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Comparing deliantra/server/common/button.C (file contents):
Revision 1.20 by root, Tue Dec 26 08:54:58 2006 UTC vs.
Revision 1.53 by root, Thu Jan 8 19:23:43 2009 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 (©) 2005,2006,2007,2008 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>
26 25
27/* 26/*
28 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
29 */ 28 */
30 29
31/* 30/*
32 * elmex: 31 * elmex:
33 * This function takes a objectlink list with all the objects are going to be activated. 32 * This function takes a objectlink list with all the objects are going to be activated.
34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 33 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
35 * The source argument can be 0 or the source object for this activation. 34 * The activator argument can be 0 or the source object for this activation.
35 * the originator is the player or monster who did something.
36 */ 36 */
37void 37static void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 38activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
39{ 39{
40 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
41 { 41 {
42 if (!ol->ob) 42 if (!ol->ob)
43 { 43 {
59 object *tmp = ol->ob; 59 object *tmp = ol->ob;
60 60
61 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63 continue; 63 continue;
64
64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
65 continue; 66 continue;
66 67
67 switch (tmp->type) 68 switch (tmp->type)
68 { 69 {
69 case GATE: 70 case GATE:
70 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"));
71 tmp->value = tmp->stats.maxsp ? !state : state; 76 tmp->value = tmp->stats.maxsp ? !state : state;
72 tmp->set_speed (0.5); 77 tmp->set_speed (0.5);
73 break; 78 break;
74 79
75 case CF_HANDLE: 80 case CF_HANDLE:
78 break; 83 break;
79 84
80 case SIGN: 85 case SIGN:
81 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
82 { 87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
83 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
84 if (tmp->stats.food) 90 if (tmp->stats.food)
85 tmp->last_eat++; 91 tmp->last_eat++;
86 } 92 }
87 break; 93 break;
88 94
89 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
90 tmp->value = 1; 97 tmp->value = 1;
91 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
92 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
93 break; 100 break;
94 101
95 case BUTTON: 102 case BUTTON:
96 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
97 tmp->value = state; 105 tmp->value = state;
98 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
100 break; 108 break;
101 109
102 case MOOD_FLOOR: 110 case MOOD_FLOOR:
103 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, activator);
104 break; 112 break;
105 113
106 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
117
107 tmp->set_speed (tmp->arch->clone.speed); 118 tmp->set_speed (tmp->arch->speed);
108 tmp->value = tmp->arch->clone.value; 119 tmp->value = tmp->arch->value;
109 tmp->stats.sp = 1; 120 tmp->stats.sp = 1;
110 tmp->stats.hp = tmp->stats.maxhp; 121 tmp->stats.hp = tmp->stats.maxhp;
111 /* Handle multipart gates. We copy the value for the other parts 122 /* Handle multipart gates. We copy the value for the other parts
112 * from the head - this ensures that the data will consistent 123 * from the head - this ensures that the data will consistent
113 */ 124 */
114 for (tmp = tmp->more; tmp; tmp = tmp->more) 125 for (object *part = tmp->more; part; part = part->more)
115 { 126 {
116 tmp->value = tmp->head->value; 127 part->value = tmp->value;
117 tmp->stats.sp = tmp->head->stats.sp; 128 part->stats.sp = tmp->stats.sp;
118 tmp->stats.hp = tmp->head->stats.hp; 129 part->stats.hp = tmp->stats.hp;
119 tmp->set_speed (tmp->head->speed); 130 part->set_speed (tmp->speed);
120 } 131 }
121 break; 132 break;
122 133
123 case DIRECTOR: 134 case DIRECTOR:
124 case FIREWALL: 135 case FIREWALL:
125 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 136 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
126 move_firewall (tmp); 137 move_firewall (tmp);
127 else 138 else
128 { 139 {
129 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 140 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
130 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
131 animate_turning (tmp); 141 animate_turning (tmp);
132 } 142 }
133 break; 143 break;
134 144
135 case TELEPORTER: 145 case TELEPORTER:
139 case CREATOR: 149 case CREATOR:
140 move_creator (tmp); 150 move_creator (tmp);
141 break; 151 break;
142 152
143 case TRIGGER_MARKER: 153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
144 move_marker (tmp); 155 move_marker (tmp);
145 break; 156 break;
146 157
147 case DUPLICATOR: 158 case DUPLICATOR:
148 move_duplicator (tmp); 159 move_duplicator (tmp);
160 break;
161
162 case MAPSCRIPT:
163 cfperl_mapscript_activate (tmp, state, activator, originator);
149 break; 164 break;
150 } 165 }
151 } 166 }
152} 167}
153 168
162 * Changed the routine to loop through _all_ objects. 177 * Changed the routine to loop through _all_ objects.
163 * Better hurry with that linked list... 178 * Better hurry with that linked list...
164 * 179 *
165 */ 180 */
166void 181void
167push_button (object *op) 182push_button (object *op, object *originator)
168{ 183{
169 oblinkpt *obp = get_button_links (op); 184 if (oblinkpt *obp = op->find_link ())
170 185 {
171 if (!obp) 186 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
172 return; 187 return;
173 188
174 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
175 return;
176
177 activate_connection_link (obp->link, op->value, op); 189 activate_connection_link (obp->link, op->value, op, originator);
190 }
178} 191}
179 192
180/* 193/*
181 * elmex: 194 * elmex:
182 * This activates a connection, similar to push_button (object *op) but it takes 195 * This activates a connection, similar to push_button (object *op) but it takes
184 * the connection was 'state' or 'released'. So that you can activate objects 197 * the connection was 'state' or 'released'. So that you can activate objects
185 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 198 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
186 * 199 *
187 */ 200 */
188void 201void
189activate_connection (maptile *map, long connection, bool state) 202maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
190{ 203{
191 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 204 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
192 return; 205 return;
193 206
194 oblinkpt *obp = get_connection_links (map, connection); 207 if (oblinkpt *obp = find_link (id))
195
196 if (obp)
197 activate_connection_link (obp->link, state); 208 activate_connection_link (obp->link, state, activator, originator);
198} 209}
199 210
200/* 211/*
201 * Updates everything connected with the button op. 212 * Updates everything connected with the button op.
202 * After changing the state of a button, this function must be called 213 * After changing the state of a button, this function must be called
203 * to make sure that all gates and other buttons connected to the 214 * to make sure that all gates and other buttons connected to the
204 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
205 */ 216 */
206void 217void
207update_button (object *op) 218update_button (object *op, object *originator)
208{ 219{
209 object *ab, *tmp, *head;
210 int tot, any_down = 0, old_value = op->value; 220 int any_down = 0, old_value = op->value;
211 oblinkpt *obp = 0;
212 objectlink *ol;
213 221
214 obp = get_button_links (op); 222 if (oblinkpt *obp = op->find_link ())
215 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
216 if (obp)
217 for (ol = obp->link; ol; ol = ol->next) 223 for (objectlink *ol = obp->link; ol; ol = ol->next)
218 { 224 {
219 if (!ol->ob) 225 if (!ol->ob)
220 { 226 {
221 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 227 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
222 continue; 228 continue;
223 } 229 }
224 230
225 tmp = ol->ob; 231 object *tmp = ol->ob;
232
226 if (tmp->type == BUTTON) 233 if (tmp->type == BUTTON)
227 { 234 {
235 sint32 total = 0;
236
228 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 237 for (object *ab = tmp->above; ab; ab = ab->above)
229 /* Bug? The pedestal code below looks for the head of
230 * the object, this bit doesn't. I'd think we should check
231 * for head here also. Maybe it also makese sense to
232 * make the for ab=tmp->above loop common, and alter
233 * behaviour based on object within that loop?
234 */
235
236 /* Basically, if the move_type matches that on what the 238 /* Basically, if the move_type matches that on what the
237 * button wants, we count it. The second check is so that 239 * button wants, we count it. The second check is so that
238 * objects don't move (swords, etc) will count. Note that 240 * objects who don't move (swords, etc) will count. Note that
239 * this means that more work is needed to make buttons 241 * this means that more work is needed to make buttons
240 * that are only triggered by flying objects. 242 * that are only triggered by flying objects.
241 */ 243 */
242 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
243 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 245 total += ab->head_ ()->total_weight ();
244 246
245 tmp->value = (tot >= tmp->weight) ? 1 : 0; 247 tmp->value = total >= tmp->weight;
246 if (tmp->value) 248
247 any_down = 1; 249 any_down = any_down || tmp->value;
248 } 250 }
249 else if (tmp->type == PEDESTAL) 251 else if (tmp->type == PEDESTAL)
250 { 252 {
251 tmp->value = 0; 253 tmp->value = 0;
254
252 for (ab = tmp->above; ab != NULL; ab = ab->above) 255 for (object *ab = tmp->above; ab; ab = ab->above)
253 { 256 {
254 head = ab->head ? ab->head : ab; 257 object *head = ab->head_ ();
258
255 /* Same note regarding move_type for buttons above apply here. */ 259 /* Same note regarding move_type for buttons above apply here. */
256 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 260 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
257 (head->race == tmp->slaying || 261 && (head->race == tmp->slaying
258 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 262 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
259 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 263 || (tmp->slaying == shstr_player && head->type == PLAYER)))
260 tmp->value = 1; 264 tmp->value = 1;
261 } 265 }
262 if (tmp->value) 266
263 any_down = 1; 267 any_down = any_down || tmp->value;
264 } 268 }
265 } 269 }
270
266 if (any_down) /* If any other buttons were down, force this to remain down */ 271 if (any_down) /* If any other buttons were down, force this to remain down */
267 op->value = 1; 272 op->value = 1;
268 273
274 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
275
269 /* If this button hasn't changed, don't do anything */ 276 /* If this button hasn't changed, don't do anything */
270 if (op->value != old_value) 277 if (op->value != old_value)
271 { 278 {
272 SET_ANIMATION (op, op->value); 279 SET_ANIMATION (op, op->value);
273 update_object (op, UP_OBJ_FACE); 280 update_object (op, UP_OBJ_FACE);
274 push_button (op); /* Make all other buttons the same */ 281 push_button (op, originator); /* Make all other buttons the same */
275 }
276}
277
278/*
279 * Updates every button on the map (by calling update_button() for them).
280 */
281
282void
283update_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 } 282 }
304} 283}
305 284
306void 285void
307use_trigger (object *op) 286use_trigger (object *op, object *originator)
308{ 287{
309
310 /* Toggle value */ 288 /* Toggle value */
311 op->value = !op->value; 289 op->value = !op->value;
290
312 push_button (op); 291 push_button (op, originator);
313} 292}
314 293
315/* 294/*
316 * Note: animate_object should be used instead of this, 295 * Note: animate_object should be used instead of this,
317 * but it can't handle animations in the 8 directions 296 * but it can't handle animations in the 8 directions
318 */ 297 */
319
320void 298void
321animate_turning (object *op) /* only one part objects */ 299animate_turning (object *op) /* only one part objects */
322{ 300{
323 if (++op->state >= NUM_ANIMATIONS (op) / 8) 301 if (++op->state >= NUM_ANIMATIONS (op) / 8)
324 op->state = 0; 302 op->state = 0;
341 */ 319 */
342 320
343int 321int
344check_altar_sacrifice (const object *altar, const object *sacrifice) 322check_altar_sacrifice (const object *altar, const object *sacrifice)
345{ 323{
346 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 324 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
325 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
326 && sacrifice->type != PLAYER)
347 { 327 {
348 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 328 if (ARCH_SACRIFICE (altar) == shstr_money
349 ARCH_SACRIFICE (altar) == sacrifice->name || 329 && sacrifice->type == MONEY
350 ARCH_SACRIFICE (altar) == sacrifice->slaying || 330 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
351 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
352 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
353 return 1; 331 return 1;
354 332
355 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 333 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
356 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 334 || ARCH_SACRIFICE (altar) == sacrifice->name
335 || ARCH_SACRIFICE (altar) == sacrifice->slaying
336 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
337 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
357 return 1; 338 return 1;
358 } 339 }
359 340
360 return 0; 341 return 0;
361} 342}
385 return 0; 366 return 0;
386 367
387 /* check_altar_sacrifice should have already verified that enough money 368 /* check_altar_sacrifice should have already verified that enough money
388 * has been dropped. 369 * has been dropped.
389 */ 370 */
390 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 371 if (ARCH_SACRIFICE (altar) == shstr_money)
391 { 372 {
392 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 373 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
393 374
394 /* Round up any sacrifices. Altars don't make change either */ 375 /* Round up any sacrifices. Altars don't make change either */
395 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 376 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
396 number++; 377 number++;
397 378
398 *sacrifice = decrease_ob_nr (*sacrifice, number); 379 if (!(*sacrifice)->decrease (number))
380 *sacrifice = 0;
399 } 381 }
400 else 382 else
401 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 383 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
384 *sacrifice = 0;
402 385
403 if (altar->msg) 386 if (altar->msg)
404 new_info_map (NDI_BLACK, altar->map, altar->msg); 387 new_info_map (NDI_BLACK, altar->map, altar->msg);
405 388
406 return 1; 389 return 1;
407} 390}
408 391
409void 392void
410trigger_move (object *op, int state) /* 1 down and 0 up */ 393trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
411{ 394{
412 op->stats.wc = state; 395 op->stats.wc = state;
396
413 if (state) 397 if (state)
414 { 398 {
415 use_trigger (op); 399 use_trigger (op, originator);
416 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 400 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
417 op->speed_left = -1; 401 op->speed_left = -1;
418 } 402 }
419 else 403 else
420 { 404 {
421 use_trigger (op); 405 use_trigger (op, originator);
422 op->set_speed (0); 406 op->set_speed (0);
423 } 407 }
424} 408}
425 409
426 410
443 int push = 0, tot = 0; 427 int push = 0, tot = 0;
444 int in_movement = op->stats.wc || op->speed; 428 int in_movement = op->stats.wc || op->speed;
445 429
446 switch (op->type) 430 switch (op->type)
447 { 431 {
448 case TRIGGER_BUTTON: 432 case TRIGGER_BUTTON:
449 if (op->weight > 0) 433 if (op->weight > 0)
450 { 434 {
451 if (cause) 435 if (cause)
452 { 436 {
453 for (tmp = op->above; tmp; tmp = tmp->above) 437 for (tmp = op->above; tmp; tmp = tmp->above)
454 /* Comment reproduced from update_buttons(): */ 438 /* Comment reproduced from update_buttons(): */
455 /* Basically, if the move_type matches that on what the 439 /* Basically, if the move_type matches that on what the
456 * button wants, we count it. The second check is so that 440 * button wants, we count it. The second check is so that
457 * objects that don't move (swords, etc) will count. Note that 441 * objects that don't move (swords, etc) will count. Note that
458 * this means that more work is needed to make buttons 442 * this means that more work is needed to make buttons
459 * that are only triggered by flying objects. 443 * that are only triggered by flying objects.
444 */
445 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
446 tot += tmp->head_ ()->total_weight ();
447
448 if (tot >= op->weight)
449 push = 1;
450
451 if (op->stats.ac == push)
452 return 0;
453
454 op->stats.ac = push;
455 if (NUM_ANIMATIONS (op) > 1)
456 {
457 SET_ANIMATION (op, push);
458 update_object (op, UP_OBJ_FACE);
459 }
460
461 if (in_movement || !push)
462 return 0;
463 }
464
465 trigger_move (op, push, cause);
466 }
467
468 return 0;
469
470 case TRIGGER_PEDESTAL:
471 if (cause)
472 {
473 for (tmp = op->above; tmp; tmp = tmp->above)
474 {
475 object *head = tmp->head_ ();
476
477 /* See comment in TRIGGER_BUTTON about move_types */
478 if (((head->move_type & op->move_on) || head->move_type == 0)
479 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
480 {
481 push = 1;
482 break;
483 }
484 }
485
486 if (op->stats.ac == push)
487 return 0;
488
489 op->stats.ac = push;
490
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, push);
494 update_object (op, UP_OBJ_FACE);
495 }
496
497 update_object (op, UP_OBJ_FACE);
498
499 if (in_movement || !push)
500 return 0;
501 }
502
503 trigger_move (op, push, cause);
504 return 0;
505
506 case TRIGGER_ALTAR:
507 if (cause)
508 {
509 if (in_movement)
510 return 0;
511
512 if (operate_altar (op, &cause))
513 {
514 if (NUM_ANIMATIONS (op) > 1)
515 {
516 SET_ANIMATION (op, 1);
517 update_object (op, UP_OBJ_FACE);
518 }
519
520 if (op->last_sp >= 0)
521 {
522 trigger_move (op, 1, cause);
523
524 if (op->last_sp > 0)
525 op->last_sp = -op->last_sp;
526 }
527 else
528 {
529 /* for trigger altar with last_sp, the ON/OFF
530 * status (-> +/- value) is "simulated":
460 */ 531 */
461 532 op->value = !op->value;
462 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 533 trigger_move (op, 1, cause);
463 { 534 op->last_sp = -op->last_sp;
464 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 535 op->value = !op->value;
465 }
466 if (tot >= op->weight)
467 push = 1;
468 if (op->stats.ac == push)
469 return 0;
470 op->stats.ac = push;
471 if (NUM_ANIMATIONS (op) > 1)
472 {
473 SET_ANIMATION (op, push);
474 update_object (op, UP_OBJ_FACE);
475 } 536 }
476 if (in_movement || !push) 537
477 return 0; 538 return cause == NULL;
478 } 539 }
479 trigger_move (op, push);
480 } 540 else
481 return 0;
482
483 case TRIGGER_PEDESTAL:
484 if (cause)
485 {
486 for (tmp = op->above; tmp; tmp = tmp->above)
487 {
488 object *head = tmp->head ? tmp->head : tmp;
489
490 /* See comment in TRIGGER_BUTTON about move_types */
491 if (((head->move_type & op->move_on) || head->move_type == 0)
492 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
493 {
494 push = 1;
495 break;
496 }
497 }
498 if (op->stats.ac == push)
499 return 0; 541 return 0;
500 op->stats.ac = push; 542 }
543 else
544 {
501 if (NUM_ANIMATIONS (op) > 1) 545 if (NUM_ANIMATIONS (op) > 1)
502 { 546 {
503 SET_ANIMATION (op, push); 547 SET_ANIMATION (op, 0);
504 update_object (op, UP_OBJ_FACE); 548 update_object (op, UP_OBJ_FACE);
505 } 549 }
506 update_object (op, UP_OBJ_FACE);
507 if (in_movement || !push)
508 return 0;
509 }
510 trigger_move (op, push);
511 return 0;
512 550
513 case TRIGGER_ALTAR:
514 if (cause)
515 {
516 if (in_movement)
517 return 0;
518 if (operate_altar (op, &cause))
519 {
520 if (NUM_ANIMATIONS (op) > 1)
521 {
522 SET_ANIMATION (op, 1);
523 update_object (op, UP_OBJ_FACE);
524 }
525 if (op->last_sp >= 0)
526 {
527 trigger_move (op, 1);
528 if (op->last_sp > 0)
529 op->last_sp = -op->last_sp;
530 }
531 else
532 {
533 /* for trigger altar with last_sp, the ON/OFF
534 * status (-> +/- value) is "simulated":
535 */
536 op->value = !op->value;
537 trigger_move (op, 1);
538 op->last_sp = -op->last_sp;
539 op->value = !op->value;
540 }
541 return cause == NULL;
542 }
543 else
544 {
545 return 0;
546 }
547 }
548 else
549 {
550 if (NUM_ANIMATIONS (op) > 1)
551 {
552 SET_ANIMATION (op, 0);
553 update_object (op, UP_OBJ_FACE);
554 }
555
556 /* If trigger_altar has "last_sp > 0" set on the map, 551 /* If trigger_altar has "last_sp > 0" set on the map,
557 * it will push the connected value only once per sacrifice. 552 * it will push the connected value only once per sacrifice.
558 * Otherwise (default), the connected value will be 553 * Otherwise (default), the connected value will be
559 * pushed twice: First by sacrifice, second by reset! -AV 554 * pushed twice: First by sacrifice, second by reset! -AV
560 */ 555 */
561 if (!op->last_sp) 556 if (!op->last_sp)
562 trigger_move (op, 0); 557 trigger_move (op, 0, cause);
563 else 558 else
564 { 559 {
565 op->stats.wc = 0; 560 op->stats.wc = 0;
566 op->value = !op->value; 561 op->value = !op->value;
567 op->set_speed (0); 562 op->set_speed (0);
568 } 563 }
569 } 564 }
570 return 0; 565 return 0;
571 566
572 case TRIGGER: 567 case TRIGGER:
573 if (cause) 568 if (cause)
574 { 569 {
575 if (in_movement) 570 if (in_movement)
576 return 0; 571 return 0;
577 572
578 push = 1; 573 push = 1;
579 } 574 }
580 575
581 if (NUM_ANIMATIONS (op) > 1) 576 if (NUM_ANIMATIONS (op) > 1)
582 { 577 {
583 SET_ANIMATION (op, push); 578 SET_ANIMATION (op, push);
584 update_object (op, UP_OBJ_FACE); 579 update_object (op, UP_OBJ_FACE);
585 } 580 }
586 581
587 trigger_move (op, push); 582 trigger_move (op, push, cause);
588 return 1; 583 return 1;
589 584
590 default: 585 default:
591 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 586 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
592 return 0; 587 return 0;
593 } 588 }
594} 589}
595 590
596void 591void
597add_button_link (object *button, maptile *map, int connected) 592object::add_link (maptile *map, shstr_tmp id)
598{ 593{
599 oblinkpt *obp;
600 objectlink *ol = get_objectlink ();
601
602 if (!map) 594 if (!map)
603 { 595 {
604 LOG (llevError, "Tried to add button-link without map.\n"); 596 LOG (llevError, "Tried to add button-link without map.\n");
605 return; 597 return;
606 } 598 }
607 599
608 button->path_attuned = connected; /* peterm: I need this so I can rebuild 600 flag [FLAG_IS_LINKED] = true;
609 a connected map from a template map. */
610 601
611 SET_FLAG (button, FLAG_IS_LINKED); 602 objectlink *ol = get_objectlink ();
612
613 ol->ob = button; 603 ol->ob = this;
614 604
615 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 605 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
616 ; 606 if (obp->id == id)
617
618 if (obp)
619 { 607 {
620 ol->next = obp->link; 608 ol->next = obp->link;
621 obp->link = ol; 609 obp->link = ol;
610 return;
622 } 611 }
623 else 612
624 {
625 obp = get_objectlinkpt (); 613 oblinkpt *obp = get_objectlinkpt ();
626 obp->value = connected; 614 obp->id = id;
627 615
628 obp->next = map->buttons; 616 obp->next = map->buttons;
629 map->buttons = obp; 617 map->buttons = obp;
630 obp->link = ol; 618 obp->link = ol;
631 }
632} 619}
633 620
634/* 621/*
635 * Remove the object from the linked lists of buttons in the map. 622 * Remove the object from the linked lists of buttons in the map.
636 * This is only needed by editors. 623 * This is only needed by editors.
637 */ 624 */
638
639void 625void
640remove_button_link (object *op) 626object::remove_link ()
641{ 627{
642 oblinkpt *obp; 628 if (!map)
643 objectlink **olp, *ol;
644
645 if (op->map == NULL)
646 { 629 {
647 LOG (llevError, "remove_button_link() in object without map.\n"); 630 LOG (llevError, "remove_button_link() in object without map.\n");
648 return; 631 return;
649 } 632 }
650 633
651 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 634 if (!flag [FLAG_IS_LINKED])
652 { 635 {
653 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 636 LOG (llevError, "remove_button_linked() in unlinked object.\n");
654 return; 637 return;
655 } 638 }
656 639
640 flag [FLAG_IS_LINKED] = false;
641
657 for (obp = op->map->buttons; obp; obp = obp->next) 642 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
658 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 643 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
659 if (ol->ob == op) 644 if ((*olp)->ob == this)
660 { 645 {
661 646 objectlink *ol = *olp;
662/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
663 obp->value, op->name, op->map->path);
664*/
665 *olp = ol->next; 647 *olp = ol->next;
666 delete ol; 648 delete ol;
667 return; 649 return;
668 } 650 }
669 651
670 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 652 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
671 CLEAR_FLAG (op, FLAG_IS_LINKED); 653}
654
655/*
656 * Updates every button on the map (by calling update_button() for them).
657 */
658void
659maptile::update_buttons ()
660{
661 for (oblinkpt *obp = buttons; obp; obp = obp->next)
662 for (objectlink *ol = obp->link; ol; ol = ol->next)
663 {
664 if (!ol->ob)
665 {
666 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
667 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
668 continue;
669 }
670
671 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
672 {
673 update_button (ol->ob, 0);
674 break;
675 }
676 }
672} 677}
673 678
674/* 679/*
675 * Gets the objectlink for this connection from the map. 680 * Gets the objectlink for this connection from the map.
676 */ 681 */
677oblinkpt * 682oblinkpt *
678get_connection_links (maptile *map, long connection) 683maptile::find_link (shstr_tmp id)
679{ 684{
680 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 685 for (oblinkpt *obp = buttons; obp; obp = obp->next)
681 if (obp->value == connection) 686 if (obp->id == id)
682 return obp; 687 return obp;
683 688
684 return 0; 689 return 0;
685} 690}
686 691
687/* 692/*
688 * Return the first objectlink in the objects linked to this one 693 * Return the first objectlink in the objects linked to this one
689 */ 694 */
690
691oblinkpt * 695oblinkpt *
692get_button_links (const object *button) 696object::find_link () const
693{ 697{
694 oblinkpt *obp; 698 if (map)
695 objectlink *ol;
696
697 if (!button->map)
698 return NULL;
699
700 for (obp = button->map->buttons; obp; obp = obp->next) 699 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
701 for (ol = obp->link; ol; ol = ol->next) 700 for (objectlink *ol = obp->link; ol; ol = ol->next)
702 if (ol->ob == button) 701 if (ol->ob == this)
703 return obp; 702 return obp;
704 703
705 return NULL;
706}
707
708/*
709 * Made as a separate function to increase efficiency
710 */
711
712int
713get_button_value (const object *button)
714{
715 oblinkpt *obp;
716 objectlink *ol;
717
718 if (!button->map)
719 return 0;
720 for (obp = button->map->buttons; obp; obp = obp->next)
721 for (ol = obp->link; ol; ol = ol->next)
722 if (ol->ob == button)
723 return obp->value;
724 return 0; 704 return 0;
725} 705}
726 706
727/* This routine makes monsters who are 707/* This routine makes monsters who are
728 * standing on the 'mood floor' change their 708 * standing on the 'mood floor' change their
730 * If floor is to be triggered must have 710 * If floor is to be triggered must have
731 * a speed of zero (default is 1 for all 711 * a speed of zero (default is 1 for all
732 * but the charm floor type). 712 * but the charm floor type).
733 * by b.t. thomas@nomad.astro.psu.edu 713 * by b.t. thomas@nomad.astro.psu.edu
734 */ 714 */
735
736void 715void
737do_mood_floor (object *op, object *source) 716do_mood_floor (object *op, object *source)
738{ 717{
739 object *tmp;
740 object *tmp2;
741
742 if (!source) 718 if (!source)
743 source = op; 719 source = op;
744 720
745 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 721 mapspace &ms = op->ms ();
722
723 if (!(ms.flags () & P_IS_ALIVE))
724 return;
725
726 object *tmp;
727
728 for (tmp = ms.top; tmp; tmp = tmp->below)
746 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 729 if (QUERY_FLAG (tmp, FLAG_MONSTER))
747 break; 730 break;
748 731
749 /* doesn't effect players, and if there is a player on this space, won't also 732 /* doesn't effect players, and if there is a player on this space, won't also
750 * be a monster here. 733 * be a monster here.
751 */ 734 */
735 //TODO: have players really FLAG_MONSTER? kept it for safety
752 if (!tmp || tmp->type == PLAYER) 736 if (!tmp || tmp->type == PLAYER)
753 return; 737 return;
754 738
755 switch (op->last_sp) 739 switch (op->last_sp)
756 { 740 {
757 case 0: /* furious--make all monsters mad */ 741 case 0: /* furious--make all monsters mad */
758 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 742 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
759 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 743 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
744
760 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 745 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
761 { 746 {
762 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
763 remove_friendly_object (tmp);
764 tmp->attack_movement = 0; 747 tmp->attack_movement = 0;
765 /* lots of checks here, but want to make sure we don't 748 /* lots of checks here, but want to make sure we don't
766 * dereference a null value 749 * dereference a null value
767 */ 750 */
768 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 751 if (tmp->type == GOLEM
752 && tmp->owner
753 && tmp->owner->type == PLAYER
754 && tmp->owner->contr->golem == tmp)
769 tmp->owner->contr->ranges[range_golem] = 0; 755 tmp->owner->contr->golem = 0;
770 756
771 tmp->owner = 0; 757 tmp->owner = 0;
758
759 remove_friendly_object (tmp);
772 } 760 }
773 break; 761 break;
762
774 case 1: /* angry -- get neutral monsters mad */ 763 case 1: /* angry -- get neutral monsters mad */
775 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
776 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
777 break; 766 break;
767
778 case 2: /* calm -- pacify unfriendly monsters */ 768 case 2: /* calm -- pacify unfriendly monsters */
779 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
780 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 769 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
781 break; 770 break;
771
782 case 3: /* make all monsters fall asleep */ 772 case 3: /* make all monsters fall asleep */
783 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
784 SET_FLAG (tmp, FLAG_SLEEP); 773 SET_FLAG (tmp, FLAG_SLEEP);
785 break; 774 break;
775
786 case 4: /* charm all monsters */ 776 case 4: /* charm all monsters */
787 if (op == source) 777 if (op == source)
788 break; /* only if 'connected' */ 778 break; /* only if 'connected' */
789 779
790 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 780 if (object *pl = source->ms ().player ())
791 tmp2->type != PLAYER; tmp2 = tmp2->above) 781 {
792 if (tmp2->above == NULL) 782 tmp->set_owner (pl);
783 SET_FLAG (tmp, FLAG_MONSTER);
784
785 tmp->stats.exp = 0;
786
787 add_friendly_object (tmp);
788 tmp->attack_movement = PETMOVE;
789 }
793 break; 790 break;
794 791
795 if (tmp2->type != PLAYER) 792 case 6: // kill monsters
793 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
796 break; 794 break;
797 795
798 tmp->set_owner (tmp2); 796 // FALL THROUGH
799 SET_FLAG (tmp, FLAG_MONSTER); 797 case 5: // kill all alives
800 798 if (!tmp->flag [FLAG_PRECIOUS])
801 tmp->stats.exp = 0; 799 {
802 SET_FLAG (tmp, FLAG_FRIENDLY); 800 archetype::get (shstr_burnout)->insert_at (tmp, source);
803 801 tmp->destroy ();
804 add_friendly_object (tmp); 802 }
805 tmp->attack_movement = PETMOVE;
806 break; 803 break;
807 804
808 default: 805 default:
809 break; 806 break;
810 } 807 }
822 object *tmp, *ret = NULL; 819 object *tmp, *ret = NULL;
823 820
824 /* First check the object itself. */ 821 /* First check the object itself. */
825 if ((trig->stats.hp && (op->type == trig->stats.hp)) 822 if ((trig->stats.hp && (op->type == trig->stats.hp))
826 || (trig->slaying && (op->slaying == trig->slaying)) 823 || (trig->slaying && (op->slaying == trig->slaying))
827 || (trig->race && (op->arch->name == trig->race))) 824 || (trig->race && (op->arch->archname == trig->race)))
828 return op; 825 return op;
829 826
830 for (tmp = op->inv; tmp; tmp = tmp->below) 827 for (tmp = op->inv; tmp; tmp = tmp->below)
831 { 828 {
832 if (tmp->inv) 829 if (tmp->inv)
835 if (ret) 832 if (ret)
836 return ret; 833 return ret;
837 } 834 }
838 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 835 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
839 || (trig->slaying && (tmp->slaying == trig->slaying)) 836 || (trig->slaying && (tmp->slaying == trig->slaying))
840 || (trig->race && (tmp->arch->name == trig->race))) 837 || (trig->race && (tmp->arch->archname == trig->race)))
841 return tmp; 838 return tmp;
842 } 839 }
843 return NULL; 840 return NULL;
844} 841}
845 842
858 * and has a matching item. Imagine what happens if someone steps on the inventory 855 * 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 856 * 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 857 * 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. 858 * state in the inventory checker. This won't happen anymore now.
862 * 859 *
860 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
861 * whether op is on this mapspace or not, because the value (1|0) depends
862 * on this information. also make sure to only push_button if op has
863 * a matching item (because when we do a push_button with value=0 timed gates
864 * will still open)! (i hope i got the semantics right this time)
865 *
863 */ 866 */
864void 867void
865check_inv (object *op, object *trig) 868check_inv (object *op, object *trig)
866{ 869{
867 trig->value = 0; // deactivate if none of the following conditions apply 870 trig->value = 0; // deactivate if none of the following conditions apply
868 871
869 if (object *pl = trig->ms ().player ()) 872 object *pl = trig->ms ().player ();
870 {
871 object *match = check_inv_recursive (pl, trig); 873 object *match = check_inv_recursive (op, trig);
872 874
875 // elmex: a note about (pl == op):
876 // if pl == 0 then the player has left this space
877 // if pl != 0 then a player is on this mapspace, but then
878 // we still have to check whether it's the player that triggered
879 // this inv-checker, because if not, then the op left this inv-checker
880 // and we have to set the value to 0
881
873 if (match && trig->last_sp) // match == having 882 if (match && trig->last_sp) // match == having
874 { 883 {
875 if (trig->last_heal) 884 if (trig->last_heal)
876 decrease_ob (match); 885 match->decrease ();
877 886
878 trig->value = 1; 887 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
879 } 888 push_button (trig, op);
889 }
880 else if (!match && !trig->last_sp) // match == not having 890 else if (!match && !trig->last_sp) // match == not having
881 trig->value = 1;
882 } 891 {
883 892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
884 push_button (trig); 893 push_button (trig, op);
894 }
885} 895}
886 896

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