ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/button.C
(Generate patch)

Comparing deliantra/server/common/button.C (file contents):
Revision 1.10 by root, Thu Sep 14 22:33:58 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 || 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:
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->speed = 0.5; 77 tmp->set_speed (0.5);
73 update_ob_speed (tmp);
74 break; 78 break;
75 79
76 case CF_HANDLE: 80 case CF_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 81 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE); 82 update_object (tmp, UP_OBJ_FACE);
79 break; 83 break;
80 84
81 case SIGN: 85 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food) 90 if (tmp->stats.food)
86 tmp->last_eat++; 91 tmp->last_eat++;
87 } 92 }
88 break; 93 break;
89 94
90 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
91 tmp->value = 1; 97 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
94 break; 100 break;
95 101
96 case BUTTON: 102 case BUTTON:
97 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
98 tmp->value = state; 105 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
101 break; 108 break;
102 109
103 case MOOD_FLOOR: 110 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, source);
105 break; 112 break;
106 113
107 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
108 tmp->speed = tmp->arch->clone.speed; 117 tmp->set_speed (tmp->arch->speed);
109 update_ob_speed (tmp); /* original values */
110 tmp->value = tmp->arch->clone.value; 118 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1; 119 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp; 120 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts 121 /* Handle multipart gates. We copy the value for the other parts
114 * from the head - this ensures that the data will consistent 122 * from the head - this ensures that the data will consistent
115 */ 123 */
116 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 124 for (object *part = tmp->more; part; part = part->more)
117 { 125 {
118 tmp->speed = tmp->head->speed; 126 part->value = tmp->value;
119 tmp->value = tmp->head->value; 127 part->stats.sp = tmp->stats.sp;
120 tmp->stats.sp = tmp->head->stats.sp; 128 part->stats.hp = tmp->stats.hp;
121 tmp->stats.hp = tmp->head->stats.hp;
122 update_ob_speed (tmp); 129 part->set_speed (tmp->speed);
123 } 130 }
124 break; 131 break;
125 132
126 case DIRECTOR: 133 case DIRECTOR:
127 case FIREWALL: 134 case FIREWALL:
128 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 135 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
129 move_firewall (tmp); 136 move_firewall (tmp);
130 else 137 else
131 { 138 {
132 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 139 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
133 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 140 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
141
134 animate_turning (tmp); 142 animate_turning (tmp);
135 } 143 }
136 break; 144 break;
137 145
138 case TELEPORTER: 146 case TELEPORTER:
139 move_teleporter (tmp); 147 move_teleporter (tmp);
140 break; 148 break;
141 149
142 case CREATOR: 150 case CREATOR:
143 move_creator (tmp); 151 move_creator (tmp);
144 break; 152 break;
145 153
146 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
147 move_marker (tmp); 156 move_marker (tmp);
148 break; 157 break;
149 158
150 case DUPLICATOR: 159 case DUPLICATOR:
151 move_duplicator (tmp); 160 move_duplicator (tmp);
152 break; 161 break;
153 } 162 }
154 } 163 }
155} 164}
156 165
157/* 166/*
187 * the connection was 'state' or 'released'. So that you can activate objects 196 * the connection was 'state' or 'released'. So that you can activate objects
188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 197 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
189 * 198 *
190 */ 199 */
191void 200void
192activate_connection (mapstruct *map, long connection, bool state) 201activate_connection (maptile *map, long connection, bool state)
193{ 202{
194 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 203 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
195 return; 204 return;
196 205
197 oblinkpt *obp = get_connection_links (map, connection); 206 oblinkpt *obp = get_connection_links (map, connection);
204 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
205 * After changing the state of a button, this function must be called 214 * 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 215 * to make sure that all gates and other buttons connected to the
207 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
208 */ 217 */
209
210void 218void
211update_button (object *op) 219update_button (object *op)
212{ 220{
213 object *ab, *tmp, *head; 221 object *ab, *tmp, *head;
214 int tot, any_down = 0, old_value = op->value; 222 int tot, any_down = 0, old_value = op->value;
218 obp = get_button_links (op); 226 obp = get_button_links (op);
219 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 227 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
220 if (obp) 228 if (obp)
221 for (ol = obp->link; ol; ol = ol->next) 229 for (ol = obp->link; ol; ol = ol->next)
222 { 230 {
223 if (!ol->ob || ol->ob->count != ol->id) 231 if (!ol->ob)
224 { 232 {
225 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
226 continue; 234 continue;
227 } 235 }
236
228 tmp = ol->ob; 237 tmp = ol->ob;
229 if (tmp->type == BUTTON) 238 if (tmp->type == BUTTON)
230 { 239 {
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 240 for (ab = tmp->above, tot = 0; ab; ab = ab->above)
232 /* Bug? The pedestal code below looks for the head of
233 * the object, this bit doesn't. I'd think we should check
234 * for head here also. Maybe it also makese sense to
235 * make the for ab=tmp->above loop common, and alter
236 * behaviour based on object within that loop?
237 */ 241 {
242 head = ab->head_ ();
238 243
239 /* Basically, if the move_type matches that on what the 244 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that 245 * button wants, we count it. The second check is so that
241 * objects don't move (swords, etc) will count. Note that 246 * objects who don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons 247 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects. 248 * that are only triggered by flying objects.
244 */ 249 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 250 if ((head->move_type & tmp->move_on) || head->move_type == 0)
246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 251 tot += head->total_weight ();
252 }
247 253
248 tmp->value = (tot >= tmp->weight) ? 1 : 0; 254 tmp->value = tot >= tmp->weight ? 1 : 0;
249 if (tmp->value)
250 any_down = 1;
251 } 255 }
252 else if (tmp->type == PEDESTAL) 256 else if (tmp->type == PEDESTAL)
253 { 257 {
254 tmp->value = 0; 258 tmp->value = 0;
259
255 for (ab = tmp->above; ab != NULL; ab = ab->above) 260 for (ab = tmp->above; ab; ab = ab->above)
256 { 261 {
257 head = ab->head ? ab->head : ab; 262 head = ab->head_ ();
263
258 /* Same note regarding move_type for buttons above apply here. */ 264 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
260 (head->race == tmp->slaying || 266 (head->race == tmp->slaying ||
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
263 tmp->value = 1; 269 tmp->value = 1;
264 } 270 }
265 if (tmp->value)
266 any_down = 1;
267 } 271 }
272
273 any_down = any_down || tmp->value;
268 } 274 }
275
269 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 */
270 op->value = 1; 277 op->value = 1;
271 278
272 /* If this button hasn't changed, don't do anything */ 279 /* If this button hasn't changed, don't do anything */
273 if (op->value != old_value) 280 if (op->value != old_value)
276 update_object (op, UP_OBJ_FACE); 283 update_object (op, UP_OBJ_FACE);
277 push_button (op); /* Make all other buttons the same */ 284 push_button (op); /* Make all other buttons the same */
278 } 285 }
279} 286}
280 287
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 288void
309use_trigger (object *op) 289use_trigger (object *op)
310{ 290{
311
312 /* Toggle value */ 291 /* Toggle value */
313 op->value = !op->value; 292 op->value = !op->value;
314 push_button (op); 293 push_button (op);
315} 294}
316 295
317/* 296/*
318 * Note: animate_object should be used instead of this, 297 * Note: animate_object should be used instead of this,
319 * but it can't handle animations in the 8 directions 298 * but it can't handle animations in the 8 directions
320 */ 299 */
321
322void 300void
323animate_turning (object *op) /* only one part objects */ 301animate_turning (object *op) /* only one part objects */
324{ 302{
325 if (++op->state >= NUM_ANIMATIONS (op) / 8) 303 if (++op->state >= NUM_ANIMATIONS (op) / 8)
326 op->state = 0; 304 op->state = 0;
343 */ 321 */
344 322
345int 323int
346check_altar_sacrifice (const object *altar, const object *sacrifice) 324check_altar_sacrifice (const object *altar, const object *sacrifice)
347{ 325{
348 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)
349 { 329 {
350 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 330 if (ARCH_SACRIFICE (altar) == shstr_money
351 ARCH_SACRIFICE (altar) == sacrifice->name || 331 && sacrifice->type == MONEY
352 ARCH_SACRIFICE (altar) == sacrifice->slaying || 332 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
353 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
354 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
355 return 1; 333 return 1;
356 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 334
357 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 335 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
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 ())
358 return 1; 340 return 1;
359 } 341 }
342
360 return 0; 343 return 0;
361} 344}
362 345
363/* 346/*
364 * operate_altar checks if sacrifice was accepted and removes sacrificed 347 * operate_altar checks if sacrifice was accepted and removes sacrificed
385 return 0; 368 return 0;
386 369
387 /* check_altar_sacrifice should have already verified that enough money 370 /* check_altar_sacrifice should have already verified that enough money
388 * has been dropped. 371 * has been dropped.
389 */ 372 */
390 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 373 if (ARCH_SACRIFICE (altar) == shstr_money)
391 { 374 {
392 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 375 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
393 376
394 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
395 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
411{ 394{
412 op->stats.wc = state; 395 op->stats.wc = state;
413 if (state) 396 if (state)
414 { 397 {
415 use_trigger (op); 398 use_trigger (op);
416 if (op->stats.exp > 0) /* check sanity */ 399 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; 400 op->speed_left = -1;
422 } 401 }
423 else 402 else
424 { 403 {
425 use_trigger (op); 404 use_trigger (op);
426 op->speed = 0; 405 op->set_speed (0);
427 update_ob_speed (op);
428 } 406 }
429} 407}
430 408
431 409
432/* 410/*
461 * button wants, we count it. The second check is so that 439 * button wants, we count it. The second check is so that
462 * objects that don't move (swords, etc) will count. Note that 440 * objects that don't move (swords, etc) will count. Note that
463 * this means that more work is needed to make buttons 441 * this means that more work is needed to make buttons
464 * that are only triggered by flying objects. 442 * that are only triggered by flying objects.
465 */ 443 */
466
467 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 444 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
468 { 445 tot += tmp->head_ ()->total_weight ();
469 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 446
470 }
471 if (tot >= op->weight) 447 if (tot >= op->weight)
472 push = 1; 448 push = 1;
449
473 if (op->stats.ac == push) 450 if (op->stats.ac == push)
474 return 0; 451 return 0;
452
475 op->stats.ac = push; 453 op->stats.ac = push;
476 if (NUM_ANIMATIONS (op) > 1) 454 if (NUM_ANIMATIONS (op) > 1)
477 { 455 {
478 SET_ANIMATION (op, push); 456 SET_ANIMATION (op, push);
479 update_object (op, UP_OBJ_FACE); 457 update_object (op, UP_OBJ_FACE);
480 } 458 }
459
481 if (in_movement || !push) 460 if (in_movement || !push)
482 return 0; 461 return 0;
483 } 462 }
484 trigger_move (op, push); 463 trigger_move (op, push);
485 } 464 }
465
486 return 0; 466 return 0;
487 467
488 case TRIGGER_PEDESTAL: 468 case TRIGGER_PEDESTAL:
489 if (cause) 469 if (cause)
490 { 470 {
491 for (tmp = op->above; tmp; tmp = tmp->above) 471 for (tmp = op->above; tmp; tmp = tmp->above)
492 { 472 {
493 object *head = tmp->head ? tmp->head : tmp; 473 object *head = tmp->head_ ();
494 474
495 /* See comment in TRIGGER_BUTTON about move_types */ 475 /* See comment in TRIGGER_BUTTON about move_types */
496 if (((head->move_type & op->move_on) || head->move_type == 0) 476 if (((head->move_type & op->move_on) || head->move_type == 0)
497 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 477 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
498 { 478 {
499 push = 1; 479 push = 1;
500 break; 480 break;
501 } 481 }
502 } 482 }
483
503 if (op->stats.ac == push) 484 if (op->stats.ac == push)
504 return 0; 485 return 0;
486
505 op->stats.ac = push; 487 op->stats.ac = push;
488
506 if (NUM_ANIMATIONS (op) > 1) 489 if (NUM_ANIMATIONS (op) > 1)
507 { 490 {
508 SET_ANIMATION (op, push); 491 SET_ANIMATION (op, push);
509 update_object (op, UP_OBJ_FACE); 492 update_object (op, UP_OBJ_FACE);
510 } 493 }
494
511 update_object (op, UP_OBJ_FACE); 495 update_object (op, UP_OBJ_FACE);
496
512 if (in_movement || !push) 497 if (in_movement || !push)
513 return 0; 498 return 0;
514 } 499 }
500
515 trigger_move (op, push); 501 trigger_move (op, push);
516 return 0; 502 return 0;
517 503
518 case TRIGGER_ALTAR: 504 case TRIGGER_ALTAR:
519 if (cause) 505 if (cause)
520 { 506 {
521 if (in_movement) 507 if (in_movement)
522 return 0; 508 return 0;
509
523 if (operate_altar (op, &cause)) 510 if (operate_altar (op, &cause))
524 { 511 {
525 if (NUM_ANIMATIONS (op) > 1) 512 if (NUM_ANIMATIONS (op) > 1)
526 { 513 {
527 SET_ANIMATION (op, 1); 514 SET_ANIMATION (op, 1);
528 update_object (op, UP_OBJ_FACE); 515 update_object (op, UP_OBJ_FACE);
529 } 516 }
517
530 if (op->last_sp >= 0) 518 if (op->last_sp >= 0)
531 { 519 {
532 trigger_move (op, 1); 520 trigger_move (op, 1);
533 if (op->last_sp > 0) 521 if (op->last_sp > 0)
534 op->last_sp = -op->last_sp; 522 op->last_sp = -op->last_sp;
541 op->value = !op->value; 529 op->value = !op->value;
542 trigger_move (op, 1); 530 trigger_move (op, 1);
543 op->last_sp = -op->last_sp; 531 op->last_sp = -op->last_sp;
544 op->value = !op->value; 532 op->value = !op->value;
545 } 533 }
534
546 return cause == NULL; 535 return cause == NULL;
547 } 536 }
548 else 537 else
549 {
550 return 0; 538 return 0;
551 }
552 } 539 }
553 else 540 else
554 { 541 {
555 if (NUM_ANIMATIONS (op) > 1) 542 if (NUM_ANIMATIONS (op) > 1)
556 { 543 {
567 trigger_move (op, 0); 554 trigger_move (op, 0);
568 else 555 else
569 { 556 {
570 op->stats.wc = 0; 557 op->stats.wc = 0;
571 op->value = !op->value; 558 op->value = !op->value;
572 op->speed = 0; 559 op->set_speed (0);
573 update_ob_speed (op);
574 } 560 }
575 } 561 }
576 return 0; 562 return 0;
577 563
578 case TRIGGER: 564 case TRIGGER:
579 if (cause) 565 if (cause)
580 { 566 {
581 if (in_movement) 567 if (in_movement)
582 return 0; 568 return 0;
569
583 push = 1; 570 push = 1;
584 } 571 }
572
585 if (NUM_ANIMATIONS (op) > 1) 573 if (NUM_ANIMATIONS (op) > 1)
586 { 574 {
587 SET_ANIMATION (op, push); 575 SET_ANIMATION (op, push);
588 update_object (op, UP_OBJ_FACE); 576 update_object (op, UP_OBJ_FACE);
589 } 577 }
578
590 trigger_move (op, push); 579 trigger_move (op, push);
591 return 1; 580 return 1;
592 581
593 default: 582 default:
594 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);
595 return 0; 584 return 0;
596 } 585 }
597} 586}
598 587
599void 588void
600add_button_link (object *button, mapstruct *map, int connected) 589add_button_link (object *button, maptile *map, int connected)
601{ 590{
602 oblinkpt *obp; 591 oblinkpt *obp;
603 objectlink *ol = get_objectlink (); 592 objectlink *ol = get_objectlink ();
604 593
605 if (!map) 594 if (!map)
606 { 595 {
607 LOG (llevError, "Tried to add button-link without map.\n"); 596 LOG (llevError, "Tried to add button-link without map.\n");
608 return; 597 return;
609 } 598 }
610 if (!editor) 599
611 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
612 a connected map from a template map. */ 601 a connected map from a template map. */
613
614/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
615 602
616 SET_FLAG (button, FLAG_IS_LINKED); 603 SET_FLAG (button, FLAG_IS_LINKED);
617 604
618 ol->ob = button; 605 ol->ob = button;
619 ol->id = button->count;
620 606
621 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 607 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
608 ;
622 609
623 if (obp) 610 if (obp)
624 { 611 {
625 ol->next = obp->link; 612 ol->next = obp->link;
626 obp->link = ol; 613 obp->link = ol;
650 if (op->map == NULL) 637 if (op->map == NULL)
651 { 638 {
652 LOG (llevError, "remove_button_link() in object without map.\n"); 639 LOG (llevError, "remove_button_link() in object without map.\n");
653 return; 640 return;
654 } 641 }
642
655 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 643 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
656 { 644 {
657 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 645 LOG (llevError, "remove_button_linked() in unlinked object.\n");
658 return; 646 return;
659 } 647 }
648
660 for (obp = op->map->buttons; obp; obp = obp->next) 649 for (obp = op->map->buttons; obp; obp = obp->next)
661 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 650 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
662 if (ol->ob == op) 651 if (ol->ob == op)
663 { 652 {
664 653
665/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 654/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
666 obp->value, op->name, op->map->path); 655 obp->value, op->name, op->map->path);
667*/ 656*/
668 *olp = ol->next; 657 *olp = ol->next;
669 free (ol); 658 delete ol;
670 return; 659 return;
671 } 660 }
661
672 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 662 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
673 CLEAR_FLAG (op, FLAG_IS_LINKED); 663 CLEAR_FLAG (op, FLAG_IS_LINKED);
674} 664}
675 665
676/* 666/*
677 * Gets the objectlink for this connection from the map. 667 * Gets the objectlink for this connection from the map.
678 */ 668 */
679oblinkpt * 669oblinkpt *
680get_connection_links (mapstruct *map, long connection) 670get_connection_links (maptile *map, long connection)
681{ 671{
682 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 672 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
683 if (obp->value == connection) 673 if (obp->value == connection)
684 return obp; 674 return obp;
675
685 return 0; 676 return 0;
686} 677}
687 678
688/* 679/*
689 * Return the first objectlink in the objects linked to this one 680 * Return the first objectlink in the objects linked to this one
695 oblinkpt *obp; 686 oblinkpt *obp;
696 objectlink *ol; 687 objectlink *ol;
697 688
698 if (!button->map) 689 if (!button->map)
699 return NULL; 690 return NULL;
691
700 for (obp = button->map->buttons; obp; obp = obp->next) 692 for (obp = button->map->buttons; obp; obp = obp->next)
701 for (ol = obp->link; ol; ol = ol->next) 693 for (ol = obp->link; ol; ol = ol->next)
702 if (ol->ob == button && ol->id == button->count) 694 if (ol->ob == button)
703 return obp; 695 return obp;
696
704 return NULL; 697 return NULL;
705} 698}
706 699
707/* 700/*
708 * Made as a separate function to increase efficiency 701 * Made as a separate function to increase efficiency
716 709
717 if (!button->map) 710 if (!button->map)
718 return 0; 711 return 0;
719 for (obp = button->map->buttons; obp; obp = obp->next) 712 for (obp = button->map->buttons; obp; obp = obp->next)
720 for (ol = obp->link; ol; ol = ol->next) 713 for (ol = obp->link; ol; ol = ol->next)
721 if (ol->ob == button && ol->id == button->count) 714 if (ol->ob == button)
722 return obp->value; 715 return obp->value;
723 return 0; 716 return 0;
724} 717}
725 718
726/* This routine makes monsters who are 719/* This routine makes monsters who are
733 */ 726 */
734 727
735void 728void
736do_mood_floor (object *op, object *source) 729do_mood_floor (object *op, object *source)
737{ 730{
738 object *tmp;
739 object *tmp2;
740
741 if (!source) 731 if (!source)
742 source = op; 732 source = op;
743 733
744 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)
745 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 742 if (QUERY_FLAG (tmp, FLAG_MONSTER))
746 break; 743 break;
747 744
748 /* 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
749 * be a monster here. 746 * be a monster here.
750 */ 747 */
748 //TODO: have players really FLAG_MONSTER? kept it for safety
751 if (!tmp || tmp->type == PLAYER) 749 if (!tmp || tmp->type == PLAYER)
752 return; 750 return;
753 751
754 switch (op->last_sp) 752 switch (op->last_sp)
755 { 753 {
756 case 0: /* furious--make all monsters mad */ 754 case 0: /* furious--make all monsters mad */
757 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 755 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
758 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 756 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
757
759 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 758 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
760 { 759 {
761 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
762 remove_friendly_object (tmp);
763 tmp->attack_movement = 0; 760 tmp->attack_movement = 0;
764 /* 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
765 * dereference a null value 762 * dereference a null value
766 */ 763 */
767 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 764 if (tmp->type == GOLEM
768 { 765 && tmp->owner
769 tmp->owner->contr->ranges[range_golem] = NULL; 766 && tmp->owner->type == PLAYER
767 && tmp->owner->contr->golem == tmp)
770 tmp->owner->contr->golem_count = 0; 768 tmp->owner->contr->golem = 0;
771 } 769
772 tmp->owner = 0; 770 tmp->owner = 0;
771
772 remove_friendly_object (tmp);
773 } 773 }
774 break; 774 break;
775
775 case 1: /* angry -- get neutral monsters mad */ 776 case 1: /* angry -- get neutral monsters mad */
776 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 777 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
777 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 778 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
778 break; 779 break;
780
779 case 2: /* calm -- pacify unfriendly monsters */ 781 case 2: /* calm -- pacify unfriendly monsters */
780 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
781 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 782 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
782 break; 783 break;
784
783 case 3: /* make all monsters fall asleep */ 785 case 3: /* make all monsters fall asleep */
784 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
785 SET_FLAG (tmp, FLAG_SLEEP); 786 SET_FLAG (tmp, FLAG_SLEEP);
786 break; 787 break;
788
787 case 4: /* charm all monsters */ 789 case 4: /* charm all monsters */
788 if (op == source) 790 if (op == source)
789 break; /* only if 'connected' */ 791 break; /* only if 'connected' */
790 792
791 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 793 if (object *pl = source->ms ().player ())
792 tmp2->type != PLAYER; tmp2 = tmp2->above) 794 {
793 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 }
794 break; 803 break;
795 804
796 if (tmp2->type != PLAYER) 805 case 6: // kill monsters
806 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
797 break; 807 break;
798 set_owner (tmp, tmp2); 808
799 SET_FLAG (tmp, FLAG_MONSTER); 809 // FALL THROUGH
800 tmp->stats.exp = 0; 810 case 5: // kill all alives
801 SET_FLAG (tmp, FLAG_FRIENDLY); 811 if (!tmp->flag [FLAG_PRECIOUS])
802 add_friendly_object (tmp); 812 {
803 tmp->attack_movement = PETMOVE; 813 get_archetype ("burnout")->insert_at (tmp, source);
814 tmp->destroy ();
815 }
804 break; 816 break;
805 817
806 default: 818 default:
807 break; 819 break;
808 } 820 }
812 * It will descend through containers to find the object. 824 * It will descend through containers to find the object.
813 * slaying = match object slaying flag 825 * slaying = match object slaying flag
814 * race = match object archetype name flag 826 * race = match object archetype name flag
815 * hp = match object type (excpt type '0'== PLAYER) 827 * hp = match object type (excpt type '0'== PLAYER)
816 */ 828 */
817
818object * 829object *
819check_inv_recursive (object *op, const object *trig) 830check_inv_recursive (object *op, const object *trig)
820{ 831{
821 object *tmp, *ret = NULL; 832 object *tmp, *ret = NULL;
822 833
823 /* First check the object itself. */ 834 /* First check the object itself. */
824 if ((trig->stats.hp && (op->type == trig->stats.hp)) 835 if ((trig->stats.hp && (op->type == trig->stats.hp))
825 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 836 || (trig->slaying && (op->slaying == trig->slaying))
837 || (trig->race && (op->arch->archname == trig->race)))
826 return op; 838 return op;
827 839
828 for (tmp = op->inv; tmp; tmp = tmp->below) 840 for (tmp = op->inv; tmp; tmp = tmp->below)
829 { 841 {
830 if (tmp->inv) 842 if (tmp->inv)
832 ret = check_inv_recursive (tmp, trig); 844 ret = check_inv_recursive (tmp, trig);
833 if (ret) 845 if (ret)
834 return ret; 846 return ret;
835 } 847 }
836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 848 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
837 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 849 || (trig->slaying && (tmp->slaying == trig->slaying))
850 || (trig->race && (tmp->arch->archname == trig->race)))
838 return tmp; 851 return tmp;
839 } 852 }
840 return NULL; 853 return NULL;
841} 854}
842 855
845 * the square will activate connected items. 858 * the square will activate connected items.
846 * Monsters can't trigger this square (for now) 859 * Monsters can't trigger this square (for now)
847 * Values are: last_sp = 1/0 obj/no obj triggers 860 * Values are: last_sp = 1/0 obj/no obj triggers
848 * last_heal = 1/0 remove/dont remove obj if triggered 861 * last_heal = 1/0 remove/dont remove obj if triggered
849 * -b.t. (thomas@nomad.astro.psu.edu 862 * -b.t. (thomas@nomad.astro.psu.edu
850 */ 863 *
851 864 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
865 * because the check-inventory semantic essentially only applies when
866 * something is above the inventory checker.
867 * The semantic prior this change was: trigger if something has moved on or off
868 * and has a matching item. Imagine what happens if someone steps on the inventory
869 * checker with a matching item, has it, activates the connection, throws the item
870 * away, and then leaves the inventory checker. That would've caused an always-enabled
871 * state in the inventory checker. This won't happen anymore now.
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)
878 *
879 */
852void 880void
853check_inv (object *op, object *trig) 881check_inv (object *op, object *trig)
854{ 882{
855 object *match; 883 trig->value = 0; // deactivate if none of the following conditions apply
856 884
857 if (op->type != PLAYER) 885 object *pl = trig->ms ().player ();
858 return;
859 match = check_inv_recursive (op, trig); 886 object *match = check_inv_recursive (op, trig);
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
860 if (match && trig->last_sp) 895 if (match && trig->last_sp) // match == having
861 { 896 {
862 if (trig->last_heal) 897 if (trig->last_heal)
863 decrease_ob (match); 898 decrease_ob (match);
864 use_trigger (trig);
865 }
866 else if (!match && !trig->last_sp)
867 use_trigger (trig);
868}
869 899
870 900 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 901 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 { 902 }
886 for (ol = obp->link; ol; ol = ol->next) 903 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 } 904 {
905 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
906 push_button (trig);
907 }
892} 908}
909

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines