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Comparing deliantra/server/common/button.C (file contents):
Revision 1.22 by pippijn, Sat Jan 6 14:42:28 2007 UTC vs.
Revision 1.37 by root, Tue Jul 31 17:33:14 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h> 25#include <funcpoint.h>
27 26
28/* 27/*
60 object *tmp = ol->ob; 59 object *tmp = ol->ob;
61 60
62 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 63 continue;
64
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 {
79 break; 79 break;
80 80
81 case SIGN: 81 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 83 {
84 tmp->play_sound (tmp->sound);
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food) 86 if (tmp->stats.food)
86 tmp->last_eat++; 87 tmp->last_eat++;
87 } 88 }
88 break; 89 break;
103 case MOOD_FLOOR: 104 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 105 do_mood_floor (tmp, source);
105 break; 106 break;
106 107
107 case TIMED_GATE: 108 case TIMED_GATE:
108 tmp->set_speed (tmp->arch->clone.speed); 109 tmp->set_speed (tmp->arch->speed);
109 tmp->value = tmp->arch->clone.value; 110 tmp->value = tmp->arch->value;
110 tmp->stats.sp = 1; 111 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp; 112 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts 113 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent 114 * from the head - this ensures that the data will consistent
114 */ 115 */
115 for (tmp = tmp->more; tmp; tmp = tmp->more) 116 for (object *part = tmp->more; part; part = part->more)
116 { 117 {
117 tmp->value = tmp->head->value; 118 part->value = tmp->value;
118 tmp->stats.sp = tmp->head->stats.sp; 119 part->stats.sp = tmp->stats.sp;
119 tmp->stats.hp = tmp->head->stats.hp; 120 part->stats.hp = tmp->stats.hp;
120 tmp->set_speed (tmp->head->speed); 121 part->set_speed (tmp->speed);
121 } 122 }
122 break; 123 break;
123 124
124 case DIRECTOR: 125 case DIRECTOR:
125 case FIREWALL: 126 case FIREWALL:
127 move_firewall (tmp); 128 move_firewall (tmp);
128 else 129 else
129 { 130 {
130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 131 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 132 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
133
132 animate_turning (tmp); 134 animate_turning (tmp);
133 } 135 }
134 break; 136 break;
135 137
136 case TELEPORTER: 138 case TELEPORTER:
250 else if (tmp->type == PEDESTAL) 252 else if (tmp->type == PEDESTAL)
251 { 253 {
252 tmp->value = 0; 254 tmp->value = 0;
253 for (ab = tmp->above; ab != NULL; ab = ab->above) 255 for (ab = tmp->above; ab != NULL; ab = ab->above)
254 { 256 {
255 head = ab->head ? ab->head : ab; 257 head = ab->head_ ();
256 /* Same note regarding move_type for buttons above apply here. */ 258 /* Same note regarding move_type for buttons above apply here. */
257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
258 (head->race == tmp->slaying || 260 (head->race == tmp->slaying ||
259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
261 tmp->value = 1; 263 tmp->value = 1;
262 } 264 }
265
263 if (tmp->value) 266 if (tmp->value)
264 any_down = 1; 267 any_down = 1;
265 } 268 }
266 } 269 }
267 if (any_down) /* If any other buttons were down, force this to remain down */ 270 if (any_down) /* If any other buttons were down, force this to remain down */
314int 317int
315check_altar_sacrifice (const object *altar, const object *sacrifice) 318check_altar_sacrifice (const object *altar, const object *sacrifice)
316{ 319{
317 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 320 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
318 { 321 {
319 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 322 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
320 ARCH_SACRIFICE (altar) == sacrifice->name || 323 || ARCH_SACRIFICE (altar) == sacrifice->name
321 ARCH_SACRIFICE (altar) == sacrifice->slaying || 324 || ARCH_SACRIFICE (altar) == sacrifice->slaying
322 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 325 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
323 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 326 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
324 return 1; 327 return 1;
325 328
326 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 329 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
327 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 330 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
454 case TRIGGER_PEDESTAL: 457 case TRIGGER_PEDESTAL:
455 if (cause) 458 if (cause)
456 { 459 {
457 for (tmp = op->above; tmp; tmp = tmp->above) 460 for (tmp = op->above; tmp; tmp = tmp->above)
458 { 461 {
459 object *head = tmp->head ? tmp->head : tmp; 462 object *head = tmp->head_ ();
460 463
461 /* See comment in TRIGGER_BUTTON about move_types */ 464 /* See comment in TRIGGER_BUTTON about move_types */
462 if (((head->move_type & op->move_on) || head->move_type == 0) 465 if (((head->move_type & op->move_on) || head->move_type == 0)
463 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 466 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
464 { 467 {
465 push = 1; 468 push = 1;
466 break; 469 break;
467 } 470 }
468 } 471 }
472
469 if (op->stats.ac == push) 473 if (op->stats.ac == push)
470 return 0; 474 return 0;
475
471 op->stats.ac = push; 476 op->stats.ac = push;
477
472 if (NUM_ANIMATIONS (op) > 1) 478 if (NUM_ANIMATIONS (op) > 1)
473 { 479 {
474 SET_ANIMATION (op, push); 480 SET_ANIMATION (op, push);
475 update_object (op, UP_OBJ_FACE); 481 update_object (op, UP_OBJ_FACE);
476 } 482 }
483
477 update_object (op, UP_OBJ_FACE); 484 update_object (op, UP_OBJ_FACE);
485
478 if (in_movement || !push) 486 if (in_movement || !push)
479 return 0; 487 return 0;
480 } 488 }
489
481 trigger_move (op, push); 490 trigger_move (op, push);
482 return 0; 491 return 0;
483 492
484 case TRIGGER_ALTAR: 493 case TRIGGER_ALTAR:
485 if (cause) 494 if (cause)
486 { 495 {
487 if (in_movement) 496 if (in_movement)
488 return 0; 497 return 0;
498
489 if (operate_altar (op, &cause)) 499 if (operate_altar (op, &cause))
490 { 500 {
491 if (NUM_ANIMATIONS (op) > 1) 501 if (NUM_ANIMATIONS (op) > 1)
492 { 502 {
493 SET_ANIMATION (op, 1); 503 SET_ANIMATION (op, 1);
494 update_object (op, UP_OBJ_FACE); 504 update_object (op, UP_OBJ_FACE);
495 } 505 }
506
496 if (op->last_sp >= 0) 507 if (op->last_sp >= 0)
497 { 508 {
498 trigger_move (op, 1); 509 trigger_move (op, 1);
499 if (op->last_sp > 0) 510 if (op->last_sp > 0)
500 op->last_sp = -op->last_sp; 511 op->last_sp = -op->last_sp;
507 op->value = !op->value; 518 op->value = !op->value;
508 trigger_move (op, 1); 519 trigger_move (op, 1);
509 op->last_sp = -op->last_sp; 520 op->last_sp = -op->last_sp;
510 op->value = !op->value; 521 op->value = !op->value;
511 } 522 }
523
512 return cause == NULL; 524 return cause == NULL;
513 } 525 }
514 else 526 else
515 {
516 return 0; 527 return 0;
517 }
518 } 528 }
519 else 529 else
520 { 530 {
521 if (NUM_ANIMATIONS (op) > 1) 531 if (NUM_ANIMATIONS (op) > 1)
522 { 532 {
705 */ 715 */
706 716
707void 717void
708do_mood_floor (object *op, object *source) 718do_mood_floor (object *op, object *source)
709{ 719{
710 object *tmp;
711 object *tmp2;
712
713 if (!source) 720 if (!source)
714 source = op; 721 source = op;
715 722
716 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 723 mapspace &ms = op->ms ();
724
725 if (!(ms.flags () & P_IS_ALIVE))
726 return;
727
728 object *tmp;
729
730 for (tmp = ms.top; tmp; tmp = tmp->below)
717 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 731 if (QUERY_FLAG (tmp, FLAG_MONSTER))
718 break; 732 break;
719 733
720 /* doesn't effect players, and if there is a player on this space, won't also 734 /* doesn't effect players, and if there is a player on this space, won't also
721 * be a monster here. 735 * be a monster here.
722 */ 736 */
737 //TODO: have players really FLAG_MONSTER? kept it for safety
723 if (!tmp || tmp->type == PLAYER) 738 if (!tmp || tmp->type == PLAYER)
724 return; 739 return;
725 740
726 switch (op->last_sp) 741 switch (op->last_sp)
727 { 742 {
728 case 0: /* furious--make all monsters mad */ 743 case 0: /* furious--make all monsters mad */
729 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 744 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
730 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 745 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
746
731 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 747 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
732 { 748 {
733 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
734 remove_friendly_object (tmp);
735 tmp->attack_movement = 0; 749 tmp->attack_movement = 0;
736 /* lots of checks here, but want to make sure we don't 750 /* lots of checks here, but want to make sure we don't
737 * dereference a null value 751 * dereference a null value
738 */ 752 */
739 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 753 if (tmp->type == GOLEM
754 && tmp->owner
755 && tmp->owner->type == PLAYER
756 && tmp->owner->contr->golem == tmp)
740 tmp->owner->contr->ranges[range_golem] = 0; 757 tmp->owner->contr->golem = 0;
741 758
742 tmp->owner = 0; 759 tmp->owner = 0;
760
761 remove_friendly_object (tmp);
743 } 762 }
744 break; 763 break;
764
745 case 1: /* angry -- get neutral monsters mad */ 765 case 1: /* angry -- get neutral monsters mad */
746 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 766 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
747 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 767 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
748 break; 768 break;
769
749 case 2: /* calm -- pacify unfriendly monsters */ 770 case 2: /* calm -- pacify unfriendly monsters */
750 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
751 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 771 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
752 break; 772 break;
773
753 case 3: /* make all monsters fall asleep */ 774 case 3: /* make all monsters fall asleep */
754 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
755 SET_FLAG (tmp, FLAG_SLEEP); 775 SET_FLAG (tmp, FLAG_SLEEP);
756 break; 776 break;
777
757 case 4: /* charm all monsters */ 778 case 4: /* charm all monsters */
758 if (op == source) 779 if (op == source)
759 break; /* only if 'connected' */ 780 break; /* only if 'connected' */
760 781
761 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 782 if (object *pl = source->ms ().player ())
762 tmp2->type != PLAYER; tmp2 = tmp2->above) 783 {
763 if (tmp2->above == NULL) 784 tmp->set_owner (pl);
785 SET_FLAG (tmp, FLAG_MONSTER);
786
787 tmp->stats.exp = 0;
788
789 add_friendly_object (tmp);
790 tmp->attack_movement = PETMOVE;
791 }
764 break; 792 break;
765 793
766 if (tmp2->type != PLAYER) 794 case 6: // kill monsters
795 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 break; 796 break;
768 797
769 tmp->set_owner (tmp2); 798 // FALL THROUGH
770 SET_FLAG (tmp, FLAG_MONSTER); 799 case 5: // kill all alives
771 800 if (!tmp->flag [FLAG_PRECIOUS])
772 tmp->stats.exp = 0; 801 {
773 SET_FLAG (tmp, FLAG_FRIENDLY); 802 get_archetype ("burnout")->insert_at (tmp, source);
774 803 tmp->destroy ();
775 add_friendly_object (tmp); 804 }
776 tmp->attack_movement = PETMOVE;
777 break; 805 break;
778 806
779 default: 807 default:
780 break; 808 break;
781 } 809 }
793 object *tmp, *ret = NULL; 821 object *tmp, *ret = NULL;
794 822
795 /* First check the object itself. */ 823 /* First check the object itself. */
796 if ((trig->stats.hp && (op->type == trig->stats.hp)) 824 if ((trig->stats.hp && (op->type == trig->stats.hp))
797 || (trig->slaying && (op->slaying == trig->slaying)) 825 || (trig->slaying && (op->slaying == trig->slaying))
798 || (trig->race && (op->arch->name == trig->race))) 826 || (trig->race && (op->arch->archname == trig->race)))
799 return op; 827 return op;
800 828
801 for (tmp = op->inv; tmp; tmp = tmp->below) 829 for (tmp = op->inv; tmp; tmp = tmp->below)
802 { 830 {
803 if (tmp->inv) 831 if (tmp->inv)
806 if (ret) 834 if (ret)
807 return ret; 835 return ret;
808 } 836 }
809 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 837 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
810 || (trig->slaying && (tmp->slaying == trig->slaying)) 838 || (trig->slaying && (tmp->slaying == trig->slaying))
811 || (trig->race && (tmp->arch->name == trig->race))) 839 || (trig->race && (tmp->arch->archname == trig->race)))
812 return tmp; 840 return tmp;
813 } 841 }
814 return NULL; 842 return NULL;
815} 843}
816 844
829 * and has a matching item. Imagine what happens if someone steps on the inventory 857 * and has a matching item. Imagine what happens if someone steps on the inventory
830 * checker with a matching item, has it, activates the connection, throws the item 858 * checker with a matching item, has it, activates the connection, throws the item
831 * away, and then leaves the inventory checker. That would've caused an always-enabled 859 * away, and then leaves the inventory checker. That would've caused an always-enabled
832 * state in the inventory checker. This won't happen anymore now. 860 * state in the inventory checker. This won't happen anymore now.
833 * 861 *
862 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
863 * whether op is on this mapspace or not, because the value (1|0) depends
864 * on this information. also make sure to only push_button if op has
865 * a matching item (because when we do a push_button with value=0 timed gates
866 * will still open)! (i hope i got the semantics right this time)
867 *
834 */ 868 */
835void 869void
836check_inv (object *op, object *trig) 870check_inv (object *op, object *trig)
837{ 871{
838 trig->value = 0; // deactivate if none of the following conditions apply 872 trig->value = 0; // deactivate if none of the following conditions apply
839 873
840 if (object *pl = trig->ms ().player ()) 874 object *pl = trig->ms ().player ();
841 {
842 object *match = check_inv_recursive (pl, trig); 875 object *match = check_inv_recursive (op, trig);
843 876
877 // elmex: a note about (pl == op):
878 // if pl == 0 then the player has left this space
879 // if pl != 0 then a player is on this mapspace, but then
880 // we still have to check whether it's the player that triggered
881 // this inv-checker, because if not, then the op left this inv-checker
882 // and we have to set the value to 0
883
844 if (match && trig->last_sp) // match == having 884 if (match && trig->last_sp) // match == having
845 { 885 {
846 if (trig->last_heal) 886 if (trig->last_heal)
847 decrease_ob (match); 887 decrease_ob (match);
848 888
849 trig->value = 1; 889 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
850 } 890 push_button (trig);
891 }
851 else if (!match && !trig->last_sp) // match == not having 892 else if (!match && !trig->last_sp) // match == not having
852 trig->value = 1;
853 } 893 {
854 894 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
855 push_button (trig); 895 push_button (trig);
896 }
856} 897}
857 898

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