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Comparing deliantra/server/common/button.C (file contents):
Revision 1.17 by root, Wed Dec 20 09:14:21 2006 UTC vs.
Revision 1.31 by root, Mon Apr 30 04:25:29 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/*
35 * The source argument can be 0 or the source object for this activation. 36 * The source argument can be 0 or the source object for this activation.
36 */ 37 */
37void 38void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 39activate_connection_link (objectlink * ol, bool state, object *source = 0)
39{ 40{
40 object *tmp = 0;
41
42 for (; ol; ol = ol->next) 41 for (; ol; ol = ol->next)
43 { 42 {
44 if (!ol->ob) 43 if (!ol->ob)
45 { 44 {
46 LOG (llevError, "Internal error in activate_connection_link.\n"); 45 LOG (llevError, "Internal error in activate_connection_link.\n");
55 * re-loaded. As such, just exit this function if that is the case. 54 * re-loaded. As such, just exit this function if that is the case.
56 */ 55 */
57 56
58 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 57 if (QUERY_FLAG (ol->ob, FLAG_FREED))
59 return; 58 return;
59
60 tmp = ol->ob; 60 object *tmp = ol->ob;
61 61
62 /* if the criteria isn't appropriate, don't do anything */ 62 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 64 continue;
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue; 66 continue;
67 67
68 switch (tmp->type) 68 switch (tmp->type)
69 { 69 {
70 case GATE: 70 case GATE:
71 case HOLE: 71 case HOLE:
72 tmp->value = tmp->stats.maxsp ? !state : state; 72 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->speed = 0.5; 73 tmp->set_speed (0.5);
74 update_ob_speed (tmp);
75 break; 74 break;
76 75
77 case CF_HANDLE: 76 case CF_HANDLE:
78 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
79 update_object (tmp, UP_OBJ_FACE); 78 update_object (tmp, UP_OBJ_FACE);
80 break; 79 break;
81 80
82 case SIGN: 81 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
84 { 83 {
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food) 85 if (tmp->stats.food)
87 tmp->last_eat++; 86 tmp->last_eat++;
88 } 87 }
89 break; 88 break;
90 89
91 case ALTAR: 90 case ALTAR:
92 tmp->value = 1; 91 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 92 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 93 update_object (tmp, UP_OBJ_FACE);
95 break; 94 break;
96 95
97 case BUTTON: 96 case BUTTON:
98 case PEDESTAL: 97 case PEDESTAL:
99 tmp->value = state; 98 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 99 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 100 update_object (tmp, UP_OBJ_FACE);
102 break; 101 break;
103 102
104 case MOOD_FLOOR: 103 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 104 do_mood_floor (tmp, source);
106 break; 105 break;
107 106
108 case TIMED_GATE: 107 case TIMED_GATE:
109 tmp->speed = tmp->arch->clone.speed; 108 tmp->set_speed (tmp->arch->clone.speed);
110 update_ob_speed (tmp); /* original values */
111 tmp->value = tmp->arch->clone.value; 109 tmp->value = tmp->arch->clone.value;
112 tmp->stats.sp = 1; 110 tmp->stats.sp = 1;
113 tmp->stats.hp = tmp->stats.maxhp; 111 tmp->stats.hp = tmp->stats.maxhp;
114 /* Handle multipart gates. We copy the value for the other parts 112 /* Handle multipart gates. We copy the value for the other parts
115 * from the head - this ensures that the data will consistent 113 * from the head - this ensures that the data will consistent
116 */ 114 */
117 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 115 for (tmp = tmp->more; tmp; tmp = tmp->more)
118 { 116 {
119 tmp->speed = tmp->head->speed;
120 tmp->value = tmp->head->value; 117 tmp->value = tmp->head->value;
121 tmp->stats.sp = tmp->head->stats.sp; 118 tmp->stats.sp = tmp->head->stats.sp;
122 tmp->stats.hp = tmp->head->stats.hp; 119 tmp->stats.hp = tmp->head->stats.hp;
123 update_ob_speed (tmp); 120 tmp->set_speed (tmp->head->speed);
124 } 121 }
125 break; 122 break;
126 123
127 case DIRECTOR: 124 case DIRECTOR:
128 case FIREWALL: 125 case FIREWALL:
129 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 126 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
130 move_firewall (tmp); 127 move_firewall (tmp);
131 else 128 else
132 { 129 {
133 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
134 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
135 animate_turning (tmp); 132 animate_turning (tmp);
136 } 133 }
137 break; 134 break;
138 135
139 case TELEPORTER: 136 case TELEPORTER:
140 move_teleporter (tmp); 137 move_teleporter (tmp);
141 break; 138 break;
142 139
143 case CREATOR: 140 case CREATOR:
144 move_creator (tmp); 141 move_creator (tmp);
145 break; 142 break;
146 143
147 case TRIGGER_MARKER: 144 case TRIGGER_MARKER:
148 move_marker (tmp); 145 move_marker (tmp);
149 break; 146 break;
150 147
151 case DUPLICATOR: 148 case DUPLICATOR:
152 move_duplicator (tmp); 149 move_duplicator (tmp);
153 break; 150 break;
154 } 151 }
155 } 152 }
156} 153}
157 154
158/* 155/*
277 update_object (op, UP_OBJ_FACE); 274 update_object (op, UP_OBJ_FACE);
278 push_button (op); /* Make all other buttons the same */ 275 push_button (op); /* Make all other buttons the same */
279 } 276 }
280} 277}
281 278
282/*
283 * Updates every button on the map (by calling update_button() for them).
284 */
285
286void
287update_buttons (maptile *m)
288{
289 objectlink *ol;
290 oblinkpt *obp;
291
292 for (obp = m->buttons; obp; obp = obp->next)
293 for (ol = obp->link; ol; ol = ol->next)
294 {
295 if (!ol->ob)
296 {
297 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
298 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
299 continue;
300 }
301
302 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
303 {
304 update_button (ol->ob);
305 break;
306 }
307 }
308}
309
310void 279void
311use_trigger (object *op) 280use_trigger (object *op)
312{ 281{
313
314 /* Toggle value */ 282 /* Toggle value */
315 op->value = !op->value; 283 op->value = !op->value;
316 push_button (op); 284 push_button (op);
317} 285}
318 286
319/* 287/*
320 * Note: animate_object should be used instead of this, 288 * Note: animate_object should be used instead of this,
321 * but it can't handle animations in the 8 directions 289 * but it can't handle animations in the 8 directions
322 */ 290 */
323
324void 291void
325animate_turning (object *op) /* only one part objects */ 292animate_turning (object *op) /* only one part objects */
326{ 293{
327 if (++op->state >= NUM_ANIMATIONS (op) / 8) 294 if (++op->state >= NUM_ANIMATIONS (op) / 8)
328 op->state = 0; 295 op->state = 0;
415{ 382{
416 op->stats.wc = state; 383 op->stats.wc = state;
417 if (state) 384 if (state)
418 { 385 {
419 use_trigger (op); 386 use_trigger (op);
420 if (op->stats.exp > 0) /* check sanity */ 387 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
421 op->speed = 1.0 / op->stats.exp;
422 else
423 op->speed = 1.0;
424 update_ob_speed (op);
425 op->speed_left = -1; 388 op->speed_left = -1;
426 } 389 }
427 else 390 else
428 { 391 {
429 use_trigger (op); 392 use_trigger (op);
430 op->speed = 0; 393 op->set_speed (0);
431 update_ob_speed (op);
432 } 394 }
433} 395}
434 396
435 397
436/* 398/*
571 trigger_move (op, 0); 533 trigger_move (op, 0);
572 else 534 else
573 { 535 {
574 op->stats.wc = 0; 536 op->stats.wc = 0;
575 op->value = !op->value; 537 op->value = !op->value;
576 op->speed = 0; 538 op->set_speed (0);
577 update_ob_speed (op);
578 } 539 }
579 } 540 }
580 return 0; 541 return 0;
581 542
582 case TRIGGER: 543 case TRIGGER:
583 if (cause) 544 if (cause)
584 { 545 {
585 if (in_movement) 546 if (in_movement)
586 return 0; 547 return 0;
548
587 push = 1; 549 push = 1;
588 } 550 }
551
589 if (NUM_ANIMATIONS (op) > 1) 552 if (NUM_ANIMATIONS (op) > 1)
590 { 553 {
591 SET_ANIMATION (op, push); 554 SET_ANIMATION (op, push);
592 update_object (op, UP_OBJ_FACE); 555 update_object (op, UP_OBJ_FACE);
593 } 556 }
557
594 trigger_move (op, push); 558 trigger_move (op, push);
595 return 1; 559 return 1;
596 560
597 default: 561 default:
598 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 562 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
609 if (!map) 573 if (!map)
610 { 574 {
611 LOG (llevError, "Tried to add button-link without map.\n"); 575 LOG (llevError, "Tried to add button-link without map.\n");
612 return; 576 return;
613 } 577 }
614 if (!editor) 578
615 button->path_attuned = connected; /* peterm: I need this so I can rebuild 579 button->path_attuned = connected; /* peterm: I need this so I can rebuild
616 a connected map from a template map. */ 580 a connected map from a template map. */
617
618/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
619 581
620 SET_FLAG (button, FLAG_IS_LINKED); 582 SET_FLAG (button, FLAG_IS_LINKED);
621 583
622 ol->ob = button; 584 ol->ob = button;
623 585
624 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 586 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
587 ;
625 588
626 if (obp) 589 if (obp)
627 { 590 {
628 ol->next = obp->link; 591 ol->next = obp->link;
629 obp->link = ol; 592 obp->link = ol;
742 */ 705 */
743 706
744void 707void
745do_mood_floor (object *op, object *source) 708do_mood_floor (object *op, object *source)
746{ 709{
747 object *tmp;
748 object *tmp2;
749
750 if (!source) 710 if (!source)
751 source = op; 711 source = op;
752 712
753 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 713 mapspace &ms = op->ms ();
714
715 if (!(ms.flags () & P_IS_ALIVE))
716 return;
717
718 object *tmp;
719
720 for (tmp = ms.top; tmp; tmp = tmp->below)
754 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 721 if (QUERY_FLAG (tmp, FLAG_MONSTER))
755 break; 722 break;
756 723
757 /* 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
758 * be a monster here. 725 * be a monster here.
759 */ 726 */
727 //TODO: have players really FLAG_MONSTER? kept it for safety
760 if (!tmp || tmp->type == PLAYER) 728 if (!tmp || tmp->type == PLAYER)
761 return; 729 return;
762 730
763 switch (op->last_sp) 731 switch (op->last_sp)
764 { 732 {
765 case 0: /* furious--make all monsters mad */ 733 case 0: /* furious--make all monsters mad */
766 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 734 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
767 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 735 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
736
768 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 737 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
769 { 738 {
770 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
771 remove_friendly_object (tmp);
772 tmp->attack_movement = 0; 739 tmp->attack_movement = 0;
773 /* lots of checks here, but want to make sure we don't 740 /* lots of checks here, but want to make sure we don't
774 * dereference a null value 741 * dereference a null value
775 */ 742 */
776 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 743 if (tmp->type == GOLEM
744 && tmp->owner
745 && tmp->owner->type == PLAYER
746 && tmp->owner->contr->golem == tmp)
777 tmp->owner->contr->ranges[range_golem] = 0; 747 tmp->owner->contr->golem = 0;
778 748
779 tmp->owner = 0; 749 tmp->owner = 0;
750
751 remove_friendly_object (tmp);
780 } 752 }
781 break; 753 break;
754
782 case 1: /* angry -- get neutral monsters mad */ 755 case 1: /* angry -- get neutral monsters mad */
783 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 756 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
784 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 757 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
785 break; 758 break;
759
786 case 2: /* calm -- pacify unfriendly monsters */ 760 case 2: /* calm -- pacify unfriendly monsters */
787 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
788 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 761 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
789 break; 762 break;
763
790 case 3: /* make all monsters fall asleep */ 764 case 3: /* make all monsters fall asleep */
791 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
792 SET_FLAG (tmp, FLAG_SLEEP); 765 SET_FLAG (tmp, FLAG_SLEEP);
793 break; 766 break;
767
794 case 4: /* charm all monsters */ 768 case 4: /* charm all monsters */
795 if (op == source) 769 if (op == source)
796 break; /* only if 'connected' */ 770 break; /* only if 'connected' */
797 771
798 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 772 if (object *pl = source->ms ().player ())
799 tmp2->type != PLAYER; tmp2 = tmp2->above) 773 {
800 if (tmp2->above == NULL) 774 tmp->set_owner (pl);
775 SET_FLAG (tmp, FLAG_MONSTER);
776
777 tmp->stats.exp = 0;
778
779 add_friendly_object (tmp);
780 tmp->attack_movement = PETMOVE;
781 }
801 break; 782 break;
802 783
803 if (tmp2->type != PLAYER) 784 case 6: // kill monsters
785 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
804 break; 786 break;
805 787
806 tmp->set_owner (tmp2); 788 // FALL THROUGH
807 SET_FLAG (tmp, FLAG_MONSTER); 789 case 5: // kill all alives
808 790 if (!tmp->flag [FLAG_PRECIOUS])
809 tmp->stats.exp = 0; 791 {
810 SET_FLAG (tmp, FLAG_FRIENDLY); 792 get_archetype ("burnout")->insert_at (tmp, source);
811 793 tmp->destroy ();
812 add_friendly_object (tmp); 794 }
813 tmp->attack_movement = PETMOVE;
814 break; 795 break;
815 796
816 default: 797 default:
817 break; 798 break;
818 } 799 }
866 * and has a matching item. Imagine what happens if someone steps on the inventory 847 * and has a matching item. Imagine what happens if someone steps on the inventory
867 * checker with a matching item, has it, activates the connection, throws the item 848 * checker with a matching item, has it, activates the connection, throws the item
868 * away, and then leaves the inventory checker. That would've caused an always-enabled 849 * away, and then leaves the inventory checker. That would've caused an always-enabled
869 * state in the inventory checker. This won't happen anymore now. 850 * state in the inventory checker. This won't happen anymore now.
870 * 851 *
852 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
853 * whether op is on this mapspace or not, because the value (1|0) depends
854 * on this information. also make sure to only push_button if op has
855 * a matching item (because when we do a push_button with value=0 timed gates
856 * will still open)! (i hope i got the semantics right this time)
871 */ 857 *
872 858 */
873void 859void
874check_inv (object *op, object *trig) 860check_inv (object *op, object *trig)
875{ 861{
876 object *match = 0;
877
878 trig->value = 0; // deactivate if none of the following conditions apply 862 trig->value = 0; // deactivate if none of the following conditions apply
879 863
880 for (object *tmp = trig->above; tmp; tmp = tmp->above) 864 object *pl = trig->ms ().player ();
881 if (tmp->type == PLAYER)
882 {
883 object *match = check_inv_recursive (tmp, trig); 865 object *match = check_inv_recursive (op, trig);
884 866
867 // elmex: a note about (pl == op):
868 // if pl == 0 then the player has left this space
869 // if pl != 0 then a player is on this mapspace, but then
870 // we still have to check whether it's the player that triggered
871 // this inv-checker, because if not, then the op left this inv-checker
872 // and we have to set the value to 0
873
885 if (match && trig->last_sp) // match == having 874 if (match && trig->last_sp) // match == having
886 { 875 {
887 if (trig->last_heal) 876 if (trig->last_heal)
888 decrease_ob (match); 877 decrease_ob (match);
889 878
890 trig->value = 1; 879 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
891 } 880 push_button (trig);
881 }
892 else if (!match && !trig->last_sp) // match == not having 882 else if (!match && !trig->last_sp) // match == not having
893 trig->value = 1; 883 {
894 884 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
895 break;
896 }
897
898 push_button (trig); 885 push_button (trig);
886 }
899} 887}
900 888

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