp); 127 move_firewall (tmp);
131 else 128 else
132 { 129 {
133 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
134 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
132
135 animate_turning (tmp); 133 animate_turning (tmp);
136 } 134 }
137 break; 135 break;
138 136
139 case TELEPORTER: 137 case TELEPORTER:
140 move_teleporter (tmp); 138 move_teleporter (tmp);
141 break; 139 break;
142 140
143 case CREATOR: 141 case CREATOR:
144 move_creator (tmp); 142 move_creator (tmp);
145 break; 143 break;
146 144
147 case TRIGGER_MARKER: 145 case TRIGGER_MARKER:
148 move_marker (tmp); 146 move_marker (tmp);
149 break; 147 break;
150 148
151 case DUPLICATOR: 149 case DUPLICATOR:
152 move_duplicator (tmp); 150 move_duplicator (tmp);
153 break; 151 break;
154 } 152 }
155 } 153 }
156} 154}
157 155
158/* 156/*
205 * Updates everything connected with the button op. 203 * Updates everything connected with the button op.
206 * After changing the state of a button, this function must be called 204 * 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 205 * to make sure that all gates and other buttons connected to the
208 * button reacts to the (eventual) change of state. 206 * button reacts to the (eventual) change of state.
209 */ 207 */
210
211void 208void
212update_button (object *op) 209update_button (object *op)
213{ 210{
214 object *ab, *tmp, *head; 211 object *ab, *tmp, *head;
215 int tot, any_down = 0, old_value = op->value; 212 int tot, any_down = 0, old_value = op->value;
254 else if (tmp->type == PEDESTAL) 251 else if (tmp->type == PEDESTAL)
255 { 252 {
256 tmp->value = 0; 253 tmp->value = 0;
257 for (ab = tmp->above; ab != NULL; ab = ab->above) 254 for (ab = tmp->above; ab != NULL; ab = ab->above)
258 { 255 {
259 head = ab->head ? ab->head : ab; 256 head = ab->head_ ();
260 /* Same note regarding move_type for buttons above apply here. */ 257 /* Same note regarding move_type for buttons above apply here. */
261 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 258 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
262 (head->race == tmp->slaying || 259 (head->race == tmp->slaying ||
263 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 260 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
264 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 261 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
265 tmp->value = 1; 262 tmp->value = 1;
266 } 263 }
264
267 if (tmp->value) 265 if (tmp->value)
268 any_down = 1; 266 any_down = 1;
269 } 267 }
270 } 268 }
271 if (any_down) /* If any other buttons were down, force this to remain down */ 269 if (any_down) /* If any other buttons were down, force this to remain down */
278 update_object (op, UP_OBJ_FACE); 276 update_object (op, UP_OBJ_FACE);
279 push_button (op); /* Make all other buttons the same */ 277 push_button (op); /* Make all other buttons the same */
280 } 278 }
281} 279}
282 280
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 281void
312use_trigger (object *op) 282use_trigger (object *op)
313{ 283{
314
315 /* Toggle value */ 284 /* Toggle value */
316 op->value = !op->value; 285 op->value = !op->value;
317 push_button (op); 286 push_button (op);
318} 287}
319 288
320/* 289/*
321 * Note: animate_object should be used instead of this, 290 * Note: animate_object should be used instead of this,
322 * but it can't handle animations in the 8 directions 291 * but it can't handle animations in the 8 directions
323 */ 292 */
324
325void 293void
326animate_turning (object *op) /* only one part objects */ 294animate_turning (object *op) /* only one part objects */
327{ 295{
328 if (++op->state >= NUM_ANIMATIONS (op) / 8) 296 if (++op->state >= NUM_ANIMATIONS (op) / 8)
329 op->state = 0; 297 op->state = 0;
348int 316int
349check_altar_sacrifice (const object *altar, const object *sacrifice) 317check_altar_sacrifice (const object *altar, const object *sacrifice)
350{ 318{
351 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 319 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
352 { 320 {
353 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 321 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
354 ARCH_SACRIFICE (altar) == sacrifice->name || 322 || ARCH_SACRIFICE (altar) == sacrifice->name
355 ARCH_SACRIFICE (altar) == sacrifice->slaying || 323 || ARCH_SACRIFICE (altar) == sacrifice->slaying
356 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 324 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
357 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 325 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
358 return 1; 326 return 1;
327
359 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 328 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
360 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 329 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
361 return 1; 330 return 1;
362 } 331 }
332
363 return 0; 333 return 0;
364} 334}
365 335
366/* 336/*
367 * operate_altar checks if sacrifice was accepted and removes sacrificed 337 * operate_altar checks if sacrifice was accepted and removes sacrificed
414{ 384{
415 op->stats.wc = state; 385 op->stats.wc = state;
416 if (state) 386 if (state)
417 { 387 {
418 use_trigger (op); 388 use_trigger (op);
419 if (op->stats.exp > 0) /* check sanity */ 389 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; 390 op->speed_left = -1;
425 } 391 }
426 else 392 else
427 { 393 {
428 use_trigger (op); 394 use_trigger (op);
429 op->speed = 0; 395 op->set_speed (0);
430 update_ob_speed (op);
431 } 396 }
432} 397}
433 398
434 399
435/* 400/*
491 case TRIGGER_PEDESTAL: 456 case TRIGGER_PEDESTAL:
492 if (cause) 457 if (cause)
493 { 458 {
494 for (tmp = op->above; tmp; tmp = tmp->above) 459 for (tmp = op->above; tmp; tmp = tmp->above)
495 { 460 {
496 object *head = tmp->head ? tmp->head : tmp; 461 object *head = tmp->head_ ();
497 462
498 /* See comment in TRIGGER_BUTTON about move_types */ 463 /* See comment in TRIGGER_BUTTON about move_types */
499 if (((head->move_type & op->move_on) || head->move_type == 0) 464 if (((head->move_type & op->move_on) || head->move_type == 0)
500 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 465 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
501 { 466 {
502 push = 1; 467 push = 1;
503 break; 468 break;
504 } 469 }
505 } 470 }
471
506 if (op->stats.ac == push) 472 if (op->stats.ac == push)
507 return 0; 473 return 0;
474
508 op->stats.ac = push; 475 op->stats.ac = push;
476
509 if (NUM_ANIMATIONS (op) > 1) 477 if (NUM_ANIMATIONS (op) > 1)
510 { 478 {
511 SET_ANIMATION (op, push); 479 SET_ANIMATION (op, push);
512 update_object (op, UP_OBJ_FACE); 480 update_object (op, UP_OBJ_FACE);
513 } 481 }
482
514 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
484
515 if (in_movement || !push) 485 if (in_movement || !push)
516 return 0; 486 return 0;
517 } 487 }
488
518 trigger_move (op, push); 489 trigger_move (op, push);
519 return 0; 490 return 0;
520 491
521 case TRIGGER_ALTAR: 492 case TRIGGER_ALTAR:
522 if (cause) 493 if (cause)
523 { 494 {
524 if (in_movement) 495 if (in_movement)
525 return 0; 496 return 0;
497
526 if (operate_altar (op, &cause)) 498 if (operate_altar (op, &cause))
527 { 499 {
528 if (NUM_ANIMATIONS (op) > 1) 500 if (NUM_ANIMATIONS (op) > 1)
529 { 501 {
530 SET_ANIMATION (op, 1); 502 SET_ANIMATION (op, 1);
531 update_object (op, UP_OBJ_FACE); 503 update_object (op, UP_OBJ_FACE);
532 } 504 }
505
533 if (op->last_sp >= 0) 506 if (op->last_sp >= 0)
534 { 507 {
535 trigger_move (op, 1); 508 trigger_move (op, 1);
536 if (op->last_sp > 0) 509 if (op->last_sp > 0)
537 op->last_sp = -op->last_sp; 510 op->last_sp = -op->last_sp;
544 op->value = !op->value; 517 op->value = !op->value;
545 trigger_move (op, 1); 518 trigger_move (op, 1);
546 op->last_sp = -op->last_sp; 519 op->last_sp = -op->last_sp;
547 op->value = !op->value; 520 op->value = !op->value;
548 } 521 }
522
549 return cause == NULL; 523 return cause == NULL;
550 } 524 }
551 else 525 else
552 {
553 return 0; 526 return 0;
554 }
555 } 527 }
556 else 528 else
557 { 529 {
558 if (NUM_ANIMATIONS (op) > 1) 530 if (NUM_ANIMATIONS (op) > 1)
559 { 531 {
570 trigger_move (op, 0); 542 trigger_move (op, 0);
571 else 543 else
572 { 544 {
573 op->stats.wc = 0; 545 op->stats.wc = 0;
574 op->value = !op->value; 546 op->value = !op->value;
575 op->speed = 0; 547 op->set_speed (0);
576 update_ob_speed (op);
577 } 548 }
578 } 549 }
579 return 0; 550 return 0;
580 551
581 case TRIGGER: 552 case TRIGGER:
582 if (cause) 553 if (cause)
583 { 554 {
584 if (in_movement) 555 if (in_movement)
585 return 0; 556 return 0;
557
586 push = 1; 558 push = 1;
587 } 559 }
560
588 if (NUM_ANIMATIONS (op) > 1) 561 if (NUM_ANIMATIONS (op) > 1)
589 { 562 {
590 SET_ANIMATION (op, push); 563 SET_ANIMATION (op, push);
591 update_object (op, UP_OBJ_FACE); 564 update_object (op, UP_OBJ_FACE);
592 } 565 }
566
593 trigger_move (op, push); 567 trigger_move (op, push);
594 return 1; 568 return 1;
595 569
596 default: 570 default:
597 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 571 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
608 if (!map) 582 if (!map)
609 { 583 {
610 LOG (llevError, "Tried to add button-link without map.\n"); 584 LOG (llevError, "Tried to add button-link without map.\n");
611 return; 585 return;
612 } 586 }
613 if (!editor) 587
614 button->path_attuned = connected; /* peterm: I need this so I can rebuild 588 button->path_attuned = connected; /* peterm: I need this so I can rebuild
615 a connected map from a template map. */ 589 a connected map from a template map. */
616
617/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
618 590
619 SET_FLAG (button, FLAG_IS_LINKED); 591 SET_FLAG (button, FLAG_IS_LINKED);
620 592
621 ol->ob = button; 593 ol->ob = button;
622 594
623 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 595 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
596 ;
624 597
625 if (obp) 598 if (obp)
626 { 599 {
627 ol->next = obp->link; 600 ol->next = obp->link;
628 obp->link = ol; 601 obp->link = ol;
741 */ 714 */
742 715
743void 716void
744do_mood_floor (object *op, object *source) 717do_mood_floor (object *op, object *source)
745{ 718{
746 object *tmp;
747 object *tmp2;
748
749 if (!source) 719 if (!source)
750 source = op; 720 source = op;
751 721
752 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 722 mapspace &ms = op->ms ();
723
724 if (!(ms.flags () & P_IS_ALIVE))
725 return;
726
727 object *tmp;
728
729 for (tmp = ms.top; tmp; tmp = tmp->below)
753 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 730 if (QUERY_FLAG (tmp, FLAG_MONSTER))
754 break; 731 break;
755 732
756 /* doesn't effect players, and if there is a player on this space, won't also 733 /* doesn't effect players, and if there is a player on this space, won't also
757 * be a monster here. 734 * be a monster here.
758 */ 735 */
736 //TODO: have players really FLAG_MONSTER? kept it for safety
759 if (!tmp || tmp->type == PLAYER) 737 if (!tmp || tmp->type == PLAYER)
760 return; 738 return;
761 739
762 switch (op->last_sp) 740 switch (op->last_sp)
763 { 741 {
764 case 0: /* furious--make all monsters mad */ 742 case 0: /* furious--make all monsters mad */
765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 743 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 744 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
745
767 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 746 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
768 { 747 {
769 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
770 remove_friendly_object (tmp);
771 tmp->attack_movement = 0; 748 tmp->attack_movement = 0;
772 /* lots of checks here, but want to make sure we don't 749 /* lots of checks here, but want to make sure we don't
773 * dereference a null value 750 * dereference a null value
774 */ 751 */
775 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 752 if (tmp->type == GOLEM
753 && tmp->owner
754 && tmp->owner->type == PLAYER
755 && tmp->owner->contr->golem == tmp)
776 tmp->owner->contr->ranges[range_golem] = 0; 756 tmp->owner->contr->golem = 0;
777 757
778 tmp->owner = 0; 758 tmp->owner = 0;
759
760 remove_friendly_object (tmp);
779 } 761 }
780 break; 762 break;
763
781 case 1: /* angry -- get neutral monsters mad */ 764 case 1: /* angry -- get neutral monsters mad */
782 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
783 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
784 break; 767 break;
768
785 case 2: /* calm -- pacify unfriendly monsters */ 769 case 2: /* calm -- pacify unfriendly monsters */
786 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
787 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 770 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
788 break; 771 break;
772
789 case 3: /* make all monsters fall asleep */ 773 case 3: /* make all monsters fall asleep */
790 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
791 SET_FLAG (tmp, FLAG_SLEEP); 774 SET_FLAG (tmp, FLAG_SLEEP);
792 break; 775 break;
776
793 case 4: /* charm all monsters */ 777 case 4: /* charm all monsters */
794 if (op == source) 778 if (op == source)
795 break; /* only if 'connected' */ 779 break; /* only if 'connected' */
796 780
797 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 781 if (object *pl = source->ms ().player ())
798 tmp2->type != PLAYER; tmp2 = tmp2->above) 782 {
799 if (tmp2->above == NULL) 783 tmp->set_owner (pl);
784 SET_FLAG (tmp, FLAG_MONSTER);
785
786 tmp->stats.exp = 0;
787
788 add_friendly_object (tmp);
789 tmp->attack_movement = PETMOVE;
790 }
800 break; 791 break;
801 792
802 if (tmp2->type != PLAYER) 793 case 6: // kill monsters
794 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
803 break; 795 break;
804 tmp->set_owner (tmp2); 796
805 SET_FLAG (tmp, FLAG_MONSTER); 797 // FALL THROUGH
806 tmp->stats.exp = 0; 798 case 5: // kill all alives
807 SET_FLAG (tmp, FLAG_FRIENDLY); 799 if (!tmp->flag [FLAG_PRECIOUS])
808 add_friendly_object (tmp); 800 {
809 tmp->attack_movement = PETMOVE; 801 get_archetype ("burnout")->insert_at (tmp, source);
802 tmp->destroy ();
803 }
810 break; 804 break;
811 805
812 default: 806 default:
813 break; 807 break;
814 } 808 }
818 * It will descend through containers to find the object. 812 * It will descend through containers to find the object.
819 * slaying = match object slaying flag 813 * slaying = match object slaying flag
820 * race = match object archetype name flag 814 * race = match object archetype name flag
821 * hp = match object type (excpt type '0'== PLAYER) 815 * hp = match object type (excpt type '0'== PLAYER)
822 */ 816 */
823
824object * 817object *
825check_inv_recursive (object *op, const object *trig) 818check_inv_recursive (object *op, const object *trig)
826{ 819{
827 object *tmp, *ret = NULL; 820 object *tmp, *ret = NULL;
828 821
829 /* First check the object itself. */ 822 /* First check the object itself. */
830 if ((trig->stats.hp && (op->type == trig->stats.hp)) 823 if ((trig->stats.hp && (op->type == trig->stats.hp))
831 || (trig->slaying && (op->slaying == trig->slaying)) 824 || (trig->slaying && (op->slaying == trig->slaying))
832 || (trig->race && (op->arch->name == trig->race))) 825 || (trig->race && (op->arch->archname == trig->race)))
833 return op; 826 return op;
834 827
835 for (tmp = op->inv; tmp; tmp = tmp->below) 828 for (tmp = op->inv; tmp; tmp = tmp->below)
836 { 829 {
837 if (tmp->inv) 830 if (tmp->inv)
840 if (ret) 833 if (ret)
841 return ret; 834 return ret;
842 } 835 }
843 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
844 || (trig->slaying && (tmp->slaying == trig->slaying)) 837 || (trig->slaying && (tmp->slaying == trig->slaying))
845 || (trig->race && (tmp->arch->name == trig->race))) 838 || (trig->race && (tmp->arch->archname == trig->race)))
846 return tmp; 839 return tmp;
847 } 840 }
848 return NULL; 841 return NULL;
849} 842}
850 843
863 * and has a matching item. Imagine what happens if someone steps on the inventory 856 * and has a matching item. Imagine what happens if someone steps on the inventory
864 * checker with a matching item, has it, activates the connection, throws the item 857 * checker with a matching item, has it, activates the connection, throws the item
865 * away, and then leaves the inventory checker. That would've caused an always-enabled 858 * away, and then leaves the inventory checker. That would've caused an always-enabled
866 * state in the inventory checker. This won't happen anymore now. 859 * state in the inventory checker. This won't happen anymore now.
867 * 860 *
861 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
862 * whether op is on this mapspace or not, because the value (1|0) depends
863 * on this information. also make sure to only push_button if op has
864 * a matching item (because when we do a push_button with value=0 timed gates
865 * will still open)! (i hope i got the semantics right this time)
868 */ 866 *
869 867 */
870void 868void
871check_inv (object *op, object *trig) 869check_inv (object *op, object *trig)
872{ 870{
873 object *match = 0;
874
875 trig->value = 0; // deactivate if none of the following conditions apply 871 trig->value = 0; // deactivate if none of the following conditions apply
876 872
877 for (object *tmp = trig->above; tmp; tmp = tmp->above) 873 object *pl = trig->ms ().player ();
878 if (tmp->type == PLAYER)
879 {
880 object *match = check_inv_recursive (tmp, trig); 874 object *match = check_inv_recursive (op, trig);
881 875
876 // elmex: a note about (pl == op):
877 // if pl == 0 then the player has left this space
878 // if pl != 0 then a player is on this mapspace, but then
879 // we still have to check whether it's the player that triggered
880 // this inv-checker, because if not, then the op left this inv-checker
881 // and we have to set the value to 0
882
882 if (match && trig->last_sp) // match == having 883 if (match && trig->last_sp) // match == having
883 { 884 {
884 if (trig->last_heal) 885 if (trig->last_heal)
885 decrease_ob (match); 886 decrease_ob (match);
886 887
887 trig->value = 1; 888 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
888 } 889 push_button (trig);
890 }
889 else if (!match && !trig->last_sp) // match == not having 891 else if (!match && !trig->last_sp) // match == not having
890 trig->value = 1; 892 {
891 893 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
892 break;
893 }
894
895 push_button (trig); 894 push_button (trig);
895 }
896} 896}
897 897

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