--- deliantra/server/common/button.C 2006/12/25 11:25:49 1.19 +++ deliantra/server/common/button.C 2007/05/17 21:32:08 1.32 @@ -1,25 +1,26 @@ /* - 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, A Multiplayer game + * + * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team + * 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 + */ #include #include @@ -69,8 +70,7 @@ case GATE: case HOLE: tmp->value = tmp->stats.maxsp ? !state : state; - tmp->speed = 0.5; - update_ob_speed (tmp); + tmp->set_speed (0.5); break; case CF_HANDLE: @@ -105,21 +105,19 @@ break; case TIMED_GATE: - tmp->speed = tmp->arch->clone.speed; - update_ob_speed (tmp); /* original values */ + tmp->set_speed (tmp->arch->clone.speed); 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) + for (object *part = tmp->more; part; part = part->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); + part->value = tmp->value; + part->stats.sp = tmp->stats.sp; + part->stats.hp = tmp->stats.hp; + part->set_speed (tmp->speed); } break; @@ -131,6 +129,7 @@ { if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; + animate_turning (tmp); } break; @@ -254,7 +253,7 @@ 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 || @@ -262,6 +261,7 @@ (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) tmp->value = 1; } + if (tmp->value) any_down = 1; } @@ -278,38 +278,9 @@ } } -/* - * Updates every button on the map (by calling update_button() for them). - */ - -void -update_buttons (maptile *m) -{ - objectlink *ol; - oblinkpt *obp; - - for (obp = m->buttons; obp; obp = obp->next) - for (ol = obp->link; ol; ol = ol->next) - { - if (!ol->ob) - { - LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", - ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, 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); @@ -319,7 +290,6 @@ * 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 */ { @@ -416,18 +386,13 @@ 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); } } @@ -493,7 +458,7 @@ { 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) @@ -503,18 +468,24 @@ 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; @@ -523,6 +494,7 @@ { if (in_movement) return 0; + if (operate_altar (op, &cause)) { if (NUM_ANIMATIONS (op) > 1) @@ -530,6 +502,7 @@ SET_ANIMATION (op, 1); update_object (op, UP_OBJ_FACE); } + if (op->last_sp >= 0) { trigger_move (op, 1); @@ -546,12 +519,11 @@ op->last_sp = -op->last_sp; op->value = !op->value; } + return cause == NULL; } else - { - return 0; - } + return 0; } else { @@ -572,8 +544,7 @@ { op->stats.wc = 0; op->value = !op->value; - op->speed = 0; - update_ob_speed (op); + op->set_speed (0); } } return 0; @@ -583,13 +554,16 @@ { 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; @@ -742,19 +716,24 @@ 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; @@ -763,52 +742,65 @@ 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] = 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); - if (tmp2->type != PLAYER) - break; + tmp->stats.exp = 0; - tmp->set_owner (tmp2); - SET_FLAG (tmp, FLAG_MONSTER); + add_friendly_object (tmp); + tmp->attack_movement = PETMOVE; + } + break; - tmp->stats.exp = 0; - SET_FLAG (tmp, FLAG_FRIENDLY); + case 6: // kill monsters + if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) + break; - 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: @@ -866,27 +858,40 @@ * 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) { trig->value = 0; // deactivate if none of the following conditions apply - if (object *pl = trig->ms ().player ()) - { - object *match = check_inv_recursive (pl, trig); + object *pl = trig->ms ().player (); + object *match = check_inv_recursive (op, trig); - if (match && trig->last_sp) // match == having - { - if (trig->last_heal) - decrease_ob (match); + // 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 - trig->value = 1; - } - else if (!match && !trig->last_sp) // match == not having - trig->value = 1; - } + if (match && trig->last_sp) // match == having + { + if (trig->last_heal) + decrease_ob (match); - push_button (trig); + 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 + { + trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left + push_button (trig); + } }