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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 1.44 by root, Mon Apr 21 23:35:24 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>
32 25
33/* 26/*
34 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
35 */ 28 */
36 29
41 * The source argument can be 0 or the source object for this activation. 34 * The source argument can be 0 or the source object for this activation.
42 */ 35 */
43void 36void
44activate_connection_link (objectlink * ol, bool state, object *source = 0) 37activate_connection_link (objectlink * ol, bool state, object *source = 0)
45{ 38{
46 object *tmp = 0;
47
48 for (; ol; ol = ol->next) 39 for (; ol; ol = ol->next)
49 { 40 {
50 if (!ol->ob || ol->ob->count != ol->id) 41 if (!ol->ob)
51 { 42 {
52 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 43 LOG (llevError, "Internal error in activate_connection_link.\n");
53 continue; 44 continue;
54 } 45 }
46
55 /* a button link object can become freed when the map is saving. As 47 /* 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 48 * 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 49 * 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 50 * 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 51 * 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. 52 * re-loaded. As such, just exit this function if that is the case.
61 */ 53 */
62 54
63 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 55 if (QUERY_FLAG (ol->ob, FLAG_FREED))
64 return; 56 return;
57
65 tmp = ol->ob; 58 object *tmp = ol->ob;
66 59
67 /* if the criteria isn't appropriate, don't do anything */ 60 /* if the criteria isn't appropriate, don't do anything */
68 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 61 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
69 continue; 62 continue;
63
70 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
71 continue; 65 continue;
72 66
73 switch (tmp->type) 67 switch (tmp->type)
74 { 68 {
75 case GATE: 69 case GATE:
76 case HOLE: 70 case HOLE:
71 if (!tmp->active)
72 tmp->play_sound (tmp->sound
73 ? tmp->sound
74 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
77 tmp->value = tmp->stats.maxsp ? !state : state; 75 tmp->value = tmp->stats.maxsp ? !state : state;
78 tmp->speed = 0.5; 76 tmp->set_speed (0.5);
79 update_ob_speed (tmp);
80 break; 77 break;
81 78
82 case CF_HANDLE: 79 case CF_HANDLE:
83 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 80 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
84 update_object (tmp, UP_OBJ_FACE); 81 update_object (tmp, UP_OBJ_FACE);
85 break; 82 break;
86 83
87 case SIGN: 84 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 85 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 { 86 {
87 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 88 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food) 89 if (tmp->stats.food)
92 tmp->last_eat++; 90 tmp->last_eat++;
93 } 91 }
94 break; 92 break;
95 93
96 case ALTAR: 94 case ALTAR:
95 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
97 tmp->value = 1; 96 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 97 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 98 update_object (tmp, UP_OBJ_FACE);
100 break; 99 break;
101 100
102 case BUTTON: 101 case BUTTON:
103 case PEDESTAL: 102 case PEDESTAL:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
104 tmp->value = state; 104 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
107 break; 107 break;
108 108
109 case MOOD_FLOOR: 109 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 110 do_mood_floor (tmp, source);
111 break; 111 break;
112 112
113 case TIMED_GATE: 113 case TIMED_GATE:
114 if (!tmp->active)
115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
114 tmp->speed = tmp->arch->clone.speed; 116 tmp->set_speed (tmp->arch->speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 117 tmp->value = tmp->arch->value;
117 tmp->stats.sp = 1; 118 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 119 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 120 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 121 * from the head - this ensures that the data will consistent
121 */ 122 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 123 for (object *part = tmp->more; part; part = part->more)
123 { 124 {
124 tmp->speed = tmp->head->speed; 125 part->value = tmp->value;
125 tmp->value = tmp->head->value; 126 part->stats.sp = tmp->stats.sp;
126 tmp->stats.sp = tmp->head->stats.sp; 127 part->stats.hp = tmp->stats.hp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 128 part->set_speed (tmp->speed);
129 } 129 }
130 break; 130 break;
131 131
132 case DIRECTOR: 132 case DIRECTOR:
133 case FIREWALL: 133 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 135 move_firewall (tmp);
136 else 136 else
137 { 137 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140
140 animate_turning (tmp); 141 animate_turning (tmp);
141 } 142 }
142 break; 143 break;
143 144
144 case TELEPORTER: 145 case TELEPORTER:
145 move_teleporter (tmp); 146 move_teleporter (tmp);
146 break; 147 break;
147 148
148 case CREATOR: 149 case CREATOR:
149 move_creator (tmp); 150 move_creator (tmp);
150 break; 151 break;
151 152
152 case TRIGGER_MARKER: 153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
153 move_marker (tmp); 155 move_marker (tmp);
154 break; 156 break;
155 157
156 case DUPLICATOR: 158 case DUPLICATOR:
157 move_duplicator (tmp); 159 move_duplicator (tmp);
158 break; 160 break;
159 } 161 }
160 } 162 }
161} 163}
162 164
163/* 165/*
193 * the connection was 'state' or 'released'. So that you can activate objects 195 * the connection was 'state' or 'released'. So that you can activate objects
194 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 196 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
195 * 197 *
196 */ 198 */
197void 199void
198activate_connection (mapstruct *map, long connection, bool state) 200activate_connection (maptile *map, long connection, bool state)
199{ 201{
200 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 202 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
201 return; 203 return;
202 204
203 oblinkpt *obp = get_connection_links (map, connection); 205 oblinkpt *obp = get_connection_links (map, connection);
210 * Updates everything connected with the button op. 212 * Updates everything connected with the button op.
211 * After changing the state of a button, this function must be called 213 * After changing the state of a button, this function must be called
212 * to make sure that all gates and other buttons connected to the 214 * to make sure that all gates and other buttons connected to the
213 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
214 */ 216 */
215
216void 217void
217update_button (object *op) 218update_button (object *op)
218{ 219{
219 object *ab, *tmp, *head; 220 object *ab, *tmp, *head;
220 int tot, any_down = 0, old_value = op->value; 221 int tot, any_down = 0, old_value = op->value;
224 obp = get_button_links (op); 225 obp = get_button_links (op);
225 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 226 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
226 if (obp) 227 if (obp)
227 for (ol = obp->link; ol; ol = ol->next) 228 for (ol = obp->link; ol; ol = ol->next)
228 { 229 {
229 if (!ol->ob || ol->ob->count != ol->id) 230 if (!ol->ob)
230 { 231 {
231 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 232 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
232 continue; 233 continue;
233 } 234 }
235
234 tmp = ol->ob; 236 tmp = ol->ob;
235 if (tmp->type == BUTTON) 237 if (tmp->type == BUTTON)
236 { 238 {
237 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 239 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 */ 240 {
241 head = ab->head_ ();
244 242
245 /* Basically, if the move_type matches that on what the 243 /* Basically, if the move_type matches that on what the
246 * button wants, we count it. The second check is so that 244 * button wants, we count it. The second check is so that
247 * objects don't move (swords, etc) will count. Note that 245 * objects who don't move (swords, etc) will count. Note that
248 * this means that more work is needed to make buttons 246 * this means that more work is needed to make buttons
249 * that are only triggered by flying objects. 247 * that are only triggered by flying objects.
250 */ 248 */
251 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 249 if ((head->move_type & tmp->move_on) || head->move_type == 0)
252 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 250 tot += head->total_weight ();
251 }
253 252
254 tmp->value = (tot >= tmp->weight) ? 1 : 0; 253 tmp->value = tot >= tmp->weight ? 1 : 0;
255 if (tmp->value)
256 any_down = 1;
257 } 254 }
258 else if (tmp->type == PEDESTAL) 255 else if (tmp->type == PEDESTAL)
259 { 256 {
260 tmp->value = 0; 257 tmp->value = 0;
258
261 for (ab = tmp->above; ab != NULL; ab = ab->above) 259 for (ab = tmp->above; ab; ab = ab->above)
262 { 260 {
263 head = ab->head ? ab->head : ab; 261 head = ab->head_ ();
262
264 /* Same note regarding move_type for buttons above apply here. */ 263 /* Same note regarding move_type for buttons above apply here. */
265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 264 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
266 (head->race == tmp->slaying || 265 (head->race == tmp->slaying ||
267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 266 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 267 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
269 tmp->value = 1; 268 tmp->value = 1;
270 } 269 }
271 if (tmp->value)
272 any_down = 1;
273 } 270 }
271
272 any_down = any_down || tmp->value;
274 } 273 }
274
275 if (any_down) /* If any other buttons were down, force this to remain down */ 275 if (any_down) /* If any other buttons were down, force this to remain down */
276 op->value = 1; 276 op->value = 1;
277 277
278 /* If this button hasn't changed, don't do anything */ 278 /* If this button hasn't changed, don't do anything */
279 if (op->value != old_value) 279 if (op->value != old_value)
282 update_object (op, UP_OBJ_FACE); 282 update_object (op, UP_OBJ_FACE);
283 push_button (op); /* Make all other buttons the same */ 283 push_button (op); /* Make all other buttons the same */
284 } 284 }
285} 285}
286 286
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 287void
315use_trigger (object *op) 288use_trigger (object *op)
316{ 289{
317
318 /* Toggle value */ 290 /* Toggle value */
319 op->value = !op->value; 291 op->value = !op->value;
320 push_button (op); 292 push_button (op);
321} 293}
322 294
323/* 295/*
324 * Note: animate_object should be used instead of this, 296 * Note: animate_object should be used instead of this,
325 * but it can't handle animations in the 8 directions 297 * but it can't handle animations in the 8 directions
326 */ 298 */
327
328void 299void
329animate_turning (object *op) /* only one part objects */ 300animate_turning (object *op) /* only one part objects */
330{ 301{
331 if (++op->state >= NUM_ANIMATIONS (op) / 8) 302 if (++op->state >= NUM_ANIMATIONS (op) / 8)
332 op->state = 0; 303 op->state = 0;
349 */ 320 */
350 321
351int 322int
352check_altar_sacrifice (const object *altar, const object *sacrifice) 323check_altar_sacrifice (const object *altar, const object *sacrifice)
353{ 324{
354 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 325 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
326 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
327 && sacrifice->type != PLAYER)
355 { 328 {
356 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 329 if (ARCH_SACRIFICE (altar) == shstr_money
357 ARCH_SACRIFICE (altar) == sacrifice->name || 330 && sacrifice->type == MONEY
358 ARCH_SACRIFICE (altar) == sacrifice->slaying || 331 && 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; 332 return 1;
362 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 333
363 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 334 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
335 || ARCH_SACRIFICE (altar) == sacrifice->name
336 || ARCH_SACRIFICE (altar) == sacrifice->slaying
337 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
338 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
364 return 1; 339 return 1;
365 } 340 }
341
366 return 0; 342 return 0;
367} 343}
368 344
369/* 345/*
370 * operate_altar checks if sacrifice was accepted and removes sacrificed 346 * operate_altar checks if sacrifice was accepted and removes sacrificed
391 return 0; 367 return 0;
392 368
393 /* check_altar_sacrifice should have already verified that enough money 369 /* check_altar_sacrifice should have already verified that enough money
394 * has been dropped. 370 * has been dropped.
395 */ 371 */
396 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 372 if (ARCH_SACRIFICE (altar) == shstr_money)
397 { 373 {
398 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 374 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
399 375
400 /* Round up any sacrifices. Altars don't make change either */ 376 /* Round up any sacrifices. Altars don't make change either */
401 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 377 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
402 number++; 378 number++;
403 379
404 *sacrifice = decrease_ob_nr (*sacrifice, number); 380 if (!(*sacrifice)->decrease (number))
381 *sacrifice = 0;
405 } 382 }
406 else 383 else
407 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 384 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
385 *sacrifice = 0;
408 386
409 if (altar->msg) 387 if (altar->msg)
410 new_info_map (NDI_BLACK, altar->map, altar->msg); 388 new_info_map (NDI_BLACK, altar->map, altar->msg);
411 389
412 return 1; 390 return 1;
417{ 395{
418 op->stats.wc = state; 396 op->stats.wc = state;
419 if (state) 397 if (state)
420 { 398 {
421 use_trigger (op); 399 use_trigger (op);
422 if (op->stats.exp > 0) /* check sanity */ 400 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; 401 op->speed_left = -1;
428 } 402 }
429 else 403 else
430 { 404 {
431 use_trigger (op); 405 use_trigger (op);
432 op->speed = 0; 406 op->set_speed (0);
433 update_ob_speed (op);
434 } 407 }
435} 408}
436 409
437 410
438/* 411/*
467 * button wants, we count it. The second check is so that 440 * button wants, we count it. The second check is so that
468 * objects that don't move (swords, etc) will count. Note that 441 * objects that don't move (swords, etc) will count. Note that
469 * this means that more work is needed to make buttons 442 * this means that more work is needed to make buttons
470 * that are only triggered by flying objects. 443 * that are only triggered by flying objects.
471 */ 444 */
472
473 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 445 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
474 { 446 tot += tmp->head_ ()->total_weight ();
475 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 447
476 }
477 if (tot >= op->weight) 448 if (tot >= op->weight)
478 push = 1; 449 push = 1;
450
479 if (op->stats.ac == push) 451 if (op->stats.ac == push)
480 return 0; 452 return 0;
453
481 op->stats.ac = push; 454 op->stats.ac = push;
482 if (NUM_ANIMATIONS (op) > 1) 455 if (NUM_ANIMATIONS (op) > 1)
483 { 456 {
484 SET_ANIMATION (op, push); 457 SET_ANIMATION (op, push);
485 update_object (op, UP_OBJ_FACE); 458 update_object (op, UP_OBJ_FACE);
486 } 459 }
460
487 if (in_movement || !push) 461 if (in_movement || !push)
488 return 0; 462 return 0;
489 } 463 }
490 trigger_move (op, push); 464 trigger_move (op, push);
491 } 465 }
466
492 return 0; 467 return 0;
493 468
494 case TRIGGER_PEDESTAL: 469 case TRIGGER_PEDESTAL:
495 if (cause) 470 if (cause)
496 { 471 {
497 for (tmp = op->above; tmp; tmp = tmp->above) 472 for (tmp = op->above; tmp; tmp = tmp->above)
498 { 473 {
499 object *head = tmp->head ? tmp->head : tmp; 474 object *head = tmp->head_ ();
500 475
501 /* See comment in TRIGGER_BUTTON about move_types */ 476 /* See comment in TRIGGER_BUTTON about move_types */
502 if (((head->move_type & op->move_on) || head->move_type == 0) 477 if (((head->move_type & op->move_on) || head->move_type == 0)
503 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 478 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
504 { 479 {
505 push = 1; 480 push = 1;
506 break; 481 break;
507 } 482 }
508 } 483 }
484
509 if (op->stats.ac == push) 485 if (op->stats.ac == push)
510 return 0; 486 return 0;
487
511 op->stats.ac = push; 488 op->stats.ac = push;
489
512 if (NUM_ANIMATIONS (op) > 1) 490 if (NUM_ANIMATIONS (op) > 1)
513 { 491 {
514 SET_ANIMATION (op, push); 492 SET_ANIMATION (op, push);
515 update_object (op, UP_OBJ_FACE); 493 update_object (op, UP_OBJ_FACE);
516 } 494 }
495
517 update_object (op, UP_OBJ_FACE); 496 update_object (op, UP_OBJ_FACE);
497
518 if (in_movement || !push) 498 if (in_movement || !push)
519 return 0; 499 return 0;
520 } 500 }
501
521 trigger_move (op, push); 502 trigger_move (op, push);
522 return 0; 503 return 0;
523 504
524 case TRIGGER_ALTAR: 505 case TRIGGER_ALTAR:
525 if (cause) 506 if (cause)
526 { 507 {
527 if (in_movement) 508 if (in_movement)
528 return 0; 509 return 0;
510
529 if (operate_altar (op, &cause)) 511 if (operate_altar (op, &cause))
530 { 512 {
531 if (NUM_ANIMATIONS (op) > 1) 513 if (NUM_ANIMATIONS (op) > 1)
532 { 514 {
533 SET_ANIMATION (op, 1); 515 SET_ANIMATION (op, 1);
534 update_object (op, UP_OBJ_FACE); 516 update_object (op, UP_OBJ_FACE);
535 } 517 }
518
536 if (op->last_sp >= 0) 519 if (op->last_sp >= 0)
537 { 520 {
538 trigger_move (op, 1); 521 trigger_move (op, 1);
539 if (op->last_sp > 0) 522 if (op->last_sp > 0)
540 op->last_sp = -op->last_sp; 523 op->last_sp = -op->last_sp;
547 op->value = !op->value; 530 op->value = !op->value;
548 trigger_move (op, 1); 531 trigger_move (op, 1);
549 op->last_sp = -op->last_sp; 532 op->last_sp = -op->last_sp;
550 op->value = !op->value; 533 op->value = !op->value;
551 } 534 }
535
552 return cause == NULL; 536 return cause == NULL;
553 } 537 }
554 else 538 else
555 {
556 return 0; 539 return 0;
557 }
558 } 540 }
559 else 541 else
560 { 542 {
561 if (NUM_ANIMATIONS (op) > 1) 543 if (NUM_ANIMATIONS (op) > 1)
562 { 544 {
573 trigger_move (op, 0); 555 trigger_move (op, 0);
574 else 556 else
575 { 557 {
576 op->stats.wc = 0; 558 op->stats.wc = 0;
577 op->value = !op->value; 559 op->value = !op->value;
578 op->speed = 0; 560 op->set_speed (0);
579 update_ob_speed (op);
580 } 561 }
581 } 562 }
582 return 0; 563 return 0;
583 564
584 case TRIGGER: 565 case TRIGGER:
585 if (cause) 566 if (cause)
586 { 567 {
587 if (in_movement) 568 if (in_movement)
588 return 0; 569 return 0;
570
589 push = 1; 571 push = 1;
590 } 572 }
573
591 if (NUM_ANIMATIONS (op) > 1) 574 if (NUM_ANIMATIONS (op) > 1)
592 { 575 {
593 SET_ANIMATION (op, push); 576 SET_ANIMATION (op, push);
594 update_object (op, UP_OBJ_FACE); 577 update_object (op, UP_OBJ_FACE);
595 } 578 }
579
596 trigger_move (op, push); 580 trigger_move (op, push);
597 return 1; 581 return 1;
598 582
599 default: 583 default:
600 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 584 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
601 return 0; 585 return 0;
602 } 586 }
603} 587}
604 588
605void 589void
606add_button_link (object *button, mapstruct *map, int connected) 590add_button_link (object *button, maptile *map, int connected)
607{ 591{
608 oblinkpt *obp; 592 oblinkpt *obp;
609 objectlink *ol = get_objectlink (); 593 objectlink *ol = get_objectlink ();
610 594
611 if (!map) 595 if (!map)
612 { 596 {
613 LOG (llevError, "Tried to add button-link without map.\n"); 597 LOG (llevError, "Tried to add button-link without map.\n");
614 return; 598 return;
615 } 599 }
616 if (!editor) 600
617 button->path_attuned = connected; /* peterm: I need this so I can rebuild 601 button->path_attuned = connected; /* peterm: I need this so I can rebuild
618 a connected map from a template map. */ 602 a connected map from a template map. */
619
620/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
621 603
622 SET_FLAG (button, FLAG_IS_LINKED); 604 SET_FLAG (button, FLAG_IS_LINKED);
623 605
624 ol->ob = button; 606 ol->ob = button;
625 ol->id = button->count;
626 607
627 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 608 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
609 ;
628 610
629 if (obp) 611 if (obp)
630 { 612 {
631 ol->next = obp->link; 613 ol->next = obp->link;
632 obp->link = ol; 614 obp->link = ol;
656 if (op->map == NULL) 638 if (op->map == NULL)
657 { 639 {
658 LOG (llevError, "remove_button_link() in object without map.\n"); 640 LOG (llevError, "remove_button_link() in object without map.\n");
659 return; 641 return;
660 } 642 }
643
661 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 644 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
662 { 645 {
663 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 646 LOG (llevError, "remove_button_linked() in unlinked object.\n");
664 return; 647 return;
665 } 648 }
649
666 for (obp = op->map->buttons; obp; obp = obp->next) 650 for (obp = op->map->buttons; obp; obp = obp->next)
667 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 651 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
668 if (ol->ob == op) 652 if (ol->ob == op)
669 { 653 {
670 654
671/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 655/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
672 obp->value, op->name, op->map->path); 656 obp->value, op->name, op->map->path);
673*/ 657*/
674 *olp = ol->next; 658 *olp = ol->next;
675 free (ol); 659 delete ol;
676 return; 660 return;
677 } 661 }
662
678 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 663 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
679 CLEAR_FLAG (op, FLAG_IS_LINKED); 664 CLEAR_FLAG (op, FLAG_IS_LINKED);
680} 665}
681 666
682/* 667/*
683 * Gets the objectlink for this connection from the map. 668 * Gets the objectlink for this connection from the map.
684 */ 669 */
685oblinkpt * 670oblinkpt *
686get_connection_links (mapstruct *map, long connection) 671get_connection_links (maptile *map, long connection)
687{ 672{
688 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 673 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
689 if (obp->value == connection) 674 if (obp->value == connection)
690 return obp; 675 return obp;
676
691 return 0; 677 return 0;
692} 678}
693 679
694/* 680/*
695 * Return the first objectlink in the objects linked to this one 681 * Return the first objectlink in the objects linked to this one
701 oblinkpt *obp; 687 oblinkpt *obp;
702 objectlink *ol; 688 objectlink *ol;
703 689
704 if (!button->map) 690 if (!button->map)
705 return NULL; 691 return NULL;
692
706 for (obp = button->map->buttons; obp; obp = obp->next) 693 for (obp = button->map->buttons; obp; obp = obp->next)
707 for (ol = obp->link; ol; ol = ol->next) 694 for (ol = obp->link; ol; ol = ol->next)
708 if (ol->ob == button && ol->id == button->count) 695 if (ol->ob == button)
709 return obp; 696 return obp;
697
710 return NULL; 698 return NULL;
711} 699}
712 700
713/* 701/*
714 * Made as a separate function to increase efficiency 702 * Made as a separate function to increase efficiency
722 710
723 if (!button->map) 711 if (!button->map)
724 return 0; 712 return 0;
725 for (obp = button->map->buttons; obp; obp = obp->next) 713 for (obp = button->map->buttons; obp; obp = obp->next)
726 for (ol = obp->link; ol; ol = ol->next) 714 for (ol = obp->link; ol; ol = ol->next)
727 if (ol->ob == button && ol->id == button->count) 715 if (ol->ob == button)
728 return obp->value; 716 return obp->value;
729 return 0; 717 return 0;
730} 718}
731 719
732/* This routine makes monsters who are 720/* This routine makes monsters who are
739 */ 727 */
740 728
741void 729void
742do_mood_floor (object *op, object *source) 730do_mood_floor (object *op, object *source)
743{ 731{
744 object *tmp;
745 object *tmp2;
746
747 if (!source) 732 if (!source)
748 source = op; 733 source = op;
749 734
750 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 735 mapspace &ms = op->ms ();
736
737 if (!(ms.flags () & P_IS_ALIVE))
738 return;
739
740 object *tmp;
741
742 for (tmp = ms.top; tmp; tmp = tmp->below)
751 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 743 if (QUERY_FLAG (tmp, FLAG_MONSTER))
752 break; 744 break;
753 745
754 /* doesn't effect players, and if there is a player on this space, won't also 746 /* doesn't effect players, and if there is a player on this space, won't also
755 * be a monster here. 747 * be a monster here.
756 */ 748 */
749 //TODO: have players really FLAG_MONSTER? kept it for safety
757 if (!tmp || tmp->type == PLAYER) 750 if (!tmp || tmp->type == PLAYER)
758 return; 751 return;
759 752
760 switch (op->last_sp) 753 switch (op->last_sp)
761 { 754 {
762 case 0: /* furious--make all monsters mad */ 755 case 0: /* furious--make all monsters mad */
763 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 756 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
764 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 757 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
758
765 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 759 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
766 { 760 {
767 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
768 remove_friendly_object (tmp);
769 tmp->attack_movement = 0; 761 tmp->attack_movement = 0;
770 /* lots of checks here, but want to make sure we don't 762 /* lots of checks here, but want to make sure we don't
771 * dereference a null value 763 * dereference a null value
772 */ 764 */
773 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 765 if (tmp->type == GOLEM
774 { 766 && tmp->owner
775 tmp->owner->contr->ranges[range_golem] = NULL; 767 && tmp->owner->type == PLAYER
768 && tmp->owner->contr->golem == tmp)
776 tmp->owner->contr->golem_count = 0; 769 tmp->owner->contr->golem = 0;
777 } 770
778 tmp->owner = 0; 771 tmp->owner = 0;
772
773 remove_friendly_object (tmp);
779 } 774 }
780 break; 775 break;
776
781 case 1: /* angry -- get neutral monsters mad */ 777 case 1: /* angry -- get neutral monsters mad */
782 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 778 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
783 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 779 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
784 break; 780 break;
781
785 case 2: /* calm -- pacify unfriendly monsters */ 782 case 2: /* calm -- pacify unfriendly monsters */
786 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
787 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 783 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
788 break; 784 break;
785
789 case 3: /* make all monsters fall asleep */ 786 case 3: /* make all monsters fall asleep */
790 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
791 SET_FLAG (tmp, FLAG_SLEEP); 787 SET_FLAG (tmp, FLAG_SLEEP);
792 break; 788 break;
789
793 case 4: /* charm all monsters */ 790 case 4: /* charm all monsters */
794 if (op == source) 791 if (op == source)
795 break; /* only if 'connected' */ 792 break; /* only if 'connected' */
796 793
797 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 794 if (object *pl = source->ms ().player ())
798 tmp2->type != PLAYER; tmp2 = tmp2->above) 795 {
799 if (tmp2->above == NULL) 796 tmp->set_owner (pl);
797 SET_FLAG (tmp, FLAG_MONSTER);
798
799 tmp->stats.exp = 0;
800
801 add_friendly_object (tmp);
802 tmp->attack_movement = PETMOVE;
803 }
800 break; 804 break;
801 805
802 if (tmp2->type != PLAYER) 806 case 6: // kill monsters
807 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
803 break; 808 break;
804 set_owner (tmp, tmp2); 809
805 SET_FLAG (tmp, FLAG_MONSTER); 810 // FALL THROUGH
806 tmp->stats.exp = 0; 811 case 5: // kill all alives
807 SET_FLAG (tmp, FLAG_FRIENDLY); 812 if (!tmp->flag [FLAG_PRECIOUS])
808 add_friendly_object (tmp); 813 {
809 tmp->attack_movement = PETMOVE; 814 get_archetype ("burnout")->insert_at (tmp, source);
815 tmp->destroy ();
816 }
810 break; 817 break;
811 818
812 default: 819 default:
813 break; 820 break;
814 } 821 }
818 * It will descend through containers to find the object. 825 * It will descend through containers to find the object.
819 * slaying = match object slaying flag 826 * slaying = match object slaying flag
820 * race = match object archetype name flag 827 * race = match object archetype name flag
821 * hp = match object type (excpt type '0'== PLAYER) 828 * hp = match object type (excpt type '0'== PLAYER)
822 */ 829 */
823
824object * 830object *
825check_inv_recursive (object *op, const object *trig) 831check_inv_recursive (object *op, const object *trig)
826{ 832{
827 object *tmp, *ret = NULL; 833 object *tmp, *ret = NULL;
828 834
829 /* First check the object itself. */ 835 /* First check the object itself. */
830 if ((trig->stats.hp && (op->type == trig->stats.hp)) 836 if ((trig->stats.hp && (op->type == trig->stats.hp))
831 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 837 || (trig->slaying && (op->slaying == trig->slaying))
838 || (trig->race && (op->arch->archname == trig->race)))
832 return op; 839 return op;
833 840
834 for (tmp = op->inv; tmp; tmp = tmp->below) 841 for (tmp = op->inv; tmp; tmp = tmp->below)
835 { 842 {
836 if (tmp->inv) 843 if (tmp->inv)
838 ret = check_inv_recursive (tmp, trig); 845 ret = check_inv_recursive (tmp, trig);
839 if (ret) 846 if (ret)
840 return ret; 847 return ret;
841 } 848 }
842 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 849 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
843 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 850 || (trig->slaying && (tmp->slaying == trig->slaying))
851 || (trig->race && (tmp->arch->archname == trig->race)))
844 return tmp; 852 return tmp;
845 } 853 }
846 return NULL; 854 return NULL;
847} 855}
848 856
851 * the square will activate connected items. 859 * the square will activate connected items.
852 * Monsters can't trigger this square (for now) 860 * Monsters can't trigger this square (for now)
853 * Values are: last_sp = 1/0 obj/no obj triggers 861 * Values are: last_sp = 1/0 obj/no obj triggers
854 * last_heal = 1/0 remove/dont remove obj if triggered 862 * last_heal = 1/0 remove/dont remove obj if triggered
855 * -b.t. (thomas@nomad.astro.psu.edu 863 * -b.t. (thomas@nomad.astro.psu.edu
856 */ 864 *
857 865 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
866 * because the check-inventory semantic essentially only applies when
867 * something is above the inventory checker.
868 * The semantic prior this change was: trigger if something has moved on or off
869 * and has a matching item. Imagine what happens if someone steps on the inventory
870 * checker with a matching item, has it, activates the connection, throws the item
871 * away, and then leaves the inventory checker. That would've caused an always-enabled
872 * state in the inventory checker. This won't happen anymore now.
873 *
874 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
875 * whether op is on this mapspace or not, because the value (1|0) depends
876 * on this information. also make sure to only push_button if op has
877 * a matching item (because when we do a push_button with value=0 timed gates
878 * will still open)! (i hope i got the semantics right this time)
879 *
880 */
858void 881void
859check_inv (object *op, object *trig) 882check_inv (object *op, object *trig)
860{ 883{
861 object *match; 884 trig->value = 0; // deactivate if none of the following conditions apply
862 885
863 if (op->type != PLAYER) 886 object *pl = trig->ms ().player ();
864 return;
865 match = check_inv_recursive (op, trig); 887 object *match = check_inv_recursive (op, trig);
888
889 // elmex: a note about (pl == op):
890 // if pl == 0 then the player has left this space
891 // if pl != 0 then a player is on this mapspace, but then
892 // we still have to check whether it's the player that triggered
893 // this inv-checker, because if not, then the op left this inv-checker
894 // and we have to set the value to 0
895
866 if (match && trig->last_sp) 896 if (match && trig->last_sp) // match == having
867 { 897 {
868 if (trig->last_heal) 898 if (trig->last_heal)
869 decrease_ob (match); 899 match->decrease ();
870 use_trigger (trig);
871 }
872 else if (!match && !trig->last_sp)
873 use_trigger (trig);
874}
875 900
876 901 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 902 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 { 903 }
892 for (ol = obp->link; ol; ol = ol->next) 904 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 } 905 {
906 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
907 push_button (trig);
908 }
898} 909}
910

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