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Comparing deliantra/server/common/button.C (file contents):
Revision 1.18 by root, Thu Dec 21 01:33:49 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/*
253 else if (tmp->type == PEDESTAL) 250 else if (tmp->type == PEDESTAL)
254 { 251 {
255 tmp->value = 0; 252 tmp->value = 0;
256 for (ab = tmp->above; ab != NULL; ab = ab->above) 253 for (ab = tmp->above; ab != NULL; ab = ab->above)
257 { 254 {
258 head = ab->head ? ab->head : ab; 255 head = ab->head_ ();
259 /* Same note regarding move_type for buttons above apply here. */ 256 /* Same note regarding move_type for buttons above apply here. */
260 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
261 (head->race == tmp->slaying || 258 (head->race == tmp->slaying ||
262 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
263 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
264 tmp->value = 1; 261 tmp->value = 1;
265 } 262 }
263
266 if (tmp->value) 264 if (tmp->value)
267 any_down = 1; 265 any_down = 1;
268 } 266 }
269 } 267 }
270 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 */
277 update_object (op, UP_OBJ_FACE); 275 update_object (op, UP_OBJ_FACE);
278 push_button (op); /* Make all other buttons the same */ 276 push_button (op); /* Make all other buttons the same */
279 } 277 }
280} 278}
281 279
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 280void
311use_trigger (object *op) 281use_trigger (object *op)
312{ 282{
313
314 /* Toggle value */ 283 /* Toggle value */
315 op->value = !op->value; 284 op->value = !op->value;
316 push_button (op); 285 push_button (op);
317} 286}
318 287
319/* 288/*
320 * Note: animate_object should be used instead of this, 289 * Note: animate_object should be used instead of this,
321 * but it can't handle animations in the 8 directions 290 * but it can't handle animations in the 8 directions
322 */ 291 */
323
324void 292void
325animate_turning (object *op) /* only one part objects */ 293animate_turning (object *op) /* only one part objects */
326{ 294{
327 if (++op->state >= NUM_ANIMATIONS (op) / 8) 295 if (++op->state >= NUM_ANIMATIONS (op) / 8)
328 op->state = 0; 296 op->state = 0;
347int 315int
348check_altar_sacrifice (const object *altar, const object *sacrifice) 316check_altar_sacrifice (const object *altar, const object *sacrifice)
349{ 317{
350 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)
351 { 319 {
352 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 320 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
353 ARCH_SACRIFICE (altar) == sacrifice->name || 321 || ARCH_SACRIFICE (altar) == sacrifice->name
354 ARCH_SACRIFICE (altar) == sacrifice->slaying || 322 || ARCH_SACRIFICE (altar) == sacrifice->slaying
355 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 323 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
356 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 324 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
357 return 1; 325 return 1;
358 326
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))
415{ 383{
416 op->stats.wc = state; 384 op->stats.wc = state;
417 if (state) 385 if (state)
418 { 386 {
419 use_trigger (op); 387 use_trigger (op);
420 if (op->stats.exp > 0) /* check sanity */ 388 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; 389 op->speed_left = -1;
426 } 390 }
427 else 391 else
428 { 392 {
429 use_trigger (op); 393 use_trigger (op);
430 op->speed = 0; 394 op->set_speed (0);
431 update_ob_speed (op);
432 } 395 }
433} 396}
434 397
435 398
436/* 399/*
492 case TRIGGER_PEDESTAL: 455 case TRIGGER_PEDESTAL:
493 if (cause) 456 if (cause)
494 { 457 {
495 for (tmp = op->above; tmp; tmp = tmp->above) 458 for (tmp = op->above; tmp; tmp = tmp->above)
496 { 459 {
497 object *head = tmp->head ? tmp->head : tmp; 460 object *head = tmp->head_ ();
498 461
499 /* See comment in TRIGGER_BUTTON about move_types */ 462 /* See comment in TRIGGER_BUTTON about move_types */
500 if (((head->move_type & op->move_on) || head->move_type == 0) 463 if (((head->move_type & op->move_on) || head->move_type == 0)
501 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 464 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
502 { 465 {
503 push = 1; 466 push = 1;
504 break; 467 break;
505 } 468 }
506 } 469 }
470
507 if (op->stats.ac == push) 471 if (op->stats.ac == push)
508 return 0; 472 return 0;
473
509 op->stats.ac = push; 474 op->stats.ac = push;
475
510 if (NUM_ANIMATIONS (op) > 1) 476 if (NUM_ANIMATIONS (op) > 1)
511 { 477 {
512 SET_ANIMATION (op, push); 478 SET_ANIMATION (op, push);
513 update_object (op, UP_OBJ_FACE); 479 update_object (op, UP_OBJ_FACE);
514 } 480 }
481
515 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
483
516 if (in_movement || !push) 484 if (in_movement || !push)
517 return 0; 485 return 0;
518 } 486 }
487
519 trigger_move (op, push); 488 trigger_move (op, push);
520 return 0; 489 return 0;
521 490
522 case TRIGGER_ALTAR: 491 case TRIGGER_ALTAR:
523 if (cause) 492 if (cause)
524 { 493 {
525 if (in_movement) 494 if (in_movement)
526 return 0; 495 return 0;
496
527 if (operate_altar (op, &cause)) 497 if (operate_altar (op, &cause))
528 { 498 {
529 if (NUM_ANIMATIONS (op) > 1) 499 if (NUM_ANIMATIONS (op) > 1)
530 { 500 {
531 SET_ANIMATION (op, 1); 501 SET_ANIMATION (op, 1);
532 update_object (op, UP_OBJ_FACE); 502 update_object (op, UP_OBJ_FACE);
533 } 503 }
504
534 if (op->last_sp >= 0) 505 if (op->last_sp >= 0)
535 { 506 {
536 trigger_move (op, 1); 507 trigger_move (op, 1);
537 if (op->last_sp > 0) 508 if (op->last_sp > 0)
538 op->last_sp = -op->last_sp; 509 op->last_sp = -op->last_sp;
545 op->value = !op->value; 516 op->value = !op->value;
546 trigger_move (op, 1); 517 trigger_move (op, 1);
547 op->last_sp = -op->last_sp; 518 op->last_sp = -op->last_sp;
548 op->value = !op->value; 519 op->value = !op->value;
549 } 520 }
521
550 return cause == NULL; 522 return cause == NULL;
551 } 523 }
552 else 524 else
553 {
554 return 0; 525 return 0;
555 }
556 } 526 }
557 else 527 else
558 { 528 {
559 if (NUM_ANIMATIONS (op) > 1) 529 if (NUM_ANIMATIONS (op) > 1)
560 { 530 {
571 trigger_move (op, 0); 541 trigger_move (op, 0);
572 else 542 else
573 { 543 {
574 op->stats.wc = 0; 544 op->stats.wc = 0;
575 op->value = !op->value; 545 op->value = !op->value;
576 op->speed = 0; 546 op->set_speed (0);
577 update_ob_speed (op);
578 } 547 }
579 } 548 }
580 return 0; 549 return 0;
581 550
582 case TRIGGER: 551 case TRIGGER:
583 if (cause) 552 if (cause)
584 { 553 {
585 if (in_movement) 554 if (in_movement)
586 return 0; 555 return 0;
556
587 push = 1; 557 push = 1;
588 } 558 }
559
589 if (NUM_ANIMATIONS (op) > 1) 560 if (NUM_ANIMATIONS (op) > 1)
590 { 561 {
591 SET_ANIMATION (op, push); 562 SET_ANIMATION (op, push);
592 update_object (op, UP_OBJ_FACE); 563 update_object (op, UP_OBJ_FACE);
593 } 564 }
565
594 trigger_move (op, push); 566 trigger_move (op, push);
595 return 1; 567 return 1;
596 568
597 default: 569 default:
598 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);
609 if (!map) 581 if (!map)
610 { 582 {
611 LOG (llevError, "Tried to add button-link without map.\n"); 583 LOG (llevError, "Tried to add button-link without map.\n");
612 return; 584 return;
613 } 585 }
614 if (!editor) 586
615 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
616 a connected map from a template map. */ 588 a connected map from a template map. */
617
618/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
619 589
620 SET_FLAG (button, FLAG_IS_LINKED); 590 SET_FLAG (button, FLAG_IS_LINKED);
621 591
622 ol->ob = button; 592 ol->ob = button;
623 593
624 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 594 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
595 ;
625 596
626 if (obp) 597 if (obp)
627 { 598 {
628 ol->next = obp->link; 599 ol->next = obp->link;
629 obp->link = ol; 600 obp->link = ol;
742 */ 713 */
743 714
744void 715void
745do_mood_floor (object *op, object *source) 716do_mood_floor (object *op, object *source)
746{ 717{
747 object *tmp;
748 object *tmp2;
749
750 if (!source) 718 if (!source)
751 source = op; 719 source = op;
752 720
753 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)
754 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 729 if (QUERY_FLAG (tmp, FLAG_MONSTER))
755 break; 730 break;
756 731
757 /* 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
758 * be a monster here. 733 * be a monster here.
759 */ 734 */
735 //TODO: have players really FLAG_MONSTER? kept it for safety
760 if (!tmp || tmp->type == PLAYER) 736 if (!tmp || tmp->type == PLAYER)
761 return; 737 return;
762 738
763 switch (op->last_sp) 739 switch (op->last_sp)
764 { 740 {
765 case 0: /* furious--make all monsters mad */ 741 case 0: /* furious--make all monsters mad */
766 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 742 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
767 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 743 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
744
768 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 745 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
769 { 746 {
770 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
771 remove_friendly_object (tmp);
772 tmp->attack_movement = 0; 747 tmp->attack_movement = 0;
773 /* 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
774 * dereference a null value 749 * dereference a null value
775 */ 750 */
776 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 751 if (tmp->type == GOLEM
752 && tmp->owner
753 && tmp->owner->type == PLAYER
754 && tmp->owner->contr->golem == tmp)
777 tmp->owner->contr->ranges[range_golem] = 0; 755 tmp->owner->contr->golem = 0;
778 756
779 tmp->owner = 0; 757 tmp->owner = 0;
758
759 remove_friendly_object (tmp);
780 } 760 }
781 break; 761 break;
762
782 case 1: /* angry -- get neutral monsters mad */ 763 case 1: /* angry -- get neutral monsters mad */
783 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
784 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
785 break; 766 break;
767
786 case 2: /* calm -- pacify unfriendly monsters */ 768 case 2: /* calm -- pacify unfriendly monsters */
787 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
788 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 769 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
789 break; 770 break;
771
790 case 3: /* make all monsters fall asleep */ 772 case 3: /* make all monsters fall asleep */
791 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
792 SET_FLAG (tmp, FLAG_SLEEP); 773 SET_FLAG (tmp, FLAG_SLEEP);
793 break; 774 break;
775
794 case 4: /* charm all monsters */ 776 case 4: /* charm all monsters */
795 if (op == source) 777 if (op == source)
796 break; /* only if 'connected' */ 778 break; /* only if 'connected' */
797 779
798 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 780 if (object *pl = source->ms ().player ())
799 tmp2->type != PLAYER; tmp2 = tmp2->above) 781 {
800 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 }
801 break; 790 break;
802 791
803 if (tmp2->type != PLAYER) 792 case 6: // kill monsters
793 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
804 break; 794 break;
805 795
806 tmp->set_owner (tmp2); 796 // FALL THROUGH
807 SET_FLAG (tmp, FLAG_MONSTER); 797 case 5: // kill all alives
808 798 if (!tmp->flag [FLAG_PRECIOUS])
809 tmp->stats.exp = 0; 799 {
810 SET_FLAG (tmp, FLAG_FRIENDLY); 800 get_archetype ("burnout")->insert_at (tmp, source);
811 801 tmp->destroy ();
812 add_friendly_object (tmp); 802 }
813 tmp->attack_movement = PETMOVE;
814 break; 803 break;
815 804
816 default: 805 default:
817 break; 806 break;
818 } 807 }
830 object *tmp, *ret = NULL; 819 object *tmp, *ret = NULL;
831 820
832 /* First check the object itself. */ 821 /* First check the object itself. */
833 if ((trig->stats.hp && (op->type == trig->stats.hp)) 822 if ((trig->stats.hp && (op->type == trig->stats.hp))
834 || (trig->slaying && (op->slaying == trig->slaying)) 823 || (trig->slaying && (op->slaying == trig->slaying))
835 || (trig->race && (op->arch->name == trig->race))) 824 || (trig->race && (op->arch->archname == trig->race)))
836 return op; 825 return op;
837 826
838 for (tmp = op->inv; tmp; tmp = tmp->below) 827 for (tmp = op->inv; tmp; tmp = tmp->below)
839 { 828 {
840 if (tmp->inv) 829 if (tmp->inv)
843 if (ret) 832 if (ret)
844 return ret; 833 return ret;
845 } 834 }
846 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 835 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
847 || (trig->slaying && (tmp->slaying == trig->slaying)) 836 || (trig->slaying && (tmp->slaying == trig->slaying))
848 || (trig->race && (tmp->arch->name == trig->race))) 837 || (trig->race && (tmp->arch->archname == trig->race)))
849 return tmp; 838 return tmp;
850 } 839 }
851 return NULL; 840 return NULL;
852} 841}
853 842
866 * and has a matching item. Imagine what happens if someone steps on the inventory 855 * 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 856 * 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 857 * 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. 858 * state in the inventory checker. This won't happen anymore now.
870 * 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 *
871 */ 866 */
872void 867void
873check_inv (object *op, object *trig) 868check_inv (object *op, object *trig)
874{ 869{
875 trig->value = 0; // deactivate if none of the following conditions apply 870 trig->value = 0; // deactivate if none of the following conditions apply
876 871
877 if (object *pl = trig->ms ().player ()) 872 object *pl = trig->ms ().player ();
878 {
879 object *match = check_inv_recursive (pl, trig); 873 object *match = check_inv_recursive (op, trig);
880 874
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
881 if (match && trig->last_sp) // match == having 882 if (match && trig->last_sp) // match == having
882 { 883 {
883 if (trig->last_heal) 884 if (trig->last_heal)
884 decrease_ob (match); 885 decrease_ob (match);
885 886
886 trig->value = 1; 887 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
887 } 888 push_button (trig);
889 }
888 else if (!match && !trig->last_sp) // match == not having 890 else if (!match && !trig->last_sp) // match == not having
889 trig->value = 1;
890 } 891 {
891 892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
892 push_button (trig); 893 push_button (trig);
894 }
893} 895}
894 896

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