1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 | * Deliantra 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 to <support@deliantra.net> |
21 | The authors can be reached via e-mail at <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 | /* |
… | |
… | |
59 | object *tmp = ol->ob; |
59 | object *tmp = ol->ob; |
60 | |
60 | |
61 | /* if the criteria isn't appropriate, don't do anything */ |
61 | /* if the criteria isn't appropriate, don't do anything */ |
62 | if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) |
62 | if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) |
63 | continue; |
63 | continue; |
|
|
64 | |
64 | if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) |
65 | if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) |
65 | continue; |
66 | continue; |
66 | |
67 | |
67 | switch (tmp->type) |
68 | switch (tmp->type) |
68 | { |
69 | { |
69 | case GATE: |
70 | case GATE: |
70 | case HOLE: |
71 | case HOLE: |
|
|
72 | if (!tmp->active) |
|
|
73 | tmp->play_sound (tmp->sound |
|
|
74 | ? tmp->sound |
|
|
75 | : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole")); |
71 | tmp->value = tmp->stats.maxsp ? !state : state; |
76 | tmp->value = tmp->stats.maxsp ? !state : state; |
72 | tmp->set_speed (0.5); |
77 | tmp->set_speed (0.5); |
73 | break; |
78 | break; |
74 | |
79 | |
75 | case CF_HANDLE: |
80 | case CF_HANDLE: |
… | |
… | |
78 | break; |
83 | break; |
79 | |
84 | |
80 | case SIGN: |
85 | case SIGN: |
81 | if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
86 | if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
82 | { |
87 | { |
|
|
88 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign")); |
83 | new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); |
89 | new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); |
84 | if (tmp->stats.food) |
90 | if (tmp->stats.food) |
85 | tmp->last_eat++; |
91 | tmp->last_eat++; |
86 | } |
92 | } |
87 | break; |
93 | break; |
88 | |
94 | |
89 | case ALTAR: |
95 | case ALTAR: |
|
|
96 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar")); |
90 | tmp->value = 1; |
97 | tmp->value = 1; |
91 | SET_ANIMATION (tmp, tmp->value); |
98 | SET_ANIMATION (tmp, tmp->value); |
92 | update_object (tmp, UP_OBJ_FACE); |
99 | update_object (tmp, UP_OBJ_FACE); |
93 | break; |
100 | break; |
94 | |
101 | |
95 | case BUTTON: |
102 | case BUTTON: |
96 | case PEDESTAL: |
103 | case PEDESTAL: |
|
|
104 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button")); |
97 | tmp->value = state; |
105 | tmp->value = state; |
98 | SET_ANIMATION (tmp, tmp->value); |
106 | SET_ANIMATION (tmp, tmp->value); |
99 | update_object (tmp, UP_OBJ_FACE); |
107 | update_object (tmp, UP_OBJ_FACE); |
100 | break; |
108 | break; |
101 | |
109 | |
102 | case MOOD_FLOOR: |
110 | case MOOD_FLOOR: |
103 | do_mood_floor (tmp, source); |
111 | do_mood_floor (tmp, source); |
104 | break; |
112 | break; |
105 | |
113 | |
106 | case TIMED_GATE: |
114 | case TIMED_GATE: |
|
|
115 | if (!tmp->active) |
|
|
116 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); |
107 | tmp->set_speed (tmp->arch->clone.speed); |
117 | tmp->set_speed (tmp->arch->speed); |
108 | tmp->value = tmp->arch->clone.value; |
118 | tmp->value = tmp->arch->value; |
109 | tmp->stats.sp = 1; |
119 | tmp->stats.sp = 1; |
110 | tmp->stats.hp = tmp->stats.maxhp; |
120 | tmp->stats.hp = tmp->stats.maxhp; |
111 | /* Handle multipart gates. We copy the value for the other parts |
121 | /* Handle multipart gates. We copy the value for the other parts |
112 | * from the head - this ensures that the data will consistent |
122 | * from the head - this ensures that the data will consistent |
113 | */ |
123 | */ |
114 | for (tmp = tmp->more; tmp; tmp = tmp->more) |
124 | for (object *part = tmp->more; part; part = part->more) |
115 | { |
125 | { |
116 | tmp->value = tmp->head->value; |
126 | part->value = tmp->value; |
117 | tmp->stats.sp = tmp->head->stats.sp; |
127 | part->stats.sp = tmp->stats.sp; |
118 | tmp->stats.hp = tmp->head->stats.hp; |
128 | part->stats.hp = tmp->stats.hp; |
119 | tmp->set_speed (tmp->head->speed); |
129 | part->set_speed (tmp->speed); |
120 | } |
130 | } |
121 | break; |
131 | break; |
122 | |
132 | |
123 | case DIRECTOR: |
133 | case DIRECTOR: |
124 | case FIREWALL: |
134 | case FIREWALL: |
… | |
… | |
126 | move_firewall (tmp); |
136 | move_firewall (tmp); |
127 | else |
137 | else |
128 | { |
138 | { |
129 | if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
139 | if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
130 | tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; |
140 | tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; |
|
|
141 | |
131 | animate_turning (tmp); |
142 | animate_turning (tmp); |
132 | } |
143 | } |
133 | break; |
144 | break; |
134 | |
145 | |
135 | case TELEPORTER: |
146 | case TELEPORTER: |
… | |
… | |
139 | case CREATOR: |
150 | case CREATOR: |
140 | move_creator (tmp); |
151 | move_creator (tmp); |
141 | break; |
152 | break; |
142 | |
153 | |
143 | case TRIGGER_MARKER: |
154 | case TRIGGER_MARKER: |
|
|
155 | //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker")); |
144 | move_marker (tmp); |
156 | move_marker (tmp); |
145 | break; |
157 | break; |
146 | |
158 | |
147 | case DUPLICATOR: |
159 | case DUPLICATOR: |
148 | move_duplicator (tmp); |
160 | move_duplicator (tmp); |
… | |
… | |
223 | } |
235 | } |
224 | |
236 | |
225 | tmp = ol->ob; |
237 | tmp = ol->ob; |
226 | if (tmp->type == BUTTON) |
238 | if (tmp->type == BUTTON) |
227 | { |
239 | { |
228 | for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) |
240 | for (ab = tmp->above, tot = 0; ab; ab = ab->above) |
229 | /* Bug? The pedestal code below looks for the head of |
|
|
230 | * the object, this bit doesn't. I'd think we should check |
|
|
231 | * for head here also. Maybe it also makese sense to |
|
|
232 | * make the for ab=tmp->above loop common, and alter |
|
|
233 | * behaviour based on object within that loop? |
|
|
234 | */ |
241 | { |
|
|
242 | head = ab->head_ (); |
235 | |
243 | |
236 | /* Basically, if the move_type matches that on what the |
244 | /* Basically, if the move_type matches that on what the |
237 | * button wants, we count it. The second check is so that |
245 | * button wants, we count it. The second check is so that |
238 | * objects don't move (swords, etc) will count. Note that |
246 | * objects who don't move (swords, etc) will count. Note that |
239 | * this means that more work is needed to make buttons |
247 | * this means that more work is needed to make buttons |
240 | * that are only triggered by flying objects. |
248 | * that are only triggered by flying objects. |
241 | */ |
249 | */ |
242 | if ((ab->move_type & tmp->move_on) || ab->move_type == 0) |
250 | if ((head->move_type & tmp->move_on) || head->move_type == 0) |
243 | tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; |
251 | tot += head->total_weight (); |
|
|
252 | } |
244 | |
253 | |
245 | tmp->value = (tot >= tmp->weight) ? 1 : 0; |
254 | tmp->value = tot >= tmp->weight ? 1 : 0; |
246 | if (tmp->value) |
|
|
247 | any_down = 1; |
|
|
248 | } |
255 | } |
249 | else if (tmp->type == PEDESTAL) |
256 | else if (tmp->type == PEDESTAL) |
250 | { |
257 | { |
251 | tmp->value = 0; |
258 | tmp->value = 0; |
|
|
259 | |
252 | for (ab = tmp->above; ab != NULL; ab = ab->above) |
260 | for (ab = tmp->above; ab; ab = ab->above) |
253 | { |
261 | { |
254 | head = ab->head ? ab->head : ab; |
262 | head = ab->head_ (); |
|
|
263 | |
255 | /* Same note regarding move_type for buttons above apply here. */ |
264 | /* Same note regarding move_type for buttons above apply here. */ |
256 | if (((head->move_type & tmp->move_on) || ab->move_type == 0) && |
265 | if (((head->move_type & tmp->move_on) || ab->move_type == 0) && |
257 | (head->race == tmp->slaying || |
266 | (head->race == tmp->slaying || |
258 | ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || |
267 | ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || |
259 | (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) |
268 | (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) |
260 | tmp->value = 1; |
269 | tmp->value = 1; |
261 | } |
270 | } |
262 | if (tmp->value) |
|
|
263 | any_down = 1; |
|
|
264 | } |
271 | } |
|
|
272 | |
|
|
273 | any_down = any_down || tmp->value; |
265 | } |
274 | } |
|
|
275 | |
266 | if (any_down) /* If any other buttons were down, force this to remain down */ |
276 | if (any_down) /* If any other buttons were down, force this to remain down */ |
267 | op->value = 1; |
277 | op->value = 1; |
268 | |
278 | |
269 | /* If this button hasn't changed, don't do anything */ |
279 | /* If this button hasn't changed, don't do anything */ |
270 | if (op->value != old_value) |
280 | if (op->value != old_value) |
… | |
… | |
273 | update_object (op, UP_OBJ_FACE); |
283 | update_object (op, UP_OBJ_FACE); |
274 | push_button (op); /* Make all other buttons the same */ |
284 | push_button (op); /* Make all other buttons the same */ |
275 | } |
285 | } |
276 | } |
286 | } |
277 | |
287 | |
278 | /* |
|
|
279 | * Updates every button on the map (by calling update_button() for them). |
|
|
280 | */ |
|
|
281 | |
|
|
282 | void |
|
|
283 | update_buttons (maptile *m) |
|
|
284 | { |
|
|
285 | objectlink *ol; |
|
|
286 | oblinkpt *obp; |
|
|
287 | |
|
|
288 | for (obp = m->buttons; obp; obp = obp->next) |
|
|
289 | for (ol = obp->link; ol; ol = ol->next) |
|
|
290 | { |
|
|
291 | if (!ol->ob) |
|
|
292 | { |
|
|
293 | LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", |
|
|
294 | ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); |
|
|
295 | continue; |
|
|
296 | } |
|
|
297 | |
|
|
298 | if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) |
|
|
299 | { |
|
|
300 | update_button (ol->ob); |
|
|
301 | break; |
|
|
302 | } |
|
|
303 | } |
|
|
304 | } |
|
|
305 | |
|
|
306 | void |
288 | void |
307 | use_trigger (object *op) |
289 | use_trigger (object *op) |
308 | { |
290 | { |
309 | |
|
|
310 | /* Toggle value */ |
291 | /* Toggle value */ |
311 | op->value = !op->value; |
292 | op->value = !op->value; |
312 | push_button (op); |
293 | push_button (op); |
313 | } |
294 | } |
314 | |
295 | |
315 | /* |
296 | /* |
316 | * Note: animate_object should be used instead of this, |
297 | * Note: animate_object should be used instead of this, |
317 | * but it can't handle animations in the 8 directions |
298 | * but it can't handle animations in the 8 directions |
318 | */ |
299 | */ |
319 | |
|
|
320 | void |
300 | void |
321 | animate_turning (object *op) /* only one part objects */ |
301 | animate_turning (object *op) /* only one part objects */ |
322 | { |
302 | { |
323 | if (++op->state >= NUM_ANIMATIONS (op) / 8) |
303 | if (++op->state >= NUM_ANIMATIONS (op) / 8) |
324 | op->state = 0; |
304 | op->state = 0; |
… | |
… | |
341 | */ |
321 | */ |
342 | |
322 | |
343 | int |
323 | int |
344 | check_altar_sacrifice (const object *altar, const object *sacrifice) |
324 | check_altar_sacrifice (const object *altar, const object *sacrifice) |
345 | { |
325 | { |
346 | if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) |
326 | if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) |
|
|
327 | && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) |
|
|
328 | && sacrifice->type != PLAYER) |
347 | { |
329 | { |
348 | if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || |
330 | if (ARCH_SACRIFICE (altar) == shstr_money |
349 | ARCH_SACRIFICE (altar) == sacrifice->name || |
331 | && sacrifice->type == MONEY |
350 | ARCH_SACRIFICE (altar) == sacrifice->slaying || |
332 | && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
351 | (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) |
|
|
352 | && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) |
|
|
353 | return 1; |
333 | return 1; |
354 | |
334 | |
355 | if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 |
335 | if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname |
356 | && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
336 | || ARCH_SACRIFICE (altar) == sacrifice->name |
|
|
337 | || ARCH_SACRIFICE (altar) == sacrifice->slaying |
|
|
338 | || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) |
|
|
339 | && NROF_SACRIFICE (altar) <= sacrifice->number_of ()) |
357 | return 1; |
340 | return 1; |
358 | } |
341 | } |
359 | |
342 | |
360 | return 0; |
343 | return 0; |
361 | } |
344 | } |
… | |
… | |
385 | return 0; |
368 | return 0; |
386 | |
369 | |
387 | /* check_altar_sacrifice should have already verified that enough money |
370 | /* check_altar_sacrifice should have already verified that enough money |
388 | * has been dropped. |
371 | * has been dropped. |
389 | */ |
372 | */ |
390 | if (!strcmp (ARCH_SACRIFICE (altar), "money")) |
373 | if (ARCH_SACRIFICE (altar) == shstr_money) |
391 | { |
374 | { |
392 | int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
375 | int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
393 | |
376 | |
394 | /* Round up any sacrifices. Altars don't make change either */ |
377 | /* Round up any sacrifices. Altars don't make change either */ |
395 | if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
378 | if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
… | |
… | |
456 | * button wants, we count it. The second check is so that |
439 | * button wants, we count it. The second check is so that |
457 | * objects that don't move (swords, etc) will count. Note that |
440 | * objects that don't move (swords, etc) will count. Note that |
458 | * this means that more work is needed to make buttons |
441 | * this means that more work is needed to make buttons |
459 | * that are only triggered by flying objects. |
442 | * that are only triggered by flying objects. |
460 | */ |
443 | */ |
461 | |
|
|
462 | if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
444 | if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
463 | { |
445 | tot += tmp->head_ ()->total_weight (); |
464 | tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; |
446 | |
465 | } |
|
|
466 | if (tot >= op->weight) |
447 | if (tot >= op->weight) |
467 | push = 1; |
448 | push = 1; |
|
|
449 | |
468 | if (op->stats.ac == push) |
450 | if (op->stats.ac == push) |
469 | return 0; |
451 | return 0; |
|
|
452 | |
470 | op->stats.ac = push; |
453 | op->stats.ac = push; |
471 | if (NUM_ANIMATIONS (op) > 1) |
454 | if (NUM_ANIMATIONS (op) > 1) |
472 | { |
455 | { |
473 | SET_ANIMATION (op, push); |
456 | SET_ANIMATION (op, push); |
474 | update_object (op, UP_OBJ_FACE); |
457 | update_object (op, UP_OBJ_FACE); |
475 | } |
458 | } |
|
|
459 | |
476 | if (in_movement || !push) |
460 | if (in_movement || !push) |
477 | return 0; |
461 | return 0; |
478 | } |
462 | } |
479 | trigger_move (op, push); |
463 | trigger_move (op, push); |
480 | } |
464 | } |
|
|
465 | |
481 | return 0; |
466 | return 0; |
482 | |
467 | |
483 | case TRIGGER_PEDESTAL: |
468 | case TRIGGER_PEDESTAL: |
484 | if (cause) |
469 | if (cause) |
485 | { |
470 | { |
486 | for (tmp = op->above; tmp; tmp = tmp->above) |
471 | for (tmp = op->above; tmp; tmp = tmp->above) |
487 | { |
472 | { |
488 | object *head = tmp->head ? tmp->head : tmp; |
473 | object *head = tmp->head_ (); |
489 | |
474 | |
490 | /* See comment in TRIGGER_BUTTON about move_types */ |
475 | /* See comment in TRIGGER_BUTTON about move_types */ |
491 | if (((head->move_type & op->move_on) || head->move_type == 0) |
476 | if (((head->move_type & op->move_on) || head->move_type == 0) |
492 | && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) |
477 | && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) |
493 | { |
478 | { |
494 | push = 1; |
479 | push = 1; |
495 | break; |
480 | break; |
496 | } |
481 | } |
497 | } |
482 | } |
|
|
483 | |
498 | if (op->stats.ac == push) |
484 | if (op->stats.ac == push) |
499 | return 0; |
485 | return 0; |
|
|
486 | |
500 | op->stats.ac = push; |
487 | op->stats.ac = push; |
|
|
488 | |
501 | if (NUM_ANIMATIONS (op) > 1) |
489 | if (NUM_ANIMATIONS (op) > 1) |
502 | { |
490 | { |
503 | SET_ANIMATION (op, push); |
491 | SET_ANIMATION (op, push); |
504 | update_object (op, UP_OBJ_FACE); |
492 | update_object (op, UP_OBJ_FACE); |
505 | } |
493 | } |
|
|
494 | |
506 | update_object (op, UP_OBJ_FACE); |
495 | update_object (op, UP_OBJ_FACE); |
|
|
496 | |
507 | if (in_movement || !push) |
497 | if (in_movement || !push) |
508 | return 0; |
498 | return 0; |
509 | } |
499 | } |
|
|
500 | |
510 | trigger_move (op, push); |
501 | trigger_move (op, push); |
511 | return 0; |
502 | return 0; |
512 | |
503 | |
513 | case TRIGGER_ALTAR: |
504 | case TRIGGER_ALTAR: |
514 | if (cause) |
505 | if (cause) |
515 | { |
506 | { |
516 | if (in_movement) |
507 | if (in_movement) |
517 | return 0; |
508 | return 0; |
|
|
509 | |
518 | if (operate_altar (op, &cause)) |
510 | if (operate_altar (op, &cause)) |
519 | { |
511 | { |
520 | if (NUM_ANIMATIONS (op) > 1) |
512 | if (NUM_ANIMATIONS (op) > 1) |
521 | { |
513 | { |
522 | SET_ANIMATION (op, 1); |
514 | SET_ANIMATION (op, 1); |
523 | update_object (op, UP_OBJ_FACE); |
515 | update_object (op, UP_OBJ_FACE); |
524 | } |
516 | } |
|
|
517 | |
525 | if (op->last_sp >= 0) |
518 | if (op->last_sp >= 0) |
526 | { |
519 | { |
527 | trigger_move (op, 1); |
520 | trigger_move (op, 1); |
528 | if (op->last_sp > 0) |
521 | if (op->last_sp > 0) |
529 | op->last_sp = -op->last_sp; |
522 | op->last_sp = -op->last_sp; |
… | |
… | |
536 | op->value = !op->value; |
529 | op->value = !op->value; |
537 | trigger_move (op, 1); |
530 | trigger_move (op, 1); |
538 | op->last_sp = -op->last_sp; |
531 | op->last_sp = -op->last_sp; |
539 | op->value = !op->value; |
532 | op->value = !op->value; |
540 | } |
533 | } |
|
|
534 | |
541 | return cause == NULL; |
535 | return cause == NULL; |
542 | } |
536 | } |
543 | else |
537 | else |
544 | { |
|
|
545 | return 0; |
538 | return 0; |
546 | } |
|
|
547 | } |
539 | } |
548 | else |
540 | else |
549 | { |
541 | { |
550 | if (NUM_ANIMATIONS (op) > 1) |
542 | if (NUM_ANIMATIONS (op) > 1) |
551 | { |
543 | { |
… | |
… | |
734 | */ |
726 | */ |
735 | |
727 | |
736 | void |
728 | void |
737 | do_mood_floor (object *op, object *source) |
729 | do_mood_floor (object *op, object *source) |
738 | { |
730 | { |
739 | object *tmp; |
|
|
740 | object *tmp2; |
|
|
741 | |
|
|
742 | if (!source) |
731 | if (!source) |
743 | source = op; |
732 | source = op; |
744 | |
733 | |
745 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
734 | mapspace &ms = op->ms (); |
|
|
735 | |
|
|
736 | if (!(ms.flags () & P_IS_ALIVE)) |
|
|
737 | return; |
|
|
738 | |
|
|
739 | object *tmp; |
|
|
740 | |
|
|
741 | for (tmp = ms.top; tmp; tmp = tmp->below) |
746 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
742 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
747 | break; |
743 | break; |
748 | |
744 | |
749 | /* doesn't effect players, and if there is a player on this space, won't also |
745 | /* doesn't effect players, and if there is a player on this space, won't also |
750 | * be a monster here. |
746 | * be a monster here. |
751 | */ |
747 | */ |
|
|
748 | //TODO: have players really FLAG_MONSTER? kept it for safety |
752 | if (!tmp || tmp->type == PLAYER) |
749 | if (!tmp || tmp->type == PLAYER) |
753 | return; |
750 | return; |
754 | |
751 | |
755 | switch (op->last_sp) |
752 | switch (op->last_sp) |
756 | { |
753 | { |
757 | case 0: /* furious--make all monsters mad */ |
754 | case 0: /* furious--make all monsters mad */ |
758 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
755 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
759 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
756 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
757 | |
760 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
758 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
761 | { |
759 | { |
762 | CLEAR_FLAG (tmp, FLAG_FRIENDLY); |
|
|
763 | remove_friendly_object (tmp); |
|
|
764 | tmp->attack_movement = 0; |
760 | tmp->attack_movement = 0; |
765 | /* lots of checks here, but want to make sure we don't |
761 | /* lots of checks here, but want to make sure we don't |
766 | * dereference a null value |
762 | * dereference a null value |
767 | */ |
763 | */ |
768 | if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) |
764 | if (tmp->type == GOLEM |
|
|
765 | && tmp->owner |
|
|
766 | && tmp->owner->type == PLAYER |
|
|
767 | && tmp->owner->contr->golem == tmp) |
769 | tmp->owner->contr->ranges[range_golem] = 0; |
768 | tmp->owner->contr->golem = 0; |
770 | |
769 | |
771 | tmp->owner = 0; |
770 | tmp->owner = 0; |
|
|
771 | |
|
|
772 | remove_friendly_object (tmp); |
772 | } |
773 | } |
773 | break; |
774 | break; |
|
|
775 | |
774 | case 1: /* angry -- get neutral monsters mad */ |
776 | case 1: /* angry -- get neutral monsters mad */ |
775 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
777 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
776 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
778 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
777 | break; |
779 | break; |
|
|
780 | |
778 | case 2: /* calm -- pacify unfriendly monsters */ |
781 | case 2: /* calm -- pacify unfriendly monsters */ |
779 | if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
|
|
780 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
782 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
781 | break; |
783 | break; |
|
|
784 | |
782 | case 3: /* make all monsters fall asleep */ |
785 | case 3: /* make all monsters fall asleep */ |
783 | if (!QUERY_FLAG (tmp, FLAG_SLEEP)) |
|
|
784 | SET_FLAG (tmp, FLAG_SLEEP); |
786 | SET_FLAG (tmp, FLAG_SLEEP); |
785 | break; |
787 | break; |
|
|
788 | |
786 | case 4: /* charm all monsters */ |
789 | case 4: /* charm all monsters */ |
787 | if (op == source) |
790 | if (op == source) |
788 | break; /* only if 'connected' */ |
791 | break; /* only if 'connected' */ |
789 | |
792 | |
790 | for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ |
793 | if (object *pl = source->ms ().player ()) |
791 | tmp2->type != PLAYER; tmp2 = tmp2->above) |
794 | { |
792 | if (tmp2->above == NULL) |
795 | tmp->set_owner (pl); |
|
|
796 | SET_FLAG (tmp, FLAG_MONSTER); |
|
|
797 | |
|
|
798 | tmp->stats.exp = 0; |
|
|
799 | |
|
|
800 | add_friendly_object (tmp); |
|
|
801 | tmp->attack_movement = PETMOVE; |
|
|
802 | } |
793 | break; |
803 | break; |
794 | |
804 | |
795 | if (tmp2->type != PLAYER) |
805 | case 6: // kill monsters |
|
|
806 | if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
796 | break; |
807 | break; |
797 | |
808 | |
798 | tmp->set_owner (tmp2); |
809 | // FALL THROUGH |
799 | SET_FLAG (tmp, FLAG_MONSTER); |
810 | case 5: // kill all alives |
800 | |
811 | if (!tmp->flag [FLAG_PRECIOUS]) |
801 | tmp->stats.exp = 0; |
812 | { |
802 | SET_FLAG (tmp, FLAG_FRIENDLY); |
813 | get_archetype ("burnout")->insert_at (tmp, source); |
803 | |
814 | tmp->destroy (); |
804 | add_friendly_object (tmp); |
815 | } |
805 | tmp->attack_movement = PETMOVE; |
|
|
806 | break; |
816 | break; |
807 | |
817 | |
808 | default: |
818 | default: |
809 | break; |
819 | break; |
810 | } |
820 | } |
… | |
… | |
822 | object *tmp, *ret = NULL; |
832 | object *tmp, *ret = NULL; |
823 | |
833 | |
824 | /* First check the object itself. */ |
834 | /* First check the object itself. */ |
825 | if ((trig->stats.hp && (op->type == trig->stats.hp)) |
835 | if ((trig->stats.hp && (op->type == trig->stats.hp)) |
826 | || (trig->slaying && (op->slaying == trig->slaying)) |
836 | || (trig->slaying && (op->slaying == trig->slaying)) |
827 | || (trig->race && (op->arch->name == trig->race))) |
837 | || (trig->race && (op->arch->archname == trig->race))) |
828 | return op; |
838 | return op; |
829 | |
839 | |
830 | for (tmp = op->inv; tmp; tmp = tmp->below) |
840 | for (tmp = op->inv; tmp; tmp = tmp->below) |
831 | { |
841 | { |
832 | if (tmp->inv) |
842 | if (tmp->inv) |
… | |
… | |
835 | if (ret) |
845 | if (ret) |
836 | return ret; |
846 | return ret; |
837 | } |
847 | } |
838 | else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) |
848 | else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) |
839 | || (trig->slaying && (tmp->slaying == trig->slaying)) |
849 | || (trig->slaying && (tmp->slaying == trig->slaying)) |
840 | || (trig->race && (tmp->arch->name == trig->race))) |
850 | || (trig->race && (tmp->arch->archname == trig->race))) |
841 | return tmp; |
851 | return tmp; |
842 | } |
852 | } |
843 | return NULL; |
853 | return NULL; |
844 | } |
854 | } |
845 | |
855 | |
… | |
… | |
858 | * and has a matching item. Imagine what happens if someone steps on the inventory |
868 | * and has a matching item. Imagine what happens if someone steps on the inventory |
859 | * checker with a matching item, has it, activates the connection, throws the item |
869 | * checker with a matching item, has it, activates the connection, throws the item |
860 | * away, and then leaves the inventory checker. That would've caused an always-enabled |
870 | * away, and then leaves the inventory checker. That would've caused an always-enabled |
861 | * state in the inventory checker. This won't happen anymore now. |
871 | * state in the inventory checker. This won't happen anymore now. |
862 | * |
872 | * |
|
|
873 | * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check |
|
|
874 | * whether op is on this mapspace or not, because the value (1|0) depends |
|
|
875 | * on this information. also make sure to only push_button if op has |
|
|
876 | * a matching item (because when we do a push_button with value=0 timed gates |
|
|
877 | * will still open)! (i hope i got the semantics right this time) |
|
|
878 | * |
863 | */ |
879 | */ |
864 | void |
880 | void |
865 | check_inv (object *op, object *trig) |
881 | check_inv (object *op, object *trig) |
866 | { |
882 | { |
867 | trig->value = 0; // deactivate if none of the following conditions apply |
883 | trig->value = 0; // deactivate if none of the following conditions apply |
868 | |
884 | |
869 | if (object *pl = trig->ms ().player ()) |
885 | object *pl = trig->ms ().player (); |
870 | { |
|
|
871 | object *match = check_inv_recursive (pl, trig); |
886 | object *match = check_inv_recursive (op, trig); |
872 | |
887 | |
|
|
888 | // elmex: a note about (pl == op): |
|
|
889 | // if pl == 0 then the player has left this space |
|
|
890 | // if pl != 0 then a player is on this mapspace, but then |
|
|
891 | // we still have to check whether it's the player that triggered |
|
|
892 | // this inv-checker, because if not, then the op left this inv-checker |
|
|
893 | // and we have to set the value to 0 |
|
|
894 | |
873 | if (match && trig->last_sp) // match == having |
895 | if (match && trig->last_sp) // match == having |
874 | { |
896 | { |
875 | if (trig->last_heal) |
897 | if (trig->last_heal) |
876 | decrease_ob (match); |
898 | decrease_ob (match); |
877 | |
899 | |
878 | trig->value = 1; |
900 | trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
879 | } |
901 | push_button (trig); |
|
|
902 | } |
880 | else if (!match && !trig->last_sp) // match == not having |
903 | else if (!match && !trig->last_sp) // match == not having |
881 | trig->value = 1; |
|
|
882 | } |
904 | { |
883 | |
905 | trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
884 | push_button (trig); |
906 | push_button (trig); |
|
|
907 | } |
885 | } |
908 | } |
886 | |
909 | |