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Comparing deliantra/server/common/button.C (file contents):
Revision 1.20 by root, Tue Dec 26 08:54:58 2006 UTC vs.
Revision 1.42 by root, Sun Apr 20 22:03:21 2008 UTC

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
282void
283update_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
306void 288void
307use_trigger (object *op) 289use_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
320void 300void
321animate_turning (object *op) /* only one part objects */ 301animate_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
343int 323int
344check_altar_sacrifice (const object *altar, const object *sacrifice) 324check_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
736void 728void
737do_mood_floor (object *op, object *source) 729do_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 */
864void 880void
865check_inv (object *op, object *trig) 881check_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

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