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Comparing deliantra/server/common/button.C (file contents):
Revision 1.29 by root, Tue Apr 24 12:32:14 2007 UTC vs.
Revision 1.47 by root, Tue May 6 16:55:25 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 (©) 2005,2006,2007,2008 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.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27 25
28/* 26/*
29 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
30 */ 28 */
31 29
60 object *tmp = ol->ob; 58 object *tmp = ol->ob;
61 59
62 /* if the criteria isn't appropriate, don't do anything */ 60 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 61 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 62 continue;
63
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue; 65 continue;
67 66
68 switch (tmp->type) 67 switch (tmp->type)
69 { 68 {
70 case GATE: 69 case GATE:
71 case HOLE: 70 case HOLE:
71 if (!tmp->active)
72 tmp->play_sound (tmp->sound
73 ? tmp->sound
74 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 75 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->set_speed (0.5); 76 tmp->set_speed (0.5);
74 break; 77 break;
75 78
76 case CF_HANDLE: 79 case CF_HANDLE:
79 break; 82 break;
80 83
81 case SIGN: 84 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 85 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 86 {
87 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 88 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food) 89 if (tmp->stats.food)
86 tmp->last_eat++; 90 tmp->last_eat++;
87 } 91 }
88 break; 92 break;
89 93
90 case ALTAR: 94 case ALTAR:
95 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
91 tmp->value = 1; 96 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 97 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 98 update_object (tmp, UP_OBJ_FACE);
94 break; 99 break;
95 100
96 case BUTTON: 101 case BUTTON:
97 case PEDESTAL: 102 case PEDESTAL:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
98 tmp->value = state; 104 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
101 break; 107 break;
102 108
103 case MOOD_FLOOR: 109 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 110 do_mood_floor (tmp, source);
105 break; 111 break;
106 112
107 case TIMED_GATE: 113 case TIMED_GATE:
114 if (!tmp->active)
115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
108 tmp->set_speed (tmp->arch->clone.speed); 116 tmp->set_speed (tmp->arch->speed);
109 tmp->value = tmp->arch->clone.value; 117 tmp->value = tmp->arch->value;
110 tmp->stats.sp = 1; 118 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp; 119 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts 120 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent 121 * from the head - this ensures that the data will consistent
114 */ 122 */
115 for (tmp = tmp->more; tmp; tmp = tmp->more) 123 for (object *part = tmp->more; part; part = part->more)
116 { 124 {
117 tmp->value = tmp->head->value; 125 part->value = tmp->value;
118 tmp->stats.sp = tmp->head->stats.sp; 126 part->stats.sp = tmp->stats.sp;
119 tmp->stats.hp = tmp->head->stats.hp; 127 part->stats.hp = tmp->stats.hp;
120 tmp->set_speed (tmp->head->speed); 128 part->set_speed (tmp->speed);
121 } 129 }
122 break; 130 break;
123 131
124 case DIRECTOR: 132 case DIRECTOR:
125 case FIREWALL: 133 case FIREWALL:
127 move_firewall (tmp); 135 move_firewall (tmp);
128 else 136 else
129 { 137 {
130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140
132 animate_turning (tmp); 141 animate_turning (tmp);
133 } 142 }
134 break; 143 break;
135 144
136 case TELEPORTER: 145 case TELEPORTER:
140 case CREATOR: 149 case CREATOR:
141 move_creator (tmp); 150 move_creator (tmp);
142 break; 151 break;
143 152
144 case TRIGGER_MARKER: 153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
145 move_marker (tmp); 155 move_marker (tmp);
146 break; 156 break;
147 157
148 case DUPLICATOR: 158 case DUPLICATOR:
149 move_duplicator (tmp); 159 move_duplicator (tmp);
205 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
206 */ 216 */
207void 217void
208update_button (object *op) 218update_button (object *op)
209{ 219{
210 object *ab, *tmp, *head;
211 int tot, any_down = 0, old_value = op->value; 220 int any_down = 0, old_value = op->value;
212 oblinkpt *obp = 0; 221 oblinkpt *obp = 0;
213 objectlink *ol; 222 objectlink *ol;
214 223
215 obp = get_button_links (op); 224 obp = get_button_links (op);
216 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
217 if (obp) 225 if (obp)
218 for (ol = obp->link; ol; ol = ol->next) 226 for (ol = obp->link; ol; ol = ol->next)
219 { 227 {
220 if (!ol->ob) 228 if (!ol->ob)
221 { 229 {
222 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 230 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
223 continue; 231 continue;
224 } 232 }
225 233
226 tmp = ol->ob; 234 object *tmp = ol->ob;
235
227 if (tmp->type == BUTTON) 236 if (tmp->type == BUTTON)
228 { 237 {
238 sint32 total = 0;
239
229 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 240 for (object *ab = tmp->above; 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 */
236
237 /* Basically, if the move_type matches that on what the 241 /* Basically, if the move_type matches that on what the
238 * button wants, we count it. The second check is so that 242 * button wants, we count it. The second check is so that
239 * objects don't move (swords, etc) will count. Note that 243 * objects who don't move (swords, etc) will count. Note that
240 * this means that more work is needed to make buttons 244 * this means that more work is needed to make buttons
241 * that are only triggered by flying objects. 245 * that are only triggered by flying objects.
242 */ 246 */
243 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 247 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
244 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 248 total += ab->head_ ()->total_weight ();
245 249
246 tmp->value = (tot >= tmp->weight) ? 1 : 0; 250 tmp->value = total >= tmp->weight;
247 if (tmp->value) 251
248 any_down = 1; 252 any_down = any_down || tmp->value;
249 } 253 }
250 else if (tmp->type == PEDESTAL) 254 else if (tmp->type == PEDESTAL)
251 { 255 {
252 tmp->value = 0; 256 tmp->value = 0;
257
253 for (ab = tmp->above; ab != NULL; ab = ab->above) 258 for (object *ab = tmp->above; ab; ab = ab->above)
254 { 259 {
255 head = ab->head ? ab->head : ab; 260 object *head = ab->head_ ();
261
256 /* Same note regarding move_type for buttons above apply here. */ 262 /* Same note regarding move_type for buttons above apply here. */
257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 263 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
258 (head->race == tmp->slaying || 264 && (head->race == tmp->slaying
259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 265 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 266 || (tmp->slaying == shstr_player && head->type == PLAYER)))
261 tmp->value = 1; 267 tmp->value = 1;
262 } 268 }
263 if (tmp->value) 269
264 any_down = 1; 270 any_down = any_down || tmp->value;
265 } 271 }
266 } 272 }
273
267 if (any_down) /* If any other buttons were down, force this to remain down */ 274 if (any_down) /* If any other buttons were down, force this to remain down */
268 op->value = 1; 275 op->value = 1;
276
277 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
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)
272 { 281 {
273 SET_ANIMATION (op, op->value); 282 SET_ANIMATION (op, op->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;
414 int push = 0, tot = 0; 428 int push = 0, tot = 0;
415 int in_movement = op->stats.wc || op->speed; 429 int in_movement = op->stats.wc || op->speed;
416 430
417 switch (op->type) 431 switch (op->type)
418 { 432 {
419 case TRIGGER_BUTTON: 433 case TRIGGER_BUTTON:
420 if (op->weight > 0) 434 if (op->weight > 0)
421 { 435 {
422 if (cause) 436 if (cause)
423 { 437 {
424 for (tmp = op->above; tmp; tmp = tmp->above) 438 for (tmp = op->above; tmp; tmp = tmp->above)
425 /* Comment reproduced from update_buttons(): */ 439 /* Comment reproduced from update_buttons(): */
426 /* Basically, if the move_type matches that on what the 440 /* Basically, if the move_type matches that on what the
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.
445 */
446 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
447 tot += tmp->head_ ()->total_weight ();
448
449 if (tot >= op->weight)
450 push = 1;
451
452 if (op->stats.ac == push)
453 return 0;
454
455 op->stats.ac = push;
456 if (NUM_ANIMATIONS (op) > 1)
457 {
458 SET_ANIMATION (op, push);
459 update_object (op, UP_OBJ_FACE);
460 }
461
462 if (in_movement || !push)
463 return 0;
464 }
465 trigger_move (op, push);
466 }
467
468 return 0;
469
470 case TRIGGER_PEDESTAL:
471 if (cause)
472 {
473 for (tmp = op->above; tmp; tmp = tmp->above)
474 {
475 object *head = tmp->head_ ();
476
477 /* See comment in TRIGGER_BUTTON about move_types */
478 if (((head->move_type & op->move_on) || head->move_type == 0)
479 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
480 {
481 push = 1;
482 break;
483 }
484 }
485
486 if (op->stats.ac == push)
487 return 0;
488
489 op->stats.ac = push;
490
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, push);
494 update_object (op, UP_OBJ_FACE);
495 }
496
497 update_object (op, UP_OBJ_FACE);
498
499 if (in_movement || !push)
500 return 0;
501 }
502
503 trigger_move (op, push);
504 return 0;
505
506 case TRIGGER_ALTAR:
507 if (cause)
508 {
509 if (in_movement)
510 return 0;
511
512 if (operate_altar (op, &cause))
513 {
514 if (NUM_ANIMATIONS (op) > 1)
515 {
516 SET_ANIMATION (op, 1);
517 update_object (op, UP_OBJ_FACE);
518 }
519
520 if (op->last_sp >= 0)
521 {
522 trigger_move (op, 1);
523 if (op->last_sp > 0)
524 op->last_sp = -op->last_sp;
525 }
526 else
527 {
528 /* for trigger altar with last_sp, the ON/OFF
529 * status (-> +/- value) is "simulated":
431 */ 530 */
432 531 op->value = !op->value;
433 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 532 trigger_move (op, 1);
434 { 533 op->last_sp = -op->last_sp;
435 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 534 op->value = !op->value;
436 }
437 if (tot >= op->weight)
438 push = 1;
439 if (op->stats.ac == push)
440 return 0;
441 op->stats.ac = push;
442 if (NUM_ANIMATIONS (op) > 1)
443 {
444 SET_ANIMATION (op, push);
445 update_object (op, UP_OBJ_FACE);
446 } 535 }
447 if (in_movement || !push) 536
448 return 0; 537 return cause == NULL;
449 } 538 }
450 trigger_move (op, push);
451 } 539 else
452 return 0;
453
454 case TRIGGER_PEDESTAL:
455 if (cause)
456 {
457 for (tmp = op->above; tmp; tmp = tmp->above)
458 {
459 object *head = tmp->head ? tmp->head : tmp;
460
461 /* See comment in TRIGGER_BUTTON about move_types */
462 if (((head->move_type & op->move_on) || head->move_type == 0)
463 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
464 {
465 push = 1;
466 break;
467 }
468 }
469 if (op->stats.ac == push)
470 return 0; 540 return 0;
471 op->stats.ac = push; 541 }
542 else
543 {
472 if (NUM_ANIMATIONS (op) > 1) 544 if (NUM_ANIMATIONS (op) > 1)
473 { 545 {
474 SET_ANIMATION (op, push); 546 SET_ANIMATION (op, 0);
475 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
476 } 548 }
477 update_object (op, UP_OBJ_FACE);
478 if (in_movement || !push)
479 return 0;
480 }
481 trigger_move (op, push);
482 return 0;
483 549
484 case TRIGGER_ALTAR:
485 if (cause)
486 {
487 if (in_movement)
488 return 0;
489 if (operate_altar (op, &cause))
490 {
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, 1);
494 update_object (op, UP_OBJ_FACE);
495 }
496 if (op->last_sp >= 0)
497 {
498 trigger_move (op, 1);
499 if (op->last_sp > 0)
500 op->last_sp = -op->last_sp;
501 }
502 else
503 {
504 /* for trigger altar with last_sp, the ON/OFF
505 * status (-> +/- value) is "simulated":
506 */
507 op->value = !op->value;
508 trigger_move (op, 1);
509 op->last_sp = -op->last_sp;
510 op->value = !op->value;
511 }
512 return cause == NULL;
513 }
514 else
515 {
516 return 0;
517 }
518 }
519 else
520 {
521 if (NUM_ANIMATIONS (op) > 1)
522 {
523 SET_ANIMATION (op, 0);
524 update_object (op, UP_OBJ_FACE);
525 }
526
527 /* If trigger_altar has "last_sp > 0" set on the map, 550 /* If trigger_altar has "last_sp > 0" set on the map,
528 * it will push the connected value only once per sacrifice. 551 * it will push the connected value only once per sacrifice.
529 * Otherwise (default), the connected value will be 552 * Otherwise (default), the connected value will be
530 * pushed twice: First by sacrifice, second by reset! -AV 553 * pushed twice: First by sacrifice, second by reset! -AV
531 */ 554 */
532 if (!op->last_sp) 555 if (!op->last_sp)
533 trigger_move (op, 0); 556 trigger_move (op, 0);
534 else 557 else
535 { 558 {
536 op->stats.wc = 0; 559 op->stats.wc = 0;
537 op->value = !op->value; 560 op->value = !op->value;
538 op->set_speed (0); 561 op->set_speed (0);
539 } 562 }
540 } 563 }
541 return 0; 564 return 0;
542 565
543 case TRIGGER: 566 case TRIGGER:
544 if (cause) 567 if (cause)
545 { 568 {
546 if (in_movement) 569 if (in_movement)
547 return 0; 570 return 0;
548 571
549 push = 1; 572 push = 1;
550 } 573 }
551 574
552 if (NUM_ANIMATIONS (op) > 1) 575 if (NUM_ANIMATIONS (op) > 1)
553 { 576 {
554 SET_ANIMATION (op, push); 577 SET_ANIMATION (op, push);
555 update_object (op, UP_OBJ_FACE); 578 update_object (op, UP_OBJ_FACE);
556 } 579 }
557 580
558 trigger_move (op, push); 581 trigger_move (op, push);
559 return 1; 582 return 1;
560 583
561 default: 584 default:
562 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 585 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
563 return 0; 586 return 0;
564 } 587 }
565} 588}
566 589
567void 590void
568add_button_link (object *button, maptile *map, int connected) 591add_button_link (object *button, maptile *map, int connected)
741 * dereference a null value 764 * dereference a null value
742 */ 765 */
743 if (tmp->type == GOLEM 766 if (tmp->type == GOLEM
744 && tmp->owner 767 && tmp->owner
745 && tmp->owner->type == PLAYER 768 && tmp->owner->type == PLAYER
746 && tmp->owner->contr->ranges[range_golem] == tmp) 769 && tmp->owner->contr->golem == tmp)
747 tmp->owner->contr->ranges[range_golem] = 0; 770 tmp->owner->contr->golem = 0;
748 771
749 tmp->owner = 0; 772 tmp->owner = 0;
750 773
751 remove_friendly_object (tmp); 774 remove_friendly_object (tmp);
752 } 775 }
779 add_friendly_object (tmp); 802 add_friendly_object (tmp);
780 tmp->attack_movement = PETMOVE; 803 tmp->attack_movement = PETMOVE;
781 } 804 }
782 break; 805 break;
783 806
784 case 6: 807 case 6: // kill monsters
785 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) 808 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
786 break; 809 break;
787 810
788 // FALL THROUGH 811 // FALL THROUGH
789 case 5: 812 case 5: // kill all alives
813 if (!tmp->flag [FLAG_PRECIOUS])
814 {
790 get_archetype ("burnout")->insert_at (tmp, source); 815 archetype::get (shstr_burnout)->insert_at (tmp, source);
791 tmp->destroy (); 816 tmp->destroy ();
817 }
792 break; 818 break;
793 819
794 default: 820 default:
795 break; 821 break;
796 } 822 }
808 object *tmp, *ret = NULL; 834 object *tmp, *ret = NULL;
809 835
810 /* First check the object itself. */ 836 /* First check the object itself. */
811 if ((trig->stats.hp && (op->type == trig->stats.hp)) 837 if ((trig->stats.hp && (op->type == trig->stats.hp))
812 || (trig->slaying && (op->slaying == trig->slaying)) 838 || (trig->slaying && (op->slaying == trig->slaying))
813 || (trig->race && (op->arch->name == trig->race))) 839 || (trig->race && (op->arch->archname == trig->race)))
814 return op; 840 return op;
815 841
816 for (tmp = op->inv; tmp; tmp = tmp->below) 842 for (tmp = op->inv; tmp; tmp = tmp->below)
817 { 843 {
818 if (tmp->inv) 844 if (tmp->inv)
821 if (ret) 847 if (ret)
822 return ret; 848 return ret;
823 } 849 }
824 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 850 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
825 || (trig->slaying && (tmp->slaying == trig->slaying)) 851 || (trig->slaying && (tmp->slaying == trig->slaying))
826 || (trig->race && (tmp->arch->name == trig->race))) 852 || (trig->race && (tmp->arch->archname == trig->race)))
827 return tmp; 853 return tmp;
828 } 854 }
829 return NULL; 855 return NULL;
830} 856}
831 857
869 // and we have to set the value to 0 895 // and we have to set the value to 0
870 896
871 if (match && trig->last_sp) // match == having 897 if (match && trig->last_sp) // match == having
872 { 898 {
873 if (trig->last_heal) 899 if (trig->last_heal)
874 decrease_ob (match); 900 match->decrease ();
875 901
876 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 902 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
877 push_button (trig); 903 push_button (trig);
878 } 904 }
879 else if (!match && !trig->last_sp) // match == not having 905 else if (!match && !trig->last_sp) // match == not having

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