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Comparing deliantra/server/common/button.C (file contents):
Revision 1.60 by root, Mon Oct 26 03:43:22 2009 UTC vs.
Revision 1.66 by root, Sun Apr 11 00:34:05 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
52 * is getting moved out of memory, the status of buttons and levers 52 * is getting moved out of memory, the status of buttons and levers
53 * probably isn't important - it will get sorted out when the map is 53 * probably isn't important - it will get sorted out when the map is
54 * 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.
55 */ 55 */
56 56
57 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 57 if (ol->ob->flag [FLAG_FREED])
58 return; 58 return;
59 59
60 object *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 && !tmp->flag [FLAG_ACTIVATE_ON_PUSH])
64 continue; 64 continue;
65 65
66 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 66 if (!state && !tmp->flag [FLAG_ACTIVATE_ON_RELEASE])
67 continue; 67 continue;
68 68
69 switch (tmp->type) 69 switch (tmp->type)
70 { 70 {
71 case GATE: 71 case GATE:
137 } 137 }
138 break; 138 break;
139 139
140 case DIRECTOR: 140 case DIRECTOR:
141 case FIREWALL: 141 case FIREWALL:
142 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 142 if (!tmp->flag [FLAG_ANIMATE] && tmp->type == FIREWALL)
143 move_firewall (tmp); 143 move_firewall (tmp);
144 else 144 else
145 { 145 {
146 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */ 146 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
147 animate_turning (tmp); 147 animate_turning (tmp);
346 * 346 *
347 * 0.93.4: Linked objects (ie, objects that are connected) can not be 347 * 0.93.4: Linked objects (ie, objects that are connected) can not be
348 * sacrificed. This fixes a bug of trying to put multiple altars/related 348 * sacrificed. This fixes a bug of trying to put multiple altars/related
349 * objects on the same space that take the same sacrifice. 349 * objects on the same space that take the same sacrifice.
350 */ 350 */
351
352int 351int
353check_altar_sacrifice (object *altar, object *sacrifice, object *originator) 352check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
354{ 353{
355 if (sacrifice->flag [FLAG_UNPAID]) 354 if (sacrifice->flag [FLAG_UNPAID])
356 return 0; 355 return 0;
357 356
358 if (is_match_expr (ARCH_SACRIFICE (altar))) 357 if (is_match_expr (ARCH_SACRIFICE (altar)))
359 return match (ARCH_SACRIFICE (altar), altar, originator); 358 return match (ARCH_SACRIFICE (altar), altar, originator);
360 359
361 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) 360 if (!sacrifice->flag [FLAG_ALIVE]
362 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 361 && !sacrifice->flag [FLAG_IS_LINKED]
363 && sacrifice->type != PLAYER) 362 && sacrifice->type != PLAYER)
364 { 363 {
365 if (ARCH_SACRIFICE (altar) == shstr_money 364 if (ARCH_SACRIFICE (altar) == shstr_money
366 && sacrifice->type == MONEY 365 && sacrifice->type == MONEY
367 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 366 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
424 new_info_map (NDI_BLACK, altar->map, altar->msg); 423 new_info_map (NDI_BLACK, altar->map, altar->msg);
425 424
426 return 1; 425 return 1;
427} 426}
428 427
429void 428static void
430trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */ 429trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
431{ 430{
432 op->stats.wc = state; 431 op->stats.wc = state;
433 432
434 if (state) 433 if (state)
460int 459int
461check_trigger (object *op, object *cause, object *originator) 460check_trigger (object *op, object *cause, object *originator)
462{ 461{
463 object *tmp; 462 object *tmp;
464 int push = 0, tot = 0; 463 int push = 0, tot = 0;
465 int in_movement = op->stats.wc || op->speed; 464 int in_movement = op->stats.wc || op->has_active_speed ();
466 465
467 switch (op->type) 466 switch (op->type)
468 { 467 {
469 case TRIGGER_BUTTON: 468 case TRIGGER_BUTTON:
470 if (op->weight > 0) 469 if (op->weight > 0)
761 return; 760 return;
762 761
763 object *tmp; 762 object *tmp;
764 763
765 for (tmp = ms.top; tmp; tmp = tmp->below) 764 for (tmp = ms.top; tmp; tmp = tmp->below)
766 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 765 if (tmp->flag [FLAG_MONSTER])
767 break; 766 break;
768 767
769 /* doesn't effect players, and if there is a player on this space, won't also 768 /* doesn't effect players, and if there is a player on this space, won't also
770 * be a monster here. 769 * be a monster here.
771 */ 770 */
774 return; 773 return;
775 774
776 switch (op->last_sp) 775 switch (op->last_sp)
777 { 776 {
778 case 0: /* furious--make all monsters mad */ 777 case 0: /* furious--make all monsters mad */
779 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 778 if (tmp->flag [FLAG_UNAGGRESSIVE])
780 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 779 tmp->clr_flag (FLAG_UNAGGRESSIVE);
781 780
782 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 781 if (tmp->flag [FLAG_FRIENDLY])
783 { 782 {
784 tmp->attack_movement = 0; 783 tmp->attack_movement = 0;
785 /* lots of checks here, but want to make sure we don't 784 /* lots of checks here, but want to make sure we don't
786 * dereference a null value 785 * dereference a null value
787 */ 786 */
796 remove_friendly_object (tmp); 795 remove_friendly_object (tmp);
797 } 796 }
798 break; 797 break;
799 798
800 case 1: /* angry -- get neutral monsters mad */ 799 case 1: /* angry -- get neutral monsters mad */
801 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 800 if (tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
802 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 801 tmp->clr_flag (FLAG_UNAGGRESSIVE);
803 break; 802 break;
804 803
805 case 2: /* calm -- pacify unfriendly monsters */ 804 case 2: /* calm -- pacify unfriendly monsters */
806 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 805 tmp->set_flag (FLAG_UNAGGRESSIVE);
807 break; 806 break;
808 807
809 case 3: /* make all monsters fall asleep */ 808 case 3: /* make all monsters fall asleep */
810 SET_FLAG (tmp, FLAG_SLEEP); 809 tmp->set_flag (FLAG_SLEEP);
811 break; 810 break;
812 811
813 case 4: /* charm all monsters */ 812 case 4: /* charm all monsters */
814 if (op == source) 813 if (op == source)
815 break; /* only if 'connected' */ 814 break; /* only if 'connected' */
816 815
817 if (object *pl = source->ms ().player ()) 816 if (object *pl = source->ms ().player ())
818 { 817 {
819 tmp->set_owner (pl); 818 tmp->set_owner (pl);
820 SET_FLAG (tmp, FLAG_MONSTER); 819 tmp->set_flag (FLAG_MONSTER);
821 820
822 tmp->stats.exp = 0; 821 tmp->stats.exp = 0;
823 822
824 add_friendly_object (tmp); 823 add_friendly_object (tmp);
825 tmp->attack_movement = PETMOVE; 824 tmp->attack_movement = PETMOVE;
826 } 825 }
827 break; 826 break;
828 827
829 case 6: // kill monsters 828 case 6: // kill monsters
830 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) 829 if (!tmp->flag [FLAG_FRIENDLY])
831 break; 830 break;
832 831
833 // FALL THROUGH 832 // FALL THROUGH
834 case 5: // kill all alives 833 case 5: // kill all alives
835 if (!tmp->flag [FLAG_PRECIOUS]) 834 if (!tmp->flag [FLAG_PRECIOUS])

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