--- deliantra/server/common/button.C 2006/12/30 10:16:10 1.21 +++ deliantra/server/common/button.C 2008/09/29 10:32:50 1.49 @@ -1,28 +1,27 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at -*/ + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + * + * The authors can be reached via e-mail to + */ #include -#include /* * This code is no longer highly inefficient 8) @@ -61,6 +60,7 @@ /* if the criteria isn't appropriate, don't do anything */ if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) continue; + if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) continue; @@ -68,6 +68,10 @@ { case GATE: case HOLE: + if (!tmp->active) + tmp->play_sound (tmp->sound + ? tmp->sound + : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole")); tmp->value = tmp->stats.maxsp ? !state : state; tmp->set_speed (0.5); break; @@ -80,6 +84,7 @@ case SIGN: if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) { + tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign")); new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); if (tmp->stats.food) tmp->last_eat++; @@ -87,6 +92,7 @@ break; case ALTAR: + tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar")); tmp->value = 1; SET_ANIMATION (tmp, tmp->value); update_object (tmp, UP_OBJ_FACE); @@ -94,6 +100,7 @@ case BUTTON: case PEDESTAL: + tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button")); tmp->value = state; SET_ANIMATION (tmp, tmp->value); update_object (tmp, UP_OBJ_FACE); @@ -104,19 +111,21 @@ break; case TIMED_GATE: - tmp->set_speed (tmp->arch->clone.speed); - tmp->value = tmp->arch->clone.value; + if (!tmp->active) + tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); + tmp->set_speed (tmp->arch->speed); + tmp->value = tmp->arch->value; tmp->stats.sp = 1; tmp->stats.hp = tmp->stats.maxhp; /* Handle multipart gates. We copy the value for the other parts * from the head - this ensures that the data will consistent */ - for (tmp = tmp->more; tmp; tmp = tmp->more) + for (object *part = tmp->more; part; part = part->more) { - tmp->value = tmp->head->value; - tmp->stats.sp = tmp->head->stats.sp; - tmp->stats.hp = tmp->head->stats.hp; - tmp->set_speed (tmp->head->speed); + part->value = tmp->value; + part->stats.sp = tmp->stats.sp; + part->stats.hp = tmp->stats.hp; + part->set_speed (tmp->speed); } break; @@ -128,6 +137,7 @@ { if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; + animate_turning (tmp); } break; @@ -141,6 +151,7 @@ break; case TRIGGER_MARKER: + //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker")); move_marker (tmp); break; @@ -206,13 +217,11 @@ void update_button (object *op) { - object *ab, *tmp, *head; - int tot, any_down = 0, old_value = op->value; + int any_down = 0, old_value = op->value; oblinkpt *obp = 0; objectlink *ol; obp = get_button_links (op); - /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ if (obp) for (ol = obp->link; ol; ol = ol->next) { @@ -222,50 +231,51 @@ continue; } - tmp = ol->ob; + object *tmp = ol->ob; + if (tmp->type == BUTTON) { - for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) - /* Bug? The pedestal code below looks for the head of - * the object, this bit doesn't. I'd think we should check - * for head here also. Maybe it also makese sense to - * make the for ab=tmp->above loop common, and alter - * behaviour based on object within that loop? - */ + sint32 total = 0; + for (object *ab = tmp->above; ab; ab = ab->above) /* Basically, if the move_type matches that on what the - * button wants, we count it. The second check is so that - * objects don't move (swords, etc) will count. Note that + * button wants, we count it. The second check is so that + * objects who don't move (swords, etc) will count. Note that * this means that more work is needed to make buttons * that are only triggered by flying objects. */ if ((ab->move_type & tmp->move_on) || ab->move_type == 0) - tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; + total += ab->head_ ()->total_weight (); + + tmp->value = total >= tmp->weight; - tmp->value = (tot >= tmp->weight) ? 1 : 0; - if (tmp->value) - any_down = 1; + any_down = any_down || tmp->value; } else if (tmp->type == PEDESTAL) { tmp->value = 0; - for (ab = tmp->above; ab != NULL; ab = ab->above) + + for (object *ab = tmp->above; ab; ab = ab->above) { - head = ab->head ? ab->head : ab; + object *head = ab->head_ (); + /* Same note regarding move_type for buttons above apply here. */ - if (((head->move_type & tmp->move_on) || ab->move_type == 0) && - (head->race == tmp->slaying || - ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || - (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) + if (((ab->move_type & tmp->move_on) || ab->move_type == 0) + && (head->race == tmp->slaying + || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying) + || (tmp->slaying == shstr_player && head->type == PLAYER))) tmp->value = 1; } - if (tmp->value) - any_down = 1; + + any_down = any_down || tmp->value; } } + if (any_down) /* If any other buttons were down, force this to remain down */ op->value = 1; + //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value); + /* If this button hasn't changed, don't do anything */ if (op->value != old_value) { @@ -313,17 +323,20 @@ int check_altar_sacrifice (const object *altar, const object *sacrifice) { - if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) - { - if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || - ARCH_SACRIFICE (altar) == sacrifice->name || - ARCH_SACRIFICE (altar) == sacrifice->slaying || - (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) - && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) + if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) + && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) + && sacrifice->type != PLAYER) + { + if (ARCH_SACRIFICE (altar) == shstr_money + && sacrifice->type == MONEY + && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) return 1; - if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 - && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) + if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname + || ARCH_SACRIFICE (altar) == sacrifice->name + || ARCH_SACRIFICE (altar) == sacrifice->slaying + || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) + && NROF_SACRIFICE (altar) <= sacrifice->number_of ()) return 1; } @@ -357,7 +370,7 @@ /* check_altar_sacrifice should have already verified that enough money * has been dropped. */ - if (!strcmp (ARCH_SACRIFICE (altar), "money")) + if (ARCH_SACRIFICE (altar) == shstr_money) { int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; @@ -365,10 +378,12 @@ if (NROF_SACRIFICE (altar) % (*sacrifice)->value) number++; - *sacrifice = decrease_ob_nr (*sacrifice, number); + if (!(*sacrifice)->decrease (number)) + *sacrifice = 0; } else - *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); + if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar))) + *sacrifice = 0; if (altar->msg) new_info_map (NDI_BLACK, altar->map, altar->msg); @@ -415,151 +430,160 @@ switch (op->type) { - case TRIGGER_BUTTON: - if (op->weight > 0) - { - if (cause) - { - for (tmp = op->above; tmp; tmp = tmp->above) - /* Comment reproduced from update_buttons(): */ - /* Basically, if the move_type matches that on what the - * button wants, we count it. The second check is so that - * objects that don't move (swords, etc) will count. Note that - * this means that more work is needed to make buttons - * that are only triggered by flying objects. - */ + case TRIGGER_BUTTON: + if (op->weight > 0) + { + if (cause) + { + for (tmp = op->above; tmp; tmp = tmp->above) + /* Comment reproduced from update_buttons(): */ + /* Basically, if the move_type matches that on what the + * button wants, we count it. The second check is so that + * objects that don't move (swords, etc) will count. Note that + * this means that more work is needed to make buttons + * that are only triggered by flying objects. + */ + if ((tmp->move_type & op->move_on) || tmp->move_type == 0) + tot += tmp->head_ ()->total_weight (); + + if (tot >= op->weight) + push = 1; + + if (op->stats.ac == push) + return 0; + + op->stats.ac = push; + if (NUM_ANIMATIONS (op) > 1) + { + SET_ANIMATION (op, push); + update_object (op, UP_OBJ_FACE); + } + + if (in_movement || !push) + return 0; + } + trigger_move (op, push); + } + + return 0; - if ((tmp->move_type & op->move_on) || tmp->move_type == 0) - { - tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; - } - if (tot >= op->weight) + case TRIGGER_PEDESTAL: + if (cause) + { + for (tmp = op->above; tmp; tmp = tmp->above) + { + object *head = tmp->head_ (); + + /* See comment in TRIGGER_BUTTON about move_types */ + if (((head->move_type & op->move_on) || head->move_type == 0) + && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) + { push = 1; - if (op->stats.ac == push) - return 0; - op->stats.ac = push; - if (NUM_ANIMATIONS (op) > 1) - { - SET_ANIMATION (op, push); - update_object (op, UP_OBJ_FACE); - } - if (in_movement || !push) - return 0; - } - trigger_move (op, push); - } - return 0; - - case TRIGGER_PEDESTAL: - if (cause) - { - for (tmp = op->above; tmp; tmp = tmp->above) - { - object *head = tmp->head ? tmp->head : tmp; - - /* See comment in TRIGGER_BUTTON about move_types */ - if (((head->move_type & op->move_on) || head->move_type == 0) - && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) - { - push = 1; - break; - } - } - if (op->stats.ac == push) - return 0; - op->stats.ac = push; - if (NUM_ANIMATIONS (op) > 1) - { - SET_ANIMATION (op, push); - update_object (op, UP_OBJ_FACE); - } - update_object (op, UP_OBJ_FACE); - if (in_movement || !push) - return 0; - } - trigger_move (op, push); - return 0; - - case TRIGGER_ALTAR: - if (cause) - { - if (in_movement) - return 0; - if (operate_altar (op, &cause)) - { - if (NUM_ANIMATIONS (op) > 1) - { - SET_ANIMATION (op, 1); - update_object (op, UP_OBJ_FACE); - } - if (op->last_sp >= 0) - { - trigger_move (op, 1); - if (op->last_sp > 0) - op->last_sp = -op->last_sp; - } - else - { - /* for trigger altar with last_sp, the ON/OFF - * status (-> +/- value) is "simulated": - */ - op->value = !op->value; - trigger_move (op, 1); + break; + } + } + + if (op->stats.ac == push) + return 0; + + op->stats.ac = push; + + if (NUM_ANIMATIONS (op) > 1) + { + SET_ANIMATION (op, push); + update_object (op, UP_OBJ_FACE); + } + + update_object (op, UP_OBJ_FACE); + + if (in_movement || !push) + return 0; + } + + trigger_move (op, push); + return 0; + + case TRIGGER_ALTAR: + if (cause) + { + if (in_movement) + return 0; + + if (operate_altar (op, &cause)) + { + if (NUM_ANIMATIONS (op) > 1) + { + SET_ANIMATION (op, 1); + update_object (op, UP_OBJ_FACE); + } + + if (op->last_sp >= 0) + { + trigger_move (op, 1); + if (op->last_sp > 0) op->last_sp = -op->last_sp; - op->value = !op->value; - } - return cause == NULL; - } - else - { - return 0; - } - } - else - { - if (NUM_ANIMATIONS (op) > 1) - { - SET_ANIMATION (op, 0); - update_object (op, UP_OBJ_FACE); - } - - /* If trigger_altar has "last_sp > 0" set on the map, - * it will push the connected value only once per sacrifice. - * Otherwise (default), the connected value will be - * pushed twice: First by sacrifice, second by reset! -AV - */ - if (!op->last_sp) - trigger_move (op, 0); - else - { - op->stats.wc = 0; - op->value = !op->value; - op->set_speed (0); - } - } - return 0; - - case TRIGGER: - if (cause) - { - if (in_movement) - return 0; - - push = 1; - } - - if (NUM_ANIMATIONS (op) > 1) - { - SET_ANIMATION (op, push); - update_object (op, UP_OBJ_FACE); - } - - trigger_move (op, push); - return 1; - - default: - LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); - return 0; + } + else + { + /* for trigger altar with last_sp, the ON/OFF + * status (-> +/- value) is "simulated": + */ + op->value = !op->value; + trigger_move (op, 1); + op->last_sp = -op->last_sp; + op->value = !op->value; + } + + return cause == NULL; + } + else + return 0; + } + else + { + if (NUM_ANIMATIONS (op) > 1) + { + SET_ANIMATION (op, 0); + update_object (op, UP_OBJ_FACE); + } + + /* If trigger_altar has "last_sp > 0" set on the map, + * it will push the connected value only once per sacrifice. + * Otherwise (default), the connected value will be + * pushed twice: First by sacrifice, second by reset! -AV + */ + if (!op->last_sp) + trigger_move (op, 0); + else + { + op->stats.wc = 0; + op->value = !op->value; + op->set_speed (0); + } + } + return 0; + + case TRIGGER: + if (cause) + { + if (in_movement) + return 0; + + push = 1; + } + + if (NUM_ANIMATIONS (op) > 1) + { + SET_ANIMATION (op, push); + update_object (op, UP_OBJ_FACE); + } + + trigger_move (op, push); + return 1; + + default: + LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); + return 0; } } @@ -706,19 +730,24 @@ void do_mood_floor (object *op, object *source) { - object *tmp; - object *tmp2; - if (!source) source = op; - for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) + mapspace &ms = op->ms (); + + if (!(ms.flags () & P_IS_ALIVE)) + return; + + object *tmp; + + for (tmp = ms.top; tmp; tmp = tmp->below) if (QUERY_FLAG (tmp, FLAG_MONSTER)) break; /* doesn't effect players, and if there is a player on this space, won't also * be a monster here. */ + //TODO: have players really FLAG_MONSTER? kept it for safety if (!tmp || tmp->type == PLAYER) return; @@ -727,52 +756,65 @@ case 0: /* furious--make all monsters mad */ if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); + if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) { - CLEAR_FLAG (tmp, FLAG_FRIENDLY); - remove_friendly_object (tmp); tmp->attack_movement = 0; /* lots of checks here, but want to make sure we don't * dereference a null value */ - if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) - tmp->owner->contr->ranges[range_golem] = 0; + if (tmp->type == GOLEM + && tmp->owner + && tmp->owner->type == PLAYER + && tmp->owner->contr->golem == tmp) + tmp->owner->contr->golem = 0; tmp->owner = 0; + + remove_friendly_object (tmp); } break; + case 1: /* angry -- get neutral monsters mad */ if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); break; + case 2: /* calm -- pacify unfriendly monsters */ - if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) - SET_FLAG (tmp, FLAG_UNAGGRESSIVE); + SET_FLAG (tmp, FLAG_UNAGGRESSIVE); break; + case 3: /* make all monsters fall asleep */ - if (!QUERY_FLAG (tmp, FLAG_SLEEP)) - SET_FLAG (tmp, FLAG_SLEEP); + SET_FLAG (tmp, FLAG_SLEEP); break; + case 4: /* charm all monsters */ if (op == source) break; /* only if 'connected' */ - for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ - tmp2->type != PLAYER; tmp2 = tmp2->above) - if (tmp2->above == NULL) - break; + if (object *pl = source->ms ().player ()) + { + tmp->set_owner (pl); + SET_FLAG (tmp, FLAG_MONSTER); - if (tmp2->type != PLAYER) - break; + tmp->stats.exp = 0; - tmp->set_owner (tmp2); - SET_FLAG (tmp, FLAG_MONSTER); + add_friendly_object (tmp); + tmp->attack_movement = PETMOVE; + } + break; - tmp->stats.exp = 0; - SET_FLAG (tmp, FLAG_FRIENDLY); + case 6: // kill monsters + if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) + break; - add_friendly_object (tmp); - tmp->attack_movement = PETMOVE; + // FALL THROUGH + case 5: // kill all alives + if (!tmp->flag [FLAG_PRECIOUS]) + { + archetype::get (shstr_burnout)->insert_at (tmp, source); + tmp->destroy (); + } break; default: @@ -794,7 +836,7 @@ /* First check the object itself. */ if ((trig->stats.hp && (op->type == trig->stats.hp)) || (trig->slaying && (op->slaying == trig->slaying)) - || (trig->race && (op->arch->name == trig->race))) + || (trig->race && (op->arch->archname == trig->race))) return op; for (tmp = op->inv; tmp; tmp = tmp->below) @@ -807,7 +849,7 @@ } else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) || (trig->slaying && (tmp->slaying == trig->slaying)) - || (trig->race && (tmp->arch->name == trig->race))) + || (trig->race && (tmp->arch->archname == trig->race))) return tmp; } return NULL; @@ -830,27 +872,40 @@ * away, and then leaves the inventory checker. That would've caused an always-enabled * state in the inventory checker. This won't happen anymore now. * + * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check + * whether op is on this mapspace or not, because the value (1|0) depends + * on this information. also make sure to only push_button if op has + * a matching item (because when we do a push_button with value=0 timed gates + * will still open)! (i hope i got the semantics right this time) + * */ void check_inv (object *op, object *trig) { trig->value = 0; // deactivate if none of the following conditions apply - if (object *pl = trig->ms ().player ()) - { - object *match = check_inv_recursive (pl, trig); + object *pl = trig->ms ().player (); + object *match = check_inv_recursive (op, trig); - if (match && trig->last_sp) // match == having - { - if (trig->last_heal) - decrease_ob (match); + // elmex: a note about (pl == op): + // if pl == 0 then the player has left this space + // if pl != 0 then a player is on this mapspace, but then + // we still have to check whether it's the player that triggered + // this inv-checker, because if not, then the op left this inv-checker + // and we have to set the value to 0 - trig->value = 1; - } - else if (!match && !trig->last_sp) // match == not having - trig->value = 1; - } + if (match && trig->last_sp) // match == having + { + if (trig->last_heal) + match->decrease (); - push_button (trig); + trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left + push_button (trig); + } + else if (!match && !trig->last_sp) // match == not having + { + trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left + push_button (trig); + } }