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Comparing deliantra/server/common/button.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.6 by root, Sun Sep 3 00:18:39 2006 UTC

1/* 1/*
2 * static char *rcsid_button_c = 2 * static char *rcsid_button_c =
3 * "$Id: button.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; 3 * "$Id: button.C,v 1.6 2006/09/03 00:18:39 root Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
32/* 32/*
33 * This code is no longer highly inefficient 8) 33 * This code is no longer highly inefficient 8)
34 */ 34 */
35 35
36/* 36/*
37 * elmex:
38 * This function takes a objectlink list with all the objects are going to be activated.
39 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
40 * The source argument can be 0 or the source object for this activation.
41 */
42void activate_connection_link (objectlink *ol, bool state, object *source = 0)
43{
44 object *tmp = 0;
45
46 for (; ol; ol = ol->next)
47 {
48 if (!ol->ob || ol->ob->count != ol->id)
49 {
50 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id);
51 continue;
52 }
53 /* a button link object can become freed when the map is saving. As
54 * a map is saved, objects are removed and freed, and if an object is
55 * on top of a button, this function is eventually called. If a map
56 * is getting moved out of memory, the status of buttons and levers
57 * probably isn't important - it will get sorted out when the map is
58 * re-loaded. As such, just exit this function if that is the case.
59 */
60
61 if (QUERY_FLAG (ol->ob, FLAG_FREED))
62 return;
63 tmp = ol->ob;
64
65 /* if the criteria isn't appropriate, don't do anything */
66 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
67 continue;
68 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
69 continue;
70
71 switch (tmp->type)
72 {
73 case GATE:
74 case HOLE:
75 tmp->value = tmp->stats.maxsp ? !state : state;
76 tmp->speed = 0.5;
77 update_ob_speed (tmp);
78 break;
79
80 case CF_HANDLE:
81 SET_ANIMATION (tmp,
82 (tmp->value =
83 tmp->stats.maxsp ? !state : state));
84 update_object (tmp, UP_OBJ_FACE);
85 break;
86
87 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 {
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food)
92 tmp->last_eat++;
93 }
94 break;
95
96 case ALTAR:
97 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE);
100 break;
101
102 case BUTTON:
103 case PEDESTAL:
104 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE);
107 break;
108
109 case MOOD_FLOOR:
110 do_mood_floor (tmp, source);
111 break;
112
113 case TIMED_GATE:
114 tmp->speed = tmp->arch->clone.speed;
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value;
117 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent
121 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more)
123 {
124 tmp->speed = tmp->head->speed;
125 tmp->value = tmp->head->value;
126 tmp->stats.sp = tmp->head->stats.sp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp);
129 }
130 break;
131
132 case DIRECTOR:
133 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp);
136 else
137 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140 animate_turning (tmp);
141 }
142 break;
143
144 case TELEPORTER:
145 move_teleporter (tmp);
146 break;
147
148 case CREATOR:
149 move_creator (tmp);
150 break;
151
152 case TRIGGER_MARKER:
153 move_marker (tmp);
154 break;
155
156 case DUPLICATOR:
157 move_duplicator (tmp);
158 break;
159 }
160 }
161}
162
163/*
164 * elmex:
165 * This is the new push_button function, it got split up so that
166 * you can activate connections without a button now!
167 * old but still valid comment:
168 *
37 * Push the specified object. This can affect other buttons/gates/handles 169 * Push the specified object. This can affect other buttons/gates/handles
38 * altars/pedestals/holes in the whole map. 170 * altars/pedestals/holes in the whole map.
39 * Changed the routine to loop through _all_ objects. 171 * Changed the routine to loop through _all_ objects.
40 * Better hurry with that linked list... 172 * Better hurry with that linked list...
41 */ 173 *
42 174 */
43void push_button(object *op) { 175void push_button (object *op)
44 object *tmp; 176{
45 objectlink *ol; 177 oblinkpt *obp = get_button_links (op);
46 178
47/* LOG(llevDebug, "push_button: %s (%d)\n", op->name, op->count); */ 179 if (!obp)
48 for (ol = get_button_links(op); ol; ol = ol->next) { 180 return;
49 if (!ol->ob || ol->ob->count != ol->id) { 181
50 LOG(llevError, "Internal error in push_button (%s).\n", op->name); 182 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value)))
51 continue; 183 return;
52 } 184
53 /* a button link object can become freed when the map is saving. As 185 activate_connection_link (obp->link, op->value, op);
54 * a map is saved, objects are removed and freed, and if an object is 186}
55 * on top of a button, this function is eventually called. If a map 187
56 * is getting moved out of memory, the status of buttons and levers 188/*
57 * probably isn't important - it will get sorted out when the map is 189 * elmex:
58 * re-loaded. As such, just exit this function if that is the case. 190 * This activates a connection, similar to push_button (object *op) but it takes
191 * only a map, a connection value and a true or false flag that indicated whether
192 * the connection was 'state' or 'released'. So that you can activate objects
193 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
194 *
59 */ 195 */
60 196void activate_connection (mapstruct *map, long connection, bool state)
61 if (QUERY_FLAG(ol->ob, FLAG_FREED)) return; 197{
62 tmp = ol->ob; 198 if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state)))
199 return;
63 200
64 /* if the criteria isn't appropriate, don't do anything */ 201 oblinkpt *obp = get_connection_links (map, connection);
65 if (op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue; 202 if (obp)
66 if (!op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue; 203 activate_connection_link (obp->link, state);
67
68 switch(tmp->type) {
69
70 case GATE:
71 case HOLE:
72 tmp->value=tmp->stats.maxsp?!op->value:op->value;
73 tmp->speed=0.5;
74 update_ob_speed(tmp);
75 break;
76
77 case CF_HANDLE:
78 SET_ANIMATION(tmp, (tmp->value=tmp->stats.maxsp?!op->value:op->value));
79 update_object(tmp,UP_OBJ_FACE);
80 break;
81
82 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) {
84 new_info_map(NDI_UNIQUE | NDI_NAVY,tmp->map,tmp->msg);
85 if (tmp->stats.food) tmp->last_eat++;
86 }
87 break;
88
89 case ALTAR:
90 tmp->value = 1;
91 SET_ANIMATION(tmp, tmp->value);
92 update_object(tmp,UP_OBJ_FACE);
93 break;
94
95 case BUTTON:
96 case PEDESTAL:
97 tmp->value=op->value;
98 SET_ANIMATION(tmp, tmp->value);
99 update_object(tmp,UP_OBJ_FACE);
100 break;
101
102 case MOOD_FLOOR:
103 do_mood_floor(tmp, op);
104 break;
105
106 case TIMED_GATE:
107 tmp->speed = tmp->arch->clone.speed;
108 update_ob_speed(tmp); /* original values */
109 tmp->value = tmp->arch->clone.value;
110 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent
114 */
115 for (tmp=tmp->more; tmp!=NULL; tmp=tmp->more) {
116 tmp->speed = tmp->head->speed;
117 tmp->value = tmp->head->value;
118 tmp->stats.sp = tmp->head->stats.sp;
119 tmp->stats.hp = tmp->head->stats.hp;
120 update_ob_speed(tmp);
121 }
122 break;
123
124 case DIRECTOR:
125 case FIREWALL:
126 if(!QUERY_FLAG(tmp,FLAG_ANIMATE)&&tmp->type==FIREWALL) move_firewall(tmp);
127 else {
128 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
129 tmp->stats.sp = ((tmp->stats.sp-1)%8)+1;
130 animate_turning(tmp);
131 }
132 break;
133
134 case TELEPORTER:
135 move_teleporter(tmp);
136 break;
137
138 case CREATOR:
139 move_creator(tmp);
140 break;
141
142 case TRIGGER_MARKER:
143 move_marker(tmp);
144 break;
145
146 case DUPLICATOR:
147 move_duplicator(tmp);
148 break;
149 }
150 }
151} 204}
152 205
153/* 206/*
154 * Updates everything connected with the button op. 207 * Updates everything connected with the button op.
155 * After changing the state of a button, this function must be called 208 * After changing the state of a button, this function must be called
158 */ 211 */
159 212
160void update_button(object *op) { 213void update_button(object *op) {
161 object *ab,*tmp,*head; 214 object *ab,*tmp,*head;
162 int tot,any_down=0, old_value=op->value; 215 int tot,any_down=0, old_value=op->value;
216 oblinkpt *obp = 0;
163 objectlink *ol; 217 objectlink *ol;
164 218
219 obp = get_button_links (op);
165 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 220 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
221 if (obp)
166 for (ol = get_button_links(op); ol; ol = ol->next) { 222 for (ol = obp->link; ol; ol = ol->next) {
167 if (!ol->ob || ol->ob->count != ol->id) { 223 if (!ol->ob || ol->ob->count != ol->id) {
168 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 224 LOG(llevDebug, "Internal error in update_button (%s).\n", &op->name);
169 continue; 225 continue;
170 } 226 }
171 tmp = ol->ob; 227 tmp = ol->ob;
172 if (tmp->type==BUTTON) { 228 if (tmp->type==BUTTON) {
173 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 229 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above)
174 /* Bug? The pedestal code below looks for the head of 230 /* Bug? The pedestal code below looks for the head of
175 * the object, this bit doesn't. I'd think we should check 231 * the object, this bit doesn't. I'd think we should check
176 * for head here also. Maybe it also makese sense to 232 * for head here also. Maybe it also makese sense to
177 * make the for ab=tmp->above loop common, and alter 233 * make the for ab=tmp->above loop common, and alter
178 * behaviour based on object within that loop? 234 * behaviour based on object within that loop?
179 */ 235 */
180 236
181 /* Basically, if the move_type matches that on what the 237 /* Basically, if the move_type matches that on what the
182 * button wants, we count it. The second check is so that 238 * button wants, we count it. The second check is so that
183 * objects don't move (swords, etc) will count. Note that 239 * objects don't move (swords, etc) will count. Note that
184 * this means that more work is needed to make buttons 240 * this means that more work is needed to make buttons
185 * that are only triggered by flying objects. 241 * that are only triggered by flying objects.
186 */ 242 */
187 if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 243 if ((ab->move_type & tmp->move_on) || ab->move_type==0 )
188 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 244 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying;
189 245
190 tmp->value=(tot>=tmp->weight)?1:0; 246 tmp->value=(tot>=tmp->weight)?1:0;
191 if(tmp->value) 247 if(tmp->value)
192 any_down=1; 248 any_down=1;
193 } else if (tmp->type == PEDESTAL) { 249 } else if (tmp->type == PEDESTAL) {
194 tmp->value = 0; 250 tmp->value = 0;
195 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 251 for(ab=tmp->above; ab!=NULL; ab=ab->above) {
196 head = ab->head ? ab->head : ab; 252 head = ab->head ? ab->head : ab;
197 /* Same note regarding move_type for buttons above apply here. */ 253 /* Same note regarding move_type for buttons above apply here. */
198 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && 254 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) &&
199 (head->race==tmp->slaying || 255 (head->race==tmp->slaying ||
200 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 256 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) ||
201 (!strcmp (tmp->slaying, "player") && 257 (!strcmp (tmp->slaying, "player") &&
202 head->type == PLAYER))) 258 head->type == PLAYER)))
203 tmp->value = 1; 259 tmp->value = 1;
204 } 260 }
205 if(tmp->value) 261 if(tmp->value)
206 any_down=1; 262 any_down=1;
207 } 263 }
208 } 264 }
209 if(any_down) /* If any other buttons were down, force this to remain down */ 265 if(any_down) /* If any other buttons were down, force this to remain down */
210 op->value=1; 266 op->value=1;
211 267
212 /* If this button hasn't changed, don't do anything */ 268 /* If this button hasn't changed, don't do anything */
213 if (op->value != old_value) { 269 if (op->value != old_value) {
214 SET_ANIMATION(op, op->value); 270 SET_ANIMATION(op, op->value);
215 update_object(op, UP_OBJ_FACE); 271 update_object(op, UP_OBJ_FACE);
216 push_button(op); /* Make all other buttons the same */ 272 push_button(op); /* Make all other buttons the same */
217 } 273 }
218} 274}
219 275
220/* 276/*
221 * Updates every button on the map (by calling update_button() for them). 277 * Updates every button on the map (by calling update_button() for them).
226 oblinkpt *obp; 282 oblinkpt *obp;
227 for (obp = m->buttons; obp; obp = obp->next) 283 for (obp = m->buttons; obp; obp = obp->next)
228 for (ol = obp->link; ol; ol = ol->next) { 284 for (ol = obp->link; ol; ol = ol->next) {
229 if (!ol->ob || ol->ob->count != ol->id) { 285 if (!ol->ob || ol->ob->count != ol->id) {
230 LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n", 286 LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
231 ol->ob?ol->ob->name:"null", 287 ol->ob?(const char *)ol->ob->name:"null",
232 ol->ob?ol->ob->x:-1, 288 ol->ob?ol->ob->x:-1,
233 ol->ob?ol->ob->y:-1, 289 ol->ob?ol->ob->y:-1,
234 ol->id, 290 ol->id,
235 obp->value); 291 obp->value);
236 continue; 292 continue;
237 } 293 }
238 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL) 294 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
239 { 295 {
240 update_button(ol->ob); 296 update_button(ol->ob);
259void animate_turning(object *op) /* only one part objects */ 315void animate_turning(object *op) /* only one part objects */
260{ 316{
261 if (++op->state >= NUM_ANIMATIONS(op)/8) 317 if (++op->state >= NUM_ANIMATIONS(op)/8)
262 op->state=0; 318 op->state=0;
263 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 319 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 +
264 op->state); 320 op->state);
265 update_object(op,UP_OBJ_FACE); 321 update_object(op,UP_OBJ_FACE);
266} 322}
267 323
268#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 324#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
269#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 325#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
284 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 340 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE)
285 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 341 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
286 && sacrifice->type != PLAYER) 342 && sacrifice->type != PLAYER)
287 { 343 {
288 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 344 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name ||
289 ARCH_SACRIFICE(altar) == sacrifice->name || 345 ARCH_SACRIFICE(altar) == sacrifice->name ||
290 ARCH_SACRIFICE(altar) == sacrifice->slaying || 346 ARCH_SACRIFICE(altar) == sacrifice->slaying ||
291 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0)))) 347 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0))))
292 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1)) 348 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1))
293 return 1; 349 return 1;
294 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 350 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0
295 && sacrifice->type == MONEY 351 && sacrifice->type == MONEY
296 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 352 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar))
297 return 1; 353 return 1;
298 } 354 }
299 return 0; 355 return 0;
300} 356}
301 357
302 358
326 382
327 /* check_altar_sacrifice should have already verified that enough money 383 /* check_altar_sacrifice should have already verified that enough money
328 * has been dropped. 384 * has been dropped.
329 */ 385 */
330 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 386 if (!strcmp(ARCH_SACRIFICE(altar), "money")) {
331 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 387 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value;
332 388
333 /* Round up any sacrifices. Altars don't make change either */ 389 /* Round up any sacrifices. Altars don't make change either */
334 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 390 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++;
335 *sacrifice = decrease_ob_nr (*sacrifice, number); 391 *sacrifice = decrease_ob_nr (*sacrifice, number);
336 } 392 }
337 else 393 else
338 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 394 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar));
339 395
340 if (altar->msg) 396 if (altar->msg)
344 400
345void trigger_move (object *op, int state) /* 1 down and 0 up */ 401void trigger_move (object *op, int state) /* 1 down and 0 up */
346{ 402{
347 op->stats.wc = state; 403 op->stats.wc = state;
348 if (state) { 404 if (state) {
349 use_trigger(op); 405 use_trigger(op);
350 if (op->stats.exp > 0) /* check sanity */ 406 if (op->stats.exp > 0) /* check sanity */
351 op->speed = 1.0 / op->stats.exp; 407 op->speed = 1.0 / op->stats.exp;
352 else 408 else
353 op->speed = 1.0; 409 op->speed = 1.0;
354 update_ob_speed(op); 410 update_ob_speed(op);
355 op->speed_left = -1; 411 op->speed_left = -1;
356 } else { 412 } else {
357 use_trigger(op); 413 use_trigger(op);
358 op->speed = 0; 414 op->speed = 0;
359 update_ob_speed(op); 415 update_ob_speed(op);
360 } 416 }
361} 417}
362 418
363 419
364/* 420/*
378 object *tmp; 434 object *tmp;
379 int push = 0, tot = 0; 435 int push = 0, tot = 0;
380 int in_movement = op->stats.wc || op->speed; 436 int in_movement = op->stats.wc || op->speed;
381 437
382 switch (op->type) { 438 switch (op->type) {
383 case TRIGGER_BUTTON: 439 case TRIGGER_BUTTON:
384 if (op->weight > 0) { 440 if (op->weight > 0) {
385 if (cause) { 441 if (cause) {
386 for (tmp = op->above; tmp; tmp = tmp->above) 442 for (tmp = op->above; tmp; tmp = tmp->above)
387 /* Comment reproduced from update_buttons(): */ 443 /* Comment reproduced from update_buttons(): */
388 /* Basically, if the move_type matches that on what the 444 /* Basically, if the move_type matches that on what the
389 * button wants, we count it. The second check is so that 445 * button wants, we count it. The second check is so that
390 * objects that don't move (swords, etc) will count. Note that 446 * objects that don't move (swords, etc) will count. Note that
391 * this means that more work is needed to make buttons 447 * this means that more work is needed to make buttons
392 * that are only triggered by flying objects. 448 * that are only triggered by flying objects.
393 */ 449 */
394 450
395 if ((tmp->move_type & op->move_on) || tmp->move_type==0) { 451 if ((tmp->move_type & op->move_on) || tmp->move_type==0) {
396 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) 452 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1)
397 + tmp->carrying; 453 + tmp->carrying;
398 } 454 }
399 if (tot >= op->weight) 455 if (tot >= op->weight)
400 push = 1; 456 push = 1;
401 if (op->stats.ac == push) 457 if (op->stats.ac == push)
402 return 0; 458 return 0;
403 op->stats.ac = push; 459 op->stats.ac = push;
404 if (NUM_ANIMATIONS(op) > 1) { 460 if (NUM_ANIMATIONS(op) > 1) {
405 SET_ANIMATION (op, push); 461 SET_ANIMATION (op, push);
406 update_object (op, UP_OBJ_FACE); 462 update_object (op, UP_OBJ_FACE);
407 } 463 }
408 if (in_movement || ! push) 464 if (in_movement || ! push)
409 return 0; 465 return 0;
410 } 466 }
411 trigger_move (op, push); 467 trigger_move (op, push);
412 } 468 }
413 return 0; 469 return 0;
414 470
415 case TRIGGER_PEDESTAL: 471 case TRIGGER_PEDESTAL:
416 if (cause) { 472 if (cause) {
417 for (tmp = op->above; tmp; tmp = tmp->above) { 473 for (tmp = op->above; tmp; tmp = tmp->above) {
418 object *head = tmp->head ? tmp->head : tmp; 474 object *head = tmp->head ? tmp->head : tmp;
419 475
420 /* See comment in TRIGGER_BUTTON about move_types */ 476 /* See comment in TRIGGER_BUTTON about move_types */
421 if (((head->move_type & op->move_on) || head->move_type==0) 477 if (((head->move_type & op->move_on) || head->move_type==0)
422 && (head->race==op->slaying || 478 && (head->race==op->slaying ||
423 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 479 (!strcmp (op->slaying, "player") && head->type == PLAYER))) {
424 push = 1; 480 push = 1;
425 break; 481 break;
426 } 482 }
427 } 483 }
428 if (op->stats.ac == push) 484 if (op->stats.ac == push)
429 return 0; 485 return 0;
430 op->stats.ac = push; 486 op->stats.ac = push;
431 if (NUM_ANIMATIONS(op) > 1) { 487 if (NUM_ANIMATIONS(op) > 1) {
432 SET_ANIMATION (op, push); 488 SET_ANIMATION (op, push);
433 update_object (op, UP_OBJ_FACE); 489 update_object (op, UP_OBJ_FACE);
434 } 490 }
435 update_object(op,UP_OBJ_FACE); 491 update_object(op,UP_OBJ_FACE);
436 if (in_movement || ! push) 492 if (in_movement || ! push)
437 return 0; 493 return 0;
438 } 494 }
439 trigger_move (op, push); 495 trigger_move (op, push);
440 return 0; 496 return 0;
441 497
442 case TRIGGER_ALTAR: 498 case TRIGGER_ALTAR:
443 if (cause) { 499 if (cause) {
444 if (in_movement) 500 if (in_movement)
445 return 0; 501 return 0;
446 if (operate_altar (op, &cause)) { 502 if (operate_altar (op, &cause)) {
447 if (NUM_ANIMATIONS(op) > 1) { 503 if (NUM_ANIMATIONS(op) > 1) {
448 SET_ANIMATION (op, 1); 504 SET_ANIMATION (op, 1);
449 update_object(op, UP_OBJ_FACE); 505 update_object(op, UP_OBJ_FACE);
450 } 506 }
451 if (op->last_sp >= 0) { 507 if (op->last_sp >= 0) {
452 trigger_move (op, 1); 508 trigger_move (op, 1);
453 if (op->last_sp > 0) 509 if (op->last_sp > 0)
454 op->last_sp = -op->last_sp; 510 op->last_sp = -op->last_sp;
455 } 511 }
456 else { 512 else {
457 /* for trigger altar with last_sp, the ON/OFF 513 /* for trigger altar with last_sp, the ON/OFF
458 * status (-> +/- value) is "simulated": 514 * status (-> +/- value) is "simulated":
459 */ 515 */
460 op->value = !op->value; 516 op->value = !op->value;
461 trigger_move (op, 1); 517 trigger_move (op, 1);
462 op->last_sp = -op->last_sp; 518 op->last_sp = -op->last_sp;
463 op->value = !op->value; 519 op->value = !op->value;
464 } 520 }
465 return cause == NULL; 521 return cause == NULL;
466 } else { 522 } else {
467 return 0; 523 return 0;
468 } 524 }
469 } else { 525 } else {
470 if (NUM_ANIMATIONS(op) > 1) { 526 if (NUM_ANIMATIONS(op) > 1) {
471 SET_ANIMATION (op, 0); 527 SET_ANIMATION (op, 0);
472 update_object(op, UP_OBJ_FACE); 528 update_object(op, UP_OBJ_FACE);
473 } 529 }
474 530
475 /* If trigger_altar has "last_sp > 0" set on the map, 531 /* If trigger_altar has "last_sp > 0" set on the map,
476 * it will push the connected value only once per sacrifice. 532 * it will push the connected value only once per sacrifice.
477 * Otherwise (default), the connected value will be 533 * Otherwise (default), the connected value will be
478 * pushed twice: First by sacrifice, second by reset! -AV 534 * pushed twice: First by sacrifice, second by reset! -AV
479 */ 535 */
480 if (!op->last_sp) 536 if (!op->last_sp)
481 trigger_move (op, 0); 537 trigger_move (op, 0);
482 else { 538 else {
483 op->stats.wc = 0; 539 op->stats.wc = 0;
484 op->value = !op->value; 540 op->value = !op->value;
485 op->speed = 0; 541 op->speed = 0;
486 update_ob_speed(op); 542 update_ob_speed(op);
487 } 543 }
488 } 544 }
489 return 0; 545 return 0;
490 546
491 case TRIGGER: 547 case TRIGGER:
492 if (cause) { 548 if (cause) {
493 if (in_movement) 549 if (in_movement)
494 return 0; 550 return 0;
495 push = 1; 551 push = 1;
496 } 552 }
497 if (NUM_ANIMATIONS(op) > 1) { 553 if (NUM_ANIMATIONS(op) > 1) {
498 SET_ANIMATION (op, push); 554 SET_ANIMATION (op, push);
499 update_object(op, UP_OBJ_FACE); 555 update_object(op, UP_OBJ_FACE);
500 } 556 }
501 trigger_move (op, push); 557 trigger_move (op, push);
502 return 1; 558 return 1;
503 559
504 default: 560 default:
505 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 561 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
506 return 0; 562 return 0;
507 } 563 }
508} 564}
509 565
510void add_button_link(object *button, mapstruct *map, int connected) { 566void add_button_link(object *button, mapstruct *map, int connected) {
511 oblinkpt *obp; 567 oblinkpt *obp;
514 if (!map) { 570 if (!map) {
515 LOG(llevError, "Tried to add button-link without map.\n"); 571 LOG(llevError, "Tried to add button-link without map.\n");
516 return; 572 return;
517 } 573 }
518 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild 574 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild
519 a connected map from a template map. */ 575 a connected map from a template map. */
520/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 576/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
521 577
522 SET_FLAG(button,FLAG_IS_LINKED); 578 SET_FLAG(button,FLAG_IS_LINKED);
523 579
524 ol->ob = button; 580 ol->ob = button;
567 return; 623 return;
568 } 624 }
569 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 625 LOG(llevError, "remove_button_linked(): couldn't find object.\n");
570 CLEAR_FLAG(op,FLAG_IS_LINKED); 626 CLEAR_FLAG(op,FLAG_IS_LINKED);
571} 627}
572 628
629/*
630 * Gets the objectlink for this connection from the map.
631 */
632oblinkpt *get_connection_links (mapstruct *map, long connection)
633{
634 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
635 if (obp->value == connection)
636 return obp;
637 return 0;
638}
639
573/* 640/*
574 * Return the first objectlink in the objects linked to this one 641 * Return the first objectlink in the objects linked to this one
575 */ 642 */
576 643
577objectlink *get_button_links(const object *button) { 644oblinkpt *get_button_links(const object *button) {
578 oblinkpt *obp; 645 oblinkpt *obp;
579 objectlink *ol; 646 objectlink *ol;
580 647
581 if (!button->map) 648 if (!button->map)
582 return NULL; 649 return NULL;
583 for (obp = button->map->buttons; obp; obp = obp->next) 650 for (obp = button->map->buttons; obp; obp = obp->next)
584 for (ol = obp->link; ol; ol = ol->next) 651 for (ol = obp->link; ol; ol = ol->next)
585 if (ol->ob == button && ol->id == button->count) 652 if (ol->ob == button && ol->id == button->count)
586 return obp->link; 653 return obp;
587 return NULL; 654 return NULL;
588} 655}
589 656
590/* 657/*
591 * Made as a separate function to increase efficiency 658 * Made as a separate function to increase efficiency
611 * a speed of zero (default is 1 for all 678 * a speed of zero (default is 1 for all
612 * but the charm floor type). 679 * but the charm floor type).
613 * by b.t. thomas@nomad.astro.psu.edu 680 * by b.t. thomas@nomad.astro.psu.edu
614 */ 681 */
615 682
616void do_mood_floor(object *op, object *op2) { 683void do_mood_floor(object *op, object *source) {
617 object *tmp; 684 object *tmp;
618 object *tmp2; 685 object *tmp2;
619 686
687 if (!source)
688 source = op;
689
620 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 690 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above)
621 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 691 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break;
622 692
623 /* doesn't effect players, and if there is a player on this space, won't also 693 /* doesn't effect players, and if there is a player on this space, won't also
624 * be a monster here. 694 * be a monster here.
625 */ 695 */
626 if (!tmp || tmp->type == PLAYER) return; 696 if (!tmp || tmp->type == PLAYER) return;
627 697
628 switch(op->last_sp) { 698 switch(op->last_sp) {
629 case 0: /* furious--make all monsters mad */ 699 case 0: /* furious--make all monsters mad */
630 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 700 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
631 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); 701 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
632 if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) { 702 if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
633 CLEAR_FLAG(tmp, FLAG_FRIENDLY); 703 CLEAR_FLAG(tmp, FLAG_FRIENDLY);
634 remove_friendly_object(tmp); 704 remove_friendly_object(tmp);
635 tmp->attack_movement = 0; 705 tmp->attack_movement = 0;
636 /* lots of checks here, but want to make sure we don't 706 /* lots of checks here, but want to make sure we don't
637 * dereference a null value 707 * dereference a null value
638 */ 708 */
639 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER && 709 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER &&
640 tmp->owner->contr->ranges[range_golem]==tmp) { 710 tmp->owner->contr->ranges[range_golem]==tmp) {
641 tmp->owner->contr->ranges[range_golem]=NULL; 711 tmp->owner->contr->ranges[range_golem]=NULL;
642 tmp->owner->contr->golem_count = 0; 712 tmp->owner->contr->golem_count = 0;
643 } 713 }
644 tmp->owner = 0; 714 tmp->owner = 0;
645 } 715 }
646 break; 716 break;
647 case 1: /* angry -- get neutral monsters mad */ 717 case 1: /* angry -- get neutral monsters mad */
648 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&& 718 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&&
649 !QUERY_FLAG(tmp, FLAG_FRIENDLY)) 719 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
650 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); 720 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
651 break; 721 break;
652 case 2: /* calm -- pacify unfriendly monsters */ 722 case 2: /* calm -- pacify unfriendly monsters */
653 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 723 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
654 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 724 SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
655 break; 725 break;
656 case 3: /* make all monsters fall asleep */ 726 case 3: /* make all monsters fall asleep */
657 if(!QUERY_FLAG(tmp, FLAG_SLEEP)) 727 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
658 SET_FLAG(tmp, FLAG_SLEEP); 728 SET_FLAG(tmp, FLAG_SLEEP);
659 break; 729 break;
660 case 4: /* charm all monsters */ 730 case 4: /* charm all monsters */
661
662 if(op == op2) break; /* only if 'connected' */ 731 if (op == source) break; /* only if 'connected' */
663 732
664 for(tmp2=get_map_ob(op2->map,op2->x,op2->y); /* finding an owner */ 733 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */
665 tmp2->type!=PLAYER;tmp2=tmp2->above) 734 tmp2->type!=PLAYER;tmp2=tmp2->above)
666 if(tmp2->above==NULL) break; 735 if(tmp2->above==NULL) break;
667 736
668 if (tmp2->type != PLAYER) 737 if (tmp2->type != PLAYER)
669 break; 738 break;
670 set_owner(tmp,tmp2); 739 set_owner(tmp,tmp2);
671 SET_FLAG(tmp,FLAG_MONSTER); 740 SET_FLAG(tmp,FLAG_MONSTER);
672 tmp->stats.exp = 0; 741 tmp->stats.exp = 0;
673 SET_FLAG(tmp, FLAG_FRIENDLY); 742 SET_FLAG(tmp, FLAG_FRIENDLY);
674 add_friendly_object (tmp); 743 add_friendly_object (tmp);
675 tmp->attack_movement = PETMOVE; 744 tmp->attack_movement = PETMOVE;
676 break; 745 break;
677 746
678 default: 747 default:
679 break; 748 break;
680 749
681 } 750 }
682} 751}
683 752
684/* this function returns the object it matches, or NULL if non. 753/* this function returns the object it matches, or NULL if non.
692{ 761{
693 object *tmp,*ret=NULL; 762 object *tmp,*ret=NULL;
694 763
695 /* First check the object itself. */ 764 /* First check the object itself. */
696 if((trig->stats.hp && (op->type == trig->stats.hp)) 765 if((trig->stats.hp && (op->type == trig->stats.hp))
697 || (trig->slaying && (op->slaying == trig->slaying)) 766 || (trig->slaying && (op->slaying == trig->slaying))
698 || (trig->race && (op->arch->name == trig->race))) 767 || (trig->race && (op->arch->name == trig->race)))
699 return op; 768 return op;
700 769
701 for(tmp=op->inv; tmp; tmp=tmp->below) { 770 for(tmp=op->inv; tmp; tmp=tmp->below) {
702 if (tmp->inv) { 771 if (tmp->inv) {
703 ret=check_inv_recursive(tmp, trig); 772 ret=check_inv_recursive(tmp, trig);
704 if (ret) return ret; 773 if (ret) return ret;
705 } 774 }
706 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 775 else if((trig->stats.hp && (tmp->type == trig->stats.hp))
707 || (trig->slaying && (tmp->slaying == trig->slaying)) 776 || (trig->slaying && (tmp->slaying == trig->slaying))
708 || (trig->race && (tmp->arch->name == trig->race))) 777 || (trig->race && (tmp->arch->name == trig->race)))
709 return tmp; 778 return tmp;
710 } 779 }
711 return NULL; 780 return NULL;
712} 781}
713 782
714/* check_inv(), a function to search the inventory, 783/* check_inv(), a function to search the inventory,
724object *match; 793object *match;
725 794
726 if(op->type != PLAYER) return; 795 if(op->type != PLAYER) return;
727 match = check_inv_recursive(op,trig); 796 match = check_inv_recursive(op,trig);
728 if (match && trig->last_sp) { 797 if (match && trig->last_sp) {
729 if(trig->last_heal) 798 if(trig->last_heal)
730 decrease_ob(match); 799 decrease_ob(match);
731 use_trigger(trig); 800 use_trigger(trig);
732 } 801 }
733 else if (!match && !trig->last_sp) 802 else if (!match && !trig->last_sp)
734 use_trigger(trig); 803 use_trigger(trig);
735} 804}
736 805
737 806
738/* This does a minimal check of the button link consistency for object 807/* This does a minimal check of the button link consistency for object
739 * map. All it really does it much sure the object id link that is set 808 * map. All it really does it much sure the object id link that is set
744 objectlink *ol; 813 objectlink *ol;
745 814
746 if (!map) return; 815 if (!map) return;
747 816
748 for (obp = map->buttons; obp; obp = obp->next) { 817 for (obp = map->buttons; obp; obp = obp->next) {
749 for (ol=obp->link; ol; ol=ol->next) { 818 for (ol=obp->link; ol; ol=ol->next) {
750 if (ol->id!=ol->ob->count) 819 if (ol->id!=ol->ob->count)
751 LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count); 820 LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
752 } 821 }
753 } 822 }
754} 823}

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