1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | 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 |
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 2 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, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, 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 at <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 | /* |
… | |
… | |
705 | */ |
705 | */ |
706 | |
706 | |
707 | void |
707 | void |
708 | do_mood_floor (object *op, object *source) |
708 | do_mood_floor (object *op, object *source) |
709 | { |
709 | { |
710 | object *tmp; |
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711 | object *tmp2; |
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712 | |
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713 | if (!source) |
710 | if (!source) |
714 | source = op; |
711 | source = op; |
715 | |
712 | |
716 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
713 | mapspace &ms = op->ms (); |
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714 | |
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715 | if (!(ms.flags () & P_IS_ALIVE)) |
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716 | return; |
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717 | |
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718 | object *tmp; |
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719 | |
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720 | for (tmp = ms.top; tmp; tmp = tmp->below) |
717 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
721 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
718 | break; |
722 | break; |
719 | |
723 | |
720 | /* doesn't effect players, and if there is a player on this space, won't also |
724 | /* doesn't effect players, and if there is a player on this space, won't also |
721 | * be a monster here. |
725 | * be a monster here. |
722 | */ |
726 | */ |
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727 | //TODO: have players really FLAG_MONSTER? kept it for safety |
723 | if (!tmp || tmp->type == PLAYER) |
728 | if (!tmp || tmp->type == PLAYER) |
724 | return; |
729 | return; |
725 | |
730 | |
726 | switch (op->last_sp) |
731 | switch (op->last_sp) |
727 | { |
732 | { |
728 | case 0: /* furious--make all monsters mad */ |
733 | case 0: /* furious--make all monsters mad */ |
729 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
734 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
730 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
735 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
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736 | |
731 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
737 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
732 | { |
738 | { |
733 | CLEAR_FLAG (tmp, FLAG_FRIENDLY); |
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734 | remove_friendly_object (tmp); |
739 | remove_friendly_object (tmp); |
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740 | |
735 | tmp->attack_movement = 0; |
741 | tmp->attack_movement = 0; |
736 | /* lots of checks here, but want to make sure we don't |
742 | /* lots of checks here, but want to make sure we don't |
737 | * dereference a null value |
743 | * dereference a null value |
738 | */ |
744 | */ |
739 | if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) |
745 | if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) |
740 | tmp->owner->contr->ranges[range_golem] = 0; |
746 | tmp->owner->contr->ranges[range_golem] = 0; |
741 | |
747 | |
742 | tmp->owner = 0; |
748 | tmp->owner = 0; |
743 | } |
749 | } |
744 | break; |
750 | break; |
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751 | |
745 | case 1: /* angry -- get neutral monsters mad */ |
752 | case 1: /* angry -- get neutral monsters mad */ |
746 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
753 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
747 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
754 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
748 | break; |
755 | break; |
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756 | |
749 | case 2: /* calm -- pacify unfriendly monsters */ |
757 | case 2: /* calm -- pacify unfriendly monsters */ |
750 | if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
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751 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
758 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
752 | break; |
759 | break; |
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760 | |
753 | case 3: /* make all monsters fall asleep */ |
761 | case 3: /* make all monsters fall asleep */ |
754 | if (!QUERY_FLAG (tmp, FLAG_SLEEP)) |
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755 | SET_FLAG (tmp, FLAG_SLEEP); |
762 | SET_FLAG (tmp, FLAG_SLEEP); |
756 | break; |
763 | break; |
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764 | |
757 | case 4: /* charm all monsters */ |
765 | case 4: /* charm all monsters */ |
758 | if (op == source) |
766 | if (op == source) |
759 | break; /* only if 'connected' */ |
767 | break; /* only if 'connected' */ |
760 | |
768 | |
761 | for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ |
769 | if (object *pl = source->ms ().player ()) |
762 | tmp2->type != PLAYER; tmp2 = tmp2->above) |
770 | { |
763 | if (tmp2->above == NULL) |
771 | tmp->set_owner (pl); |
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772 | SET_FLAG (tmp, FLAG_MONSTER); |
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773 | |
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774 | tmp->stats.exp = 0; |
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775 | |
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776 | add_friendly_object (tmp); |
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777 | tmp->attack_movement = PETMOVE; |
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778 | } |
764 | break; |
779 | break; |
765 | |
780 | |
766 | if (tmp2->type != PLAYER) |
781 | case 6: |
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782 | if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
767 | break; |
783 | break; |
768 | |
784 | |
769 | tmp->set_owner (tmp2); |
785 | // FALL THROUGH |
770 | SET_FLAG (tmp, FLAG_MONSTER); |
786 | case 5: |
771 | |
787 | get_archetype ("burnout")->insert_at (tmp, source); |
772 | tmp->stats.exp = 0; |
788 | tmp->destroy (); |
773 | |
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774 | add_friendly_object (tmp); |
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775 | tmp->attack_movement = PETMOVE; |
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776 | break; |
789 | break; |
777 | |
790 | |
778 | default: |
791 | default: |
779 | break; |
792 | break; |
780 | } |
793 | } |
… | |
… | |
828 | * and has a matching item. Imagine what happens if someone steps on the inventory |
841 | * 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 |
842 | * 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 |
843 | * 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. |
844 | * state in the inventory checker. This won't happen anymore now. |
832 | * |
845 | * |
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846 | * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check |
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847 | * whether op is on this mapspace or not, because the value (1|0) depends |
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848 | * on this information. also make sure to only push_button if op has |
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849 | * a matching item (because when we do a push_button with value=0 timed gates |
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850 | * will still open)! (i hope i got the semantics right this time) |
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851 | * |
833 | */ |
852 | */ |
834 | void |
853 | void |
835 | check_inv (object *op, object *trig) |
854 | check_inv (object *op, object *trig) |
836 | { |
855 | { |
837 | sint32 prev_state = trig->value; |
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838 | trig->value = 0; // deactivate if none of the following conditions apply |
856 | trig->value = 0; // deactivate if none of the following conditions apply |
839 | |
857 | |
840 | if (object *pl = trig->ms ().player ()) |
858 | object *pl = trig->ms ().player (); |
841 | { |
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842 | object *match = check_inv_recursive (pl, trig); |
859 | object *match = check_inv_recursive (op, trig); |
843 | |
860 | |
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861 | // elmex: a note about (pl == op): |
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862 | // if pl == 0 then the player has left this space |
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863 | // if pl != 0 then a player is on this mapspace, but then |
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864 | // we still have to check whether it's the player that triggered |
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865 | // this inv-checker, because if not, then the op left this inv-checker |
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866 | // and we have to set the value to 0 |
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867 | |
844 | if (match && trig->last_sp) // match == having |
868 | if (match && trig->last_sp) // match == having |
845 | { |
869 | { |
846 | if (trig->last_heal) |
870 | if (trig->last_heal) |
847 | decrease_ob (match); |
871 | decrease_ob (match); |
848 | |
872 | |
849 | trig->value = 1; |
873 | trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
850 | } |
874 | push_button (trig); |
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875 | } |
851 | else if (!match && !trig->last_sp) // match == not having |
876 | else if (!match && !trig->last_sp) // match == not having |
852 | trig->value = 1; |
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853 | } |
877 | { |
854 | |
878 | trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
855 | if (prev_state != trig->value) |
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856 | push_button (trig); |
879 | push_button (trig); |
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880 | } |
857 | } |
881 | } |
858 | |
882 | |