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Comparing deliantra/server/common/button.C (file contents):
Revision 1.10 by root, Thu Sep 14 22:33:58 2006 UTC vs.
Revision 1.37 by root, Tue Jul 31 17:33:14 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <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 || ol->ob->count != ol->id) 42 if (!ol->ob)
45 { 43 {
46 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 44 LOG (llevError, "Internal error in activate_connection_link.\n");
47 continue; 45 continue;
48 } 46 }
47
49 /* a button link object can become freed when the map is saving. As 48 /* a button link object can become freed when the map is saving. As
50 * a map is saved, objects are removed and freed, and if an object is 49 * a map is saved, objects are removed and freed, and if an object is
51 * on top of a button, this function is eventually called. If a map 50 * on top of a button, this function is eventually called. If a map
52 * is getting moved out of memory, the status of buttons and levers 51 * is getting moved out of memory, the status of buttons and levers
53 * probably isn't important - it will get sorted out when the map is 52 * probably isn't important - it will get sorted out when the map is
54 * re-loaded. As such, just exit this function if that is the case. 53 * re-loaded. As such, just exit this function if that is the case.
55 */ 54 */
56 55
57 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 56 if (QUERY_FLAG (ol->ob, FLAG_FREED))
58 return; 57 return;
58
59 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:
71 tmp->value = tmp->stats.maxsp ? !state : state; 72 tmp->value = tmp->stats.maxsp ? !state : state;
72 tmp->speed = 0.5; 73 tmp->set_speed (0.5);
73 update_ob_speed (tmp);
74 break; 74 break;
75 75
76 case CF_HANDLE: 76 case CF_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE); 78 update_object (tmp, UP_OBJ_FACE);
79 break; 79 break;
80 80
81 case SIGN: 81 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 83 {
84 tmp->play_sound (tmp->sound);
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food) 86 if (tmp->stats.food)
86 tmp->last_eat++; 87 tmp->last_eat++;
87 } 88 }
88 break; 89 break;
89 90
90 case ALTAR: 91 case ALTAR:
91 tmp->value = 1; 92 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 93 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 94 update_object (tmp, UP_OBJ_FACE);
94 break; 95 break;
95 96
96 case BUTTON: 97 case BUTTON:
97 case PEDESTAL: 98 case PEDESTAL:
98 tmp->value = state; 99 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 100 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 101 update_object (tmp, UP_OBJ_FACE);
101 break; 102 break;
102 103
103 case MOOD_FLOOR: 104 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 105 do_mood_floor (tmp, source);
105 break; 106 break;
106 107
107 case TIMED_GATE: 108 case TIMED_GATE:
108 tmp->speed = tmp->arch->clone.speed; 109 tmp->set_speed (tmp->arch->speed);
109 update_ob_speed (tmp); /* original values */
110 tmp->value = tmp->arch->clone.value; 110 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1; 111 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp; 112 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts 113 /* Handle multipart gates. We copy the value for the other parts
114 * from the head - this ensures that the data will consistent 114 * from the head - this ensures that the data will consistent
115 */ 115 */
116 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 116 for (object *part = tmp->more; part; part = part->more)
117 { 117 {
118 tmp->speed = tmp->head->speed; 118 part->value = tmp->value;
119 tmp->value = tmp->head->value; 119 part->stats.sp = tmp->stats.sp;
120 tmp->stats.sp = tmp->head->stats.sp; 120 part->stats.hp = tmp->stats.hp;
121 tmp->stats.hp = tmp->head->stats.hp;
122 update_ob_speed (tmp); 121 part->set_speed (tmp->speed);
123 } 122 }
124 break; 123 break;
125 124
126 case DIRECTOR: 125 case DIRECTOR:
127 case FIREWALL: 126 case FIREWALL:
128 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 127 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
129 move_firewall (tmp); 128 move_firewall (tmp);
130 else 129 else
131 { 130 {
132 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 131 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
133 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 132 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
133
134 animate_turning (tmp); 134 animate_turning (tmp);
135 } 135 }
136 break; 136 break;
137 137
138 case TELEPORTER: 138 case TELEPORTER:
139 move_teleporter (tmp); 139 move_teleporter (tmp);
140 break; 140 break;
141 141
142 case CREATOR: 142 case CREATOR:
143 move_creator (tmp); 143 move_creator (tmp);
144 break; 144 break;
145 145
146 case TRIGGER_MARKER: 146 case TRIGGER_MARKER:
147 move_marker (tmp); 147 move_marker (tmp);
148 break; 148 break;
149 149
150 case DUPLICATOR: 150 case DUPLICATOR:
151 move_duplicator (tmp); 151 move_duplicator (tmp);
152 break; 152 break;
153 } 153 }
154 } 154 }
155} 155}
156 156
157/* 157/*
187 * the connection was 'state' or 'released'. So that you can activate objects 187 * the connection was 'state' or 'released'. So that you can activate objects
188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
189 * 189 *
190 */ 190 */
191void 191void
192activate_connection (mapstruct *map, long connection, bool state) 192activate_connection (maptile *map, long connection, bool state)
193{ 193{
194 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 194 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
195 return; 195 return;
196 196
197 oblinkpt *obp = get_connection_links (map, connection); 197 oblinkpt *obp = get_connection_links (map, connection);
204 * Updates everything connected with the button op. 204 * Updates everything connected with the button op.
205 * After changing the state of a button, this function must be called 205 * After changing the state of a button, this function must be called
206 * to make sure that all gates and other buttons connected to the 206 * to make sure that all gates and other buttons connected to the
207 * button reacts to the (eventual) change of state. 207 * button reacts to the (eventual) change of state.
208 */ 208 */
209
210void 209void
211update_button (object *op) 210update_button (object *op)
212{ 211{
213 object *ab, *tmp, *head; 212 object *ab, *tmp, *head;
214 int tot, any_down = 0, old_value = op->value; 213 int tot, any_down = 0, old_value = op->value;
218 obp = get_button_links (op); 217 obp = get_button_links (op);
219 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
220 if (obp) 219 if (obp)
221 for (ol = obp->link; ol; ol = ol->next) 220 for (ol = obp->link; ol; ol = ol->next)
222 { 221 {
223 if (!ol->ob || ol->ob->count != ol->id) 222 if (!ol->ob)
224 { 223 {
225 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 224 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
226 continue; 225 continue;
227 } 226 }
227
228 tmp = ol->ob; 228 tmp = ol->ob;
229 if (tmp->type == BUTTON) 229 if (tmp->type == BUTTON)
230 { 230 {
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
232 /* Bug? The pedestal code below looks for the head of 232 /* Bug? The pedestal code below looks for the head of
252 else if (tmp->type == PEDESTAL) 252 else if (tmp->type == PEDESTAL)
253 { 253 {
254 tmp->value = 0; 254 tmp->value = 0;
255 for (ab = tmp->above; ab != NULL; ab = ab->above) 255 for (ab = tmp->above; ab != NULL; ab = ab->above)
256 { 256 {
257 head = ab->head ? ab->head : ab; 257 head = ab->head_ ();
258 /* Same note regarding move_type for buttons above apply here. */ 258 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
260 (head->race == tmp->slaying || 260 (head->race == tmp->slaying ||
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
263 tmp->value = 1; 263 tmp->value = 1;
264 } 264 }
265
265 if (tmp->value) 266 if (tmp->value)
266 any_down = 1; 267 any_down = 1;
267 } 268 }
268 } 269 }
269 if (any_down) /* If any other buttons were down, force this to remain down */ 270 if (any_down) /* If any other buttons were down, force this to remain down */
276 update_object (op, UP_OBJ_FACE); 277 update_object (op, UP_OBJ_FACE);
277 push_button (op); /* Make all other buttons the same */ 278 push_button (op); /* Make all other buttons the same */
278 } 279 }
279} 280}
280 281
281/*
282 * Updates every button on the map (by calling update_button() for them).
283 */
284
285void
286update_buttons (mapstruct *m)
287{
288 objectlink *ol;
289 oblinkpt *obp;
290
291 for (obp = m->buttons; obp; obp = obp->next)
292 for (ol = obp->link; ol; ol = ol->next)
293 {
294 if (!ol->ob || ol->ob->count != ol->id)
295 {
296 LOG (llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
297 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, ol->id, obp->value);
298 continue;
299 }
300 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
301 {
302 update_button (ol->ob);
303 break;
304 }
305 }
306}
307
308void 282void
309use_trigger (object *op) 283use_trigger (object *op)
310{ 284{
311
312 /* Toggle value */ 285 /* Toggle value */
313 op->value = !op->value; 286 op->value = !op->value;
314 push_button (op); 287 push_button (op);
315} 288}
316 289
317/* 290/*
318 * Note: animate_object should be used instead of this, 291 * Note: animate_object should be used instead of this,
319 * but it can't handle animations in the 8 directions 292 * but it can't handle animations in the 8 directions
320 */ 293 */
321
322void 294void
323animate_turning (object *op) /* only one part objects */ 295animate_turning (object *op) /* only one part objects */
324{ 296{
325 if (++op->state >= NUM_ANIMATIONS (op) / 8) 297 if (++op->state >= NUM_ANIMATIONS (op) / 8)
326 op->state = 0; 298 op->state = 0;
345int 317int
346check_altar_sacrifice (const object *altar, const object *sacrifice) 318check_altar_sacrifice (const object *altar, const object *sacrifice)
347{ 319{
348 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 320 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
349 { 321 {
350 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 322 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
351 ARCH_SACRIFICE (altar) == sacrifice->name || 323 || ARCH_SACRIFICE (altar) == sacrifice->name
352 ARCH_SACRIFICE (altar) == sacrifice->slaying || 324 || ARCH_SACRIFICE (altar) == sacrifice->slaying
353 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 325 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
354 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 326 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
355 return 1; 327 return 1;
328
356 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 329 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
357 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 330 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
358 return 1; 331 return 1;
359 } 332 }
333
360 return 0; 334 return 0;
361} 335}
362 336
363/* 337/*
364 * operate_altar checks if sacrifice was accepted and removes sacrificed 338 * operate_altar checks if sacrifice was accepted and removes sacrificed
411{ 385{
412 op->stats.wc = state; 386 op->stats.wc = state;
413 if (state) 387 if (state)
414 { 388 {
415 use_trigger (op); 389 use_trigger (op);
416 if (op->stats.exp > 0) /* check sanity */ 390 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
417 op->speed = 1.0 / op->stats.exp;
418 else
419 op->speed = 1.0;
420 update_ob_speed (op);
421 op->speed_left = -1; 391 op->speed_left = -1;
422 } 392 }
423 else 393 else
424 { 394 {
425 use_trigger (op); 395 use_trigger (op);
426 op->speed = 0; 396 op->set_speed (0);
427 update_ob_speed (op);
428 } 397 }
429} 398}
430 399
431 400
432/* 401/*
488 case TRIGGER_PEDESTAL: 457 case TRIGGER_PEDESTAL:
489 if (cause) 458 if (cause)
490 { 459 {
491 for (tmp = op->above; tmp; tmp = tmp->above) 460 for (tmp = op->above; tmp; tmp = tmp->above)
492 { 461 {
493 object *head = tmp->head ? tmp->head : tmp; 462 object *head = tmp->head_ ();
494 463
495 /* See comment in TRIGGER_BUTTON about move_types */ 464 /* See comment in TRIGGER_BUTTON about move_types */
496 if (((head->move_type & op->move_on) || head->move_type == 0) 465 if (((head->move_type & op->move_on) || head->move_type == 0)
497 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 466 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
498 { 467 {
499 push = 1; 468 push = 1;
500 break; 469 break;
501 } 470 }
502 } 471 }
472
503 if (op->stats.ac == push) 473 if (op->stats.ac == push)
504 return 0; 474 return 0;
475
505 op->stats.ac = push; 476 op->stats.ac = push;
477
506 if (NUM_ANIMATIONS (op) > 1) 478 if (NUM_ANIMATIONS (op) > 1)
507 { 479 {
508 SET_ANIMATION (op, push); 480 SET_ANIMATION (op, push);
509 update_object (op, UP_OBJ_FACE); 481 update_object (op, UP_OBJ_FACE);
510 } 482 }
483
511 update_object (op, UP_OBJ_FACE); 484 update_object (op, UP_OBJ_FACE);
485
512 if (in_movement || !push) 486 if (in_movement || !push)
513 return 0; 487 return 0;
514 } 488 }
489
515 trigger_move (op, push); 490 trigger_move (op, push);
516 return 0; 491 return 0;
517 492
518 case TRIGGER_ALTAR: 493 case TRIGGER_ALTAR:
519 if (cause) 494 if (cause)
520 { 495 {
521 if (in_movement) 496 if (in_movement)
522 return 0; 497 return 0;
498
523 if (operate_altar (op, &cause)) 499 if (operate_altar (op, &cause))
524 { 500 {
525 if (NUM_ANIMATIONS (op) > 1) 501 if (NUM_ANIMATIONS (op) > 1)
526 { 502 {
527 SET_ANIMATION (op, 1); 503 SET_ANIMATION (op, 1);
528 update_object (op, UP_OBJ_FACE); 504 update_object (op, UP_OBJ_FACE);
529 } 505 }
506
530 if (op->last_sp >= 0) 507 if (op->last_sp >= 0)
531 { 508 {
532 trigger_move (op, 1); 509 trigger_move (op, 1);
533 if (op->last_sp > 0) 510 if (op->last_sp > 0)
534 op->last_sp = -op->last_sp; 511 op->last_sp = -op->last_sp;
541 op->value = !op->value; 518 op->value = !op->value;
542 trigger_move (op, 1); 519 trigger_move (op, 1);
543 op->last_sp = -op->last_sp; 520 op->last_sp = -op->last_sp;
544 op->value = !op->value; 521 op->value = !op->value;
545 } 522 }
523
546 return cause == NULL; 524 return cause == NULL;
547 } 525 }
548 else 526 else
549 {
550 return 0; 527 return 0;
551 }
552 } 528 }
553 else 529 else
554 { 530 {
555 if (NUM_ANIMATIONS (op) > 1) 531 if (NUM_ANIMATIONS (op) > 1)
556 { 532 {
567 trigger_move (op, 0); 543 trigger_move (op, 0);
568 else 544 else
569 { 545 {
570 op->stats.wc = 0; 546 op->stats.wc = 0;
571 op->value = !op->value; 547 op->value = !op->value;
572 op->speed = 0; 548 op->set_speed (0);
573 update_ob_speed (op);
574 } 549 }
575 } 550 }
576 return 0; 551 return 0;
577 552
578 case TRIGGER: 553 case TRIGGER:
579 if (cause) 554 if (cause)
580 { 555 {
581 if (in_movement) 556 if (in_movement)
582 return 0; 557 return 0;
558
583 push = 1; 559 push = 1;
584 } 560 }
561
585 if (NUM_ANIMATIONS (op) > 1) 562 if (NUM_ANIMATIONS (op) > 1)
586 { 563 {
587 SET_ANIMATION (op, push); 564 SET_ANIMATION (op, push);
588 update_object (op, UP_OBJ_FACE); 565 update_object (op, UP_OBJ_FACE);
589 } 566 }
567
590 trigger_move (op, push); 568 trigger_move (op, push);
591 return 1; 569 return 1;
592 570
593 default: 571 default:
594 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 572 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
595 return 0; 573 return 0;
596 } 574 }
597} 575}
598 576
599void 577void
600add_button_link (object *button, mapstruct *map, int connected) 578add_button_link (object *button, maptile *map, int connected)
601{ 579{
602 oblinkpt *obp; 580 oblinkpt *obp;
603 objectlink *ol = get_objectlink (); 581 objectlink *ol = get_objectlink ();
604 582
605 if (!map) 583 if (!map)
606 { 584 {
607 LOG (llevError, "Tried to add button-link without map.\n"); 585 LOG (llevError, "Tried to add button-link without map.\n");
608 return; 586 return;
609 } 587 }
610 if (!editor) 588
611 button->path_attuned = connected; /* peterm: I need this so I can rebuild 589 button->path_attuned = connected; /* peterm: I need this so I can rebuild
612 a connected map from a template map. */ 590 a connected map from a template map. */
613
614/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
615 591
616 SET_FLAG (button, FLAG_IS_LINKED); 592 SET_FLAG (button, FLAG_IS_LINKED);
617 593
618 ol->ob = button; 594 ol->ob = button;
619 ol->id = button->count;
620 595
621 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 596 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
597 ;
622 598
623 if (obp) 599 if (obp)
624 { 600 {
625 ol->next = obp->link; 601 ol->next = obp->link;
626 obp->link = ol; 602 obp->link = ol;
650 if (op->map == NULL) 626 if (op->map == NULL)
651 { 627 {
652 LOG (llevError, "remove_button_link() in object without map.\n"); 628 LOG (llevError, "remove_button_link() in object without map.\n");
653 return; 629 return;
654 } 630 }
631
655 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 632 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
656 { 633 {
657 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 634 LOG (llevError, "remove_button_linked() in unlinked object.\n");
658 return; 635 return;
659 } 636 }
637
660 for (obp = op->map->buttons; obp; obp = obp->next) 638 for (obp = op->map->buttons; obp; obp = obp->next)
661 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 639 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
662 if (ol->ob == op) 640 if (ol->ob == op)
663 { 641 {
664 642
665/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 643/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
666 obp->value, op->name, op->map->path); 644 obp->value, op->name, op->map->path);
667*/ 645*/
668 *olp = ol->next; 646 *olp = ol->next;
669 free (ol); 647 delete ol;
670 return; 648 return;
671 } 649 }
650
672 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 651 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
673 CLEAR_FLAG (op, FLAG_IS_LINKED); 652 CLEAR_FLAG (op, FLAG_IS_LINKED);
674} 653}
675 654
676/* 655/*
677 * Gets the objectlink for this connection from the map. 656 * Gets the objectlink for this connection from the map.
678 */ 657 */
679oblinkpt * 658oblinkpt *
680get_connection_links (mapstruct *map, long connection) 659get_connection_links (maptile *map, long connection)
681{ 660{
682 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 661 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
683 if (obp->value == connection) 662 if (obp->value == connection)
684 return obp; 663 return obp;
664
685 return 0; 665 return 0;
686} 666}
687 667
688/* 668/*
689 * Return the first objectlink in the objects linked to this one 669 * Return the first objectlink in the objects linked to this one
695 oblinkpt *obp; 675 oblinkpt *obp;
696 objectlink *ol; 676 objectlink *ol;
697 677
698 if (!button->map) 678 if (!button->map)
699 return NULL; 679 return NULL;
680
700 for (obp = button->map->buttons; obp; obp = obp->next) 681 for (obp = button->map->buttons; obp; obp = obp->next)
701 for (ol = obp->link; ol; ol = ol->next) 682 for (ol = obp->link; ol; ol = ol->next)
702 if (ol->ob == button && ol->id == button->count) 683 if (ol->ob == button)
703 return obp; 684 return obp;
685
704 return NULL; 686 return NULL;
705} 687}
706 688
707/* 689/*
708 * Made as a separate function to increase efficiency 690 * Made as a separate function to increase efficiency
716 698
717 if (!button->map) 699 if (!button->map)
718 return 0; 700 return 0;
719 for (obp = button->map->buttons; obp; obp = obp->next) 701 for (obp = button->map->buttons; obp; obp = obp->next)
720 for (ol = obp->link; ol; ol = ol->next) 702 for (ol = obp->link; ol; ol = ol->next)
721 if (ol->ob == button && ol->id == button->count) 703 if (ol->ob == button)
722 return obp->value; 704 return obp->value;
723 return 0; 705 return 0;
724} 706}
725 707
726/* This routine makes monsters who are 708/* This routine makes monsters who are
733 */ 715 */
734 716
735void 717void
736do_mood_floor (object *op, object *source) 718do_mood_floor (object *op, object *source)
737{ 719{
738 object *tmp;
739 object *tmp2;
740
741 if (!source) 720 if (!source)
742 source = op; 721 source = op;
743 722
744 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 723 mapspace &ms = op->ms ();
724
725 if (!(ms.flags () & P_IS_ALIVE))
726 return;
727
728 object *tmp;
729
730 for (tmp = ms.top; tmp; tmp = tmp->below)
745 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 731 if (QUERY_FLAG (tmp, FLAG_MONSTER))
746 break; 732 break;
747 733
748 /* doesn't effect players, and if there is a player on this space, won't also 734 /* doesn't effect players, and if there is a player on this space, won't also
749 * be a monster here. 735 * be a monster here.
750 */ 736 */
737 //TODO: have players really FLAG_MONSTER? kept it for safety
751 if (!tmp || tmp->type == PLAYER) 738 if (!tmp || tmp->type == PLAYER)
752 return; 739 return;
753 740
754 switch (op->last_sp) 741 switch (op->last_sp)
755 { 742 {
756 case 0: /* furious--make all monsters mad */ 743 case 0: /* furious--make all monsters mad */
757 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 744 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
758 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 745 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
746
759 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 747 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
760 { 748 {
761 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
762 remove_friendly_object (tmp);
763 tmp->attack_movement = 0; 749 tmp->attack_movement = 0;
764 /* lots of checks here, but want to make sure we don't 750 /* lots of checks here, but want to make sure we don't
765 * dereference a null value 751 * dereference a null value
766 */ 752 */
767 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 753 if (tmp->type == GOLEM
768 { 754 && tmp->owner
769 tmp->owner->contr->ranges[range_golem] = NULL; 755 && tmp->owner->type == PLAYER
756 && tmp->owner->contr->golem == tmp)
770 tmp->owner->contr->golem_count = 0; 757 tmp->owner->contr->golem = 0;
771 } 758
772 tmp->owner = 0; 759 tmp->owner = 0;
760
761 remove_friendly_object (tmp);
773 } 762 }
774 break; 763 break;
764
775 case 1: /* angry -- get neutral monsters mad */ 765 case 1: /* angry -- get neutral monsters mad */
776 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 766 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
777 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 767 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
778 break; 768 break;
769
779 case 2: /* calm -- pacify unfriendly monsters */ 770 case 2: /* calm -- pacify unfriendly monsters */
780 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
781 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 771 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
782 break; 772 break;
773
783 case 3: /* make all monsters fall asleep */ 774 case 3: /* make all monsters fall asleep */
784 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
785 SET_FLAG (tmp, FLAG_SLEEP); 775 SET_FLAG (tmp, FLAG_SLEEP);
786 break; 776 break;
777
787 case 4: /* charm all monsters */ 778 case 4: /* charm all monsters */
788 if (op == source) 779 if (op == source)
789 break; /* only if 'connected' */ 780 break; /* only if 'connected' */
790 781
791 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 782 if (object *pl = source->ms ().player ())
792 tmp2->type != PLAYER; tmp2 = tmp2->above) 783 {
793 if (tmp2->above == NULL) 784 tmp->set_owner (pl);
785 SET_FLAG (tmp, FLAG_MONSTER);
786
787 tmp->stats.exp = 0;
788
789 add_friendly_object (tmp);
790 tmp->attack_movement = PETMOVE;
791 }
794 break; 792 break;
795 793
796 if (tmp2->type != PLAYER) 794 case 6: // kill monsters
795 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
797 break; 796 break;
798 set_owner (tmp, tmp2); 797
799 SET_FLAG (tmp, FLAG_MONSTER); 798 // FALL THROUGH
800 tmp->stats.exp = 0; 799 case 5: // kill all alives
801 SET_FLAG (tmp, FLAG_FRIENDLY); 800 if (!tmp->flag [FLAG_PRECIOUS])
802 add_friendly_object (tmp); 801 {
803 tmp->attack_movement = PETMOVE; 802 get_archetype ("burnout")->insert_at (tmp, source);
803 tmp->destroy ();
804 }
804 break; 805 break;
805 806
806 default: 807 default:
807 break; 808 break;
808 } 809 }
812 * It will descend through containers to find the object. 813 * It will descend through containers to find the object.
813 * slaying = match object slaying flag 814 * slaying = match object slaying flag
814 * race = match object archetype name flag 815 * race = match object archetype name flag
815 * hp = match object type (excpt type '0'== PLAYER) 816 * hp = match object type (excpt type '0'== PLAYER)
816 */ 817 */
817
818object * 818object *
819check_inv_recursive (object *op, const object *trig) 819check_inv_recursive (object *op, const object *trig)
820{ 820{
821 object *tmp, *ret = NULL; 821 object *tmp, *ret = NULL;
822 822
823 /* First check the object itself. */ 823 /* First check the object itself. */
824 if ((trig->stats.hp && (op->type == trig->stats.hp)) 824 if ((trig->stats.hp && (op->type == trig->stats.hp))
825 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 825 || (trig->slaying && (op->slaying == trig->slaying))
826 || (trig->race && (op->arch->archname == trig->race)))
826 return op; 827 return op;
827 828
828 for (tmp = op->inv; tmp; tmp = tmp->below) 829 for (tmp = op->inv; tmp; tmp = tmp->below)
829 { 830 {
830 if (tmp->inv) 831 if (tmp->inv)
832 ret = check_inv_recursive (tmp, trig); 833 ret = check_inv_recursive (tmp, trig);
833 if (ret) 834 if (ret)
834 return ret; 835 return ret;
835 } 836 }
836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 837 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
837 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 838 || (trig->slaying && (tmp->slaying == trig->slaying))
839 || (trig->race && (tmp->arch->archname == trig->race)))
838 return tmp; 840 return tmp;
839 } 841 }
840 return NULL; 842 return NULL;
841} 843}
842 844
845 * the square will activate connected items. 847 * the square will activate connected items.
846 * Monsters can't trigger this square (for now) 848 * Monsters can't trigger this square (for now)
847 * Values are: last_sp = 1/0 obj/no obj triggers 849 * Values are: last_sp = 1/0 obj/no obj triggers
848 * last_heal = 1/0 remove/dont remove obj if triggered 850 * last_heal = 1/0 remove/dont remove obj if triggered
849 * -b.t. (thomas@nomad.astro.psu.edu 851 * -b.t. (thomas@nomad.astro.psu.edu
850 */ 852 *
851 853 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
854 * because the check-inventory semantic essentially only applies when
855 * something is above the inventory checker.
856 * The semantic prior this change was: trigger if something has moved on or off
857 * and has a matching item. Imagine what happens if someone steps on the inventory
858 * checker with a matching item, has it, activates the connection, throws the item
859 * away, and then leaves the inventory checker. That would've caused an always-enabled
860 * state in the inventory checker. This won't happen anymore now.
861 *
862 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
863 * whether op is on this mapspace or not, because the value (1|0) depends
864 * on this information. also make sure to only push_button if op has
865 * a matching item (because when we do a push_button with value=0 timed gates
866 * will still open)! (i hope i got the semantics right this time)
867 *
868 */
852void 869void
853check_inv (object *op, object *trig) 870check_inv (object *op, object *trig)
854{ 871{
855 object *match; 872 trig->value = 0; // deactivate if none of the following conditions apply
856 873
857 if (op->type != PLAYER) 874 object *pl = trig->ms ().player ();
858 return;
859 match = check_inv_recursive (op, trig); 875 object *match = check_inv_recursive (op, trig);
876
877 // elmex: a note about (pl == op):
878 // if pl == 0 then the player has left this space
879 // if pl != 0 then a player is on this mapspace, but then
880 // we still have to check whether it's the player that triggered
881 // this inv-checker, because if not, then the op left this inv-checker
882 // and we have to set the value to 0
883
860 if (match && trig->last_sp) 884 if (match && trig->last_sp) // match == having
861 { 885 {
862 if (trig->last_heal) 886 if (trig->last_heal)
863 decrease_ob (match); 887 decrease_ob (match);
864 use_trigger (trig);
865 }
866 else if (!match && !trig->last_sp)
867 use_trigger (trig);
868}
869 888
870 889 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
871/* This does a minimal check of the button link consistency for object 890 push_button (trig);
872 * map. All it really does it much sure the object id link that is set
873 * matches what the object has.
874 */
875void
876verify_button_links (const mapstruct *map)
877{
878 oblinkpt *obp;
879 objectlink *ol;
880
881 if (!map)
882 return;
883
884 for (obp = map->buttons; obp; obp = obp->next)
885 { 891 }
886 for (ol = obp->link; ol; ol = ol->next) 892 else if (!match && !trig->last_sp) // match == not having
887 {
888 if (ol->id != ol->ob->count)
889 LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
890 }
891 } 893 {
894 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
895 push_button (trig);
896 }
892} 897}
898

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