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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 1.36 by root, Sun Jul 1 05:00:17 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <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/*
102 case MOOD_FLOOR: 102 case MOOD_FLOOR:
103 do_mood_floor (tmp, source); 103 do_mood_floor (tmp, source);
104 break; 104 break;
105 105
106 case TIMED_GATE: 106 case TIMED_GATE:
107 tmp->set_speed (tmp->arch->clone.speed); 107 tmp->set_speed (tmp->arch->speed);
108 tmp->value = tmp->arch->clone.value; 108 tmp->value = tmp->arch->value;
109 tmp->stats.sp = 1; 109 tmp->stats.sp = 1;
110 tmp->stats.hp = tmp->stats.maxhp; 110 tmp->stats.hp = tmp->stats.maxhp;
111 /* Handle multipart gates. We copy the value for the other parts 111 /* Handle multipart gates. We copy the value for the other parts
112 * from the head - this ensures that the data will consistent 112 * from the head - this ensures that the data will consistent
113 */ 113 */
114 for (tmp = tmp->more; tmp; tmp = tmp->more) 114 for (object *part = tmp->more; part; part = part->more)
115 { 115 {
116 tmp->value = tmp->head->value; 116 part->value = tmp->value;
117 tmp->stats.sp = tmp->head->stats.sp; 117 part->stats.sp = tmp->stats.sp;
118 tmp->stats.hp = tmp->head->stats.hp; 118 part->stats.hp = tmp->stats.hp;
119 tmp->set_speed (tmp->head->speed); 119 part->set_speed (tmp->speed);
120 } 120 }
121 break; 121 break;
122 122
123 case DIRECTOR: 123 case DIRECTOR:
124 case FIREWALL: 124 case FIREWALL:
126 move_firewall (tmp); 126 move_firewall (tmp);
127 else 127 else
128 { 128 {
129 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 129 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
130 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 130 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
131
131 animate_turning (tmp); 132 animate_turning (tmp);
132 } 133 }
133 break; 134 break;
134 135
135 case TELEPORTER: 136 case TELEPORTER:
249 else if (tmp->type == PEDESTAL) 250 else if (tmp->type == PEDESTAL)
250 { 251 {
251 tmp->value = 0; 252 tmp->value = 0;
252 for (ab = tmp->above; ab != NULL; ab = ab->above) 253 for (ab = tmp->above; ab != NULL; ab = ab->above)
253 { 254 {
254 head = ab->head ? ab->head : ab; 255 head = ab->head_ ();
255 /* Same note regarding move_type for buttons above apply here. */ 256 /* Same note regarding move_type for buttons above apply here. */
256 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
257 (head->race == tmp->slaying || 258 (head->race == tmp->slaying ||
258 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
259 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
260 tmp->value = 1; 261 tmp->value = 1;
261 } 262 }
263
262 if (tmp->value) 264 if (tmp->value)
263 any_down = 1; 265 any_down = 1;
264 } 266 }
265 } 267 }
266 if (any_down) /* If any other buttons were down, force this to remain down */ 268 if (any_down) /* If any other buttons were down, force this to remain down */
273 update_object (op, UP_OBJ_FACE); 275 update_object (op, UP_OBJ_FACE);
274 push_button (op); /* Make all other buttons the same */ 276 push_button (op); /* Make all other buttons the same */
275 } 277 }
276} 278}
277 279
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 280void
307use_trigger (object *op) 281use_trigger (object *op)
308{ 282{
309
310 /* Toggle value */ 283 /* Toggle value */
311 op->value = !op->value; 284 op->value = !op->value;
312 push_button (op); 285 push_button (op);
313} 286}
314 287
315/* 288/*
316 * Note: animate_object should be used instead of this, 289 * Note: animate_object should be used instead of this,
317 * but it can't handle animations in the 8 directions 290 * but it can't handle animations in the 8 directions
318 */ 291 */
319
320void 292void
321animate_turning (object *op) /* only one part objects */ 293animate_turning (object *op) /* only one part objects */
322{ 294{
323 if (++op->state >= NUM_ANIMATIONS (op) / 8) 295 if (++op->state >= NUM_ANIMATIONS (op) / 8)
324 op->state = 0; 296 op->state = 0;
343int 315int
344check_altar_sacrifice (const object *altar, const object *sacrifice) 316check_altar_sacrifice (const object *altar, const object *sacrifice)
345{ 317{
346 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 318 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
347 { 319 {
348 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 320 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
349 ARCH_SACRIFICE (altar) == sacrifice->name || 321 || ARCH_SACRIFICE (altar) == sacrifice->name
350 ARCH_SACRIFICE (altar) == sacrifice->slaying || 322 || ARCH_SACRIFICE (altar) == sacrifice->slaying
351 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 323 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
352 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 324 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
353 return 1; 325 return 1;
354 326
355 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 327 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
356 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 328 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
483 case TRIGGER_PEDESTAL: 455 case TRIGGER_PEDESTAL:
484 if (cause) 456 if (cause)
485 { 457 {
486 for (tmp = op->above; tmp; tmp = tmp->above) 458 for (tmp = op->above; tmp; tmp = tmp->above)
487 { 459 {
488 object *head = tmp->head ? tmp->head : tmp; 460 object *head = tmp->head_ ();
489 461
490 /* See comment in TRIGGER_BUTTON about move_types */ 462 /* See comment in TRIGGER_BUTTON about move_types */
491 if (((head->move_type & op->move_on) || head->move_type == 0) 463 if (((head->move_type & op->move_on) || head->move_type == 0)
492 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 464 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
493 { 465 {
494 push = 1; 466 push = 1;
495 break; 467 break;
496 } 468 }
497 } 469 }
470
498 if (op->stats.ac == push) 471 if (op->stats.ac == push)
499 return 0; 472 return 0;
473
500 op->stats.ac = push; 474 op->stats.ac = push;
475
501 if (NUM_ANIMATIONS (op) > 1) 476 if (NUM_ANIMATIONS (op) > 1)
502 { 477 {
503 SET_ANIMATION (op, push); 478 SET_ANIMATION (op, push);
504 update_object (op, UP_OBJ_FACE); 479 update_object (op, UP_OBJ_FACE);
505 } 480 }
481
506 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
483
507 if (in_movement || !push) 484 if (in_movement || !push)
508 return 0; 485 return 0;
509 } 486 }
487
510 trigger_move (op, push); 488 trigger_move (op, push);
511 return 0; 489 return 0;
512 490
513 case TRIGGER_ALTAR: 491 case TRIGGER_ALTAR:
514 if (cause) 492 if (cause)
515 { 493 {
516 if (in_movement) 494 if (in_movement)
517 return 0; 495 return 0;
496
518 if (operate_altar (op, &cause)) 497 if (operate_altar (op, &cause))
519 { 498 {
520 if (NUM_ANIMATIONS (op) > 1) 499 if (NUM_ANIMATIONS (op) > 1)
521 { 500 {
522 SET_ANIMATION (op, 1); 501 SET_ANIMATION (op, 1);
523 update_object (op, UP_OBJ_FACE); 502 update_object (op, UP_OBJ_FACE);
524 } 503 }
504
525 if (op->last_sp >= 0) 505 if (op->last_sp >= 0)
526 { 506 {
527 trigger_move (op, 1); 507 trigger_move (op, 1);
528 if (op->last_sp > 0) 508 if (op->last_sp > 0)
529 op->last_sp = -op->last_sp; 509 op->last_sp = -op->last_sp;
536 op->value = !op->value; 516 op->value = !op->value;
537 trigger_move (op, 1); 517 trigger_move (op, 1);
538 op->last_sp = -op->last_sp; 518 op->last_sp = -op->last_sp;
539 op->value = !op->value; 519 op->value = !op->value;
540 } 520 }
521
541 return cause == NULL; 522 return cause == NULL;
542 } 523 }
543 else 524 else
544 {
545 return 0; 525 return 0;
546 }
547 } 526 }
548 else 527 else
549 { 528 {
550 if (NUM_ANIMATIONS (op) > 1) 529 if (NUM_ANIMATIONS (op) > 1)
551 { 530 {
734 */ 713 */
735 714
736void 715void
737do_mood_floor (object *op, object *source) 716do_mood_floor (object *op, object *source)
738{ 717{
739 object *tmp;
740 object *tmp2;
741
742 if (!source) 718 if (!source)
743 source = op; 719 source = op;
744 720
745 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 721 mapspace &ms = op->ms ();
722
723 if (!(ms.flags () & P_IS_ALIVE))
724 return;
725
726 object *tmp;
727
728 for (tmp = ms.top; tmp; tmp = tmp->below)
746 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 729 if (QUERY_FLAG (tmp, FLAG_MONSTER))
747 break; 730 break;
748 731
749 /* doesn't effect players, and if there is a player on this space, won't also 732 /* doesn't effect players, and if there is a player on this space, won't also
750 * be a monster here. 733 * be a monster here.
751 */ 734 */
735 //TODO: have players really FLAG_MONSTER? kept it for safety
752 if (!tmp || tmp->type == PLAYER) 736 if (!tmp || tmp->type == PLAYER)
753 return; 737 return;
754 738
755 switch (op->last_sp) 739 switch (op->last_sp)
756 { 740 {
757 case 0: /* furious--make all monsters mad */ 741 case 0: /* furious--make all monsters mad */
758 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 742 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
759 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 743 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
744
760 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 745 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
761 { 746 {
762 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
763 remove_friendly_object (tmp);
764 tmp->attack_movement = 0; 747 tmp->attack_movement = 0;
765 /* lots of checks here, but want to make sure we don't 748 /* lots of checks here, but want to make sure we don't
766 * dereference a null value 749 * dereference a null value
767 */ 750 */
768 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 751 if (tmp->type == GOLEM
752 && tmp->owner
753 && tmp->owner->type == PLAYER
754 && tmp->owner->contr->golem == tmp)
769 tmp->owner->contr->ranges[range_golem] = 0; 755 tmp->owner->contr->golem = 0;
770 756
771 tmp->owner = 0; 757 tmp->owner = 0;
758
759 remove_friendly_object (tmp);
772 } 760 }
773 break; 761 break;
762
774 case 1: /* angry -- get neutral monsters mad */ 763 case 1: /* angry -- get neutral monsters mad */
775 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
776 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
777 break; 766 break;
767
778 case 2: /* calm -- pacify unfriendly monsters */ 768 case 2: /* calm -- pacify unfriendly monsters */
779 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
780 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 769 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
781 break; 770 break;
771
782 case 3: /* make all monsters fall asleep */ 772 case 3: /* make all monsters fall asleep */
783 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
784 SET_FLAG (tmp, FLAG_SLEEP); 773 SET_FLAG (tmp, FLAG_SLEEP);
785 break; 774 break;
775
786 case 4: /* charm all monsters */ 776 case 4: /* charm all monsters */
787 if (op == source) 777 if (op == source)
788 break; /* only if 'connected' */ 778 break; /* only if 'connected' */
789 779
790 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 780 if (object *pl = source->ms ().player ())
791 tmp2->type != PLAYER; tmp2 = tmp2->above) 781 {
792 if (tmp2->above == NULL) 782 tmp->set_owner (pl);
783 SET_FLAG (tmp, FLAG_MONSTER);
784
785 tmp->stats.exp = 0;
786
787 add_friendly_object (tmp);
788 tmp->attack_movement = PETMOVE;
789 }
793 break; 790 break;
794 791
795 if (tmp2->type != PLAYER) 792 case 6: // kill monsters
793 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
796 break; 794 break;
797 795
798 tmp->set_owner (tmp2); 796 // FALL THROUGH
799 SET_FLAG (tmp, FLAG_MONSTER); 797 case 5: // kill all alives
800 798 if (!tmp->flag [FLAG_PRECIOUS])
801 tmp->stats.exp = 0; 799 {
802 SET_FLAG (tmp, FLAG_FRIENDLY); 800 get_archetype ("burnout")->insert_at (tmp, source);
803 801 tmp->destroy ();
804 add_friendly_object (tmp); 802 }
805 tmp->attack_movement = PETMOVE;
806 break; 803 break;
807 804
808 default: 805 default:
809 break; 806 break;
810 } 807 }
822 object *tmp, *ret = NULL; 819 object *tmp, *ret = NULL;
823 820
824 /* First check the object itself. */ 821 /* First check the object itself. */
825 if ((trig->stats.hp && (op->type == trig->stats.hp)) 822 if ((trig->stats.hp && (op->type == trig->stats.hp))
826 || (trig->slaying && (op->slaying == trig->slaying)) 823 || (trig->slaying && (op->slaying == trig->slaying))
827 || (trig->race && (op->arch->name == trig->race))) 824 || (trig->race && (op->arch->archname == trig->race)))
828 return op; 825 return op;
829 826
830 for (tmp = op->inv; tmp; tmp = tmp->below) 827 for (tmp = op->inv; tmp; tmp = tmp->below)
831 { 828 {
832 if (tmp->inv) 829 if (tmp->inv)
835 if (ret) 832 if (ret)
836 return ret; 833 return ret;
837 } 834 }
838 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 835 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
839 || (trig->slaying && (tmp->slaying == trig->slaying)) 836 || (trig->slaying && (tmp->slaying == trig->slaying))
840 || (trig->race && (tmp->arch->name == trig->race))) 837 || (trig->race && (tmp->arch->archname == trig->race)))
841 return tmp; 838 return tmp;
842 } 839 }
843 return NULL; 840 return NULL;
844} 841}
845 842
858 * and has a matching item. Imagine what happens if someone steps on the inventory 855 * 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 856 * 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 857 * 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. 858 * state in the inventory checker. This won't happen anymore now.
862 * 859 *
860 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
861 * whether op is on this mapspace or not, because the value (1|0) depends
862 * on this information. also make sure to only push_button if op has
863 * a matching item (because when we do a push_button with value=0 timed gates
864 * will still open)! (i hope i got the semantics right this time)
865 *
863 */ 866 */
864void 867void
865check_inv (object *op, object *trig) 868check_inv (object *op, object *trig)
866{ 869{
867 trig->value = 0; // deactivate if none of the following conditions apply 870 trig->value = 0; // deactivate if none of the following conditions apply
868 871
869 if (object *pl = trig->ms ().player ()) 872 object *pl = trig->ms ().player ();
870 {
871 object *match = check_inv_recursive (pl, trig); 873 object *match = check_inv_recursive (op, trig);
872 874
875 // elmex: a note about (pl == op):
876 // if pl == 0 then the player has left this space
877 // if pl != 0 then a player is on this mapspace, but then
878 // we still have to check whether it's the player that triggered
879 // this inv-checker, because if not, then the op left this inv-checker
880 // and we have to set the value to 0
881
873 if (match && trig->last_sp) // match == having 882 if (match && trig->last_sp) // match == having
874 { 883 {
875 if (trig->last_heal) 884 if (trig->last_heal)
876 decrease_ob (match); 885 decrease_ob (match);
877 886
878 trig->value = 1; 887 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
879 } 888 push_button (trig);
889 }
880 else if (!match && !trig->last_sp) // match == not having 890 else if (!match && !trig->last_sp) // match == not having
881 trig->value = 1;
882 } 891 {
883 892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
884 push_button (trig); 893 push_button (trig);
894 }
885} 895}
886 896

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