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Comparing deliantra/server/common/button.C (file contents):
Revision 1.9 by root, Wed Sep 13 23:42:23 2006 UTC vs.
Revision 1.42 by root, Sun Apr 20 22:03:21 2008 UTC

1
2/* 1/*
3 * static char *rcsid_button_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: button.C,v 1.9 2006/09/13 23:42:23 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h> 25#include <funcpoint.h>
32 26
33/* 27/*
41 * 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.
42 */ 36 */
43void 37void
44activate_connection_link (objectlink * ol, bool state, object *source = 0) 38activate_connection_link (objectlink * ol, bool state, object *source = 0)
45{ 39{
46 object *tmp = 0;
47
48 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
49 { 41 {
50 if (!ol->ob || ol->ob->count != ol->id) 42 if (!ol->ob)
51 { 43 {
52 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 44 LOG (llevError, "Internal error in activate_connection_link.\n");
53 continue; 45 continue;
54 } 46 }
47
55 /* 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
56 * 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
57 * 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
58 * 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
59 * 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
60 * 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.
61 */ 54 */
62 55
63 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 56 if (QUERY_FLAG (ol->ob, FLAG_FREED))
64 return; 57 return;
58
65 tmp = ol->ob; 59 object *tmp = ol->ob;
66 60
67 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
68 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
69 continue; 63 continue;
64
70 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
71 continue; 66 continue;
72 67
73 switch (tmp->type) 68 switch (tmp->type)
74 { 69 {
75 case GATE: 70 case GATE:
76 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"));
77 tmp->value = tmp->stats.maxsp ? !state : state; 76 tmp->value = tmp->stats.maxsp ? !state : state;
78 tmp->speed = 0.5; 77 tmp->set_speed (0.5);
79 update_ob_speed (tmp);
80 break; 78 break;
81 79
82 case CF_HANDLE: 80 case CF_HANDLE:
83 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 81 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
84 update_object (tmp, UP_OBJ_FACE); 82 update_object (tmp, UP_OBJ_FACE);
85 break; 83 break;
86 84
87 case SIGN: 85 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 { 87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food) 90 if (tmp->stats.food)
92 tmp->last_eat++; 91 tmp->last_eat++;
93 } 92 }
94 break; 93 break;
95 94
96 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
97 tmp->value = 1; 97 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
100 break; 100 break;
101 101
102 case BUTTON: 102 case BUTTON:
103 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
104 tmp->value = state; 105 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
107 break; 108 break;
108 109
109 case MOOD_FLOOR: 110 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, source);
111 break; 112 break;
112 113
113 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
114 tmp->speed = tmp->arch->clone.speed; 117 tmp->set_speed (tmp->arch->speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 118 tmp->value = tmp->arch->value;
117 tmp->stats.sp = 1; 119 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 120 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 121 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 122 * from the head - this ensures that the data will consistent
121 */ 123 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 124 for (object *part = tmp->more; part; part = part->more)
123 { 125 {
124 tmp->speed = tmp->head->speed; 126 part->value = tmp->value;
125 tmp->value = tmp->head->value; 127 part->stats.sp = tmp->stats.sp;
126 tmp->stats.sp = tmp->head->stats.sp; 128 part->stats.hp = tmp->stats.hp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 129 part->set_speed (tmp->speed);
129 } 130 }
130 break; 131 break;
131 132
132 case DIRECTOR: 133 case DIRECTOR:
133 case FIREWALL: 134 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 135 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 136 move_firewall (tmp);
136 else 137 else
137 { 138 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 139 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 140 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
141
140 animate_turning (tmp); 142 animate_turning (tmp);
141 } 143 }
142 break; 144 break;
143 145
144 case TELEPORTER: 146 case TELEPORTER:
145 move_teleporter (tmp); 147 move_teleporter (tmp);
146 break; 148 break;
147 149
148 case CREATOR: 150 case CREATOR:
149 move_creator (tmp); 151 move_creator (tmp);
150 break; 152 break;
151 153
152 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
153 move_marker (tmp); 156 move_marker (tmp);
154 break; 157 break;
155 158
156 case DUPLICATOR: 159 case DUPLICATOR:
157 move_duplicator (tmp); 160 move_duplicator (tmp);
158 break; 161 break;
159 } 162 }
160 } 163 }
161} 164}
162 165
163/* 166/*
193 * 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
194 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 197 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
195 * 198 *
196 */ 199 */
197void 200void
198activate_connection (mapstruct *map, long connection, bool state) 201activate_connection (maptile *map, long connection, bool state)
199{ 202{
200 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 203 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
201 return; 204 return;
202 205
203 oblinkpt *obp = get_connection_links (map, connection); 206 oblinkpt *obp = get_connection_links (map, connection);
210 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
211 * 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
212 * 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
213 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
214 */ 217 */
215
216void 218void
217update_button (object *op) 219update_button (object *op)
218{ 220{
219 object *ab, *tmp, *head; 221 object *ab, *tmp, *head;
220 int tot, any_down = 0, old_value = op->value; 222 int tot, any_down = 0, old_value = op->value;
224 obp = get_button_links (op); 226 obp = get_button_links (op);
225 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 227 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
226 if (obp) 228 if (obp)
227 for (ol = obp->link; ol; ol = ol->next) 229 for (ol = obp->link; ol; ol = ol->next)
228 { 230 {
229 if (!ol->ob || ol->ob->count != ol->id) 231 if (!ol->ob)
230 { 232 {
231 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
232 continue; 234 continue;
233 } 235 }
236
234 tmp = ol->ob; 237 tmp = ol->ob;
235 if (tmp->type == BUTTON) 238 if (tmp->type == BUTTON)
236 { 239 {
237 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 240 for (ab = tmp->above, tot = 0; ab; ab = ab->above)
238 /* Bug? The pedestal code below looks for the head of
239 * the object, this bit doesn't. I'd think we should check
240 * for head here also. Maybe it also makese sense to
241 * make the for ab=tmp->above loop common, and alter
242 * behaviour based on object within that loop?
243 */ 241 {
242 head = ab->head_ ();
244 243
245 /* Basically, if the move_type matches that on what the 244 /* Basically, if the move_type matches that on what the
246 * button wants, we count it. The second check is so that 245 * button wants, we count it. The second check is so that
247 * objects don't move (swords, etc) will count. Note that 246 * objects who don't move (swords, etc) will count. Note that
248 * this means that more work is needed to make buttons 247 * this means that more work is needed to make buttons
249 * that are only triggered by flying objects. 248 * that are only triggered by flying objects.
250 */ 249 */
251 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 250 if ((head->move_type & tmp->move_on) || head->move_type == 0)
252 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 251 tot += head->total_weight ();
252 }
253 253
254 tmp->value = (tot >= tmp->weight) ? 1 : 0; 254 tmp->value = tot >= tmp->weight ? 1 : 0;
255 if (tmp->value)
256 any_down = 1;
257 } 255 }
258 else if (tmp->type == PEDESTAL) 256 else if (tmp->type == PEDESTAL)
259 { 257 {
260 tmp->value = 0; 258 tmp->value = 0;
259
261 for (ab = tmp->above; ab != NULL; ab = ab->above) 260 for (ab = tmp->above; ab; ab = ab->above)
262 { 261 {
263 head = ab->head ? ab->head : ab; 262 head = ab->head_ ();
263
264 /* Same note regarding move_type for buttons above apply here. */ 264 /* Same note regarding move_type for buttons above apply here. */
265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
266 (head->race == tmp->slaying || 266 (head->race == tmp->slaying ||
267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
269 tmp->value = 1; 269 tmp->value = 1;
270 } 270 }
271 if (tmp->value)
272 any_down = 1;
273 } 271 }
272
273 any_down = any_down || tmp->value;
274 } 274 }
275
275 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 */
276 op->value = 1; 277 op->value = 1;
277 278
278 /* If this button hasn't changed, don't do anything */ 279 /* If this button hasn't changed, don't do anything */
279 if (op->value != old_value) 280 if (op->value != old_value)
282 update_object (op, UP_OBJ_FACE); 283 update_object (op, UP_OBJ_FACE);
283 push_button (op); /* Make all other buttons the same */ 284 push_button (op); /* Make all other buttons the same */
284 } 285 }
285} 286}
286 287
287/*
288 * Updates every button on the map (by calling update_button() for them).
289 */
290
291void
292update_buttons (mapstruct *m)
293{
294 objectlink *ol;
295 oblinkpt *obp;
296
297 for (obp = m->buttons; obp; obp = obp->next)
298 for (ol = obp->link; ol; ol = ol->next)
299 {
300 if (!ol->ob || ol->ob->count != ol->id)
301 {
302 LOG (llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
303 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, ol->id, obp->value);
304 continue;
305 }
306 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
307 {
308 update_button (ol->ob);
309 break;
310 }
311 }
312}
313
314void 288void
315use_trigger (object *op) 289use_trigger (object *op)
316{ 290{
317
318 /* Toggle value */ 291 /* Toggle value */
319 op->value = !op->value; 292 op->value = !op->value;
320 push_button (op); 293 push_button (op);
321} 294}
322 295
323/* 296/*
324 * Note: animate_object should be used instead of this, 297 * Note: animate_object should be used instead of this,
325 * but it can't handle animations in the 8 directions 298 * but it can't handle animations in the 8 directions
326 */ 299 */
327
328void 300void
329animate_turning (object *op) /* only one part objects */ 301animate_turning (object *op) /* only one part objects */
330{ 302{
331 if (++op->state >= NUM_ANIMATIONS (op) / 8) 303 if (++op->state >= NUM_ANIMATIONS (op) / 8)
332 op->state = 0; 304 op->state = 0;
349 */ 321 */
350 322
351int 323int
352check_altar_sacrifice (const object *altar, const object *sacrifice) 324check_altar_sacrifice (const object *altar, const object *sacrifice)
353{ 325{
354 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)
355 { 329 {
356 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 330 if (ARCH_SACRIFICE (altar) == shstr_money
357 ARCH_SACRIFICE (altar) == sacrifice->name || 331 && sacrifice->type == MONEY
358 ARCH_SACRIFICE (altar) == sacrifice->slaying || 332 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
359 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
360 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
361 return 1; 333 return 1;
362 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 334
363 && 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 ())
364 return 1; 340 return 1;
365 } 341 }
342
366 return 0; 343 return 0;
367} 344}
368 345
369/* 346/*
370 * operate_altar checks if sacrifice was accepted and removes sacrificed 347 * operate_altar checks if sacrifice was accepted and removes sacrificed
391 return 0; 368 return 0;
392 369
393 /* check_altar_sacrifice should have already verified that enough money 370 /* check_altar_sacrifice should have already verified that enough money
394 * has been dropped. 371 * has been dropped.
395 */ 372 */
396 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 373 if (ARCH_SACRIFICE (altar) == shstr_money)
397 { 374 {
398 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 375 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
399 376
400 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
401 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
417{ 394{
418 op->stats.wc = state; 395 op->stats.wc = state;
419 if (state) 396 if (state)
420 { 397 {
421 use_trigger (op); 398 use_trigger (op);
422 if (op->stats.exp > 0) /* check sanity */ 399 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
423 op->speed = 1.0 / op->stats.exp;
424 else
425 op->speed = 1.0;
426 update_ob_speed (op);
427 op->speed_left = -1; 400 op->speed_left = -1;
428 } 401 }
429 else 402 else
430 { 403 {
431 use_trigger (op); 404 use_trigger (op);
432 op->speed = 0; 405 op->set_speed (0);
433 update_ob_speed (op);
434 } 406 }
435} 407}
436 408
437 409
438/* 410/*
467 * button wants, we count it. The second check is so that 439 * button wants, we count it. The second check is so that
468 * objects that don't move (swords, etc) will count. Note that 440 * objects that don't move (swords, etc) will count. Note that
469 * this means that more work is needed to make buttons 441 * this means that more work is needed to make buttons
470 * that are only triggered by flying objects. 442 * that are only triggered by flying objects.
471 */ 443 */
472
473 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 444 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
474 { 445 tot += tmp->head_ ()->total_weight ();
475 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 446
476 }
477 if (tot >= op->weight) 447 if (tot >= op->weight)
478 push = 1; 448 push = 1;
449
479 if (op->stats.ac == push) 450 if (op->stats.ac == push)
480 return 0; 451 return 0;
452
481 op->stats.ac = push; 453 op->stats.ac = push;
482 if (NUM_ANIMATIONS (op) > 1) 454 if (NUM_ANIMATIONS (op) > 1)
483 { 455 {
484 SET_ANIMATION (op, push); 456 SET_ANIMATION (op, push);
485 update_object (op, UP_OBJ_FACE); 457 update_object (op, UP_OBJ_FACE);
486 } 458 }
459
487 if (in_movement || !push) 460 if (in_movement || !push)
488 return 0; 461 return 0;
489 } 462 }
490 trigger_move (op, push); 463 trigger_move (op, push);
491 } 464 }
465
492 return 0; 466 return 0;
493 467
494 case TRIGGER_PEDESTAL: 468 case TRIGGER_PEDESTAL:
495 if (cause) 469 if (cause)
496 { 470 {
497 for (tmp = op->above; tmp; tmp = tmp->above) 471 for (tmp = op->above; tmp; tmp = tmp->above)
498 { 472 {
499 object *head = tmp->head ? tmp->head : tmp; 473 object *head = tmp->head_ ();
500 474
501 /* See comment in TRIGGER_BUTTON about move_types */ 475 /* See comment in TRIGGER_BUTTON about move_types */
502 if (((head->move_type & op->move_on) || head->move_type == 0) 476 if (((head->move_type & op->move_on) || head->move_type == 0)
503 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 477 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
504 { 478 {
505 push = 1; 479 push = 1;
506 break; 480 break;
507 } 481 }
508 } 482 }
483
509 if (op->stats.ac == push) 484 if (op->stats.ac == push)
510 return 0; 485 return 0;
486
511 op->stats.ac = push; 487 op->stats.ac = push;
488
512 if (NUM_ANIMATIONS (op) > 1) 489 if (NUM_ANIMATIONS (op) > 1)
513 { 490 {
514 SET_ANIMATION (op, push); 491 SET_ANIMATION (op, push);
515 update_object (op, UP_OBJ_FACE); 492 update_object (op, UP_OBJ_FACE);
516 } 493 }
494
517 update_object (op, UP_OBJ_FACE); 495 update_object (op, UP_OBJ_FACE);
496
518 if (in_movement || !push) 497 if (in_movement || !push)
519 return 0; 498 return 0;
520 } 499 }
500
521 trigger_move (op, push); 501 trigger_move (op, push);
522 return 0; 502 return 0;
523 503
524 case TRIGGER_ALTAR: 504 case TRIGGER_ALTAR:
525 if (cause) 505 if (cause)
526 { 506 {
527 if (in_movement) 507 if (in_movement)
528 return 0; 508 return 0;
509
529 if (operate_altar (op, &cause)) 510 if (operate_altar (op, &cause))
530 { 511 {
531 if (NUM_ANIMATIONS (op) > 1) 512 if (NUM_ANIMATIONS (op) > 1)
532 { 513 {
533 SET_ANIMATION (op, 1); 514 SET_ANIMATION (op, 1);
534 update_object (op, UP_OBJ_FACE); 515 update_object (op, UP_OBJ_FACE);
535 } 516 }
517
536 if (op->last_sp >= 0) 518 if (op->last_sp >= 0)
537 { 519 {
538 trigger_move (op, 1); 520 trigger_move (op, 1);
539 if (op->last_sp > 0) 521 if (op->last_sp > 0)
540 op->last_sp = -op->last_sp; 522 op->last_sp = -op->last_sp;
547 op->value = !op->value; 529 op->value = !op->value;
548 trigger_move (op, 1); 530 trigger_move (op, 1);
549 op->last_sp = -op->last_sp; 531 op->last_sp = -op->last_sp;
550 op->value = !op->value; 532 op->value = !op->value;
551 } 533 }
534
552 return cause == NULL; 535 return cause == NULL;
553 } 536 }
554 else 537 else
555 {
556 return 0; 538 return 0;
557 }
558 } 539 }
559 else 540 else
560 { 541 {
561 if (NUM_ANIMATIONS (op) > 1) 542 if (NUM_ANIMATIONS (op) > 1)
562 { 543 {
573 trigger_move (op, 0); 554 trigger_move (op, 0);
574 else 555 else
575 { 556 {
576 op->stats.wc = 0; 557 op->stats.wc = 0;
577 op->value = !op->value; 558 op->value = !op->value;
578 op->speed = 0; 559 op->set_speed (0);
579 update_ob_speed (op);
580 } 560 }
581 } 561 }
582 return 0; 562 return 0;
583 563
584 case TRIGGER: 564 case TRIGGER:
585 if (cause) 565 if (cause)
586 { 566 {
587 if (in_movement) 567 if (in_movement)
588 return 0; 568 return 0;
569
589 push = 1; 570 push = 1;
590 } 571 }
572
591 if (NUM_ANIMATIONS (op) > 1) 573 if (NUM_ANIMATIONS (op) > 1)
592 { 574 {
593 SET_ANIMATION (op, push); 575 SET_ANIMATION (op, push);
594 update_object (op, UP_OBJ_FACE); 576 update_object (op, UP_OBJ_FACE);
595 } 577 }
578
596 trigger_move (op, push); 579 trigger_move (op, push);
597 return 1; 580 return 1;
598 581
599 default: 582 default:
600 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);
601 return 0; 584 return 0;
602 } 585 }
603} 586}
604 587
605void 588void
606add_button_link (object *button, mapstruct *map, int connected) 589add_button_link (object *button, maptile *map, int connected)
607{ 590{
608 oblinkpt *obp; 591 oblinkpt *obp;
609 objectlink *ol = get_objectlink (); 592 objectlink *ol = get_objectlink ();
610 593
611 if (!map) 594 if (!map)
612 { 595 {
613 LOG (llevError, "Tried to add button-link without map.\n"); 596 LOG (llevError, "Tried to add button-link without map.\n");
614 return; 597 return;
615 } 598 }
616 if (!editor) 599
617 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
618 a connected map from a template map. */ 601 a connected map from a template map. */
619
620/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
621 602
622 SET_FLAG (button, FLAG_IS_LINKED); 603 SET_FLAG (button, FLAG_IS_LINKED);
623 604
624 ol->ob = button; 605 ol->ob = button;
625 ol->id = button->count;
626 606
627 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 607 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
608 ;
628 609
629 if (obp) 610 if (obp)
630 { 611 {
631 ol->next = obp->link; 612 ol->next = obp->link;
632 obp->link = ol; 613 obp->link = ol;
656 if (op->map == NULL) 637 if (op->map == NULL)
657 { 638 {
658 LOG (llevError, "remove_button_link() in object without map.\n"); 639 LOG (llevError, "remove_button_link() in object without map.\n");
659 return; 640 return;
660 } 641 }
642
661 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 643 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
662 { 644 {
663 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 645 LOG (llevError, "remove_button_linked() in unlinked object.\n");
664 return; 646 return;
665 } 647 }
648
666 for (obp = op->map->buttons; obp; obp = obp->next) 649 for (obp = op->map->buttons; obp; obp = obp->next)
667 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 650 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
668 if (ol->ob == op) 651 if (ol->ob == op)
669 { 652 {
670 653
671/* 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",
672 obp->value, op->name, op->map->path); 655 obp->value, op->name, op->map->path);
673*/ 656*/
674 *olp = ol->next; 657 *olp = ol->next;
675 free (ol); 658 delete ol;
676 return; 659 return;
677 } 660 }
661
678 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 662 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
679 CLEAR_FLAG (op, FLAG_IS_LINKED); 663 CLEAR_FLAG (op, FLAG_IS_LINKED);
680} 664}
681 665
682/* 666/*
683 * Gets the objectlink for this connection from the map. 667 * Gets the objectlink for this connection from the map.
684 */ 668 */
685oblinkpt * 669oblinkpt *
686get_connection_links (mapstruct *map, long connection) 670get_connection_links (maptile *map, long connection)
687{ 671{
688 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 672 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
689 if (obp->value == connection) 673 if (obp->value == connection)
690 return obp; 674 return obp;
675
691 return 0; 676 return 0;
692} 677}
693 678
694/* 679/*
695 * Return the first objectlink in the objects linked to this one 680 * Return the first objectlink in the objects linked to this one
701 oblinkpt *obp; 686 oblinkpt *obp;
702 objectlink *ol; 687 objectlink *ol;
703 688
704 if (!button->map) 689 if (!button->map)
705 return NULL; 690 return NULL;
691
706 for (obp = button->map->buttons; obp; obp = obp->next) 692 for (obp = button->map->buttons; obp; obp = obp->next)
707 for (ol = obp->link; ol; ol = ol->next) 693 for (ol = obp->link; ol; ol = ol->next)
708 if (ol->ob == button && ol->id == button->count) 694 if (ol->ob == button)
709 return obp; 695 return obp;
696
710 return NULL; 697 return NULL;
711} 698}
712 699
713/* 700/*
714 * Made as a separate function to increase efficiency 701 * Made as a separate function to increase efficiency
722 709
723 if (!button->map) 710 if (!button->map)
724 return 0; 711 return 0;
725 for (obp = button->map->buttons; obp; obp = obp->next) 712 for (obp = button->map->buttons; obp; obp = obp->next)
726 for (ol = obp->link; ol; ol = ol->next) 713 for (ol = obp->link; ol; ol = ol->next)
727 if (ol->ob == button && ol->id == button->count) 714 if (ol->ob == button)
728 return obp->value; 715 return obp->value;
729 return 0; 716 return 0;
730} 717}
731 718
732/* This routine makes monsters who are 719/* This routine makes monsters who are
739 */ 726 */
740 727
741void 728void
742do_mood_floor (object *op, object *source) 729do_mood_floor (object *op, object *source)
743{ 730{
744 object *tmp;
745 object *tmp2;
746
747 if (!source) 731 if (!source)
748 source = op; 732 source = op;
749 733
750 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)
751 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 742 if (QUERY_FLAG (tmp, FLAG_MONSTER))
752 break; 743 break;
753 744
754 /* 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
755 * be a monster here. 746 * be a monster here.
756 */ 747 */
748 //TODO: have players really FLAG_MONSTER? kept it for safety
757 if (!tmp || tmp->type == PLAYER) 749 if (!tmp || tmp->type == PLAYER)
758 return; 750 return;
759 751
760 switch (op->last_sp) 752 switch (op->last_sp)
761 { 753 {
762 case 0: /* furious--make all monsters mad */ 754 case 0: /* furious--make all monsters mad */
763 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 755 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
764 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 756 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
757
765 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 758 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
766 { 759 {
767 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
768 remove_friendly_object (tmp);
769 tmp->attack_movement = 0; 760 tmp->attack_movement = 0;
770 /* 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
771 * dereference a null value 762 * dereference a null value
772 */ 763 */
773 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 764 if (tmp->type == GOLEM
774 { 765 && tmp->owner
775 tmp->owner->contr->ranges[range_golem] = NULL; 766 && tmp->owner->type == PLAYER
767 && tmp->owner->contr->golem == tmp)
776 tmp->owner->contr->golem_count = 0; 768 tmp->owner->contr->golem = 0;
777 } 769
778 tmp->owner = 0; 770 tmp->owner = 0;
771
772 remove_friendly_object (tmp);
779 } 773 }
780 break; 774 break;
775
781 case 1: /* angry -- get neutral monsters mad */ 776 case 1: /* angry -- get neutral monsters mad */
782 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 777 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
783 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 778 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
784 break; 779 break;
780
785 case 2: /* calm -- pacify unfriendly monsters */ 781 case 2: /* calm -- pacify unfriendly monsters */
786 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
787 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 782 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
788 break; 783 break;
784
789 case 3: /* make all monsters fall asleep */ 785 case 3: /* make all monsters fall asleep */
790 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
791 SET_FLAG (tmp, FLAG_SLEEP); 786 SET_FLAG (tmp, FLAG_SLEEP);
792 break; 787 break;
788
793 case 4: /* charm all monsters */ 789 case 4: /* charm all monsters */
794 if (op == source) 790 if (op == source)
795 break; /* only if 'connected' */ 791 break; /* only if 'connected' */
796 792
797 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 793 if (object *pl = source->ms ().player ())
798 tmp2->type != PLAYER; tmp2 = tmp2->above) 794 {
799 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 }
800 break; 803 break;
801 804
802 if (tmp2->type != PLAYER) 805 case 6: // kill monsters
806 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
803 break; 807 break;
804 set_owner (tmp, tmp2); 808
805 SET_FLAG (tmp, FLAG_MONSTER); 809 // FALL THROUGH
806 tmp->stats.exp = 0; 810 case 5: // kill all alives
807 SET_FLAG (tmp, FLAG_FRIENDLY); 811 if (!tmp->flag [FLAG_PRECIOUS])
808 add_friendly_object (tmp); 812 {
809 tmp->attack_movement = PETMOVE; 813 get_archetype ("burnout")->insert_at (tmp, source);
814 tmp->destroy ();
815 }
810 break; 816 break;
811 817
812 default: 818 default:
813 break; 819 break;
814 } 820 }
818 * It will descend through containers to find the object. 824 * It will descend through containers to find the object.
819 * slaying = match object slaying flag 825 * slaying = match object slaying flag
820 * race = match object archetype name flag 826 * race = match object archetype name flag
821 * hp = match object type (excpt type '0'== PLAYER) 827 * hp = match object type (excpt type '0'== PLAYER)
822 */ 828 */
823
824object * 829object *
825check_inv_recursive (object *op, const object *trig) 830check_inv_recursive (object *op, const object *trig)
826{ 831{
827 object *tmp, *ret = NULL; 832 object *tmp, *ret = NULL;
828 833
829 /* First check the object itself. */ 834 /* First check the object itself. */
830 if ((trig->stats.hp && (op->type == trig->stats.hp)) 835 if ((trig->stats.hp && (op->type == trig->stats.hp))
831 || (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)))
832 return op; 838 return op;
833 839
834 for (tmp = op->inv; tmp; tmp = tmp->below) 840 for (tmp = op->inv; tmp; tmp = tmp->below)
835 { 841 {
836 if (tmp->inv) 842 if (tmp->inv)
838 ret = check_inv_recursive (tmp, trig); 844 ret = check_inv_recursive (tmp, trig);
839 if (ret) 845 if (ret)
840 return ret; 846 return ret;
841 } 847 }
842 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 848 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
843 || (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)))
844 return tmp; 851 return tmp;
845 } 852 }
846 return NULL; 853 return NULL;
847} 854}
848 855
851 * the square will activate connected items. 858 * the square will activate connected items.
852 * Monsters can't trigger this square (for now) 859 * Monsters can't trigger this square (for now)
853 * Values are: last_sp = 1/0 obj/no obj triggers 860 * Values are: last_sp = 1/0 obj/no obj triggers
854 * last_heal = 1/0 remove/dont remove obj if triggered 861 * last_heal = 1/0 remove/dont remove obj if triggered
855 * -b.t. (thomas@nomad.astro.psu.edu 862 * -b.t. (thomas@nomad.astro.psu.edu
856 */ 863 *
857 864 * 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 */
858void 880void
859check_inv (object *op, object *trig) 881check_inv (object *op, object *trig)
860{ 882{
861 object *match; 883 trig->value = 0; // deactivate if none of the following conditions apply
862 884
863 if (op->type != PLAYER) 885 object *pl = trig->ms ().player ();
864 return;
865 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
866 if (match && trig->last_sp) 895 if (match && trig->last_sp) // match == having
867 { 896 {
868 if (trig->last_heal) 897 if (trig->last_heal)
869 decrease_ob (match); 898 decrease_ob (match);
870 use_trigger (trig);
871 }
872 else if (!match && !trig->last_sp)
873 use_trigger (trig);
874}
875 899
876 900 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
877/* This does a minimal check of the button link consistency for object 901 push_button (trig);
878 * map. All it really does it much sure the object id link that is set
879 * matches what the object has.
880 */
881void
882verify_button_links (const mapstruct *map)
883{
884 oblinkpt *obp;
885 objectlink *ol;
886
887 if (!map)
888 return;
889
890 for (obp = map->buttons; obp; obp = obp->next)
891 { 902 }
892 for (ol = obp->link; ol; ol = ol->next) 903 else if (!match && !trig->last_sp) // match == not having
893 {
894 if (ol->id != ol->ob->count)
895 LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
896 }
897 } 904 {
905 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
906 push_button (trig);
907 }
898} 908}
909

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