--- deliantra/server/common/button.C 2009/10/26 03:43:22 1.60 +++ deliantra/server/common/button.C 2017/01/29 02:47:04 1.73 @@ -1,24 +1,24 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. - * - * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team - * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team - * Copyright (©) 1992,2007 Frank Tore Johansen - * + * + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen + * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero 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 Affero GNU General Public License * and the GNU General Public License along with this program. If not, see * . - * + * * The authors can be reached via e-mail to */ @@ -54,16 +54,16 @@ * re-loaded. As such, just exit this function if that is the case. */ - if (QUERY_FLAG (ol->ob, FLAG_FREED)) + if (ol->ob->flag [FLAG_FREED]) return; object *tmp = ol->ob; /* if the criteria isn't appropriate, don't do anything */ - if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) + if (state && !tmp->flag [FLAG_ACTIVATE_ON_PUSH]) continue; - if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) + if (!state && !tmp->flag [FLAG_ACTIVATE_ON_RELEASE]) continue; switch (tmp->type) @@ -139,7 +139,7 @@ case DIRECTOR: case FIREWALL: - if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) + if (!tmp->flag [FLAG_ANIMATE] && tmp->type == FIREWALL) move_firewall (tmp); else { @@ -238,7 +238,7 @@ if (tmp->type == BUTTON) { - sint32 total = 0; + weight_t total = 0; for (object *ab = tmp->above; ab; ab = ab->above) /* Basically, if the move_type matches that on what the @@ -348,19 +348,18 @@ * sacrificed. This fixes a bug of trying to put multiple altars/related * objects on the same space that take the same sacrifice. */ - int check_altar_sacrifice (object *altar, object *sacrifice, object *originator) { - if (sacrifice->flag [FLAG_UNPAID]) + if (sacrifice->flag [FLAG_UNPAID] + || sacrifice->flag [FLAG_IS_LINKED] + || sacrifice->is_player ()) return 0; if (is_match_expr (ARCH_SACRIFICE (altar))) - return match (ARCH_SACRIFICE (altar), altar, originator); + return match (ARCH_SACRIFICE (altar), sacrifice, altar, originator); - if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) - && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) - && sacrifice->type != PLAYER) + if (!sacrifice->flag [FLAG_ALIVE]) { if (ARCH_SACRIFICE (altar) == shstr_money && sacrifice->type == MONEY @@ -426,7 +425,7 @@ return 1; } -void +static void trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */ { op->stats.wc = state; @@ -462,7 +461,7 @@ { object *tmp; int push = 0, tot = 0; - int in_movement = op->stats.wc || op->speed; + int in_movement = op->stats.wc || op->has_active_speed (); switch (op->type) { @@ -564,7 +563,7 @@ else { /* for trigger altar with last_sp, the ON/OFF - * status (-> +/- value) is "simulated": + * status (-> +/- value) is "simulated": */ op->value = !op->value; trigger_move (op, 1, cause); @@ -588,7 +587,7 @@ /* 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 + * pushed twice: First by sacrifice, second by reset! -AV */ if (!op->last_sp) trigger_move (op, 0, cause); @@ -741,9 +740,9 @@ return 0; } -/* This routine makes monsters who are +/* This routine makes monsters who are * standing on the 'mood floor' change their - * disposition if it is different. + * disposition if it is different. * If floor is to be triggered must have * a speed of zero (default is 1 for all * but the charm floor type). @@ -763,7 +762,7 @@ object *tmp; for (tmp = ms.top; tmp; tmp = tmp->below) - if (QUERY_FLAG (tmp, FLAG_MONSTER)) + if (tmp->flag [FLAG_MONSTER]) break; /* doesn't effect players, and if there is a player on this space, won't also @@ -776,10 +775,10 @@ switch (op->last_sp) { case 0: /* furious--make all monsters mad */ - if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) - CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); + if (tmp->flag [FLAG_UNAGGRESSIVE]) + tmp->clr_flag (FLAG_UNAGGRESSIVE); - if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) + if (tmp->flag [FLAG_FRIENDLY]) { tmp->attack_movement = 0; /* lots of checks here, but want to make sure we don't @@ -798,16 +797,16 @@ break; case 1: /* angry -- get neutral monsters mad */ - if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) - CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); + if (tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY]) + tmp->clr_flag (FLAG_UNAGGRESSIVE); break; case 2: /* calm -- pacify unfriendly monsters */ - SET_FLAG (tmp, FLAG_UNAGGRESSIVE); + tmp->set_flag (FLAG_UNAGGRESSIVE); break; case 3: /* make all monsters fall asleep */ - SET_FLAG (tmp, FLAG_SLEEP); + tmp->set_flag (FLAG_SLEEP); break; case 4: /* charm all monsters */ @@ -817,7 +816,7 @@ if (object *pl = source->ms ().player ()) { tmp->set_owner (pl); - SET_FLAG (tmp, FLAG_MONSTER); + tmp->set_flag (FLAG_MONSTER); tmp->stats.exp = 0; @@ -827,7 +826,7 @@ break; case 6: // kill monsters - if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) + if (!tmp->flag [FLAG_FRIENDLY]) break; // FALL THROUGH @@ -877,13 +876,13 @@ return NULL; } -/* check_inv(), a function to search the inventory, +/* check_inv(), a function to search the inventory, * of a player and then based on a set of conditions, - * the square will activate connected items. + * the square will activate connected items. * Monsters can't trigger this square (for now) - * Values are: last_sp = 1/0 obj/no obj triggers + * Values are: last_sp = 1/0 obj/no obj triggers * last_heal = 1/0 remove/dont remove obj if triggered - * -b.t. (thomas@nomad.astro.psu.edu + * -b.t. (thomas@nomad.astro.psu.edu * * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op * because the check-inventory semantic essentially only applies when @@ -896,7 +895,7 @@ * * 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 + * 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) *