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Comparing deliantra/server/common/button.C (file contents):
Revision 1.60 by root, Mon Oct 26 03:43:22 2009 UTC vs.
Revision 1.73 by root, Sun Jan 29 02:47:04 2017 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * 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 Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26 26
52 * is getting moved out of memory, the status of buttons and levers 52 * is getting moved out of memory, the status of buttons and levers
53 * probably isn't important - it will get sorted out when the map is 53 * probably isn't important - it will get sorted out when the map is
54 * re-loaded. As such, just exit this function if that is the case. 54 * re-loaded. As such, just exit this function if that is the case.
55 */ 55 */
56 56
57 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 57 if (ol->ob->flag [FLAG_FREED])
58 return; 58 return;
59 59
60 object *tmp = ol->ob; 60 object *tmp = ol->ob;
61 61
62 /* if the criteria isn't appropriate, don't do anything */ 62 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 63 if (state && !tmp->flag [FLAG_ACTIVATE_ON_PUSH])
64 continue; 64 continue;
65 65
66 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 66 if (!state && !tmp->flag [FLAG_ACTIVATE_ON_RELEASE])
67 continue; 67 continue;
68 68
69 switch (tmp->type) 69 switch (tmp->type)
70 { 70 {
71 case GATE: 71 case GATE:
137 } 137 }
138 break; 138 break;
139 139
140 case DIRECTOR: 140 case DIRECTOR:
141 case FIREWALL: 141 case FIREWALL:
142 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 142 if (!tmp->flag [FLAG_ANIMATE] && tmp->type == FIREWALL)
143 move_firewall (tmp); 143 move_firewall (tmp);
144 else 144 else
145 { 145 {
146 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */ 146 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
147 animate_turning (tmp); 147 animate_turning (tmp);
236 236
237 object *tmp = ol->ob; 237 object *tmp = ol->ob;
238 238
239 if (tmp->type == BUTTON) 239 if (tmp->type == BUTTON)
240 { 240 {
241 sint32 total = 0; 241 weight_t total = 0;
242 242
243 for (object *ab = tmp->above; ab; ab = ab->above) 243 for (object *ab = tmp->above; ab; ab = ab->above)
244 /* Basically, if the move_type matches that on what the 244 /* Basically, if the move_type matches that on what the
245 * button wants, we count it. The second check is so that 245 * button wants, we count it. The second check is so that
246 * objects who don't move (swords, etc) will count. Note that 246 * objects who don't move (swords, etc) will count. Note that
346 * 346 *
347 * 0.93.4: Linked objects (ie, objects that are connected) can not be 347 * 0.93.4: Linked objects (ie, objects that are connected) can not be
348 * sacrificed. This fixes a bug of trying to put multiple altars/related 348 * sacrificed. This fixes a bug of trying to put multiple altars/related
349 * objects on the same space that take the same sacrifice. 349 * objects on the same space that take the same sacrifice.
350 */ 350 */
351
352int 351int
353check_altar_sacrifice (object *altar, object *sacrifice, object *originator) 352check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
354{ 353{
355 if (sacrifice->flag [FLAG_UNPAID]) 354 if (sacrifice->flag [FLAG_UNPAID]
355 || sacrifice->flag [FLAG_IS_LINKED]
356 || sacrifice->is_player ())
356 return 0; 357 return 0;
357 358
358 if (is_match_expr (ARCH_SACRIFICE (altar))) 359 if (is_match_expr (ARCH_SACRIFICE (altar)))
359 return match (ARCH_SACRIFICE (altar), altar, originator); 360 return match (ARCH_SACRIFICE (altar), sacrifice, altar, originator);
360 361
361 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) 362 if (!sacrifice->flag [FLAG_ALIVE])
362 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
363 && sacrifice->type != PLAYER)
364 { 363 {
365 if (ARCH_SACRIFICE (altar) == shstr_money 364 if (ARCH_SACRIFICE (altar) == shstr_money
366 && sacrifice->type == MONEY 365 && sacrifice->type == MONEY
367 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 366 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
368 return 1; 367 return 1;
424 new_info_map (NDI_BLACK, altar->map, altar->msg); 423 new_info_map (NDI_BLACK, altar->map, altar->msg);
425 424
426 return 1; 425 return 1;
427} 426}
428 427
429void 428static void
430trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */ 429trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
431{ 430{
432 op->stats.wc = state; 431 op->stats.wc = state;
433 432
434 if (state) 433 if (state)
460int 459int
461check_trigger (object *op, object *cause, object *originator) 460check_trigger (object *op, object *cause, object *originator)
462{ 461{
463 object *tmp; 462 object *tmp;
464 int push = 0, tot = 0; 463 int push = 0, tot = 0;
465 int in_movement = op->stats.wc || op->speed; 464 int in_movement = op->stats.wc || op->has_active_speed ();
466 465
467 switch (op->type) 466 switch (op->type)
468 { 467 {
469 case TRIGGER_BUTTON: 468 case TRIGGER_BUTTON:
470 if (op->weight > 0) 469 if (op->weight > 0)
562 op->last_sp = -op->last_sp; 561 op->last_sp = -op->last_sp;
563 } 562 }
564 else 563 else
565 { 564 {
566 /* for trigger altar with last_sp, the ON/OFF 565 /* for trigger altar with last_sp, the ON/OFF
567 * status (-> +/- value) is "simulated": 566 * status (-> +/- value) is "simulated":
568 */ 567 */
569 op->value = !op->value; 568 op->value = !op->value;
570 trigger_move (op, 1, cause); 569 trigger_move (op, 1, cause);
571 op->last_sp = -op->last_sp; 570 op->last_sp = -op->last_sp;
572 op->value = !op->value; 571 op->value = !op->value;
586 } 585 }
587 586
588 /* If trigger_altar has "last_sp > 0" set on the map, 587 /* If trigger_altar has "last_sp > 0" set on the map,
589 * it will push the connected value only once per sacrifice. 588 * it will push the connected value only once per sacrifice.
590 * Otherwise (default), the connected value will be 589 * Otherwise (default), the connected value will be
591 * pushed twice: First by sacrifice, second by reset! -AV 590 * pushed twice: First by sacrifice, second by reset! -AV
592 */ 591 */
593 if (!op->last_sp) 592 if (!op->last_sp)
594 trigger_move (op, 0, cause); 593 trigger_move (op, 0, cause);
595 else 594 else
596 { 595 {
739 return obp; 738 return obp;
740 739
741 return 0; 740 return 0;
742} 741}
743 742
744/* This routine makes monsters who are 743/* This routine makes monsters who are
745 * standing on the 'mood floor' change their 744 * standing on the 'mood floor' change their
746 * disposition if it is different. 745 * disposition if it is different.
747 * If floor is to be triggered must have 746 * If floor is to be triggered must have
748 * a speed of zero (default is 1 for all 747 * a speed of zero (default is 1 for all
749 * but the charm floor type). 748 * but the charm floor type).
750 * by b.t. thomas@nomad.astro.psu.edu 749 * by b.t. thomas@nomad.astro.psu.edu
751 */ 750 */
761 return; 760 return;
762 761
763 object *tmp; 762 object *tmp;
764 763
765 for (tmp = ms.top; tmp; tmp = tmp->below) 764 for (tmp = ms.top; tmp; tmp = tmp->below)
766 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 765 if (tmp->flag [FLAG_MONSTER])
767 break; 766 break;
768 767
769 /* doesn't effect players, and if there is a player on this space, won't also 768 /* doesn't effect players, and if there is a player on this space, won't also
770 * be a monster here. 769 * be a monster here.
771 */ 770 */
774 return; 773 return;
775 774
776 switch (op->last_sp) 775 switch (op->last_sp)
777 { 776 {
778 case 0: /* furious--make all monsters mad */ 777 case 0: /* furious--make all monsters mad */
779 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 778 if (tmp->flag [FLAG_UNAGGRESSIVE])
780 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 779 tmp->clr_flag (FLAG_UNAGGRESSIVE);
781 780
782 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 781 if (tmp->flag [FLAG_FRIENDLY])
783 { 782 {
784 tmp->attack_movement = 0; 783 tmp->attack_movement = 0;
785 /* lots of checks here, but want to make sure we don't 784 /* lots of checks here, but want to make sure we don't
786 * dereference a null value 785 * dereference a null value
787 */ 786 */
796 remove_friendly_object (tmp); 795 remove_friendly_object (tmp);
797 } 796 }
798 break; 797 break;
799 798
800 case 1: /* angry -- get neutral monsters mad */ 799 case 1: /* angry -- get neutral monsters mad */
801 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 800 if (tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
802 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 801 tmp->clr_flag (FLAG_UNAGGRESSIVE);
803 break; 802 break;
804 803
805 case 2: /* calm -- pacify unfriendly monsters */ 804 case 2: /* calm -- pacify unfriendly monsters */
806 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 805 tmp->set_flag (FLAG_UNAGGRESSIVE);
807 break; 806 break;
808 807
809 case 3: /* make all monsters fall asleep */ 808 case 3: /* make all monsters fall asleep */
810 SET_FLAG (tmp, FLAG_SLEEP); 809 tmp->set_flag (FLAG_SLEEP);
811 break; 810 break;
812 811
813 case 4: /* charm all monsters */ 812 case 4: /* charm all monsters */
814 if (op == source) 813 if (op == source)
815 break; /* only if 'connected' */ 814 break; /* only if 'connected' */
816 815
817 if (object *pl = source->ms ().player ()) 816 if (object *pl = source->ms ().player ())
818 { 817 {
819 tmp->set_owner (pl); 818 tmp->set_owner (pl);
820 SET_FLAG (tmp, FLAG_MONSTER); 819 tmp->set_flag (FLAG_MONSTER);
821 820
822 tmp->stats.exp = 0; 821 tmp->stats.exp = 0;
823 822
824 add_friendly_object (tmp); 823 add_friendly_object (tmp);
825 tmp->attack_movement = PETMOVE; 824 tmp->attack_movement = PETMOVE;
826 } 825 }
827 break; 826 break;
828 827
829 case 6: // kill monsters 828 case 6: // kill monsters
830 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) 829 if (!tmp->flag [FLAG_FRIENDLY])
831 break; 830 break;
832 831
833 // FALL THROUGH 832 // FALL THROUGH
834 case 5: // kill all alives 833 case 5: // kill all alives
835 if (!tmp->flag [FLAG_PRECIOUS]) 834 if (!tmp->flag [FLAG_PRECIOUS])
875 return tmp; 874 return tmp;
876 } 875 }
877 return NULL; 876 return NULL;
878} 877}
879 878
880/* check_inv(), a function to search the inventory, 879/* check_inv(), a function to search the inventory,
881 * of a player and then based on a set of conditions, 880 * of a player and then based on a set of conditions,
882 * the square will activate connected items. 881 * the square will activate connected items.
883 * Monsters can't trigger this square (for now) 882 * Monsters can't trigger this square (for now)
884 * Values are: last_sp = 1/0 obj/no obj triggers 883 * Values are: last_sp = 1/0 obj/no obj triggers
885 * last_heal = 1/0 remove/dont remove obj if triggered 884 * last_heal = 1/0 remove/dont remove obj if triggered
886 * -b.t. (thomas@nomad.astro.psu.edu 885 * -b.t. (thomas@nomad.astro.psu.edu
887 * 886 *
888 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op 887 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
889 * because the check-inventory semantic essentially only applies when 888 * because the check-inventory semantic essentially only applies when
890 * something is above the inventory checker. 889 * something is above the inventory checker.
891 * The semantic prior this change was: trigger if something has moved on or off 890 * The semantic prior this change was: trigger if something has moved on or off
894 * away, and then leaves the inventory checker. That would've caused an always-enabled 893 * away, and then leaves the inventory checker. That would've caused an always-enabled
895 * state in the inventory checker. This won't happen anymore now. 894 * state in the inventory checker. This won't happen anymore now.
896 * 895 *
897 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check 896 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
898 * whether op is on this mapspace or not, because the value (1|0) depends 897 * whether op is on this mapspace or not, because the value (1|0) depends
899 * on this information. also make sure to only push_button if op has 898 * on this information. also make sure to only push_button if op has
900 * a matching item (because when we do a push_button with value=0 timed gates 899 * a matching item (because when we do a push_button with value=0 timed gates
901 * will still open)! (i hope i got the semantics right this time) 900 * will still open)! (i hope i got the semantics right this time)
902 * 901 *
903 */ 902 */
904void 903void

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