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Comparing deliantra/server/common/button.C (file contents):
Revision 1.21 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.32 by root, Thu May 17 21:32:08 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* 28/*
109 tmp->stats.sp = 1; 110 tmp->stats.sp = 1;
110 tmp->stats.hp = tmp->stats.maxhp; 111 tmp->stats.hp = tmp->stats.maxhp;
111 /* Handle multipart gates. We copy the value for the other parts 112 /* Handle multipart gates. We copy the value for the other parts
112 * from the head - this ensures that the data will consistent 113 * from the head - this ensures that the data will consistent
113 */ 114 */
114 for (tmp = tmp->more; tmp; tmp = tmp->more) 115 for (object *part = tmp->more; part; part = part->more)
115 { 116 {
116 tmp->value = tmp->head->value; 117 part->value = tmp->value;
117 tmp->stats.sp = tmp->head->stats.sp; 118 part->stats.sp = tmp->stats.sp;
118 tmp->stats.hp = tmp->head->stats.hp; 119 part->stats.hp = tmp->stats.hp;
119 tmp->set_speed (tmp->head->speed); 120 part->set_speed (tmp->speed);
120 } 121 }
121 break; 122 break;
122 123
123 case DIRECTOR: 124 case DIRECTOR:
124 case FIREWALL: 125 case FIREWALL:
126 move_firewall (tmp); 127 move_firewall (tmp);
127 else 128 else
128 { 129 {
129 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
130 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
132
131 animate_turning (tmp); 133 animate_turning (tmp);
132 } 134 }
133 break; 135 break;
134 136
135 case TELEPORTER: 137 case TELEPORTER:
249 else if (tmp->type == PEDESTAL) 251 else if (tmp->type == PEDESTAL)
250 { 252 {
251 tmp->value = 0; 253 tmp->value = 0;
252 for (ab = tmp->above; ab != NULL; ab = ab->above) 254 for (ab = tmp->above; ab != NULL; ab = ab->above)
253 { 255 {
254 head = ab->head ? ab->head : ab; 256 head = ab->head_ ();
255 /* Same note regarding move_type for buttons above apply here. */ 257 /* Same note regarding move_type for buttons above apply here. */
256 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 258 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
257 (head->race == tmp->slaying || 259 (head->race == tmp->slaying ||
258 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 260 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
259 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 261 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
260 tmp->value = 1; 262 tmp->value = 1;
261 } 263 }
264
262 if (tmp->value) 265 if (tmp->value)
263 any_down = 1; 266 any_down = 1;
264 } 267 }
265 } 268 }
266 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 */
453 case TRIGGER_PEDESTAL: 456 case TRIGGER_PEDESTAL:
454 if (cause) 457 if (cause)
455 { 458 {
456 for (tmp = op->above; tmp; tmp = tmp->above) 459 for (tmp = op->above; tmp; tmp = tmp->above)
457 { 460 {
458 object *head = tmp->head ? tmp->head : tmp; 461 object *head = tmp->head_ ();
459 462
460 /* See comment in TRIGGER_BUTTON about move_types */ 463 /* See comment in TRIGGER_BUTTON about move_types */
461 if (((head->move_type & op->move_on) || head->move_type == 0) 464 if (((head->move_type & op->move_on) || head->move_type == 0)
462 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 465 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
463 { 466 {
464 push = 1; 467 push = 1;
465 break; 468 break;
466 } 469 }
467 } 470 }
471
468 if (op->stats.ac == push) 472 if (op->stats.ac == push)
469 return 0; 473 return 0;
474
470 op->stats.ac = push; 475 op->stats.ac = push;
476
471 if (NUM_ANIMATIONS (op) > 1) 477 if (NUM_ANIMATIONS (op) > 1)
472 { 478 {
473 SET_ANIMATION (op, push); 479 SET_ANIMATION (op, push);
474 update_object (op, UP_OBJ_FACE); 480 update_object (op, UP_OBJ_FACE);
475 } 481 }
482
476 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
484
477 if (in_movement || !push) 485 if (in_movement || !push)
478 return 0; 486 return 0;
479 } 487 }
488
480 trigger_move (op, push); 489 trigger_move (op, push);
481 return 0; 490 return 0;
482 491
483 case TRIGGER_ALTAR: 492 case TRIGGER_ALTAR:
484 if (cause) 493 if (cause)
485 { 494 {
486 if (in_movement) 495 if (in_movement)
487 return 0; 496 return 0;
497
488 if (operate_altar (op, &cause)) 498 if (operate_altar (op, &cause))
489 { 499 {
490 if (NUM_ANIMATIONS (op) > 1) 500 if (NUM_ANIMATIONS (op) > 1)
491 { 501 {
492 SET_ANIMATION (op, 1); 502 SET_ANIMATION (op, 1);
493 update_object (op, UP_OBJ_FACE); 503 update_object (op, UP_OBJ_FACE);
494 } 504 }
505
495 if (op->last_sp >= 0) 506 if (op->last_sp >= 0)
496 { 507 {
497 trigger_move (op, 1); 508 trigger_move (op, 1);
498 if (op->last_sp > 0) 509 if (op->last_sp > 0)
499 op->last_sp = -op->last_sp; 510 op->last_sp = -op->last_sp;
506 op->value = !op->value; 517 op->value = !op->value;
507 trigger_move (op, 1); 518 trigger_move (op, 1);
508 op->last_sp = -op->last_sp; 519 op->last_sp = -op->last_sp;
509 op->value = !op->value; 520 op->value = !op->value;
510 } 521 }
522
511 return cause == NULL; 523 return cause == NULL;
512 } 524 }
513 else 525 else
514 {
515 return 0; 526 return 0;
516 }
517 } 527 }
518 else 528 else
519 { 529 {
520 if (NUM_ANIMATIONS (op) > 1) 530 if (NUM_ANIMATIONS (op) > 1)
521 { 531 {
704 */ 714 */
705 715
706void 716void
707do_mood_floor (object *op, object *source) 717do_mood_floor (object *op, object *source)
708{ 718{
709 object *tmp;
710 object *tmp2;
711
712 if (!source) 719 if (!source)
713 source = op; 720 source = op;
714 721
715 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)
716 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 730 if (QUERY_FLAG (tmp, FLAG_MONSTER))
717 break; 731 break;
718 732
719 /* 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
720 * be a monster here. 734 * be a monster here.
721 */ 735 */
736 //TODO: have players really FLAG_MONSTER? kept it for safety
722 if (!tmp || tmp->type == PLAYER) 737 if (!tmp || tmp->type == PLAYER)
723 return; 738 return;
724 739
725 switch (op->last_sp) 740 switch (op->last_sp)
726 { 741 {
727 case 0: /* furious--make all monsters mad */ 742 case 0: /* furious--make all monsters mad */
728 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 743 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
729 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 744 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
745
730 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 746 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
731 { 747 {
732 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
733 remove_friendly_object (tmp);
734 tmp->attack_movement = 0; 748 tmp->attack_movement = 0;
735 /* 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
736 * dereference a null value 750 * dereference a null value
737 */ 751 */
738 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)
739 tmp->owner->contr->ranges[range_golem] = 0; 756 tmp->owner->contr->golem = 0;
740 757
741 tmp->owner = 0; 758 tmp->owner = 0;
759
760 remove_friendly_object (tmp);
742 } 761 }
743 break; 762 break;
763
744 case 1: /* angry -- get neutral monsters mad */ 764 case 1: /* angry -- get neutral monsters mad */
745 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
746 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
747 break; 767 break;
768
748 case 2: /* calm -- pacify unfriendly monsters */ 769 case 2: /* calm -- pacify unfriendly monsters */
749 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
750 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 770 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
751 break; 771 break;
772
752 case 3: /* make all monsters fall asleep */ 773 case 3: /* make all monsters fall asleep */
753 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
754 SET_FLAG (tmp, FLAG_SLEEP); 774 SET_FLAG (tmp, FLAG_SLEEP);
755 break; 775 break;
776
756 case 4: /* charm all monsters */ 777 case 4: /* charm all monsters */
757 if (op == source) 778 if (op == source)
758 break; /* only if 'connected' */ 779 break; /* only if 'connected' */
759 780
760 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 781 if (object *pl = source->ms ().player ())
761 tmp2->type != PLAYER; tmp2 = tmp2->above) 782 {
762 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 }
763 break; 791 break;
764 792
765 if (tmp2->type != PLAYER) 793 case 6: // kill monsters
794 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
766 break; 795 break;
767 796
768 tmp->set_owner (tmp2); 797 // FALL THROUGH
769 SET_FLAG (tmp, FLAG_MONSTER); 798 case 5: // kill all alives
770 799 if (!tmp->flag [FLAG_PRECIOUS])
771 tmp->stats.exp = 0; 800 {
772 SET_FLAG (tmp, FLAG_FRIENDLY); 801 get_archetype ("burnout")->insert_at (tmp, source);
773 802 tmp->destroy ();
774 add_friendly_object (tmp); 803 }
775 tmp->attack_movement = PETMOVE;
776 break; 804 break;
777 805
778 default: 806 default:
779 break; 807 break;
780 } 808 }
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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