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Comparing deliantra/server/common/button.C (file contents):
Revision 1.25 by elmex, Tue Jan 9 22:14:29 2007 UTC vs.
Revision 1.35 by root, Mon Jun 4 13:04:00 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 (at your option) any later version. 11 * 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, but
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 GNU General Public License for more details. 16 * for more details.
17 17 *
18 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 along
19 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h> 26#include <funcpoint.h>
27 27
28/* 28/*
103 case MOOD_FLOOR: 103 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 104 do_mood_floor (tmp, source);
105 break; 105 break;
106 106
107 case TIMED_GATE: 107 case TIMED_GATE:
108 tmp->set_speed (tmp->arch->clone.speed); 108 tmp->set_speed (tmp->arch->speed);
109 tmp->value = tmp->arch->clone.value; 109 tmp->value = tmp->arch->value;
110 tmp->stats.sp = 1; 110 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp; 111 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts 112 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent 113 * from the head - this ensures that the data will consistent
114 */ 114 */
115 for (tmp = tmp->more; tmp; tmp = tmp->more) 115 for (object *part = tmp->more; part; part = part->more)
116 { 116 {
117 tmp->value = tmp->head->value; 117 part->value = tmp->value;
118 tmp->stats.sp = tmp->head->stats.sp; 118 part->stats.sp = tmp->stats.sp;
119 tmp->stats.hp = tmp->head->stats.hp; 119 part->stats.hp = tmp->stats.hp;
120 tmp->set_speed (tmp->head->speed); 120 part->set_speed (tmp->speed);
121 } 121 }
122 break; 122 break;
123 123
124 case DIRECTOR: 124 case DIRECTOR:
125 case FIREWALL: 125 case FIREWALL:
127 move_firewall (tmp); 127 move_firewall (tmp);
128 else 128 else
129 { 129 {
130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
132
132 animate_turning (tmp); 133 animate_turning (tmp);
133 } 134 }
134 break; 135 break;
135 136
136 case TELEPORTER: 137 case TELEPORTER:
250 else if (tmp->type == PEDESTAL) 251 else if (tmp->type == PEDESTAL)
251 { 252 {
252 tmp->value = 0; 253 tmp->value = 0;
253 for (ab = tmp->above; ab != NULL; ab = ab->above) 254 for (ab = tmp->above; ab != NULL; ab = ab->above)
254 { 255 {
255 head = ab->head ? ab->head : ab; 256 head = ab->head_ ();
256 /* Same note regarding move_type for buttons above apply here. */ 257 /* Same note regarding move_type for buttons above apply here. */
257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 258 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
258 (head->race == tmp->slaying || 259 (head->race == tmp->slaying ||
259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 260 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 261 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
261 tmp->value = 1; 262 tmp->value = 1;
262 } 263 }
264
263 if (tmp->value) 265 if (tmp->value)
264 any_down = 1; 266 any_down = 1;
265 } 267 }
266 } 268 }
267 if (any_down) /* If any other buttons were down, force this to remain down */ 269 if (any_down) /* If any other buttons were down, force this to remain down */
314int 316int
315check_altar_sacrifice (const object *altar, const object *sacrifice) 317check_altar_sacrifice (const object *altar, const object *sacrifice)
316{ 318{
317 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 319 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
318 { 320 {
319 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 321 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
320 ARCH_SACRIFICE (altar) == sacrifice->name || 322 || ARCH_SACRIFICE (altar) == sacrifice->name
321 ARCH_SACRIFICE (altar) == sacrifice->slaying || 323 || ARCH_SACRIFICE (altar) == sacrifice->slaying
322 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 324 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
323 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 325 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
324 return 1; 326 return 1;
325 327
326 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 328 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
327 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 329 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
454 case TRIGGER_PEDESTAL: 456 case TRIGGER_PEDESTAL:
455 if (cause) 457 if (cause)
456 { 458 {
457 for (tmp = op->above; tmp; tmp = tmp->above) 459 for (tmp = op->above; tmp; tmp = tmp->above)
458 { 460 {
459 object *head = tmp->head ? tmp->head : tmp; 461 object *head = tmp->head_ ();
460 462
461 /* See comment in TRIGGER_BUTTON about move_types */ 463 /* See comment in TRIGGER_BUTTON about move_types */
462 if (((head->move_type & op->move_on) || head->move_type == 0) 464 if (((head->move_type & op->move_on) || head->move_type == 0)
463 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 465 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
464 { 466 {
465 push = 1; 467 push = 1;
466 break; 468 break;
467 } 469 }
468 } 470 }
471
469 if (op->stats.ac == push) 472 if (op->stats.ac == push)
470 return 0; 473 return 0;
474
471 op->stats.ac = push; 475 op->stats.ac = push;
476
472 if (NUM_ANIMATIONS (op) > 1) 477 if (NUM_ANIMATIONS (op) > 1)
473 { 478 {
474 SET_ANIMATION (op, push); 479 SET_ANIMATION (op, push);
475 update_object (op, UP_OBJ_FACE); 480 update_object (op, UP_OBJ_FACE);
476 } 481 }
482
477 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
484
478 if (in_movement || !push) 485 if (in_movement || !push)
479 return 0; 486 return 0;
480 } 487 }
488
481 trigger_move (op, push); 489 trigger_move (op, push);
482 return 0; 490 return 0;
483 491
484 case TRIGGER_ALTAR: 492 case TRIGGER_ALTAR:
485 if (cause) 493 if (cause)
486 { 494 {
487 if (in_movement) 495 if (in_movement)
488 return 0; 496 return 0;
497
489 if (operate_altar (op, &cause)) 498 if (operate_altar (op, &cause))
490 { 499 {
491 if (NUM_ANIMATIONS (op) > 1) 500 if (NUM_ANIMATIONS (op) > 1)
492 { 501 {
493 SET_ANIMATION (op, 1); 502 SET_ANIMATION (op, 1);
494 update_object (op, UP_OBJ_FACE); 503 update_object (op, UP_OBJ_FACE);
495 } 504 }
505
496 if (op->last_sp >= 0) 506 if (op->last_sp >= 0)
497 { 507 {
498 trigger_move (op, 1); 508 trigger_move (op, 1);
499 if (op->last_sp > 0) 509 if (op->last_sp > 0)
500 op->last_sp = -op->last_sp; 510 op->last_sp = -op->last_sp;
507 op->value = !op->value; 517 op->value = !op->value;
508 trigger_move (op, 1); 518 trigger_move (op, 1);
509 op->last_sp = -op->last_sp; 519 op->last_sp = -op->last_sp;
510 op->value = !op->value; 520 op->value = !op->value;
511 } 521 }
522
512 return cause == NULL; 523 return cause == NULL;
513 } 524 }
514 else 525 else
515 {
516 return 0; 526 return 0;
517 }
518 } 527 }
519 else 528 else
520 { 529 {
521 if (NUM_ANIMATIONS (op) > 1) 530 if (NUM_ANIMATIONS (op) > 1)
522 { 531 {
705 */ 714 */
706 715
707void 716void
708do_mood_floor (object *op, object *source) 717do_mood_floor (object *op, object *source)
709{ 718{
710 object *tmp;
711 object *tmp2;
712
713 if (!source) 719 if (!source)
714 source = op; 720 source = op;
715 721
716 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 722 mapspace &ms = op->ms ();
723
724 if (!(ms.flags () & P_IS_ALIVE))
725 return;
726
727 object *tmp;
728
729 for (tmp = ms.top; tmp; tmp = tmp->below)
717 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 730 if (QUERY_FLAG (tmp, FLAG_MONSTER))
718 break; 731 break;
719 732
720 /* doesn't effect players, and if there is a player on this space, won't also 733 /* doesn't effect players, and if there is a player on this space, won't also
721 * be a monster here. 734 * be a monster here.
722 */ 735 */
736 //TODO: have players really FLAG_MONSTER? kept it for safety
723 if (!tmp || tmp->type == PLAYER) 737 if (!tmp || tmp->type == PLAYER)
724 return; 738 return;
725 739
726 switch (op->last_sp) 740 switch (op->last_sp)
727 { 741 {
728 case 0: /* furious--make all monsters mad */ 742 case 0: /* furious--make all monsters mad */
729 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 743 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
730 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 744 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
745
731 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 746 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
732 { 747 {
733 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
734 remove_friendly_object (tmp);
735 tmp->attack_movement = 0; 748 tmp->attack_movement = 0;
736 /* lots of checks here, but want to make sure we don't 749 /* lots of checks here, but want to make sure we don't
737 * dereference a null value 750 * dereference a null value
738 */ 751 */
739 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 752 if (tmp->type == GOLEM
753 && tmp->owner
754 && tmp->owner->type == PLAYER
755 && tmp->owner->contr->golem == tmp)
740 tmp->owner->contr->ranges[range_golem] = 0; 756 tmp->owner->contr->golem = 0;
741 757
742 tmp->owner = 0; 758 tmp->owner = 0;
759
760 remove_friendly_object (tmp);
743 } 761 }
744 break; 762 break;
763
745 case 1: /* angry -- get neutral monsters mad */ 764 case 1: /* angry -- get neutral monsters mad */
746 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
747 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
748 break; 767 break;
768
749 case 2: /* calm -- pacify unfriendly monsters */ 769 case 2: /* calm -- pacify unfriendly monsters */
750 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
751 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 770 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
752 break; 771 break;
772
753 case 3: /* make all monsters fall asleep */ 773 case 3: /* make all monsters fall asleep */
754 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
755 SET_FLAG (tmp, FLAG_SLEEP); 774 SET_FLAG (tmp, FLAG_SLEEP);
756 break; 775 break;
776
757 case 4: /* charm all monsters */ 777 case 4: /* charm all monsters */
758 if (op == source) 778 if (op == source)
759 break; /* only if 'connected' */ 779 break; /* only if 'connected' */
760 780
761 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 781 if (object *pl = source->ms ().player ())
762 tmp2->type != PLAYER; tmp2 = tmp2->above) 782 {
763 if (tmp2->above == NULL) 783 tmp->set_owner (pl);
784 SET_FLAG (tmp, FLAG_MONSTER);
785
786 tmp->stats.exp = 0;
787
788 add_friendly_object (tmp);
789 tmp->attack_movement = PETMOVE;
790 }
764 break; 791 break;
765 792
766 if (tmp2->type != PLAYER) 793 case 6: // kill monsters
794 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 break; 795 break;
768 796
769 tmp->set_owner (tmp2); 797 // FALL THROUGH
770 SET_FLAG (tmp, FLAG_MONSTER); 798 case 5: // kill all alives
771 799 if (!tmp->flag [FLAG_PRECIOUS])
772 tmp->stats.exp = 0; 800 {
773 801 get_archetype ("burnout")->insert_at (tmp, source);
774 add_friendly_object (tmp); 802 tmp->destroy ();
775 tmp->attack_movement = PETMOVE; 803 }
776 break; 804 break;
777 805
778 default: 806 default:
779 break; 807 break;
780 } 808 }
792 object *tmp, *ret = NULL; 820 object *tmp, *ret = NULL;
793 821
794 /* First check the object itself. */ 822 /* First check the object itself. */
795 if ((trig->stats.hp && (op->type == trig->stats.hp)) 823 if ((trig->stats.hp && (op->type == trig->stats.hp))
796 || (trig->slaying && (op->slaying == trig->slaying)) 824 || (trig->slaying && (op->slaying == trig->slaying))
797 || (trig->race && (op->arch->name == trig->race))) 825 || (trig->race && (op->arch->archname == trig->race)))
798 return op; 826 return op;
799 827
800 for (tmp = op->inv; tmp; tmp = tmp->below) 828 for (tmp = op->inv; tmp; tmp = tmp->below)
801 { 829 {
802 if (tmp->inv) 830 if (tmp->inv)
805 if (ret) 833 if (ret)
806 return ret; 834 return ret;
807 } 835 }
808 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
809 || (trig->slaying && (tmp->slaying == trig->slaying)) 837 || (trig->slaying && (tmp->slaying == trig->slaying))
810 || (trig->race && (tmp->arch->name == trig->race))) 838 || (trig->race && (tmp->arch->archname == trig->race)))
811 return tmp; 839 return tmp;
812 } 840 }
813 return NULL; 841 return NULL;
814} 842}
815 843
828 * and has a matching item. Imagine what happens if someone steps on the inventory 856 * 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 857 * 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 858 * 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. 859 * state in the inventory checker. This won't happen anymore now.
832 * 860 *
861 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
862 * whether op is on this mapspace or not, because the value (1|0) depends
863 * on this information. also make sure to only push_button if op has
864 * a matching item (because when we do a push_button with value=0 timed gates
865 * will still open)! (i hope i got the semantics right this time)
866 *
833 */ 867 */
834void 868void
835check_inv (object *op, object *trig) 869check_inv (object *op, object *trig)
836{ 870{
837 trig->value = 0; // deactivate if none of the following conditions apply 871 trig->value = 0; // deactivate if none of the following conditions apply
838 872
839 if (object *pl = trig->ms ().player ()) 873 object *pl = trig->ms ().player ();
840 {
841 object *match = check_inv_recursive (pl, trig); 874 object *match = check_inv_recursive (op, trig);
842 875
876 // elmex: a note about (pl == op):
877 // if pl == 0 then the player has left this space
878 // if pl != 0 then a player is on this mapspace, but then
879 // we still have to check whether it's the player that triggered
880 // this inv-checker, because if not, then the op left this inv-checker
881 // and we have to set the value to 0
882
843 if (match && trig->last_sp) // match == having 883 if (match && trig->last_sp) // match == having
844 { 884 {
845 if (trig->last_heal) 885 if (trig->last_heal)
846 decrease_ob (match); 886 decrease_ob (match);
847 887
848 trig->value = 1; 888 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
849 } 889 push_button (trig);
890 }
850 else if (!match && !trig->last_sp) // match == not having 891 else if (!match && !trig->last_sp) // match == not having
851 trig->value = 1;
852 } 892 {
853 893 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
854 push_button (trig); 894 push_button (trig);
895 }
855} 896}
856 897

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