ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/button.C
(Generate patch)

Comparing deliantra/server/common/button.C (file contents):
Revision 1.24 by elmex, Tue Jan 9 16:38:23 2007 UTC vs.
Revision 1.43 by root, Mon Apr 21 06:35:26 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 (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
314int 323int
315check_altar_sacrifice (const object *altar, const object *sacrifice) 324check_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
707void 730void
708do_mood_floor (object *op, object *source) 731do_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 */
834void 882void
835check_inv (object *op, object *trig) 883check_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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines