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Comparing deliantra/server/common/button.C (file contents):
Revision 1.21 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.31 by root, Mon Apr 30 04:25:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* 28/*
704 */ 705 */
705 706
706void 707void
707do_mood_floor (object *op, object *source) 708do_mood_floor (object *op, object *source)
708{ 709{
709 object *tmp;
710 object *tmp2;
711
712 if (!source) 710 if (!source)
713 source = op; 711 source = op;
714 712
715 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 713 mapspace &ms = op->ms ();
714
715 if (!(ms.flags () & P_IS_ALIVE))
716 return;
717
718 object *tmp;
719
720 for (tmp = ms.top; tmp; tmp = tmp->below)
716 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 721 if (QUERY_FLAG (tmp, FLAG_MONSTER))
717 break; 722 break;
718 723
719 /* doesn't effect players, and if there is a player on this space, won't also 724 /* doesn't effect players, and if there is a player on this space, won't also
720 * be a monster here. 725 * be a monster here.
721 */ 726 */
727 //TODO: have players really FLAG_MONSTER? kept it for safety
722 if (!tmp || tmp->type == PLAYER) 728 if (!tmp || tmp->type == PLAYER)
723 return; 729 return;
724 730
725 switch (op->last_sp) 731 switch (op->last_sp)
726 { 732 {
727 case 0: /* furious--make all monsters mad */ 733 case 0: /* furious--make all monsters mad */
728 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 734 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
729 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 735 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
736
730 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 737 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
731 { 738 {
732 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
733 remove_friendly_object (tmp);
734 tmp->attack_movement = 0; 739 tmp->attack_movement = 0;
735 /* lots of checks here, but want to make sure we don't 740 /* lots of checks here, but want to make sure we don't
736 * dereference a null value 741 * dereference a null value
737 */ 742 */
738 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 743 if (tmp->type == GOLEM
744 && tmp->owner
745 && tmp->owner->type == PLAYER
746 && tmp->owner->contr->golem == tmp)
739 tmp->owner->contr->ranges[range_golem] = 0; 747 tmp->owner->contr->golem = 0;
740 748
741 tmp->owner = 0; 749 tmp->owner = 0;
750
751 remove_friendly_object (tmp);
742 } 752 }
743 break; 753 break;
754
744 case 1: /* angry -- get neutral monsters mad */ 755 case 1: /* angry -- get neutral monsters mad */
745 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 756 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
746 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 757 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
747 break; 758 break;
759
748 case 2: /* calm -- pacify unfriendly monsters */ 760 case 2: /* calm -- pacify unfriendly monsters */
749 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
750 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 761 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
751 break; 762 break;
763
752 case 3: /* make all monsters fall asleep */ 764 case 3: /* make all monsters fall asleep */
753 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
754 SET_FLAG (tmp, FLAG_SLEEP); 765 SET_FLAG (tmp, FLAG_SLEEP);
755 break; 766 break;
767
756 case 4: /* charm all monsters */ 768 case 4: /* charm all monsters */
757 if (op == source) 769 if (op == source)
758 break; /* only if 'connected' */ 770 break; /* only if 'connected' */
759 771
760 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 772 if (object *pl = source->ms ().player ())
761 tmp2->type != PLAYER; tmp2 = tmp2->above) 773 {
762 if (tmp2->above == NULL) 774 tmp->set_owner (pl);
775 SET_FLAG (tmp, FLAG_MONSTER);
776
777 tmp->stats.exp = 0;
778
779 add_friendly_object (tmp);
780 tmp->attack_movement = PETMOVE;
781 }
763 break; 782 break;
764 783
765 if (tmp2->type != PLAYER) 784 case 6: // kill monsters
785 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
766 break; 786 break;
767 787
768 tmp->set_owner (tmp2); 788 // FALL THROUGH
769 SET_FLAG (tmp, FLAG_MONSTER); 789 case 5: // kill all alives
770 790 if (!tmp->flag [FLAG_PRECIOUS])
771 tmp->stats.exp = 0; 791 {
772 SET_FLAG (tmp, FLAG_FRIENDLY); 792 get_archetype ("burnout")->insert_at (tmp, source);
773 793 tmp->destroy ();
774 add_friendly_object (tmp); 794 }
775 tmp->attack_movement = PETMOVE;
776 break; 795 break;
777 796
778 default: 797 default:
779 break; 798 break;
780 } 799 }
828 * and has a matching item. Imagine what happens if someone steps on the inventory 847 * and has a matching item. Imagine what happens if someone steps on the inventory
829 * checker with a matching item, has it, activates the connection, throws the item 848 * checker with a matching item, has it, activates the connection, throws the item
830 * away, and then leaves the inventory checker. That would've caused an always-enabled 849 * away, and then leaves the inventory checker. That would've caused an always-enabled
831 * state in the inventory checker. This won't happen anymore now. 850 * state in the inventory checker. This won't happen anymore now.
832 * 851 *
852 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
853 * whether op is on this mapspace or not, because the value (1|0) depends
854 * on this information. also make sure to only push_button if op has
855 * a matching item (because when we do a push_button with value=0 timed gates
856 * will still open)! (i hope i got the semantics right this time)
857 *
833 */ 858 */
834void 859void
835check_inv (object *op, object *trig) 860check_inv (object *op, object *trig)
836{ 861{
837 trig->value = 0; // deactivate if none of the following conditions apply 862 trig->value = 0; // deactivate if none of the following conditions apply
838 863
839 if (object *pl = trig->ms ().player ()) 864 object *pl = trig->ms ().player ();
840 {
841 object *match = check_inv_recursive (pl, trig); 865 object *match = check_inv_recursive (op, trig);
842 866
867 // elmex: a note about (pl == op):
868 // if pl == 0 then the player has left this space
869 // if pl != 0 then a player is on this mapspace, but then
870 // we still have to check whether it's the player that triggered
871 // this inv-checker, because if not, then the op left this inv-checker
872 // and we have to set the value to 0
873
843 if (match && trig->last_sp) // match == having 874 if (match && trig->last_sp) // match == having
844 { 875 {
845 if (trig->last_heal) 876 if (trig->last_heal)
846 decrease_ob (match); 877 decrease_ob (match);
847 878
848 trig->value = 1; 879 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
849 } 880 push_button (trig);
881 }
850 else if (!match && !trig->last_sp) // match == not having 882 else if (!match && !trig->last_sp) // match == not having
851 trig->value = 1;
852 } 883 {
853 884 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
854 push_button (trig); 885 push_button (trig);
886 }
855} 887}
856 888

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