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Comparing deliantra/server/common/button.C (file contents):
Revision 1.20 by root, Tue Dec 26 08:54:58 2006 UTC vs.
Revision 1.38 by elmex, Tue Jul 31 18:28:46 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 (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 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
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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 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>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h> 25#include <funcpoint.h>
26 26
27/* 27/*
59 object *tmp = ol->ob; 59 object *tmp = ol->ob;
60 60
61 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63 continue; 63 continue;
64
64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
65 continue; 66 continue;
66 67
67 switch (tmp->type) 68 switch (tmp->type)
68 { 69 {
78 break; 79 break;
79 80
80 case SIGN: 81 case SIGN:
81 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
82 { 83 {
84 tmp->play_sound (tmp->sound);
83 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
84 if (tmp->stats.food) 86 if (tmp->stats.food)
85 tmp->last_eat++; 87 tmp->last_eat++;
86 } 88 }
87 break; 89 break;
102 case MOOD_FLOOR: 104 case MOOD_FLOOR:
103 do_mood_floor (tmp, source); 105 do_mood_floor (tmp, source);
104 break; 106 break;
105 107
106 case TIMED_GATE: 108 case TIMED_GATE:
107 tmp->set_speed (tmp->arch->clone.speed); 109 tmp->set_speed (tmp->arch->speed);
108 tmp->value = tmp->arch->clone.value; 110 tmp->value = tmp->arch->value;
109 tmp->stats.sp = 1; 111 tmp->stats.sp = 1;
110 tmp->stats.hp = tmp->stats.maxhp; 112 tmp->stats.hp = tmp->stats.maxhp;
111 /* Handle multipart gates. We copy the value for the other parts 113 /* Handle multipart gates. We copy the value for the other parts
112 * from the head - this ensures that the data will consistent 114 * from the head - this ensures that the data will consistent
113 */ 115 */
114 for (tmp = tmp->more; tmp; tmp = tmp->more) 116 for (object *part = tmp->more; part; part = part->more)
115 { 117 {
116 tmp->value = tmp->head->value; 118 part->value = tmp->value;
117 tmp->stats.sp = tmp->head->stats.sp; 119 part->stats.sp = tmp->stats.sp;
118 tmp->stats.hp = tmp->head->stats.hp; 120 part->stats.hp = tmp->stats.hp;
119 tmp->set_speed (tmp->head->speed); 121 part->set_speed (tmp->speed);
120 } 122 }
121 break; 123 break;
122 124
123 case DIRECTOR: 125 case DIRECTOR:
124 case FIREWALL: 126 case FIREWALL:
126 move_firewall (tmp); 128 move_firewall (tmp);
127 else 129 else
128 { 130 {
129 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 131 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
130 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 132 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
133
131 animate_turning (tmp); 134 animate_turning (tmp);
132 } 135 }
133 break; 136 break;
134 137
135 case TELEPORTER: 138 case TELEPORTER:
249 else if (tmp->type == PEDESTAL) 252 else if (tmp->type == PEDESTAL)
250 { 253 {
251 tmp->value = 0; 254 tmp->value = 0;
252 for (ab = tmp->above; ab != NULL; ab = ab->above) 255 for (ab = tmp->above; ab != NULL; ab = ab->above)
253 { 256 {
254 head = ab->head ? ab->head : ab; 257 head = ab->head_ ();
255 /* Same note regarding move_type for buttons above apply here. */ 258 /* Same note regarding move_type for buttons above apply here. */
256 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
257 (head->race == tmp->slaying || 260 (head->race == tmp->slaying ||
258 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
259 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
260 tmp->value = 1; 263 tmp->value = 1;
261 } 264 }
265
262 if (tmp->value) 266 if (tmp->value)
263 any_down = 1; 267 any_down = 1;
264 } 268 }
265 } 269 }
266 if (any_down) /* If any other buttons were down, force this to remain down */ 270 if (any_down) /* If any other buttons were down, force this to remain down */
273 update_object (op, UP_OBJ_FACE); 277 update_object (op, UP_OBJ_FACE);
274 push_button (op); /* Make all other buttons the same */ 278 push_button (op); /* Make all other buttons the same */
275 } 279 }
276} 280}
277 281
278/*
279 * Updates every button on the map (by calling update_button() for them).
280 */
281
282void
283update_buttons (maptile *m)
284{
285 objectlink *ol;
286 oblinkpt *obp;
287
288 for (obp = m->buttons; obp; obp = obp->next)
289 for (ol = obp->link; ol; ol = ol->next)
290 {
291 if (!ol->ob)
292 {
293 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
294 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
295 continue;
296 }
297
298 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
299 {
300 update_button (ol->ob);
301 break;
302 }
303 }
304}
305
306void 282void
307use_trigger (object *op) 283use_trigger (object *op)
308{ 284{
309
310 /* Toggle value */ 285 /* Toggle value */
311 op->value = !op->value; 286 op->value = !op->value;
312 push_button (op); 287 push_button (op);
313} 288}
314 289
315/* 290/*
316 * Note: animate_object should be used instead of this, 291 * Note: animate_object should be used instead of this,
317 * but it can't handle animations in the 8 directions 292 * but it can't handle animations in the 8 directions
318 */ 293 */
319
320void 294void
321animate_turning (object *op) /* only one part objects */ 295animate_turning (object *op) /* only one part objects */
322{ 296{
323 if (++op->state >= NUM_ANIMATIONS (op) / 8) 297 if (++op->state >= NUM_ANIMATIONS (op) / 8)
324 op->state = 0; 298 op->state = 0;
341 */ 315 */
342 316
343int 317int
344check_altar_sacrifice (const object *altar, const object *sacrifice) 318check_altar_sacrifice (const object *altar, const object *sacrifice)
345{ 319{
346 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 320 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
321 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
322 && sacrifice->type != PLAYER)
347 { 323 {
324 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
325 && sacrifice->type == MONEY
326 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
327 return 1;
328
348 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 329 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
349 ARCH_SACRIFICE (altar) == sacrifice->name || 330 || ARCH_SACRIFICE (altar) == sacrifice->name
350 ARCH_SACRIFICE (altar) == sacrifice->slaying || 331 || ARCH_SACRIFICE (altar) == sacrifice->slaying
351 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 332 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
352 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 333 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
353 return 1;
354
355 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
356 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
357 return 1; 334 return 1;
358 } 335 }
359 336
360 return 0; 337 return 0;
361} 338}
483 case TRIGGER_PEDESTAL: 460 case TRIGGER_PEDESTAL:
484 if (cause) 461 if (cause)
485 { 462 {
486 for (tmp = op->above; tmp; tmp = tmp->above) 463 for (tmp = op->above; tmp; tmp = tmp->above)
487 { 464 {
488 object *head = tmp->head ? tmp->head : tmp; 465 object *head = tmp->head_ ();
489 466
490 /* See comment in TRIGGER_BUTTON about move_types */ 467 /* See comment in TRIGGER_BUTTON about move_types */
491 if (((head->move_type & op->move_on) || head->move_type == 0) 468 if (((head->move_type & op->move_on) || head->move_type == 0)
492 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 469 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
493 { 470 {
494 push = 1; 471 push = 1;
495 break; 472 break;
496 } 473 }
497 } 474 }
475
498 if (op->stats.ac == push) 476 if (op->stats.ac == push)
499 return 0; 477 return 0;
478
500 op->stats.ac = push; 479 op->stats.ac = push;
480
501 if (NUM_ANIMATIONS (op) > 1) 481 if (NUM_ANIMATIONS (op) > 1)
502 { 482 {
503 SET_ANIMATION (op, push); 483 SET_ANIMATION (op, push);
504 update_object (op, UP_OBJ_FACE); 484 update_object (op, UP_OBJ_FACE);
505 } 485 }
486
506 update_object (op, UP_OBJ_FACE); 487 update_object (op, UP_OBJ_FACE);
488
507 if (in_movement || !push) 489 if (in_movement || !push)
508 return 0; 490 return 0;
509 } 491 }
492
510 trigger_move (op, push); 493 trigger_move (op, push);
511 return 0; 494 return 0;
512 495
513 case TRIGGER_ALTAR: 496 case TRIGGER_ALTAR:
514 if (cause) 497 if (cause)
515 { 498 {
516 if (in_movement) 499 if (in_movement)
517 return 0; 500 return 0;
501
518 if (operate_altar (op, &cause)) 502 if (operate_altar (op, &cause))
519 { 503 {
520 if (NUM_ANIMATIONS (op) > 1) 504 if (NUM_ANIMATIONS (op) > 1)
521 { 505 {
522 SET_ANIMATION (op, 1); 506 SET_ANIMATION (op, 1);
523 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
524 } 508 }
509
525 if (op->last_sp >= 0) 510 if (op->last_sp >= 0)
526 { 511 {
527 trigger_move (op, 1); 512 trigger_move (op, 1);
528 if (op->last_sp > 0) 513 if (op->last_sp > 0)
529 op->last_sp = -op->last_sp; 514 op->last_sp = -op->last_sp;
536 op->value = !op->value; 521 op->value = !op->value;
537 trigger_move (op, 1); 522 trigger_move (op, 1);
538 op->last_sp = -op->last_sp; 523 op->last_sp = -op->last_sp;
539 op->value = !op->value; 524 op->value = !op->value;
540 } 525 }
526
541 return cause == NULL; 527 return cause == NULL;
542 } 528 }
543 else 529 else
544 {
545 return 0; 530 return 0;
546 }
547 } 531 }
548 else 532 else
549 { 533 {
550 if (NUM_ANIMATIONS (op) > 1) 534 if (NUM_ANIMATIONS (op) > 1)
551 { 535 {
734 */ 718 */
735 719
736void 720void
737do_mood_floor (object *op, object *source) 721do_mood_floor (object *op, object *source)
738{ 722{
739 object *tmp;
740 object *tmp2;
741
742 if (!source) 723 if (!source)
743 source = op; 724 source = op;
744 725
745 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 726 mapspace &ms = op->ms ();
727
728 if (!(ms.flags () & P_IS_ALIVE))
729 return;
730
731 object *tmp;
732
733 for (tmp = ms.top; tmp; tmp = tmp->below)
746 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 734 if (QUERY_FLAG (tmp, FLAG_MONSTER))
747 break; 735 break;
748 736
749 /* doesn't effect players, and if there is a player on this space, won't also 737 /* doesn't effect players, and if there is a player on this space, won't also
750 * be a monster here. 738 * be a monster here.
751 */ 739 */
740 //TODO: have players really FLAG_MONSTER? kept it for safety
752 if (!tmp || tmp->type == PLAYER) 741 if (!tmp || tmp->type == PLAYER)
753 return; 742 return;
754 743
755 switch (op->last_sp) 744 switch (op->last_sp)
756 { 745 {
757 case 0: /* furious--make all monsters mad */ 746 case 0: /* furious--make all monsters mad */
758 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 747 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
759 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 748 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
749
760 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 750 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
761 { 751 {
762 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
763 remove_friendly_object (tmp);
764 tmp->attack_movement = 0; 752 tmp->attack_movement = 0;
765 /* lots of checks here, but want to make sure we don't 753 /* lots of checks here, but want to make sure we don't
766 * dereference a null value 754 * dereference a null value
767 */ 755 */
768 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 756 if (tmp->type == GOLEM
757 && tmp->owner
758 && tmp->owner->type == PLAYER
759 && tmp->owner->contr->golem == tmp)
769 tmp->owner->contr->ranges[range_golem] = 0; 760 tmp->owner->contr->golem = 0;
770 761
771 tmp->owner = 0; 762 tmp->owner = 0;
763
764 remove_friendly_object (tmp);
772 } 765 }
773 break; 766 break;
767
774 case 1: /* angry -- get neutral monsters mad */ 768 case 1: /* angry -- get neutral monsters mad */
775 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 769 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
776 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 770 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
777 break; 771 break;
772
778 case 2: /* calm -- pacify unfriendly monsters */ 773 case 2: /* calm -- pacify unfriendly monsters */
779 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
780 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 774 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
781 break; 775 break;
776
782 case 3: /* make all monsters fall asleep */ 777 case 3: /* make all monsters fall asleep */
783 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
784 SET_FLAG (tmp, FLAG_SLEEP); 778 SET_FLAG (tmp, FLAG_SLEEP);
785 break; 779 break;
780
786 case 4: /* charm all monsters */ 781 case 4: /* charm all monsters */
787 if (op == source) 782 if (op == source)
788 break; /* only if 'connected' */ 783 break; /* only if 'connected' */
789 784
790 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 785 if (object *pl = source->ms ().player ())
791 tmp2->type != PLAYER; tmp2 = tmp2->above) 786 {
792 if (tmp2->above == NULL) 787 tmp->set_owner (pl);
788 SET_FLAG (tmp, FLAG_MONSTER);
789
790 tmp->stats.exp = 0;
791
792 add_friendly_object (tmp);
793 tmp->attack_movement = PETMOVE;
794 }
793 break; 795 break;
794 796
795 if (tmp2->type != PLAYER) 797 case 6: // kill monsters
798 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
796 break; 799 break;
797 800
798 tmp->set_owner (tmp2); 801 // FALL THROUGH
799 SET_FLAG (tmp, FLAG_MONSTER); 802 case 5: // kill all alives
800 803 if (!tmp->flag [FLAG_PRECIOUS])
801 tmp->stats.exp = 0; 804 {
802 SET_FLAG (tmp, FLAG_FRIENDLY); 805 get_archetype ("burnout")->insert_at (tmp, source);
803 806 tmp->destroy ();
804 add_friendly_object (tmp); 807 }
805 tmp->attack_movement = PETMOVE;
806 break; 808 break;
807 809
808 default: 810 default:
809 break; 811 break;
810 } 812 }
822 object *tmp, *ret = NULL; 824 object *tmp, *ret = NULL;
823 825
824 /* First check the object itself. */ 826 /* First check the object itself. */
825 if ((trig->stats.hp && (op->type == trig->stats.hp)) 827 if ((trig->stats.hp && (op->type == trig->stats.hp))
826 || (trig->slaying && (op->slaying == trig->slaying)) 828 || (trig->slaying && (op->slaying == trig->slaying))
827 || (trig->race && (op->arch->name == trig->race))) 829 || (trig->race && (op->arch->archname == trig->race)))
828 return op; 830 return op;
829 831
830 for (tmp = op->inv; tmp; tmp = tmp->below) 832 for (tmp = op->inv; tmp; tmp = tmp->below)
831 { 833 {
832 if (tmp->inv) 834 if (tmp->inv)
835 if (ret) 837 if (ret)
836 return ret; 838 return ret;
837 } 839 }
838 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 840 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
839 || (trig->slaying && (tmp->slaying == trig->slaying)) 841 || (trig->slaying && (tmp->slaying == trig->slaying))
840 || (trig->race && (tmp->arch->name == trig->race))) 842 || (trig->race && (tmp->arch->archname == trig->race)))
841 return tmp; 843 return tmp;
842 } 844 }
843 return NULL; 845 return NULL;
844} 846}
845 847
858 * and has a matching item. Imagine what happens if someone steps on the inventory 860 * and has a matching item. Imagine what happens if someone steps on the inventory
859 * checker with a matching item, has it, activates the connection, throws the item 861 * checker with a matching item, has it, activates the connection, throws the item
860 * away, and then leaves the inventory checker. That would've caused an always-enabled 862 * away, and then leaves the inventory checker. That would've caused an always-enabled
861 * state in the inventory checker. This won't happen anymore now. 863 * state in the inventory checker. This won't happen anymore now.
862 * 864 *
865 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
866 * whether op is on this mapspace or not, because the value (1|0) depends
867 * on this information. also make sure to only push_button if op has
868 * a matching item (because when we do a push_button with value=0 timed gates
869 * will still open)! (i hope i got the semantics right this time)
870 *
863 */ 871 */
864void 872void
865check_inv (object *op, object *trig) 873check_inv (object *op, object *trig)
866{ 874{
867 trig->value = 0; // deactivate if none of the following conditions apply 875 trig->value = 0; // deactivate if none of the following conditions apply
868 876
869 if (object *pl = trig->ms ().player ()) 877 object *pl = trig->ms ().player ();
870 {
871 object *match = check_inv_recursive (pl, trig); 878 object *match = check_inv_recursive (op, trig);
872 879
880 // elmex: a note about (pl == op):
881 // if pl == 0 then the player has left this space
882 // if pl != 0 then a player is on this mapspace, but then
883 // we still have to check whether it's the player that triggered
884 // this inv-checker, because if not, then the op left this inv-checker
885 // and we have to set the value to 0
886
873 if (match && trig->last_sp) // match == having 887 if (match && trig->last_sp) // match == having
874 { 888 {
875 if (trig->last_heal) 889 if (trig->last_heal)
876 decrease_ob (match); 890 decrease_ob (match);
877 891
878 trig->value = 1; 892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
879 } 893 push_button (trig);
894 }
880 else if (!match && !trig->last_sp) // match == not having 895 else if (!match && !trig->last_sp) // match == not having
881 trig->value = 1;
882 } 896 {
883 897 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
884 push_button (trig); 898 push_button (trig);
899 }
885} 900}
886 901

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