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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 1.36 by root, Sun Jul 1 05:00:17 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your 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 GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h> 25#include <funcpoint.h>
27 26
28/* 27/*
103 case MOOD_FLOOR: 102 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 103 do_mood_floor (tmp, source);
105 break; 104 break;
106 105
107 case TIMED_GATE: 106 case TIMED_GATE:
108 tmp->set_speed (tmp->arch->clone.speed); 107 tmp->set_speed (tmp->arch->speed);
109 tmp->value = tmp->arch->clone.value; 108 tmp->value = tmp->arch->value;
110 tmp->stats.sp = 1; 109 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp; 110 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts 111 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent 112 * from the head - this ensures that the data will consistent
114 */ 113 */
115 for (tmp = tmp->more; tmp; tmp = tmp->more) 114 for (object *part = tmp->more; part; part = part->more)
116 { 115 {
117 tmp->value = tmp->head->value; 116 part->value = tmp->value;
118 tmp->stats.sp = tmp->head->stats.sp; 117 part->stats.sp = tmp->stats.sp;
119 tmp->stats.hp = tmp->head->stats.hp; 118 part->stats.hp = tmp->stats.hp;
120 tmp->set_speed (tmp->head->speed); 119 part->set_speed (tmp->speed);
121 } 120 }
122 break; 121 break;
123 122
124 case DIRECTOR: 123 case DIRECTOR:
125 case FIREWALL: 124 case FIREWALL:
127 move_firewall (tmp); 126 move_firewall (tmp);
128 else 127 else
129 { 128 {
130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 129 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 130 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
131
132 animate_turning (tmp); 132 animate_turning (tmp);
133 } 133 }
134 break; 134 break;
135 135
136 case TELEPORTER: 136 case TELEPORTER:
250 else if (tmp->type == PEDESTAL) 250 else if (tmp->type == PEDESTAL)
251 { 251 {
252 tmp->value = 0; 252 tmp->value = 0;
253 for (ab = tmp->above; ab != NULL; ab = ab->above) 253 for (ab = tmp->above; ab != NULL; ab = ab->above)
254 { 254 {
255 head = ab->head ? ab->head : ab; 255 head = ab->head_ ();
256 /* Same note regarding move_type for buttons above apply here. */ 256 /* Same note regarding move_type for buttons above apply here. */
257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
258 (head->race == tmp->slaying || 258 (head->race == tmp->slaying ||
259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
261 tmp->value = 1; 261 tmp->value = 1;
262 } 262 }
263
263 if (tmp->value) 264 if (tmp->value)
264 any_down = 1; 265 any_down = 1;
265 } 266 }
266 } 267 }
267 if (any_down) /* If any other buttons were down, force this to remain down */ 268 if (any_down) /* If any other buttons were down, force this to remain down */
314int 315int
315check_altar_sacrifice (const object *altar, const object *sacrifice) 316check_altar_sacrifice (const object *altar, const object *sacrifice)
316{ 317{
317 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 318 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
318 { 319 {
319 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 320 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
320 ARCH_SACRIFICE (altar) == sacrifice->name || 321 || ARCH_SACRIFICE (altar) == sacrifice->name
321 ARCH_SACRIFICE (altar) == sacrifice->slaying || 322 || ARCH_SACRIFICE (altar) == sacrifice->slaying
322 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 323 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
323 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 324 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
324 return 1; 325 return 1;
325 326
326 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 327 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
327 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 328 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
454 case TRIGGER_PEDESTAL: 455 case TRIGGER_PEDESTAL:
455 if (cause) 456 if (cause)
456 { 457 {
457 for (tmp = op->above; tmp; tmp = tmp->above) 458 for (tmp = op->above; tmp; tmp = tmp->above)
458 { 459 {
459 object *head = tmp->head ? tmp->head : tmp; 460 object *head = tmp->head_ ();
460 461
461 /* See comment in TRIGGER_BUTTON about move_types */ 462 /* See comment in TRIGGER_BUTTON about move_types */
462 if (((head->move_type & op->move_on) || head->move_type == 0) 463 if (((head->move_type & op->move_on) || head->move_type == 0)
463 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 464 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
464 { 465 {
465 push = 1; 466 push = 1;
466 break; 467 break;
467 } 468 }
468 } 469 }
470
469 if (op->stats.ac == push) 471 if (op->stats.ac == push)
470 return 0; 472 return 0;
473
471 op->stats.ac = push; 474 op->stats.ac = push;
475
472 if (NUM_ANIMATIONS (op) > 1) 476 if (NUM_ANIMATIONS (op) > 1)
473 { 477 {
474 SET_ANIMATION (op, push); 478 SET_ANIMATION (op, push);
475 update_object (op, UP_OBJ_FACE); 479 update_object (op, UP_OBJ_FACE);
476 } 480 }
481
477 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
483
478 if (in_movement || !push) 484 if (in_movement || !push)
479 return 0; 485 return 0;
480 } 486 }
487
481 trigger_move (op, push); 488 trigger_move (op, push);
482 return 0; 489 return 0;
483 490
484 case TRIGGER_ALTAR: 491 case TRIGGER_ALTAR:
485 if (cause) 492 if (cause)
486 { 493 {
487 if (in_movement) 494 if (in_movement)
488 return 0; 495 return 0;
496
489 if (operate_altar (op, &cause)) 497 if (operate_altar (op, &cause))
490 { 498 {
491 if (NUM_ANIMATIONS (op) > 1) 499 if (NUM_ANIMATIONS (op) > 1)
492 { 500 {
493 SET_ANIMATION (op, 1); 501 SET_ANIMATION (op, 1);
494 update_object (op, UP_OBJ_FACE); 502 update_object (op, UP_OBJ_FACE);
495 } 503 }
504
496 if (op->last_sp >= 0) 505 if (op->last_sp >= 0)
497 { 506 {
498 trigger_move (op, 1); 507 trigger_move (op, 1);
499 if (op->last_sp > 0) 508 if (op->last_sp > 0)
500 op->last_sp = -op->last_sp; 509 op->last_sp = -op->last_sp;
507 op->value = !op->value; 516 op->value = !op->value;
508 trigger_move (op, 1); 517 trigger_move (op, 1);
509 op->last_sp = -op->last_sp; 518 op->last_sp = -op->last_sp;
510 op->value = !op->value; 519 op->value = !op->value;
511 } 520 }
521
512 return cause == NULL; 522 return cause == NULL;
513 } 523 }
514 else 524 else
515 {
516 return 0; 525 return 0;
517 }
518 } 526 }
519 else 527 else
520 { 528 {
521 if (NUM_ANIMATIONS (op) > 1) 529 if (NUM_ANIMATIONS (op) > 1)
522 { 530 {
705 */ 713 */
706 714
707void 715void
708do_mood_floor (object *op, object *source) 716do_mood_floor (object *op, object *source)
709{ 717{
710 object *tmp;
711 object *tmp2;
712
713 if (!source) 718 if (!source)
714 source = op; 719 source = op;
715 720
716 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 721 mapspace &ms = op->ms ();
722
723 if (!(ms.flags () & P_IS_ALIVE))
724 return;
725
726 object *tmp;
727
728 for (tmp = ms.top; tmp; tmp = tmp->below)
717 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 729 if (QUERY_FLAG (tmp, FLAG_MONSTER))
718 break; 730 break;
719 731
720 /* doesn't effect players, and if there is a player on this space, won't also 732 /* doesn't effect players, and if there is a player on this space, won't also
721 * be a monster here. 733 * be a monster here.
722 */ 734 */
735 //TODO: have players really FLAG_MONSTER? kept it for safety
723 if (!tmp || tmp->type == PLAYER) 736 if (!tmp || tmp->type == PLAYER)
724 return; 737 return;
725 738
726 switch (op->last_sp) 739 switch (op->last_sp)
727 { 740 {
728 case 0: /* furious--make all monsters mad */ 741 case 0: /* furious--make all monsters mad */
729 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 742 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
730 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 743 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
744
731 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 745 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
732 { 746 {
733 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
734 remove_friendly_object (tmp);
735 tmp->attack_movement = 0; 747 tmp->attack_movement = 0;
736 /* lots of checks here, but want to make sure we don't 748 /* lots of checks here, but want to make sure we don't
737 * dereference a null value 749 * dereference a null value
738 */ 750 */
739 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 751 if (tmp->type == GOLEM
752 && tmp->owner
753 && tmp->owner->type == PLAYER
754 && tmp->owner->contr->golem == tmp)
740 tmp->owner->contr->ranges[range_golem] = 0; 755 tmp->owner->contr->golem = 0;
741 756
742 tmp->owner = 0; 757 tmp->owner = 0;
758
759 remove_friendly_object (tmp);
743 } 760 }
744 break; 761 break;
762
745 case 1: /* angry -- get neutral monsters mad */ 763 case 1: /* angry -- get neutral monsters mad */
746 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
747 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
748 break; 766 break;
767
749 case 2: /* calm -- pacify unfriendly monsters */ 768 case 2: /* calm -- pacify unfriendly monsters */
750 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
751 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 769 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
752 break; 770 break;
771
753 case 3: /* make all monsters fall asleep */ 772 case 3: /* make all monsters fall asleep */
754 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
755 SET_FLAG (tmp, FLAG_SLEEP); 773 SET_FLAG (tmp, FLAG_SLEEP);
756 break; 774 break;
775
757 case 4: /* charm all monsters */ 776 case 4: /* charm all monsters */
758 if (op == source) 777 if (op == source)
759 break; /* only if 'connected' */ 778 break; /* only if 'connected' */
760 779
761 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 780 if (object *pl = source->ms ().player ())
762 tmp2->type != PLAYER; tmp2 = tmp2->above) 781 {
763 if (tmp2->above == NULL) 782 tmp->set_owner (pl);
783 SET_FLAG (tmp, FLAG_MONSTER);
784
785 tmp->stats.exp = 0;
786
787 add_friendly_object (tmp);
788 tmp->attack_movement = PETMOVE;
789 }
764 break; 790 break;
765 791
766 if (tmp2->type != PLAYER) 792 case 6: // kill monsters
793 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 break; 794 break;
768 795
769 tmp->set_owner (tmp2); 796 // FALL THROUGH
770 SET_FLAG (tmp, FLAG_MONSTER); 797 case 5: // kill all alives
771 798 if (!tmp->flag [FLAG_PRECIOUS])
772 tmp->stats.exp = 0; 799 {
773 800 get_archetype ("burnout")->insert_at (tmp, source);
774 add_friendly_object (tmp); 801 tmp->destroy ();
775 tmp->attack_movement = PETMOVE; 802 }
776 break; 803 break;
777 804
778 default: 805 default:
779 break; 806 break;
780 } 807 }
792 object *tmp, *ret = NULL; 819 object *tmp, *ret = NULL;
793 820
794 /* First check the object itself. */ 821 /* First check the object itself. */
795 if ((trig->stats.hp && (op->type == trig->stats.hp)) 822 if ((trig->stats.hp && (op->type == trig->stats.hp))
796 || (trig->slaying && (op->slaying == trig->slaying)) 823 || (trig->slaying && (op->slaying == trig->slaying))
797 || (trig->race && (op->arch->name == trig->race))) 824 || (trig->race && (op->arch->archname == trig->race)))
798 return op; 825 return op;
799 826
800 for (tmp = op->inv; tmp; tmp = tmp->below) 827 for (tmp = op->inv; tmp; tmp = tmp->below)
801 { 828 {
802 if (tmp->inv) 829 if (tmp->inv)
805 if (ret) 832 if (ret)
806 return ret; 833 return ret;
807 } 834 }
808 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 835 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
809 || (trig->slaying && (tmp->slaying == trig->slaying)) 836 || (trig->slaying && (tmp->slaying == trig->slaying))
810 || (trig->race && (tmp->arch->name == trig->race))) 837 || (trig->race && (tmp->arch->archname == trig->race)))
811 return tmp; 838 return tmp;
812 } 839 }
813 return NULL; 840 return NULL;
814} 841}
815 842
828 * and has a matching item. Imagine what happens if someone steps on the inventory 855 * 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 856 * 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 857 * 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. 858 * state in the inventory checker. This won't happen anymore now.
832 * 859 *
860 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
861 * whether op is on this mapspace or not, because the value (1|0) depends
862 * on this information. also make sure to only push_button if op has
863 * a matching item (because when we do a push_button with value=0 timed gates
864 * will still open)! (i hope i got the semantics right this time)
865 *
833 */ 866 */
834void 867void
835check_inv (object *op, object *trig) 868check_inv (object *op, object *trig)
836{ 869{
837 trig->value = 0; // deactivate if none of the following conditions apply 870 trig->value = 0; // deactivate if none of the following conditions apply
838 871
839 if (object *pl = trig->ms ().player ()) 872 object *pl = trig->ms ().player ();
840 {
841 object *match = check_inv_recursive (pl, trig); 873 object *match = check_inv_recursive (op, trig);
842 874
875 // elmex: a note about (pl == op):
876 // if pl == 0 then the player has left this space
877 // if pl != 0 then a player is on this mapspace, but then
878 // we still have to check whether it's the player that triggered
879 // this inv-checker, because if not, then the op left this inv-checker
880 // and we have to set the value to 0
881
843 if (match && trig->last_sp) // match == having 882 if (match && trig->last_sp) // match == having
844 { 883 {
845 if (trig->last_heal) 884 if (trig->last_heal)
846 decrease_ob (match); 885 decrease_ob (match);
847 886
848 trig->value = 1; 887 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
849 } 888 push_button (trig);
889 }
850 else if (!match && !trig->last_sp) // match == not having 890 else if (!match && !trig->last_sp) // match == not having
851 trig->value = 1;
852 } 891 {
853 892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
854 push_button (trig); 893 push_button (trig);
894 }
855} 895}
856 896

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