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 */ |
… | |
… | |
273 | update_object (op, UP_OBJ_FACE); |
276 | update_object (op, UP_OBJ_FACE); |
274 | push_button (op); /* Make all other buttons the same */ |
277 | push_button (op); /* Make all other buttons the same */ |
275 | } |
278 | } |
276 | } |
279 | } |
277 | |
280 | |
278 | /* |
|
|
279 | * Updates every button on the map (by calling update_button() for them). |
|
|
280 | */ |
|
|
281 | |
|
|
282 | void |
|
|
283 | update_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 | |
|
|
306 | void |
281 | void |
307 | use_trigger (object *op) |
282 | use_trigger (object *op) |
308 | { |
283 | { |
309 | |
|
|
310 | /* Toggle value */ |
284 | /* Toggle value */ |
311 | op->value = !op->value; |
285 | op->value = !op->value; |
312 | push_button (op); |
286 | push_button (op); |
313 | } |
287 | } |
314 | |
288 | |
315 | /* |
289 | /* |
316 | * Note: animate_object should be used instead of this, |
290 | * Note: animate_object should be used instead of this, |
317 | * but it can't handle animations in the 8 directions |
291 | * but it can't handle animations in the 8 directions |
318 | */ |
292 | */ |
319 | |
|
|
320 | void |
293 | void |
321 | animate_turning (object *op) /* only one part objects */ |
294 | animate_turning (object *op) /* only one part objects */ |
322 | { |
295 | { |
323 | if (++op->state >= NUM_ANIMATIONS (op) / 8) |
296 | if (++op->state >= NUM_ANIMATIONS (op) / 8) |
324 | op->state = 0; |
297 | op->state = 0; |
… | |
… | |
483 | case TRIGGER_PEDESTAL: |
456 | case TRIGGER_PEDESTAL: |
484 | if (cause) |
457 | if (cause) |
485 | { |
458 | { |
486 | for (tmp = op->above; tmp; tmp = tmp->above) |
459 | for (tmp = op->above; tmp; tmp = tmp->above) |
487 | { |
460 | { |
488 | object *head = tmp->head ? tmp->head : tmp; |
461 | object *head = tmp->head_ (); |
489 | |
462 | |
490 | /* See comment in TRIGGER_BUTTON about move_types */ |
463 | /* See comment in TRIGGER_BUTTON about move_types */ |
491 | if (((head->move_type & op->move_on) || head->move_type == 0) |
464 | if (((head->move_type & op->move_on) || head->move_type == 0) |
492 | && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) |
465 | && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) |
493 | { |
466 | { |
494 | push = 1; |
467 | push = 1; |
495 | break; |
468 | break; |
496 | } |
469 | } |
497 | } |
470 | } |
|
|
471 | |
498 | if (op->stats.ac == push) |
472 | if (op->stats.ac == push) |
499 | return 0; |
473 | return 0; |
|
|
474 | |
500 | op->stats.ac = push; |
475 | op->stats.ac = push; |
|
|
476 | |
501 | if (NUM_ANIMATIONS (op) > 1) |
477 | if (NUM_ANIMATIONS (op) > 1) |
502 | { |
478 | { |
503 | SET_ANIMATION (op, push); |
479 | SET_ANIMATION (op, push); |
504 | update_object (op, UP_OBJ_FACE); |
480 | update_object (op, UP_OBJ_FACE); |
505 | } |
481 | } |
|
|
482 | |
506 | update_object (op, UP_OBJ_FACE); |
483 | update_object (op, UP_OBJ_FACE); |
|
|
484 | |
507 | if (in_movement || !push) |
485 | if (in_movement || !push) |
508 | return 0; |
486 | return 0; |
509 | } |
487 | } |
|
|
488 | |
510 | trigger_move (op, push); |
489 | trigger_move (op, push); |
511 | return 0; |
490 | return 0; |
512 | |
491 | |
513 | case TRIGGER_ALTAR: |
492 | case TRIGGER_ALTAR: |
514 | if (cause) |
493 | if (cause) |
515 | { |
494 | { |
516 | if (in_movement) |
495 | if (in_movement) |
517 | return 0; |
496 | return 0; |
|
|
497 | |
518 | if (operate_altar (op, &cause)) |
498 | if (operate_altar (op, &cause)) |
519 | { |
499 | { |
520 | if (NUM_ANIMATIONS (op) > 1) |
500 | if (NUM_ANIMATIONS (op) > 1) |
521 | { |
501 | { |
522 | SET_ANIMATION (op, 1); |
502 | SET_ANIMATION (op, 1); |
523 | update_object (op, UP_OBJ_FACE); |
503 | update_object (op, UP_OBJ_FACE); |
524 | } |
504 | } |
|
|
505 | |
525 | if (op->last_sp >= 0) |
506 | if (op->last_sp >= 0) |
526 | { |
507 | { |
527 | trigger_move (op, 1); |
508 | trigger_move (op, 1); |
528 | if (op->last_sp > 0) |
509 | if (op->last_sp > 0) |
529 | op->last_sp = -op->last_sp; |
510 | op->last_sp = -op->last_sp; |
… | |
… | |
536 | op->value = !op->value; |
517 | op->value = !op->value; |
537 | trigger_move (op, 1); |
518 | trigger_move (op, 1); |
538 | op->last_sp = -op->last_sp; |
519 | op->last_sp = -op->last_sp; |
539 | op->value = !op->value; |
520 | op->value = !op->value; |
540 | } |
521 | } |
|
|
522 | |
541 | return cause == NULL; |
523 | return cause == NULL; |
542 | } |
524 | } |
543 | else |
525 | else |
544 | { |
|
|
545 | return 0; |
526 | return 0; |
546 | } |
|
|
547 | } |
527 | } |
548 | else |
528 | else |
549 | { |
529 | { |
550 | if (NUM_ANIMATIONS (op) > 1) |
530 | if (NUM_ANIMATIONS (op) > 1) |
551 | { |
531 | { |
… | |
… | |
734 | */ |
714 | */ |
735 | |
715 | |
736 | void |
716 | void |
737 | do_mood_floor (object *op, object *source) |
717 | do_mood_floor (object *op, object *source) |
738 | { |
718 | { |
739 | object *tmp; |
|
|
740 | object *tmp2; |
|
|
741 | |
|
|
742 | if (!source) |
719 | if (!source) |
743 | source = op; |
720 | source = op; |
744 | |
721 | |
745 | 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) |
746 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
730 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
747 | break; |
731 | break; |
748 | |
732 | |
749 | /* 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 |
750 | * be a monster here. |
734 | * be a monster here. |
751 | */ |
735 | */ |
|
|
736 | //TODO: have players really FLAG_MONSTER? kept it for safety |
752 | if (!tmp || tmp->type == PLAYER) |
737 | if (!tmp || tmp->type == PLAYER) |
753 | return; |
738 | return; |
754 | |
739 | |
755 | switch (op->last_sp) |
740 | switch (op->last_sp) |
756 | { |
741 | { |
757 | case 0: /* furious--make all monsters mad */ |
742 | case 0: /* furious--make all monsters mad */ |
758 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
743 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
759 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
744 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
745 | |
760 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
746 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
761 | { |
747 | { |
762 | CLEAR_FLAG (tmp, FLAG_FRIENDLY); |
|
|
763 | remove_friendly_object (tmp); |
|
|
764 | tmp->attack_movement = 0; |
748 | tmp->attack_movement = 0; |
765 | /* 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 |
766 | * dereference a null value |
750 | * dereference a null value |
767 | */ |
751 | */ |
768 | 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) |
769 | tmp->owner->contr->ranges[range_golem] = 0; |
756 | tmp->owner->contr->golem = 0; |
770 | |
757 | |
771 | tmp->owner = 0; |
758 | tmp->owner = 0; |
|
|
759 | |
|
|
760 | remove_friendly_object (tmp); |
772 | } |
761 | } |
773 | break; |
762 | break; |
|
|
763 | |
774 | case 1: /* angry -- get neutral monsters mad */ |
764 | case 1: /* angry -- get neutral monsters mad */ |
775 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
765 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
776 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
766 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
777 | break; |
767 | break; |
|
|
768 | |
778 | case 2: /* calm -- pacify unfriendly monsters */ |
769 | case 2: /* calm -- pacify unfriendly monsters */ |
779 | if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
|
|
780 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
770 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
781 | break; |
771 | break; |
|
|
772 | |
782 | case 3: /* make all monsters fall asleep */ |
773 | case 3: /* make all monsters fall asleep */ |
783 | if (!QUERY_FLAG (tmp, FLAG_SLEEP)) |
|
|
784 | SET_FLAG (tmp, FLAG_SLEEP); |
774 | SET_FLAG (tmp, FLAG_SLEEP); |
785 | break; |
775 | break; |
|
|
776 | |
786 | case 4: /* charm all monsters */ |
777 | case 4: /* charm all monsters */ |
787 | if (op == source) |
778 | if (op == source) |
788 | break; /* only if 'connected' */ |
779 | break; /* only if 'connected' */ |
789 | |
780 | |
790 | for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ |
781 | if (object *pl = source->ms ().player ()) |
791 | tmp2->type != PLAYER; tmp2 = tmp2->above) |
782 | { |
792 | 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 | } |
793 | break; |
791 | break; |
794 | |
792 | |
795 | if (tmp2->type != PLAYER) |
793 | case 6: // kill monsters |
|
|
794 | if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
796 | break; |
795 | break; |
797 | |
796 | |
798 | tmp->set_owner (tmp2); |
797 | // FALL THROUGH |
799 | SET_FLAG (tmp, FLAG_MONSTER); |
798 | case 5: // kill all alives |
800 | |
799 | if (!tmp->flag [FLAG_PRECIOUS]) |
801 | tmp->stats.exp = 0; |
800 | { |
802 | SET_FLAG (tmp, FLAG_FRIENDLY); |
801 | get_archetype ("burnout")->insert_at (tmp, source); |
803 | |
802 | tmp->destroy (); |
804 | add_friendly_object (tmp); |
803 | } |
805 | tmp->attack_movement = PETMOVE; |
|
|
806 | break; |
804 | break; |
807 | |
805 | |
808 | default: |
806 | default: |
809 | break; |
807 | break; |
810 | } |
808 | } |
… | |
… | |
858 | * 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 |
859 | * 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 |
860 | * 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 |
861 | * state in the inventory checker. This won't happen anymore now. |
859 | * state in the inventory checker. This won't happen anymore now. |
862 | * |
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 | * |
863 | */ |
867 | */ |
864 | void |
868 | void |
865 | check_inv (object *op, object *trig) |
869 | check_inv (object *op, object *trig) |
866 | { |
870 | { |
867 | trig->value = 0; // deactivate if none of the following conditions apply |
871 | trig->value = 0; // deactivate if none of the following conditions apply |
868 | |
872 | |
869 | if (object *pl = trig->ms ().player ()) |
873 | object *pl = trig->ms ().player (); |
870 | { |
|
|
871 | object *match = check_inv_recursive (pl, trig); |
874 | object *match = check_inv_recursive (op, trig); |
872 | |
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 | |
873 | if (match && trig->last_sp) // match == having |
883 | if (match && trig->last_sp) // match == having |
874 | { |
884 | { |
875 | if (trig->last_heal) |
885 | if (trig->last_heal) |
876 | decrease_ob (match); |
886 | decrease_ob (match); |
877 | |
887 | |
878 | trig->value = 1; |
888 | trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
879 | } |
889 | push_button (trig); |
|
|
890 | } |
880 | else if (!match && !trig->last_sp) // match == not having |
891 | else if (!match && !trig->last_sp) // match == not having |
881 | trig->value = 1; |
|
|
882 | } |
892 | { |
883 | |
893 | trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
884 | push_button (trig); |
894 | push_button (trig); |
|
|
895 | } |
885 | } |
896 | } |
886 | |
897 | |