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Comparing deliantra/server/common/button.C (file contents):
Revision 1.17 by root, Wed Dec 20 09:14:21 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/*
253 else if (tmp->type == PEDESTAL) 251 else if (tmp->type == PEDESTAL)
254 { 252 {
255 tmp->value = 0; 253 tmp->value = 0;
256 for (ab = tmp->above; ab != NULL; ab = ab->above) 254 for (ab = tmp->above; ab != NULL; ab = ab->above)
257 { 255 {
258 head = ab->head ? ab->head : ab; 256 head = ab->head_ ();
259 /* Same note regarding move_type for buttons above apply here. */ 257 /* Same note regarding move_type for buttons above apply here. */
260 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 258 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
261 (head->race == tmp->slaying || 259 (head->race == tmp->slaying ||
262 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 260 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
263 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 261 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
264 tmp->value = 1; 262 tmp->value = 1;
265 } 263 }
264
266 if (tmp->value) 265 if (tmp->value)
267 any_down = 1; 266 any_down = 1;
268 } 267 }
269 } 268 }
270 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 */
277 update_object (op, UP_OBJ_FACE); 276 update_object (op, UP_OBJ_FACE);
278 push_button (op); /* Make all other buttons the same */ 277 push_button (op); /* Make all other buttons the same */
279 } 278 }
280} 279}
281 280
282/*
283 * Updates every button on the map (by calling update_button() for them).
284 */
285
286void
287update_buttons (maptile *m)
288{
289 objectlink *ol;
290 oblinkpt *obp;
291
292 for (obp = m->buttons; obp; obp = obp->next)
293 for (ol = obp->link; ol; ol = ol->next)
294 {
295 if (!ol->ob)
296 {
297 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
298 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
299 continue;
300 }
301
302 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
303 {
304 update_button (ol->ob);
305 break;
306 }
307 }
308}
309
310void 281void
311use_trigger (object *op) 282use_trigger (object *op)
312{ 283{
313
314 /* Toggle value */ 284 /* Toggle value */
315 op->value = !op->value; 285 op->value = !op->value;
316 push_button (op); 286 push_button (op);
317} 287}
318 288
319/* 289/*
320 * Note: animate_object should be used instead of this, 290 * Note: animate_object should be used instead of this,
321 * but it can't handle animations in the 8 directions 291 * but it can't handle animations in the 8 directions
322 */ 292 */
323
324void 293void
325animate_turning (object *op) /* only one part objects */ 294animate_turning (object *op) /* only one part objects */
326{ 295{
327 if (++op->state >= NUM_ANIMATIONS (op) / 8) 296 if (++op->state >= NUM_ANIMATIONS (op) / 8)
328 op->state = 0; 297 op->state = 0;
347int 316int
348check_altar_sacrifice (const object *altar, const object *sacrifice) 317check_altar_sacrifice (const object *altar, const object *sacrifice)
349{ 318{
350 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)
351 { 320 {
352 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 321 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
353 ARCH_SACRIFICE (altar) == sacrifice->name || 322 || ARCH_SACRIFICE (altar) == sacrifice->name
354 ARCH_SACRIFICE (altar) == sacrifice->slaying || 323 || ARCH_SACRIFICE (altar) == sacrifice->slaying
355 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 324 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
356 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 325 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
357 return 1; 326 return 1;
358 327
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))
415{ 384{
416 op->stats.wc = state; 385 op->stats.wc = state;
417 if (state) 386 if (state)
418 { 387 {
419 use_trigger (op); 388 use_trigger (op);
420 if (op->stats.exp > 0) /* check sanity */ 389 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
421 op->speed = 1.0 / op->stats.exp;
422 else
423 op->speed = 1.0;
424 update_ob_speed (op);
425 op->speed_left = -1; 390 op->speed_left = -1;
426 } 391 }
427 else 392 else
428 { 393 {
429 use_trigger (op); 394 use_trigger (op);
430 op->speed = 0; 395 op->set_speed (0);
431 update_ob_speed (op);
432 } 396 }
433} 397}
434 398
435 399
436/* 400/*
492 case TRIGGER_PEDESTAL: 456 case TRIGGER_PEDESTAL:
493 if (cause) 457 if (cause)
494 { 458 {
495 for (tmp = op->above; tmp; tmp = tmp->above) 459 for (tmp = op->above; tmp; tmp = tmp->above)
496 { 460 {
497 object *head = tmp->head ? tmp->head : tmp; 461 object *head = tmp->head_ ();
498 462
499 /* See comment in TRIGGER_BUTTON about move_types */ 463 /* See comment in TRIGGER_BUTTON about move_types */
500 if (((head->move_type & op->move_on) || head->move_type == 0) 464 if (((head->move_type & op->move_on) || head->move_type == 0)
501 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 465 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
502 { 466 {
503 push = 1; 467 push = 1;
504 break; 468 break;
505 } 469 }
506 } 470 }
471
507 if (op->stats.ac == push) 472 if (op->stats.ac == push)
508 return 0; 473 return 0;
474
509 op->stats.ac = push; 475 op->stats.ac = push;
476
510 if (NUM_ANIMATIONS (op) > 1) 477 if (NUM_ANIMATIONS (op) > 1)
511 { 478 {
512 SET_ANIMATION (op, push); 479 SET_ANIMATION (op, push);
513 update_object (op, UP_OBJ_FACE); 480 update_object (op, UP_OBJ_FACE);
514 } 481 }
482
515 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
484
516 if (in_movement || !push) 485 if (in_movement || !push)
517 return 0; 486 return 0;
518 } 487 }
488
519 trigger_move (op, push); 489 trigger_move (op, push);
520 return 0; 490 return 0;
521 491
522 case TRIGGER_ALTAR: 492 case TRIGGER_ALTAR:
523 if (cause) 493 if (cause)
524 { 494 {
525 if (in_movement) 495 if (in_movement)
526 return 0; 496 return 0;
497
527 if (operate_altar (op, &cause)) 498 if (operate_altar (op, &cause))
528 { 499 {
529 if (NUM_ANIMATIONS (op) > 1) 500 if (NUM_ANIMATIONS (op) > 1)
530 { 501 {
531 SET_ANIMATION (op, 1); 502 SET_ANIMATION (op, 1);
532 update_object (op, UP_OBJ_FACE); 503 update_object (op, UP_OBJ_FACE);
533 } 504 }
505
534 if (op->last_sp >= 0) 506 if (op->last_sp >= 0)
535 { 507 {
536 trigger_move (op, 1); 508 trigger_move (op, 1);
537 if (op->last_sp > 0) 509 if (op->last_sp > 0)
538 op->last_sp = -op->last_sp; 510 op->last_sp = -op->last_sp;
545 op->value = !op->value; 517 op->value = !op->value;
546 trigger_move (op, 1); 518 trigger_move (op, 1);
547 op->last_sp = -op->last_sp; 519 op->last_sp = -op->last_sp;
548 op->value = !op->value; 520 op->value = !op->value;
549 } 521 }
522
550 return cause == NULL; 523 return cause == NULL;
551 } 524 }
552 else 525 else
553 {
554 return 0; 526 return 0;
555 }
556 } 527 }
557 else 528 else
558 { 529 {
559 if (NUM_ANIMATIONS (op) > 1) 530 if (NUM_ANIMATIONS (op) > 1)
560 { 531 {
571 trigger_move (op, 0); 542 trigger_move (op, 0);
572 else 543 else
573 { 544 {
574 op->stats.wc = 0; 545 op->stats.wc = 0;
575 op->value = !op->value; 546 op->value = !op->value;
576 op->speed = 0; 547 op->set_speed (0);
577 update_ob_speed (op);
578 } 548 }
579 } 549 }
580 return 0; 550 return 0;
581 551
582 case TRIGGER: 552 case TRIGGER:
583 if (cause) 553 if (cause)
584 { 554 {
585 if (in_movement) 555 if (in_movement)
586 return 0; 556 return 0;
557
587 push = 1; 558 push = 1;
588 } 559 }
560
589 if (NUM_ANIMATIONS (op) > 1) 561 if (NUM_ANIMATIONS (op) > 1)
590 { 562 {
591 SET_ANIMATION (op, push); 563 SET_ANIMATION (op, push);
592 update_object (op, UP_OBJ_FACE); 564 update_object (op, UP_OBJ_FACE);
593 } 565 }
566
594 trigger_move (op, push); 567 trigger_move (op, push);
595 return 1; 568 return 1;
596 569
597 default: 570 default:
598 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);
609 if (!map) 582 if (!map)
610 { 583 {
611 LOG (llevError, "Tried to add button-link without map.\n"); 584 LOG (llevError, "Tried to add button-link without map.\n");
612 return; 585 return;
613 } 586 }
614 if (!editor) 587
615 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
616 a connected map from a template map. */ 589 a connected map from a template map. */
617
618/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
619 590
620 SET_FLAG (button, FLAG_IS_LINKED); 591 SET_FLAG (button, FLAG_IS_LINKED);
621 592
622 ol->ob = button; 593 ol->ob = button;
623 594
624 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 595 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
596 ;
625 597
626 if (obp) 598 if (obp)
627 { 599 {
628 ol->next = obp->link; 600 ol->next = obp->link;
629 obp->link = ol; 601 obp->link = ol;
742 */ 714 */
743 715
744void 716void
745do_mood_floor (object *op, object *source) 717do_mood_floor (object *op, object *source)
746{ 718{
747 object *tmp;
748 object *tmp2;
749
750 if (!source) 719 if (!source)
751 source = op; 720 source = op;
752 721
753 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)
754 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 730 if (QUERY_FLAG (tmp, FLAG_MONSTER))
755 break; 731 break;
756 732
757 /* 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
758 * be a monster here. 734 * be a monster here.
759 */ 735 */
736 //TODO: have players really FLAG_MONSTER? kept it for safety
760 if (!tmp || tmp->type == PLAYER) 737 if (!tmp || tmp->type == PLAYER)
761 return; 738 return;
762 739
763 switch (op->last_sp) 740 switch (op->last_sp)
764 { 741 {
765 case 0: /* furious--make all monsters mad */ 742 case 0: /* furious--make all monsters mad */
766 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 743 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
767 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 744 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
745
768 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 746 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
769 { 747 {
770 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
771 remove_friendly_object (tmp);
772 tmp->attack_movement = 0; 748 tmp->attack_movement = 0;
773 /* 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
774 * dereference a null value 750 * dereference a null value
775 */ 751 */
776 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)
777 tmp->owner->contr->ranges[range_golem] = 0; 756 tmp->owner->contr->golem = 0;
778 757
779 tmp->owner = 0; 758 tmp->owner = 0;
759
760 remove_friendly_object (tmp);
780 } 761 }
781 break; 762 break;
763
782 case 1: /* angry -- get neutral monsters mad */ 764 case 1: /* angry -- get neutral monsters mad */
783 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
784 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
785 break; 767 break;
768
786 case 2: /* calm -- pacify unfriendly monsters */ 769 case 2: /* calm -- pacify unfriendly monsters */
787 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
788 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 770 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
789 break; 771 break;
772
790 case 3: /* make all monsters fall asleep */ 773 case 3: /* make all monsters fall asleep */
791 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
792 SET_FLAG (tmp, FLAG_SLEEP); 774 SET_FLAG (tmp, FLAG_SLEEP);
793 break; 775 break;
776
794 case 4: /* charm all monsters */ 777 case 4: /* charm all monsters */
795 if (op == source) 778 if (op == source)
796 break; /* only if 'connected' */ 779 break; /* only if 'connected' */
797 780
798 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 781 if (object *pl = source->ms ().player ())
799 tmp2->type != PLAYER; tmp2 = tmp2->above) 782 {
800 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 }
801 break; 791 break;
802 792
803 if (tmp2->type != PLAYER) 793 case 6: // kill monsters
794 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
804 break; 795 break;
805 796
806 tmp->set_owner (tmp2); 797 // FALL THROUGH
807 SET_FLAG (tmp, FLAG_MONSTER); 798 case 5: // kill all alives
808 799 if (!tmp->flag [FLAG_PRECIOUS])
809 tmp->stats.exp = 0; 800 {
810 SET_FLAG (tmp, FLAG_FRIENDLY); 801 get_archetype ("burnout")->insert_at (tmp, source);
811 802 tmp->destroy ();
812 add_friendly_object (tmp); 803 }
813 tmp->attack_movement = PETMOVE;
814 break; 804 break;
815 805
816 default: 806 default:
817 break; 807 break;
818 } 808 }
830 object *tmp, *ret = NULL; 820 object *tmp, *ret = NULL;
831 821
832 /* First check the object itself. */ 822 /* First check the object itself. */
833 if ((trig->stats.hp && (op->type == trig->stats.hp)) 823 if ((trig->stats.hp && (op->type == trig->stats.hp))
834 || (trig->slaying && (op->slaying == trig->slaying)) 824 || (trig->slaying && (op->slaying == trig->slaying))
835 || (trig->race && (op->arch->name == trig->race))) 825 || (trig->race && (op->arch->archname == trig->race)))
836 return op; 826 return op;
837 827
838 for (tmp = op->inv; tmp; tmp = tmp->below) 828 for (tmp = op->inv; tmp; tmp = tmp->below)
839 { 829 {
840 if (tmp->inv) 830 if (tmp->inv)
843 if (ret) 833 if (ret)
844 return ret; 834 return ret;
845 } 835 }
846 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
847 || (trig->slaying && (tmp->slaying == trig->slaying)) 837 || (trig->slaying && (tmp->slaying == trig->slaying))
848 || (trig->race && (tmp->arch->name == trig->race))) 838 || (trig->race && (tmp->arch->archname == trig->race)))
849 return tmp; 839 return tmp;
850 } 840 }
851 return NULL; 841 return NULL;
852} 842}
853 843
866 * 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
867 * 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
868 * 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
869 * state in the inventory checker. This won't happen anymore now. 859 * state in the inventory checker. This won't happen anymore now.
870 * 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)
871 */ 866 *
872 867 */
873void 868void
874check_inv (object *op, object *trig) 869check_inv (object *op, object *trig)
875{ 870{
876 object *match = 0;
877
878 trig->value = 0; // deactivate if none of the following conditions apply 871 trig->value = 0; // deactivate if none of the following conditions apply
879 872
880 for (object *tmp = trig->above; tmp; tmp = tmp->above) 873 object *pl = trig->ms ().player ();
881 if (tmp->type == PLAYER)
882 {
883 object *match = check_inv_recursive (tmp, trig); 874 object *match = check_inv_recursive (op, trig);
884 875
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
885 if (match && trig->last_sp) // match == having 883 if (match && trig->last_sp) // match == having
886 { 884 {
887 if (trig->last_heal) 885 if (trig->last_heal)
888 decrease_ob (match); 886 decrease_ob (match);
889 887
890 trig->value = 1; 888 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
891 } 889 push_button (trig);
890 }
892 else if (!match && !trig->last_sp) // match == not having 891 else if (!match && !trig->last_sp) // match == not having
893 trig->value = 1; 892 {
894 893 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
895 break;
896 }
897
898 push_button (trig); 894 push_button (trig);
895 }
899} 896}
900 897

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