--- deliantra/server/common/button.C 2006/09/11 20:28:37 1.8 +++ deliantra/server/common/button.C 2007/07/01 05:00:17 1.36 @@ -1,32 +1,26 @@ - /* - * static char *rcsid_button_c = - * "$Id: button.C,v 1.8 2006/09/11 20:28:37 root Exp $"; + * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. + * + * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Crossfire TRT 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 */ -/* - 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 crossfire-devel@real-time.com -*/ - #include #include @@ -43,15 +37,14 @@ void activate_connection_link (objectlink * ol, bool state, object *source = 0) { - object *tmp = 0; - for (; ol; ol = ol->next) { - if (!ol->ob || ol->ob->count != ol->id) + if (!ol->ob) { - LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); + LOG (llevError, "Internal error in activate_connection_link.\n"); continue; } + /* a button link object can become freed when the map is saving. As * a map is saved, objects are removed and freed, and if an object is * on top of a button, this function is eventually called. If a map @@ -62,7 +55,8 @@ if (QUERY_FLAG (ol->ob, FLAG_FREED)) return; - tmp = ol->ob; + + object *tmp = ol->ob; /* if the criteria isn't appropriate, don't do anything */ if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) @@ -72,90 +66,88 @@ switch (tmp->type) { - case GATE: - case HOLE: - tmp->value = tmp->stats.maxsp ? !state : state; - tmp->speed = 0.5; - update_ob_speed (tmp); - break; - - case CF_HANDLE: - SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); - update_object (tmp, UP_OBJ_FACE); - break; + case GATE: + case HOLE: + tmp->value = tmp->stats.maxsp ? !state : state; + tmp->set_speed (0.5); + break; - case SIGN: - if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) - { - new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); - if (tmp->stats.food) - tmp->last_eat++; - } - break; + case CF_HANDLE: + SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); + update_object (tmp, UP_OBJ_FACE); + break; - case ALTAR: - tmp->value = 1; - SET_ANIMATION (tmp, tmp->value); - update_object (tmp, UP_OBJ_FACE); - break; - - case BUTTON: - case PEDESTAL: - tmp->value = state; - SET_ANIMATION (tmp, tmp->value); - update_object (tmp, UP_OBJ_FACE); - break; - - case MOOD_FLOOR: - do_mood_floor (tmp, source); - break; - - case TIMED_GATE: - tmp->speed = tmp->arch->clone.speed; - update_ob_speed (tmp); /* original values */ - tmp->value = tmp->arch->clone.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 != NULL; tmp = tmp->more) - { - tmp->speed = tmp->head->speed; - tmp->value = tmp->head->value; - tmp->stats.sp = tmp->head->stats.sp; - tmp->stats.hp = tmp->head->stats.hp; - update_ob_speed (tmp); - } - break; + case SIGN: + if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) + { + new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); + if (tmp->stats.food) + tmp->last_eat++; + } + break; - case DIRECTOR: - case FIREWALL: - if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) - move_firewall (tmp); - else - { - if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ - tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; - animate_turning (tmp); - } - break; + case ALTAR: + tmp->value = 1; + SET_ANIMATION (tmp, tmp->value); + update_object (tmp, UP_OBJ_FACE); + break; - case TELEPORTER: - move_teleporter (tmp); - break; - - case CREATOR: - move_creator (tmp); - break; - - case TRIGGER_MARKER: - move_marker (tmp); - break; - - case DUPLICATOR: - move_duplicator (tmp); - break; + case BUTTON: + case PEDESTAL: + tmp->value = state; + SET_ANIMATION (tmp, tmp->value); + update_object (tmp, UP_OBJ_FACE); + break; + + case MOOD_FLOOR: + do_mood_floor (tmp, source); + break; + + case TIMED_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 (object *part = tmp->more; part; part = part->more) + { + part->value = tmp->value; + part->stats.sp = tmp->stats.sp; + part->stats.hp = tmp->stats.hp; + part->set_speed (tmp->speed); + } + break; + + case DIRECTOR: + case FIREWALL: + if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) + move_firewall (tmp); + else + { + if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ + tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; + + animate_turning (tmp); + } + break; + + case TELEPORTER: + move_teleporter (tmp); + break; + + case CREATOR: + move_creator (tmp); + break; + + case TRIGGER_MARKER: + move_marker (tmp); + break; + + case DUPLICATOR: + move_duplicator (tmp); + break; } } } @@ -195,7 +187,7 @@ * */ void -activate_connection (mapstruct *map, long connection, bool state) +activate_connection (maptile *map, long connection, bool state) { if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) return; @@ -212,7 +204,6 @@ * to make sure that all gates and other buttons connected to the * button reacts to the (eventual) change of state. */ - void update_button (object *op) { @@ -226,11 +217,12 @@ if (obp) for (ol = obp->link; ol; ol = ol->next) { - if (!ol->ob || ol->ob->count != ol->id) + if (!ol->ob) { LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); continue; } + tmp = ol->ob; if (tmp->type == BUTTON) { @@ -260,7 +252,7 @@ tmp->value = 0; for (ab = tmp->above; ab != NULL; ab = ab->above) { - head = ab->head ? ab->head : ab; + 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 || @@ -268,6 +260,7 @@ (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) tmp->value = 1; } + if (tmp->value) any_down = 1; } @@ -284,37 +277,9 @@ } } -/* - * Updates every button on the map (by calling update_button() for them). - */ - -void -update_buttons (mapstruct *m) -{ - objectlink *ol; - oblinkpt *obp; - - for (obp = m->buttons; obp; obp = obp->next) - for (ol = obp->link; ol; ol = ol->next) - { - if (!ol->ob || ol->ob->count != ol->id) - { - LOG (llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n", - ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, ol->id, obp->value); - continue; - } - if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) - { - update_button (ol->ob); - break; - } - } -} - void use_trigger (object *op) { - /* Toggle value */ op->value = !op->value; push_button (op); @@ -324,7 +289,6 @@ * Note: animate_object should be used instead of this, * but it can't handle animations in the 8 directions */ - void animate_turning (object *op) /* only one part objects */ { @@ -353,20 +317,21 @@ { 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)))) + if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname + || 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)) return 1; + if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) return 1; } + return 0; } - /* * operate_altar checks if sacrifice was accepted and removes sacrificed * objects. If sacrifice was succeed return 1 else 0. Might be better to @@ -376,11 +341,9 @@ * If this function returns 1, '*sacrifice' is modified to point to the * remaining sacrifice, or is set to NULL if the sacrifice was used up. */ - int operate_altar (object *altar, object **sacrifice) { - if (!altar->map) { LOG (llevError, "BUG: operate_altar(): altar has no map\n"); @@ -403,6 +366,7 @@ /* Round up any sacrifices. Altars don't make change either */ if (NROF_SACRIFICE (altar) % (*sacrifice)->value) number++; + *sacrifice = decrease_ob_nr (*sacrifice, number); } else @@ -410,6 +374,7 @@ if (altar->msg) new_info_map (NDI_BLACK, altar->map, altar->msg); + return 1; } @@ -420,18 +385,13 @@ if (state) { use_trigger (op); - if (op->stats.exp > 0) /* check sanity */ - op->speed = 1.0 / op->stats.exp; - else - op->speed = 1.0; - update_ob_speed (op); + op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); op->speed_left = -1; } else { use_trigger (op); - op->speed = 0; - update_ob_speed (op); + op->set_speed (0); } } @@ -497,7 +457,7 @@ { for (tmp = op->above; tmp; tmp = tmp->above) { - object *head = tmp->head ? tmp->head : tmp; + object *head = tmp->head_ (); /* See comment in TRIGGER_BUTTON about move_types */ if (((head->move_type & op->move_on) || head->move_type == 0) @@ -507,18 +467,24 @@ 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; @@ -527,6 +493,7 @@ { if (in_movement) return 0; + if (operate_altar (op, &cause)) { if (NUM_ANIMATIONS (op) > 1) @@ -534,6 +501,7 @@ SET_ANIMATION (op, 1); update_object (op, UP_OBJ_FACE); } + if (op->last_sp >= 0) { trigger_move (op, 1); @@ -550,12 +518,11 @@ op->last_sp = -op->last_sp; op->value = !op->value; } + return cause == NULL; } else - { - return 0; - } + return 0; } else { @@ -576,8 +543,7 @@ { op->stats.wc = 0; op->value = !op->value; - op->speed = 0; - update_ob_speed (op); + op->set_speed (0); } } return 0; @@ -587,13 +553,16 @@ { 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; @@ -604,7 +573,7 @@ } void -add_button_link (object *button, mapstruct *map, int connected) +add_button_link (object *button, maptile *map, int connected) { oblinkpt *obp; objectlink *ol = get_objectlink (); @@ -614,18 +583,16 @@ LOG (llevError, "Tried to add button-link without map.\n"); return; } - if (!editor) - button->path_attuned = connected; /* peterm: I need this so I can rebuild - a connected map from a template map. */ -/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ + button->path_attuned = connected; /* peterm: I need this so I can rebuild + a connected map from a template map. */ SET_FLAG (button, FLAG_IS_LINKED); ol->ob = button; - ol->id = button->count; - for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); + for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) + ; if (obp) { @@ -659,11 +626,13 @@ LOG (llevError, "remove_button_link() in object without map.\n"); return; } + if (!QUERY_FLAG (op, FLAG_IS_LINKED)) { LOG (llevError, "remove_button_linked() in unlinked object.\n"); return; } + for (obp = op->map->buttons; obp; obp = obp->next) for (olp = &obp->link; (ol = *olp); olp = &ol->next) if (ol->ob == op) @@ -673,9 +642,10 @@ obp->value, op->name, op->map->path); */ *olp = ol->next; - free (ol); + delete ol; return; } + LOG (llevError, "remove_button_linked(): couldn't find object.\n"); CLEAR_FLAG (op, FLAG_IS_LINKED); } @@ -684,11 +654,12 @@ * Gets the objectlink for this connection from the map. */ oblinkpt * -get_connection_links (mapstruct *map, long connection) +get_connection_links (maptile *map, long connection) { for (oblinkpt * obp = map->buttons; obp; obp = obp->next) if (obp->value == connection) return obp; + return 0; } @@ -704,10 +675,12 @@ if (!button->map) return NULL; + for (obp = button->map->buttons; obp; obp = obp->next) for (ol = obp->link; ol; ol = ol->next) - if (ol->ob == button && ol->id == button->count) + if (ol->ob == button) return obp; + return NULL; } @@ -725,7 +698,7 @@ return 0; for (obp = button->map->buttons; obp; obp = obp->next) for (ol = obp->link; ol; ol = ol->next) - if (ol->ob == button && ol->id == button->count) + if (ol->ob == button) return obp->value; return 0; } @@ -742,19 +715,24 @@ 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; @@ -763,51 +741,65 @@ 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] = NULL; - tmp->owner->contr->golem_count = 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); + + tmp->stats.exp = 0; + + add_friendly_object (tmp); + tmp->attack_movement = PETMOVE; + } + break; - if (tmp2->type != PLAYER) + case 6: // kill monsters + if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) break; - set_owner (tmp, tmp2); - SET_FLAG (tmp, FLAG_MONSTER); - tmp->stats.exp = 0; - SET_FLAG (tmp, FLAG_FRIENDLY); - add_friendly_object (tmp); - tmp->attack_movement = PETMOVE; + + // FALL THROUGH + case 5: // kill all alives + if (!tmp->flag [FLAG_PRECIOUS]) + { + get_archetype ("burnout")->insert_at (tmp, source); + tmp->destroy (); + } break; default: @@ -821,7 +813,6 @@ * race = match object archetype name flag * hp = match object type (excpt type '0'== PLAYER) */ - object * check_inv_recursive (object *op, const object *trig) { @@ -829,7 +820,8 @@ /* 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->slaying && (op->slaying == trig->slaying)) + || (trig->race && (op->arch->archname == trig->race))) return op; for (tmp = op->inv; tmp; tmp = tmp->below) @@ -841,7 +833,8 @@ return ret; } else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) - || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) + || (trig->slaying && (tmp->slaying == trig->slaying)) + || (trig->race && (tmp->arch->archname == trig->race))) return tmp; } return NULL; @@ -854,46 +847,50 @@ * 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 + * + * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op + * because the check-inventory semantic essentially only applies when + * something is above the inventory checker. + * The semantic prior this change was: trigger if something has moved on or off + * and has a matching item. Imagine what happens if someone steps on the inventory + * checker with a matching item, has it, activates the connection, throws the item + * 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) { - object *match; + trig->value = 0; // deactivate if none of the following conditions apply - if (op->type != PLAYER) - return; - match = check_inv_recursive (op, trig); - if (match && trig->last_sp) + object *pl = trig->ms ().player (); + object *match = check_inv_recursive (op, trig); + + // 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 + + if (match && trig->last_sp) // match == having { if (trig->last_heal) decrease_ob (match); - use_trigger (trig); - } - else if (!match && !trig->last_sp) - use_trigger (trig); -} - - -/* This does a minimal check of the button link consistency for object - * map. All it really does it much sure the object id link that is set - * matches what the object has. - */ -void -verify_button_links (const mapstruct *map) -{ - oblinkpt *obp; - objectlink *ol; - - if (!map) - return; - for (obp = map->buttons; obp; obp = obp->next) + 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 { - for (ol = obp->link; ol; ol = ol->next) - { - if (ol->id != ol->ob->count) - LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count); - } + trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left + push_button (trig); } } +