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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | 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 |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | 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, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | 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 |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
21 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
|
|
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <funcpoint.h> |
25 | #include <funcpoint.h> |
27 | |
26 | |
28 | /* |
27 | /* |
… | |
… | |
60 | object *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; |
|
|
64 | |
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 | if (!tmp->active) |
|
|
73 | tmp->play_sound (tmp->sound |
|
|
74 | ? tmp->sound |
|
|
75 | : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole")); |
72 | tmp->value = tmp->stats.maxsp ? !state : state; |
76 | tmp->value = tmp->stats.maxsp ? !state : state; |
73 | tmp->set_speed (0.5); |
77 | tmp->set_speed (0.5); |
74 | break; |
78 | break; |
75 | |
79 | |
76 | case CF_HANDLE: |
80 | case CF_HANDLE: |
… | |
… | |
79 | break; |
83 | break; |
80 | |
84 | |
81 | case SIGN: |
85 | case SIGN: |
82 | if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
86 | if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
83 | { |
87 | { |
|
|
88 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign")); |
84 | new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); |
89 | new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); |
85 | if (tmp->stats.food) |
90 | if (tmp->stats.food) |
86 | tmp->last_eat++; |
91 | tmp->last_eat++; |
87 | } |
92 | } |
88 | break; |
93 | break; |
89 | |
94 | |
90 | case ALTAR: |
95 | case ALTAR: |
|
|
96 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar")); |
91 | tmp->value = 1; |
97 | tmp->value = 1; |
92 | SET_ANIMATION (tmp, tmp->value); |
98 | SET_ANIMATION (tmp, tmp->value); |
93 | update_object (tmp, UP_OBJ_FACE); |
99 | update_object (tmp, UP_OBJ_FACE); |
94 | break; |
100 | break; |
95 | |
101 | |
96 | case BUTTON: |
102 | case BUTTON: |
97 | case PEDESTAL: |
103 | case PEDESTAL: |
|
|
104 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button")); |
98 | tmp->value = state; |
105 | tmp->value = state; |
99 | SET_ANIMATION (tmp, tmp->value); |
106 | SET_ANIMATION (tmp, tmp->value); |
100 | update_object (tmp, UP_OBJ_FACE); |
107 | update_object (tmp, UP_OBJ_FACE); |
101 | break; |
108 | break; |
102 | |
109 | |
103 | case MOOD_FLOOR: |
110 | case MOOD_FLOOR: |
104 | do_mood_floor (tmp, source); |
111 | do_mood_floor (tmp, source); |
105 | break; |
112 | break; |
106 | |
113 | |
107 | case TIMED_GATE: |
114 | case TIMED_GATE: |
|
|
115 | if (!tmp->active) |
|
|
116 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); |
108 | tmp->set_speed (tmp->arch->clone.speed); |
117 | tmp->set_speed (tmp->arch->speed); |
109 | tmp->value = tmp->arch->clone.value; |
118 | tmp->value = tmp->arch->value; |
110 | tmp->stats.sp = 1; |
119 | tmp->stats.sp = 1; |
111 | tmp->stats.hp = tmp->stats.maxhp; |
120 | tmp->stats.hp = tmp->stats.maxhp; |
112 | /* Handle multipart gates. We copy the value for the other parts |
121 | /* Handle multipart gates. We copy the value for the other parts |
113 | * from the head - this ensures that the data will consistent |
122 | * from the head - this ensures that the data will consistent |
114 | */ |
123 | */ |
115 | for (tmp = tmp->more; tmp; tmp = tmp->more) |
124 | for (object *part = tmp->more; part; part = part->more) |
116 | { |
125 | { |
117 | tmp->value = tmp->head->value; |
126 | part->value = tmp->value; |
118 | tmp->stats.sp = tmp->head->stats.sp; |
127 | part->stats.sp = tmp->stats.sp; |
119 | tmp->stats.hp = tmp->head->stats.hp; |
128 | part->stats.hp = tmp->stats.hp; |
120 | tmp->set_speed (tmp->head->speed); |
129 | part->set_speed (tmp->speed); |
121 | } |
130 | } |
122 | break; |
131 | break; |
123 | |
132 | |
124 | case DIRECTOR: |
133 | case DIRECTOR: |
125 | case FIREWALL: |
134 | case FIREWALL: |
… | |
… | |
127 | move_firewall (tmp); |
136 | move_firewall (tmp); |
128 | else |
137 | else |
129 | { |
138 | { |
130 | if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
139 | if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
131 | tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; |
140 | tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; |
|
|
141 | |
132 | animate_turning (tmp); |
142 | animate_turning (tmp); |
133 | } |
143 | } |
134 | break; |
144 | break; |
135 | |
145 | |
136 | case TELEPORTER: |
146 | case TELEPORTER: |
… | |
… | |
140 | case CREATOR: |
150 | case CREATOR: |
141 | move_creator (tmp); |
151 | move_creator (tmp); |
142 | break; |
152 | break; |
143 | |
153 | |
144 | case TRIGGER_MARKER: |
154 | case TRIGGER_MARKER: |
|
|
155 | //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker")); |
145 | move_marker (tmp); |
156 | move_marker (tmp); |
146 | break; |
157 | break; |
147 | |
158 | |
148 | case DUPLICATOR: |
159 | case DUPLICATOR: |
149 | move_duplicator (tmp); |
160 | move_duplicator (tmp); |
… | |
… | |
224 | } |
235 | } |
225 | |
236 | |
226 | tmp = ol->ob; |
237 | tmp = ol->ob; |
227 | if (tmp->type == BUTTON) |
238 | if (tmp->type == BUTTON) |
228 | { |
239 | { |
229 | for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) |
240 | for (ab = tmp->above, tot = 0; ab; ab = ab->above) |
230 | /* Bug? The pedestal code below looks for the head of |
|
|
231 | * the object, this bit doesn't. I'd think we should check |
|
|
232 | * for head here also. Maybe it also makese sense to |
|
|
233 | * make the for ab=tmp->above loop common, and alter |
|
|
234 | * behaviour based on object within that loop? |
|
|
235 | */ |
241 | { |
|
|
242 | head = ab->head_ (); |
236 | |
243 | |
237 | /* Basically, if the move_type matches that on what the |
244 | /* Basically, if the move_type matches that on what the |
238 | * button wants, we count it. The second check is so that |
245 | * button wants, we count it. The second check is so that |
239 | * objects don't move (swords, etc) will count. Note that |
246 | * objects who don't move (swords, etc) will count. Note that |
240 | * this means that more work is needed to make buttons |
247 | * this means that more work is needed to make buttons |
241 | * that are only triggered by flying objects. |
248 | * that are only triggered by flying objects. |
242 | */ |
249 | */ |
243 | if ((ab->move_type & tmp->move_on) || ab->move_type == 0) |
250 | if ((head->move_type & tmp->move_on) || head->move_type == 0) |
244 | tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; |
251 | tot += head->total_weight (); |
|
|
252 | } |
245 | |
253 | |
246 | tmp->value = (tot >= tmp->weight) ? 1 : 0; |
254 | tmp->value = tot >= tmp->weight ? 1 : 0; |
247 | if (tmp->value) |
|
|
248 | any_down = 1; |
|
|
249 | } |
255 | } |
250 | else if (tmp->type == PEDESTAL) |
256 | else if (tmp->type == PEDESTAL) |
251 | { |
257 | { |
252 | tmp->value = 0; |
258 | tmp->value = 0; |
|
|
259 | |
253 | for (ab = tmp->above; ab != NULL; ab = ab->above) |
260 | for (ab = tmp->above; ab; ab = ab->above) |
254 | { |
261 | { |
255 | head = ab->head ? ab->head : ab; |
262 | head = ab->head_ (); |
|
|
263 | |
256 | /* Same note regarding move_type for buttons above apply here. */ |
264 | /* Same note regarding move_type for buttons above apply here. */ |
257 | if (((head->move_type & tmp->move_on) || ab->move_type == 0) && |
265 | if (((head->move_type & tmp->move_on) || ab->move_type == 0) && |
258 | (head->race == tmp->slaying || |
266 | (head->race == tmp->slaying || |
259 | ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || |
267 | ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || |
260 | (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) |
268 | (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) |
261 | tmp->value = 1; |
269 | tmp->value = 1; |
262 | } |
270 | } |
263 | if (tmp->value) |
|
|
264 | any_down = 1; |
|
|
265 | } |
271 | } |
|
|
272 | |
|
|
273 | any_down = any_down || tmp->value; |
266 | } |
274 | } |
|
|
275 | |
267 | 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 */ |
268 | op->value = 1; |
277 | op->value = 1; |
269 | |
278 | |
270 | /* If this button hasn't changed, don't do anything */ |
279 | /* If this button hasn't changed, don't do anything */ |
271 | if (op->value != old_value) |
280 | if (op->value != old_value) |
… | |
… | |
312 | */ |
321 | */ |
313 | |
322 | |
314 | int |
323 | int |
315 | check_altar_sacrifice (const object *altar, const object *sacrifice) |
324 | check_altar_sacrifice (const object *altar, const object *sacrifice) |
316 | { |
325 | { |
317 | 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) |
318 | { |
329 | { |
319 | if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || |
330 | if (ARCH_SACRIFICE (altar) == shstr_money |
320 | ARCH_SACRIFICE (altar) == sacrifice->name || |
331 | && sacrifice->type == MONEY |
321 | ARCH_SACRIFICE (altar) == sacrifice->slaying || |
332 | && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
322 | (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) |
|
|
323 | && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) |
|
|
324 | return 1; |
333 | return 1; |
325 | |
334 | |
326 | if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 |
335 | if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname |
327 | && 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 ()) |
328 | return 1; |
340 | return 1; |
329 | } |
341 | } |
330 | |
342 | |
331 | return 0; |
343 | return 0; |
332 | } |
344 | } |
… | |
… | |
356 | return 0; |
368 | return 0; |
357 | |
369 | |
358 | /* check_altar_sacrifice should have already verified that enough money |
370 | /* check_altar_sacrifice should have already verified that enough money |
359 | * has been dropped. |
371 | * has been dropped. |
360 | */ |
372 | */ |
361 | if (!strcmp (ARCH_SACRIFICE (altar), "money")) |
373 | if (ARCH_SACRIFICE (altar) == shstr_money) |
362 | { |
374 | { |
363 | int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
375 | int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
364 | |
376 | |
365 | /* Round up any sacrifices. Altars don't make change either */ |
377 | /* Round up any sacrifices. Altars don't make change either */ |
366 | if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
378 | if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
367 | number++; |
379 | number++; |
368 | |
380 | |
369 | *sacrifice = decrease_ob_nr (*sacrifice, number); |
381 | if (!(*sacrifice)->decrease (number)) |
|
|
382 | *sacrifice = 0; |
370 | } |
383 | } |
371 | else |
384 | else |
372 | *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); |
385 | if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar))) |
|
|
386 | *sacrifice = 0; |
373 | |
387 | |
374 | if (altar->msg) |
388 | if (altar->msg) |
375 | new_info_map (NDI_BLACK, altar->map, altar->msg); |
389 | new_info_map (NDI_BLACK, altar->map, altar->msg); |
376 | |
390 | |
377 | return 1; |
391 | return 1; |
… | |
… | |
427 | * button wants, we count it. The second check is so that |
441 | * button wants, we count it. The second check is so that |
428 | * objects that don't move (swords, etc) will count. Note that |
442 | * objects that don't move (swords, etc) will count. Note that |
429 | * this means that more work is needed to make buttons |
443 | * this means that more work is needed to make buttons |
430 | * that are only triggered by flying objects. |
444 | * that are only triggered by flying objects. |
431 | */ |
445 | */ |
432 | |
|
|
433 | if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
446 | if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
434 | { |
447 | tot += tmp->head_ ()->total_weight (); |
435 | tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; |
448 | |
436 | } |
|
|
437 | if (tot >= op->weight) |
449 | if (tot >= op->weight) |
438 | push = 1; |
450 | push = 1; |
|
|
451 | |
439 | if (op->stats.ac == push) |
452 | if (op->stats.ac == push) |
440 | return 0; |
453 | return 0; |
|
|
454 | |
441 | op->stats.ac = push; |
455 | op->stats.ac = push; |
442 | if (NUM_ANIMATIONS (op) > 1) |
456 | if (NUM_ANIMATIONS (op) > 1) |
443 | { |
457 | { |
444 | SET_ANIMATION (op, push); |
458 | SET_ANIMATION (op, push); |
445 | update_object (op, UP_OBJ_FACE); |
459 | update_object (op, UP_OBJ_FACE); |
446 | } |
460 | } |
|
|
461 | |
447 | if (in_movement || !push) |
462 | if (in_movement || !push) |
448 | return 0; |
463 | return 0; |
449 | } |
464 | } |
450 | trigger_move (op, push); |
465 | trigger_move (op, push); |
451 | } |
466 | } |
|
|
467 | |
452 | return 0; |
468 | return 0; |
453 | |
469 | |
454 | case TRIGGER_PEDESTAL: |
470 | case TRIGGER_PEDESTAL: |
455 | if (cause) |
471 | if (cause) |
456 | { |
472 | { |
457 | for (tmp = op->above; tmp; tmp = tmp->above) |
473 | for (tmp = op->above; tmp; tmp = tmp->above) |
458 | { |
474 | { |
459 | object *head = tmp->head ? tmp->head : tmp; |
475 | object *head = tmp->head_ (); |
460 | |
476 | |
461 | /* See comment in TRIGGER_BUTTON about move_types */ |
477 | /* See comment in TRIGGER_BUTTON about move_types */ |
462 | if (((head->move_type & op->move_on) || head->move_type == 0) |
478 | if (((head->move_type & op->move_on) || head->move_type == 0) |
463 | && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) |
479 | && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) |
464 | { |
480 | { |
465 | push = 1; |
481 | push = 1; |
466 | break; |
482 | break; |
467 | } |
483 | } |
468 | } |
484 | } |
|
|
485 | |
469 | if (op->stats.ac == push) |
486 | if (op->stats.ac == push) |
470 | return 0; |
487 | return 0; |
|
|
488 | |
471 | op->stats.ac = push; |
489 | op->stats.ac = push; |
|
|
490 | |
472 | if (NUM_ANIMATIONS (op) > 1) |
491 | if (NUM_ANIMATIONS (op) > 1) |
473 | { |
492 | { |
474 | SET_ANIMATION (op, push); |
493 | SET_ANIMATION (op, push); |
475 | update_object (op, UP_OBJ_FACE); |
494 | update_object (op, UP_OBJ_FACE); |
476 | } |
495 | } |
|
|
496 | |
477 | update_object (op, UP_OBJ_FACE); |
497 | update_object (op, UP_OBJ_FACE); |
|
|
498 | |
478 | if (in_movement || !push) |
499 | if (in_movement || !push) |
479 | return 0; |
500 | return 0; |
480 | } |
501 | } |
|
|
502 | |
481 | trigger_move (op, push); |
503 | trigger_move (op, push); |
482 | return 0; |
504 | return 0; |
483 | |
505 | |
484 | case TRIGGER_ALTAR: |
506 | case TRIGGER_ALTAR: |
485 | if (cause) |
507 | if (cause) |
486 | { |
508 | { |
487 | if (in_movement) |
509 | if (in_movement) |
488 | return 0; |
510 | return 0; |
|
|
511 | |
489 | if (operate_altar (op, &cause)) |
512 | if (operate_altar (op, &cause)) |
490 | { |
513 | { |
491 | if (NUM_ANIMATIONS (op) > 1) |
514 | if (NUM_ANIMATIONS (op) > 1) |
492 | { |
515 | { |
493 | SET_ANIMATION (op, 1); |
516 | SET_ANIMATION (op, 1); |
494 | update_object (op, UP_OBJ_FACE); |
517 | update_object (op, UP_OBJ_FACE); |
495 | } |
518 | } |
|
|
519 | |
496 | if (op->last_sp >= 0) |
520 | if (op->last_sp >= 0) |
497 | { |
521 | { |
498 | trigger_move (op, 1); |
522 | trigger_move (op, 1); |
499 | if (op->last_sp > 0) |
523 | if (op->last_sp > 0) |
500 | op->last_sp = -op->last_sp; |
524 | op->last_sp = -op->last_sp; |
… | |
… | |
507 | op->value = !op->value; |
531 | op->value = !op->value; |
508 | trigger_move (op, 1); |
532 | trigger_move (op, 1); |
509 | op->last_sp = -op->last_sp; |
533 | op->last_sp = -op->last_sp; |
510 | op->value = !op->value; |
534 | op->value = !op->value; |
511 | } |
535 | } |
|
|
536 | |
512 | return cause == NULL; |
537 | return cause == NULL; |
513 | } |
538 | } |
514 | else |
539 | else |
515 | { |
|
|
516 | return 0; |
540 | return 0; |
517 | } |
|
|
518 | } |
541 | } |
519 | else |
542 | else |
520 | { |
543 | { |
521 | if (NUM_ANIMATIONS (op) > 1) |
544 | if (NUM_ANIMATIONS (op) > 1) |
522 | { |
545 | { |
… | |
… | |
705 | */ |
728 | */ |
706 | |
729 | |
707 | void |
730 | void |
708 | do_mood_floor (object *op, object *source) |
731 | do_mood_floor (object *op, object *source) |
709 | { |
732 | { |
710 | object *tmp; |
|
|
711 | object *tmp2; |
|
|
712 | |
|
|
713 | if (!source) |
733 | if (!source) |
714 | source = op; |
734 | source = op; |
715 | |
735 | |
716 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
736 | mapspace &ms = op->ms (); |
|
|
737 | |
|
|
738 | if (!(ms.flags () & P_IS_ALIVE)) |
|
|
739 | return; |
|
|
740 | |
|
|
741 | object *tmp; |
|
|
742 | |
|
|
743 | for (tmp = ms.top; tmp; tmp = tmp->below) |
717 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
744 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
718 | break; |
745 | break; |
719 | |
746 | |
720 | /* doesn't effect players, and if there is a player on this space, won't also |
747 | /* doesn't effect players, and if there is a player on this space, won't also |
721 | * be a monster here. |
748 | * be a monster here. |
722 | */ |
749 | */ |
|
|
750 | //TODO: have players really FLAG_MONSTER? kept it for safety |
723 | if (!tmp || tmp->type == PLAYER) |
751 | if (!tmp || tmp->type == PLAYER) |
724 | return; |
752 | return; |
725 | |
753 | |
726 | switch (op->last_sp) |
754 | switch (op->last_sp) |
727 | { |
755 | { |
728 | case 0: /* furious--make all monsters mad */ |
756 | case 0: /* furious--make all monsters mad */ |
729 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
757 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
730 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
758 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
759 | |
731 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
760 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
732 | { |
761 | { |
733 | CLEAR_FLAG (tmp, FLAG_FRIENDLY); |
|
|
734 | remove_friendly_object (tmp); |
|
|
735 | tmp->attack_movement = 0; |
762 | tmp->attack_movement = 0; |
736 | /* lots of checks here, but want to make sure we don't |
763 | /* lots of checks here, but want to make sure we don't |
737 | * dereference a null value |
764 | * dereference a null value |
738 | */ |
765 | */ |
739 | if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) |
766 | if (tmp->type == GOLEM |
|
|
767 | && tmp->owner |
|
|
768 | && tmp->owner->type == PLAYER |
|
|
769 | && tmp->owner->contr->golem == tmp) |
740 | tmp->owner->contr->ranges[range_golem] = 0; |
770 | tmp->owner->contr->golem = 0; |
741 | |
771 | |
742 | tmp->owner = 0; |
772 | tmp->owner = 0; |
|
|
773 | |
|
|
774 | remove_friendly_object (tmp); |
743 | } |
775 | } |
744 | break; |
776 | break; |
|
|
777 | |
745 | case 1: /* angry -- get neutral monsters mad */ |
778 | case 1: /* angry -- get neutral monsters mad */ |
746 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
779 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
747 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
780 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
748 | break; |
781 | break; |
|
|
782 | |
749 | case 2: /* calm -- pacify unfriendly monsters */ |
783 | case 2: /* calm -- pacify unfriendly monsters */ |
750 | if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
|
|
751 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
784 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
752 | break; |
785 | break; |
|
|
786 | |
753 | case 3: /* make all monsters fall asleep */ |
787 | case 3: /* make all monsters fall asleep */ |
754 | if (!QUERY_FLAG (tmp, FLAG_SLEEP)) |
|
|
755 | SET_FLAG (tmp, FLAG_SLEEP); |
788 | SET_FLAG (tmp, FLAG_SLEEP); |
756 | break; |
789 | break; |
|
|
790 | |
757 | case 4: /* charm all monsters */ |
791 | case 4: /* charm all monsters */ |
758 | if (op == source) |
792 | if (op == source) |
759 | break; /* only if 'connected' */ |
793 | break; /* only if 'connected' */ |
760 | |
794 | |
761 | for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ |
795 | if (object *pl = source->ms ().player ()) |
762 | tmp2->type != PLAYER; tmp2 = tmp2->above) |
796 | { |
763 | if (tmp2->above == NULL) |
797 | tmp->set_owner (pl); |
|
|
798 | SET_FLAG (tmp, FLAG_MONSTER); |
|
|
799 | |
|
|
800 | tmp->stats.exp = 0; |
|
|
801 | |
|
|
802 | add_friendly_object (tmp); |
|
|
803 | tmp->attack_movement = PETMOVE; |
|
|
804 | } |
764 | break; |
805 | break; |
765 | |
806 | |
766 | if (tmp2->type != PLAYER) |
807 | case 6: // kill monsters |
|
|
808 | if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
767 | break; |
809 | break; |
768 | |
810 | |
769 | tmp->set_owner (tmp2); |
811 | // FALL THROUGH |
770 | SET_FLAG (tmp, FLAG_MONSTER); |
812 | case 5: // kill all alives |
771 | |
813 | if (!tmp->flag [FLAG_PRECIOUS]) |
772 | tmp->stats.exp = 0; |
814 | { |
773 | |
815 | get_archetype ("burnout")->insert_at (tmp, source); |
774 | add_friendly_object (tmp); |
816 | tmp->destroy (); |
775 | tmp->attack_movement = PETMOVE; |
817 | } |
776 | break; |
818 | break; |
777 | |
819 | |
778 | default: |
820 | default: |
779 | break; |
821 | break; |
780 | } |
822 | } |
… | |
… | |
792 | object *tmp, *ret = NULL; |
834 | object *tmp, *ret = NULL; |
793 | |
835 | |
794 | /* First check the object itself. */ |
836 | /* First check the object itself. */ |
795 | if ((trig->stats.hp && (op->type == trig->stats.hp)) |
837 | if ((trig->stats.hp && (op->type == trig->stats.hp)) |
796 | || (trig->slaying && (op->slaying == trig->slaying)) |
838 | || (trig->slaying && (op->slaying == trig->slaying)) |
797 | || (trig->race && (op->arch->name == trig->race))) |
839 | || (trig->race && (op->arch->archname == trig->race))) |
798 | return op; |
840 | return op; |
799 | |
841 | |
800 | for (tmp = op->inv; tmp; tmp = tmp->below) |
842 | for (tmp = op->inv; tmp; tmp = tmp->below) |
801 | { |
843 | { |
802 | if (tmp->inv) |
844 | if (tmp->inv) |
… | |
… | |
805 | if (ret) |
847 | if (ret) |
806 | return ret; |
848 | return ret; |
807 | } |
849 | } |
808 | else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) |
850 | else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) |
809 | || (trig->slaying && (tmp->slaying == trig->slaying)) |
851 | || (trig->slaying && (tmp->slaying == trig->slaying)) |
810 | || (trig->race && (tmp->arch->name == trig->race))) |
852 | || (trig->race && (tmp->arch->archname == trig->race))) |
811 | return tmp; |
853 | return tmp; |
812 | } |
854 | } |
813 | return NULL; |
855 | return NULL; |
814 | } |
856 | } |
815 | |
857 | |
… | |
… | |
828 | * and has a matching item. Imagine what happens if someone steps on the inventory |
870 | * and has a matching item. Imagine what happens if someone steps on the inventory |
829 | * checker with a matching item, has it, activates the connection, throws the item |
871 | * checker with a matching item, has it, activates the connection, throws the item |
830 | * away, and then leaves the inventory checker. That would've caused an always-enabled |
872 | * away, and then leaves the inventory checker. That would've caused an always-enabled |
831 | * state in the inventory checker. This won't happen anymore now. |
873 | * state in the inventory checker. This won't happen anymore now. |
832 | * |
874 | * |
|
|
875 | * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check |
|
|
876 | * whether op is on this mapspace or not, because the value (1|0) depends |
|
|
877 | * on this information. also make sure to only push_button if op has |
|
|
878 | * a matching item (because when we do a push_button with value=0 timed gates |
|
|
879 | * will still open)! (i hope i got the semantics right this time) |
|
|
880 | * |
833 | */ |
881 | */ |
834 | void |
882 | void |
835 | check_inv (object *op, object *trig) |
883 | check_inv (object *op, object *trig) |
836 | { |
884 | { |
837 | sint32 prev_state = trig->value; |
|
|
838 | trig->value = 0; // deactivate if none of the following conditions apply |
885 | trig->value = 0; // deactivate if none of the following conditions apply |
839 | |
886 | |
840 | if (object *pl = trig->ms ().player ()) |
887 | object *pl = trig->ms ().player (); |
841 | { |
|
|
842 | object *match = check_inv_recursive (pl, trig); |
888 | object *match = check_inv_recursive (op, trig); |
843 | |
889 | |
|
|
890 | // elmex: a note about (pl == op): |
|
|
891 | // if pl == 0 then the player has left this space |
|
|
892 | // if pl != 0 then a player is on this mapspace, but then |
|
|
893 | // we still have to check whether it's the player that triggered |
|
|
894 | // this inv-checker, because if not, then the op left this inv-checker |
|
|
895 | // and we have to set the value to 0 |
|
|
896 | |
844 | if (match && trig->last_sp) // match == having |
897 | if (match && trig->last_sp) // match == having |
845 | { |
898 | { |
846 | if (trig->last_heal) |
899 | if (trig->last_heal) |
847 | decrease_ob (match); |
900 | match->decrease (); |
848 | |
901 | |
849 | trig->value = 1; |
902 | trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
850 | } |
903 | push_button (trig); |
|
|
904 | } |
851 | else if (!match && !trig->last_sp) // match == not having |
905 | else if (!match && !trig->last_sp) // match == not having |
852 | trig->value = 1; |
|
|
853 | } |
906 | { |
854 | |
907 | trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
855 | if (prev_state != trig->value) |
|
|
856 | push_button (trig); |
908 | push_button (trig); |
|
|
909 | } |
857 | } |
910 | } |
858 | |
911 | |