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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 1.42 by root, Sun Apr 20 22:03:21 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h> 25#include <funcpoint.h>
26 26
27/* 27/*
35 * The source argument can be 0 or the source object for this activation. 35 * The source argument can be 0 or the source object for this activation.
36 */ 36 */
37void 37void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 38activate_connection_link (objectlink * ol, bool state, object *source = 0)
39{ 39{
40 object *tmp = 0;
41
42 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
43 { 41 {
44 if (!ol->ob) 42 if (!ol->ob)
45 { 43 {
46 LOG (llevError, "Internal error in activate_connection_link.\n"); 44 LOG (llevError, "Internal error in activate_connection_link.\n");
55 * re-loaded. As such, just exit this function if that is the case. 53 * re-loaded. As such, just exit this function if that is the case.
56 */ 54 */
57 55
58 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 56 if (QUERY_FLAG (ol->ob, FLAG_FREED))
59 return; 57 return;
58
60 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 {
70 case GATE: 70 case GATE:
71 case HOLE: 71 case HOLE:
72 if (!tmp->active)
73 tmp->play_sound (tmp->sound
74 ? tmp->sound
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 76 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->speed = 0.5; 77 tmp->set_speed (0.5);
74 update_ob_speed (tmp);
75 break; 78 break;
76 79
77 case CF_HANDLE: 80 case CF_HANDLE:
78 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 81 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
79 update_object (tmp, UP_OBJ_FACE); 82 update_object (tmp, UP_OBJ_FACE);
80 break; 83 break;
81 84
82 case SIGN: 85 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
84 { 87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food) 90 if (tmp->stats.food)
87 tmp->last_eat++; 91 tmp->last_eat++;
88 } 92 }
89 break; 93 break;
90 94
91 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
92 tmp->value = 1; 97 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
95 break; 100 break;
96 101
97 case BUTTON: 102 case BUTTON:
98 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
99 tmp->value = state; 105 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
102 break; 108 break;
103 109
104 case MOOD_FLOOR: 110 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, source);
106 break; 112 break;
107 113
108 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
109 tmp->speed = tmp->arch->clone.speed; 117 tmp->set_speed (tmp->arch->speed);
110 update_ob_speed (tmp); /* original values */
111 tmp->value = tmp->arch->clone.value; 118 tmp->value = tmp->arch->value;
112 tmp->stats.sp = 1; 119 tmp->stats.sp = 1;
113 tmp->stats.hp = tmp->stats.maxhp; 120 tmp->stats.hp = tmp->stats.maxhp;
114 /* Handle multipart gates. We copy the value for the other parts 121 /* Handle multipart gates. We copy the value for the other parts
115 * from the head - this ensures that the data will consistent 122 * from the head - this ensures that the data will consistent
116 */ 123 */
117 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 124 for (object *part = tmp->more; part; part = part->more)
118 { 125 {
119 tmp->speed = tmp->head->speed; 126 part->value = tmp->value;
120 tmp->value = tmp->head->value; 127 part->stats.sp = tmp->stats.sp;
121 tmp->stats.sp = tmp->head->stats.sp; 128 part->stats.hp = tmp->stats.hp;
122 tmp->stats.hp = tmp->head->stats.hp;
123 update_ob_speed (tmp); 129 part->set_speed (tmp->speed);
124 } 130 }
125 break; 131 break;
126 132
127 case DIRECTOR: 133 case DIRECTOR:
128 case FIREWALL: 134 case FIREWALL:
129 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 135 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
130 move_firewall (tmp); 136 move_firewall (tmp);
131 else 137 else
132 { 138 {
133 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 139 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
134 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 140 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
141
135 animate_turning (tmp); 142 animate_turning (tmp);
136 } 143 }
137 break; 144 break;
138 145
139 case TELEPORTER: 146 case TELEPORTER:
140 move_teleporter (tmp); 147 move_teleporter (tmp);
141 break; 148 break;
142 149
143 case CREATOR: 150 case CREATOR:
144 move_creator (tmp); 151 move_creator (tmp);
145 break; 152 break;
146 153
147 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
148 move_marker (tmp); 156 move_marker (tmp);
149 break; 157 break;
150 158
151 case DUPLICATOR: 159 case DUPLICATOR:
152 move_duplicator (tmp); 160 move_duplicator (tmp);
153 break; 161 break;
154 } 162 }
155 } 163 }
156} 164}
157 165
158/* 166/*
227 } 235 }
228 236
229 tmp = ol->ob; 237 tmp = ol->ob;
230 if (tmp->type == BUTTON) 238 if (tmp->type == BUTTON)
231 { 239 {
232 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 240 for (ab = tmp->above, tot = 0; ab; ab = ab->above)
233 /* Bug? The pedestal code below looks for the head of
234 * the object, this bit doesn't. I'd think we should check
235 * for head here also. Maybe it also makese sense to
236 * make the for ab=tmp->above loop common, and alter
237 * behaviour based on object within that loop?
238 */ 241 {
242 head = ab->head_ ();
239 243
240 /* Basically, if the move_type matches that on what the 244 /* Basically, if the move_type matches that on what the
241 * button wants, we count it. The second check is so that 245 * button wants, we count it. The second check is so that
242 * objects don't move (swords, etc) will count. Note that 246 * objects who don't move (swords, etc) will count. Note that
243 * this means that more work is needed to make buttons 247 * this means that more work is needed to make buttons
244 * that are only triggered by flying objects. 248 * that are only triggered by flying objects.
245 */ 249 */
246 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 250 if ((head->move_type & tmp->move_on) || head->move_type == 0)
247 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 251 tot += head->total_weight ();
252 }
248 253
249 tmp->value = (tot >= tmp->weight) ? 1 : 0; 254 tmp->value = tot >= tmp->weight ? 1 : 0;
250 if (tmp->value)
251 any_down = 1;
252 } 255 }
253 else if (tmp->type == PEDESTAL) 256 else if (tmp->type == PEDESTAL)
254 { 257 {
255 tmp->value = 0; 258 tmp->value = 0;
259
256 for (ab = tmp->above; ab != NULL; ab = ab->above) 260 for (ab = tmp->above; ab; ab = ab->above)
257 { 261 {
258 head = ab->head ? ab->head : ab; 262 head = ab->head_ ();
263
259 /* Same note regarding move_type for buttons above apply here. */ 264 /* Same note regarding move_type for buttons above apply here. */
260 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
261 (head->race == tmp->slaying || 266 (head->race == tmp->slaying ||
262 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
263 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
264 tmp->value = 1; 269 tmp->value = 1;
265 } 270 }
266 if (tmp->value)
267 any_down = 1;
268 } 271 }
272
273 any_down = any_down || tmp->value;
269 } 274 }
275
270 if (any_down) /* If any other buttons were down, force this to remain down */ 276 if (any_down) /* If any other buttons were down, force this to remain down */
271 op->value = 1; 277 op->value = 1;
272 278
273 /* If this button hasn't changed, don't do anything */ 279 /* If this button hasn't changed, don't do anything */
274 if (op->value != old_value) 280 if (op->value != old_value)
277 update_object (op, UP_OBJ_FACE); 283 update_object (op, UP_OBJ_FACE);
278 push_button (op); /* Make all other buttons the same */ 284 push_button (op); /* Make all other buttons the same */
279 } 285 }
280} 286}
281 287
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 288void
311use_trigger (object *op) 289use_trigger (object *op)
312{ 290{
313
314 /* Toggle value */ 291 /* Toggle value */
315 op->value = !op->value; 292 op->value = !op->value;
316 push_button (op); 293 push_button (op);
317} 294}
318 295
319/* 296/*
320 * Note: animate_object should be used instead of this, 297 * Note: animate_object should be used instead of this,
321 * but it can't handle animations in the 8 directions 298 * but it can't handle animations in the 8 directions
322 */ 299 */
323
324void 300void
325animate_turning (object *op) /* only one part objects */ 301animate_turning (object *op) /* only one part objects */
326{ 302{
327 if (++op->state >= NUM_ANIMATIONS (op) / 8) 303 if (++op->state >= NUM_ANIMATIONS (op) / 8)
328 op->state = 0; 304 op->state = 0;
345 */ 321 */
346 322
347int 323int
348check_altar_sacrifice (const object *altar, const object *sacrifice) 324check_altar_sacrifice (const object *altar, const object *sacrifice)
349{ 325{
350 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 326 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
327 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
328 && sacrifice->type != PLAYER)
351 { 329 {
352 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 330 if (ARCH_SACRIFICE (altar) == shstr_money
353 ARCH_SACRIFICE (altar) == sacrifice->name || 331 && sacrifice->type == MONEY
354 ARCH_SACRIFICE (altar) == sacrifice->slaying || 332 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
355 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
356 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
357 return 1; 333 return 1;
358 334
359 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 335 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
360 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 336 || ARCH_SACRIFICE (altar) == sacrifice->name
337 || ARCH_SACRIFICE (altar) == sacrifice->slaying
338 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
339 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
361 return 1; 340 return 1;
362 } 341 }
363 342
364 return 0; 343 return 0;
365} 344}
389 return 0; 368 return 0;
390 369
391 /* check_altar_sacrifice should have already verified that enough money 370 /* check_altar_sacrifice should have already verified that enough money
392 * has been dropped. 371 * has been dropped.
393 */ 372 */
394 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 373 if (ARCH_SACRIFICE (altar) == shstr_money)
395 { 374 {
396 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 375 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
397 376
398 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
399 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
415{ 394{
416 op->stats.wc = state; 395 op->stats.wc = state;
417 if (state) 396 if (state)
418 { 397 {
419 use_trigger (op); 398 use_trigger (op);
420 if (op->stats.exp > 0) /* check sanity */ 399 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; 400 op->speed_left = -1;
426 } 401 }
427 else 402 else
428 { 403 {
429 use_trigger (op); 404 use_trigger (op);
430 op->speed = 0; 405 op->set_speed (0);
431 update_ob_speed (op);
432 } 406 }
433} 407}
434 408
435 409
436/* 410/*
465 * button wants, we count it. The second check is so that 439 * button wants, we count it. The second check is so that
466 * objects that don't move (swords, etc) will count. Note that 440 * objects that don't move (swords, etc) will count. Note that
467 * this means that more work is needed to make buttons 441 * this means that more work is needed to make buttons
468 * that are only triggered by flying objects. 442 * that are only triggered by flying objects.
469 */ 443 */
470
471 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 444 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
472 { 445 tot += tmp->head_ ()->total_weight ();
473 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 446
474 }
475 if (tot >= op->weight) 447 if (tot >= op->weight)
476 push = 1; 448 push = 1;
449
477 if (op->stats.ac == push) 450 if (op->stats.ac == push)
478 return 0; 451 return 0;
452
479 op->stats.ac = push; 453 op->stats.ac = push;
480 if (NUM_ANIMATIONS (op) > 1) 454 if (NUM_ANIMATIONS (op) > 1)
481 { 455 {
482 SET_ANIMATION (op, push); 456 SET_ANIMATION (op, push);
483 update_object (op, UP_OBJ_FACE); 457 update_object (op, UP_OBJ_FACE);
484 } 458 }
459
485 if (in_movement || !push) 460 if (in_movement || !push)
486 return 0; 461 return 0;
487 } 462 }
488 trigger_move (op, push); 463 trigger_move (op, push);
489 } 464 }
465
490 return 0; 466 return 0;
491 467
492 case TRIGGER_PEDESTAL: 468 case TRIGGER_PEDESTAL:
493 if (cause) 469 if (cause)
494 { 470 {
495 for (tmp = op->above; tmp; tmp = tmp->above) 471 for (tmp = op->above; tmp; tmp = tmp->above)
496 { 472 {
497 object *head = tmp->head ? tmp->head : tmp; 473 object *head = tmp->head_ ();
498 474
499 /* See comment in TRIGGER_BUTTON about move_types */ 475 /* See comment in TRIGGER_BUTTON about move_types */
500 if (((head->move_type & op->move_on) || head->move_type == 0) 476 if (((head->move_type & op->move_on) || head->move_type == 0)
501 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 477 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
502 { 478 {
503 push = 1; 479 push = 1;
504 break; 480 break;
505 } 481 }
506 } 482 }
483
507 if (op->stats.ac == push) 484 if (op->stats.ac == push)
508 return 0; 485 return 0;
486
509 op->stats.ac = push; 487 op->stats.ac = push;
488
510 if (NUM_ANIMATIONS (op) > 1) 489 if (NUM_ANIMATIONS (op) > 1)
511 { 490 {
512 SET_ANIMATION (op, push); 491 SET_ANIMATION (op, push);
513 update_object (op, UP_OBJ_FACE); 492 update_object (op, UP_OBJ_FACE);
514 } 493 }
494
515 update_object (op, UP_OBJ_FACE); 495 update_object (op, UP_OBJ_FACE);
496
516 if (in_movement || !push) 497 if (in_movement || !push)
517 return 0; 498 return 0;
518 } 499 }
500
519 trigger_move (op, push); 501 trigger_move (op, push);
520 return 0; 502 return 0;
521 503
522 case TRIGGER_ALTAR: 504 case TRIGGER_ALTAR:
523 if (cause) 505 if (cause)
524 { 506 {
525 if (in_movement) 507 if (in_movement)
526 return 0; 508 return 0;
509
527 if (operate_altar (op, &cause)) 510 if (operate_altar (op, &cause))
528 { 511 {
529 if (NUM_ANIMATIONS (op) > 1) 512 if (NUM_ANIMATIONS (op) > 1)
530 { 513 {
531 SET_ANIMATION (op, 1); 514 SET_ANIMATION (op, 1);
532 update_object (op, UP_OBJ_FACE); 515 update_object (op, UP_OBJ_FACE);
533 } 516 }
517
534 if (op->last_sp >= 0) 518 if (op->last_sp >= 0)
535 { 519 {
536 trigger_move (op, 1); 520 trigger_move (op, 1);
537 if (op->last_sp > 0) 521 if (op->last_sp > 0)
538 op->last_sp = -op->last_sp; 522 op->last_sp = -op->last_sp;
545 op->value = !op->value; 529 op->value = !op->value;
546 trigger_move (op, 1); 530 trigger_move (op, 1);
547 op->last_sp = -op->last_sp; 531 op->last_sp = -op->last_sp;
548 op->value = !op->value; 532 op->value = !op->value;
549 } 533 }
534
550 return cause == NULL; 535 return cause == NULL;
551 } 536 }
552 else 537 else
553 {
554 return 0; 538 return 0;
555 }
556 } 539 }
557 else 540 else
558 { 541 {
559 if (NUM_ANIMATIONS (op) > 1) 542 if (NUM_ANIMATIONS (op) > 1)
560 { 543 {
571 trigger_move (op, 0); 554 trigger_move (op, 0);
572 else 555 else
573 { 556 {
574 op->stats.wc = 0; 557 op->stats.wc = 0;
575 op->value = !op->value; 558 op->value = !op->value;
576 op->speed = 0; 559 op->set_speed (0);
577 update_ob_speed (op);
578 } 560 }
579 } 561 }
580 return 0; 562 return 0;
581 563
582 case TRIGGER: 564 case TRIGGER:
583 if (cause) 565 if (cause)
584 { 566 {
585 if (in_movement) 567 if (in_movement)
586 return 0; 568 return 0;
569
587 push = 1; 570 push = 1;
588 } 571 }
572
589 if (NUM_ANIMATIONS (op) > 1) 573 if (NUM_ANIMATIONS (op) > 1)
590 { 574 {
591 SET_ANIMATION (op, push); 575 SET_ANIMATION (op, push);
592 update_object (op, UP_OBJ_FACE); 576 update_object (op, UP_OBJ_FACE);
593 } 577 }
578
594 trigger_move (op, push); 579 trigger_move (op, push);
595 return 1; 580 return 1;
596 581
597 default: 582 default:
598 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 583 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
609 if (!map) 594 if (!map)
610 { 595 {
611 LOG (llevError, "Tried to add button-link without map.\n"); 596 LOG (llevError, "Tried to add button-link without map.\n");
612 return; 597 return;
613 } 598 }
614 if (!editor) 599
615 button->path_attuned = connected; /* peterm: I need this so I can rebuild 600 button->path_attuned = connected; /* peterm: I need this so I can rebuild
616 a connected map from a template map. */ 601 a connected map from a template map. */
617
618/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
619 602
620 SET_FLAG (button, FLAG_IS_LINKED); 603 SET_FLAG (button, FLAG_IS_LINKED);
621 604
622 ol->ob = button; 605 ol->ob = button;
623 606
624 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 607 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
608 ;
625 609
626 if (obp) 610 if (obp)
627 { 611 {
628 ol->next = obp->link; 612 ol->next = obp->link;
629 obp->link = ol; 613 obp->link = ol;
742 */ 726 */
743 727
744void 728void
745do_mood_floor (object *op, object *source) 729do_mood_floor (object *op, object *source)
746{ 730{
747 object *tmp;
748 object *tmp2;
749
750 if (!source) 731 if (!source)
751 source = op; 732 source = op;
752 733
753 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 734 mapspace &ms = op->ms ();
735
736 if (!(ms.flags () & P_IS_ALIVE))
737 return;
738
739 object *tmp;
740
741 for (tmp = ms.top; tmp; tmp = tmp->below)
754 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 742 if (QUERY_FLAG (tmp, FLAG_MONSTER))
755 break; 743 break;
756 744
757 /* doesn't effect players, and if there is a player on this space, won't also 745 /* doesn't effect players, and if there is a player on this space, won't also
758 * be a monster here. 746 * be a monster here.
759 */ 747 */
748 //TODO: have players really FLAG_MONSTER? kept it for safety
760 if (!tmp || tmp->type == PLAYER) 749 if (!tmp || tmp->type == PLAYER)
761 return; 750 return;
762 751
763 switch (op->last_sp) 752 switch (op->last_sp)
764 { 753 {
765 case 0: /* furious--make all monsters mad */ 754 case 0: /* furious--make all monsters mad */
766 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 755 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
767 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 756 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
757
768 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 758 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
769 { 759 {
770 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
771 remove_friendly_object (tmp);
772 tmp->attack_movement = 0; 760 tmp->attack_movement = 0;
773 /* lots of checks here, but want to make sure we don't 761 /* lots of checks here, but want to make sure we don't
774 * dereference a null value 762 * dereference a null value
775 */ 763 */
776 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 764 if (tmp->type == GOLEM
765 && tmp->owner
766 && tmp->owner->type == PLAYER
767 && tmp->owner->contr->golem == tmp)
777 tmp->owner->contr->ranges[range_golem] = 0; 768 tmp->owner->contr->golem = 0;
778 769
779 tmp->owner = 0; 770 tmp->owner = 0;
771
772 remove_friendly_object (tmp);
780 } 773 }
781 break; 774 break;
775
782 case 1: /* angry -- get neutral monsters mad */ 776 case 1: /* angry -- get neutral monsters mad */
783 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 777 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
784 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 778 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
785 break; 779 break;
780
786 case 2: /* calm -- pacify unfriendly monsters */ 781 case 2: /* calm -- pacify unfriendly monsters */
787 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
788 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 782 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
789 break; 783 break;
784
790 case 3: /* make all monsters fall asleep */ 785 case 3: /* make all monsters fall asleep */
791 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
792 SET_FLAG (tmp, FLAG_SLEEP); 786 SET_FLAG (tmp, FLAG_SLEEP);
793 break; 787 break;
788
794 case 4: /* charm all monsters */ 789 case 4: /* charm all monsters */
795 if (op == source) 790 if (op == source)
796 break; /* only if 'connected' */ 791 break; /* only if 'connected' */
797 792
798 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 793 if (object *pl = source->ms ().player ())
799 tmp2->type != PLAYER; tmp2 = tmp2->above) 794 {
800 if (tmp2->above == NULL) 795 tmp->set_owner (pl);
796 SET_FLAG (tmp, FLAG_MONSTER);
797
798 tmp->stats.exp = 0;
799
800 add_friendly_object (tmp);
801 tmp->attack_movement = PETMOVE;
802 }
801 break; 803 break;
802 804
803 if (tmp2->type != PLAYER) 805 case 6: // kill monsters
806 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
804 break; 807 break;
805 808
806 tmp->set_owner (tmp2); 809 // FALL THROUGH
807 SET_FLAG (tmp, FLAG_MONSTER); 810 case 5: // kill all alives
808 811 if (!tmp->flag [FLAG_PRECIOUS])
809 tmp->stats.exp = 0; 812 {
810 SET_FLAG (tmp, FLAG_FRIENDLY); 813 get_archetype ("burnout")->insert_at (tmp, source);
811 814 tmp->destroy ();
812 add_friendly_object (tmp); 815 }
813 tmp->attack_movement = PETMOVE;
814 break; 816 break;
815 817
816 default: 818 default:
817 break; 819 break;
818 } 820 }
830 object *tmp, *ret = NULL; 832 object *tmp, *ret = NULL;
831 833
832 /* First check the object itself. */ 834 /* First check the object itself. */
833 if ((trig->stats.hp && (op->type == trig->stats.hp)) 835 if ((trig->stats.hp && (op->type == trig->stats.hp))
834 || (trig->slaying && (op->slaying == trig->slaying)) 836 || (trig->slaying && (op->slaying == trig->slaying))
835 || (trig->race && (op->arch->name == trig->race))) 837 || (trig->race && (op->arch->archname == trig->race)))
836 return op; 838 return op;
837 839
838 for (tmp = op->inv; tmp; tmp = tmp->below) 840 for (tmp = op->inv; tmp; tmp = tmp->below)
839 { 841 {
840 if (tmp->inv) 842 if (tmp->inv)
843 if (ret) 845 if (ret)
844 return ret; 846 return ret;
845 } 847 }
846 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 848 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
847 || (trig->slaying && (tmp->slaying == trig->slaying)) 849 || (trig->slaying && (tmp->slaying == trig->slaying))
848 || (trig->race && (tmp->arch->name == trig->race))) 850 || (trig->race && (tmp->arch->archname == trig->race)))
849 return tmp; 851 return tmp;
850 } 852 }
851 return NULL; 853 return NULL;
852} 854}
853 855
866 * and has a matching item. Imagine what happens if someone steps on the inventory 868 * 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 869 * 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 870 * 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. 871 * state in the inventory checker. This won't happen anymore now.
870 * 872 *
873 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
874 * whether op is on this mapspace or not, because the value (1|0) depends
875 * on this information. also make sure to only push_button if op has
876 * a matching item (because when we do a push_button with value=0 timed gates
877 * will still open)! (i hope i got the semantics right this time)
871 */ 878 *
872 879 */
873void 880void
874check_inv (object *op, object *trig) 881check_inv (object *op, object *trig)
875{ 882{
876 object *match = 0;
877
878 trig->value = 0; // deactivate if none of the following conditions apply 883 trig->value = 0; // deactivate if none of the following conditions apply
879 884
880 for (object *tmp = trig->above; tmp; tmp = tmp->above) 885 object *pl = trig->ms ().player ();
881 if (tmp->type == PLAYER)
882 {
883 object *match = check_inv_recursive (tmp, trig); 886 object *match = check_inv_recursive (op, trig);
884 887
888 // elmex: a note about (pl == op):
889 // if pl == 0 then the player has left this space
890 // if pl != 0 then a player is on this mapspace, but then
891 // we still have to check whether it's the player that triggered
892 // this inv-checker, because if not, then the op left this inv-checker
893 // and we have to set the value to 0
894
885 if (match && trig->last_sp) // match == having 895 if (match && trig->last_sp) // match == having
886 { 896 {
887 if (trig->last_heal) 897 if (trig->last_heal)
888 decrease_ob (match); 898 decrease_ob (match);
889 899
890 trig->value = 1; 900 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
891 } 901 push_button (trig);
902 }
892 else if (!match && !trig->last_sp) // match == not having 903 else if (!match && !trig->last_sp) // match == not having
893 trig->value = 1; 904 {
894 905 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
895 break;
896 }
897
898 push_button (trig); 906 push_button (trig);
907 }
899} 908}
900 909

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