1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
|
|
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <funcpoint.h> |
|
|
26 | |
25 | |
27 | /* |
26 | /* |
28 | * This code is no longer highly inefficient 8) |
27 | * This code is no longer highly inefficient 8) |
29 | */ |
28 | */ |
30 | |
29 | |
… | |
… | |
59 | object *tmp = ol->ob; |
58 | object *tmp = ol->ob; |
60 | |
59 | |
61 | /* if the criteria isn't appropriate, don't do anything */ |
60 | /* if the criteria isn't appropriate, don't do anything */ |
62 | if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) |
61 | if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) |
63 | continue; |
62 | continue; |
|
|
63 | |
64 | if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) |
64 | if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) |
65 | continue; |
65 | continue; |
66 | |
66 | |
67 | switch (tmp->type) |
67 | switch (tmp->type) |
68 | { |
68 | { |
69 | case GATE: |
69 | case GATE: |
70 | 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")); |
71 | tmp->value = tmp->stats.maxsp ? !state : state; |
75 | tmp->value = tmp->stats.maxsp ? !state : state; |
72 | tmp->speed = 0.5; |
76 | tmp->set_speed (0.5); |
73 | update_ob_speed (tmp); |
|
|
74 | break; |
77 | break; |
75 | |
78 | |
76 | case CF_HANDLE: |
79 | case CF_HANDLE: |
77 | SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); |
80 | SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); |
78 | update_object (tmp, UP_OBJ_FACE); |
81 | update_object (tmp, UP_OBJ_FACE); |
79 | break; |
82 | break; |
80 | |
83 | |
81 | case SIGN: |
84 | case SIGN: |
82 | if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
85 | if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
83 | { |
86 | { |
|
|
87 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign")); |
84 | new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); |
88 | new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); |
85 | if (tmp->stats.food) |
89 | if (tmp->stats.food) |
86 | tmp->last_eat++; |
90 | tmp->last_eat++; |
87 | } |
91 | } |
88 | break; |
92 | break; |
89 | |
93 | |
90 | case ALTAR: |
94 | case ALTAR: |
|
|
95 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar")); |
91 | tmp->value = 1; |
96 | tmp->value = 1; |
92 | SET_ANIMATION (tmp, tmp->value); |
97 | SET_ANIMATION (tmp, tmp->value); |
93 | update_object (tmp, UP_OBJ_FACE); |
98 | update_object (tmp, UP_OBJ_FACE); |
94 | break; |
99 | break; |
95 | |
100 | |
96 | case BUTTON: |
101 | case BUTTON: |
97 | case PEDESTAL: |
102 | case PEDESTAL: |
|
|
103 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button")); |
98 | tmp->value = state; |
104 | tmp->value = state; |
99 | SET_ANIMATION (tmp, tmp->value); |
105 | SET_ANIMATION (tmp, tmp->value); |
100 | update_object (tmp, UP_OBJ_FACE); |
106 | update_object (tmp, UP_OBJ_FACE); |
101 | break; |
107 | break; |
102 | |
108 | |
103 | case MOOD_FLOOR: |
109 | case MOOD_FLOOR: |
104 | do_mood_floor (tmp, source); |
110 | do_mood_floor (tmp, source); |
105 | break; |
111 | break; |
106 | |
112 | |
107 | case TIMED_GATE: |
113 | case TIMED_GATE: |
|
|
114 | if (!tmp->active) |
|
|
115 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); |
108 | tmp->speed = tmp->arch->clone.speed; |
116 | tmp->set_speed (tmp->arch->speed); |
109 | update_ob_speed (tmp); /* original values */ |
|
|
110 | tmp->value = tmp->arch->clone.value; |
117 | tmp->value = tmp->arch->value; |
111 | tmp->stats.sp = 1; |
118 | tmp->stats.sp = 1; |
112 | tmp->stats.hp = tmp->stats.maxhp; |
119 | tmp->stats.hp = tmp->stats.maxhp; |
113 | /* Handle multipart gates. We copy the value for the other parts |
120 | /* Handle multipart gates. We copy the value for the other parts |
114 | * from the head - this ensures that the data will consistent |
121 | * from the head - this ensures that the data will consistent |
115 | */ |
122 | */ |
116 | for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) |
123 | for (object *part = tmp->more; part; part = part->more) |
117 | { |
124 | { |
118 | tmp->speed = tmp->head->speed; |
125 | part->value = tmp->value; |
119 | tmp->value = tmp->head->value; |
126 | part->stats.sp = tmp->stats.sp; |
120 | tmp->stats.sp = tmp->head->stats.sp; |
127 | part->stats.hp = tmp->stats.hp; |
121 | tmp->stats.hp = tmp->head->stats.hp; |
|
|
122 | update_ob_speed (tmp); |
128 | part->set_speed (tmp->speed); |
123 | } |
129 | } |
124 | break; |
130 | break; |
125 | |
131 | |
126 | case DIRECTOR: |
132 | case DIRECTOR: |
127 | case FIREWALL: |
133 | case FIREWALL: |
… | |
… | |
129 | move_firewall (tmp); |
135 | move_firewall (tmp); |
130 | else |
136 | else |
131 | { |
137 | { |
132 | if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
138 | if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
133 | tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; |
139 | tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; |
|
|
140 | |
134 | animate_turning (tmp); |
141 | animate_turning (tmp); |
135 | } |
142 | } |
136 | break; |
143 | break; |
137 | |
144 | |
138 | case TELEPORTER: |
145 | case TELEPORTER: |
… | |
… | |
142 | case CREATOR: |
149 | case CREATOR: |
143 | move_creator (tmp); |
150 | move_creator (tmp); |
144 | break; |
151 | break; |
145 | |
152 | |
146 | case TRIGGER_MARKER: |
153 | case TRIGGER_MARKER: |
|
|
154 | //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker")); |
147 | move_marker (tmp); |
155 | move_marker (tmp); |
148 | break; |
156 | break; |
149 | |
157 | |
150 | case DUPLICATOR: |
158 | case DUPLICATOR: |
151 | move_duplicator (tmp); |
159 | move_duplicator (tmp); |
… | |
… | |
207 | * button reacts to the (eventual) change of state. |
215 | * button reacts to the (eventual) change of state. |
208 | */ |
216 | */ |
209 | void |
217 | void |
210 | update_button (object *op) |
218 | update_button (object *op) |
211 | { |
219 | { |
212 | object *ab, *tmp, *head; |
|
|
213 | int tot, any_down = 0, old_value = op->value; |
220 | int any_down = 0, old_value = op->value; |
214 | oblinkpt *obp = 0; |
221 | oblinkpt *obp = 0; |
215 | objectlink *ol; |
222 | objectlink *ol; |
216 | |
223 | |
217 | obp = get_button_links (op); |
224 | obp = get_button_links (op); |
218 | /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ |
|
|
219 | if (obp) |
225 | if (obp) |
220 | for (ol = obp->link; ol; ol = ol->next) |
226 | for (ol = obp->link; ol; ol = ol->next) |
221 | { |
227 | { |
222 | if (!ol->ob) |
228 | if (!ol->ob) |
223 | { |
229 | { |
224 | LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); |
230 | LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); |
225 | continue; |
231 | continue; |
226 | } |
232 | } |
227 | |
233 | |
228 | tmp = ol->ob; |
234 | object *tmp = ol->ob; |
|
|
235 | |
229 | if (tmp->type == BUTTON) |
236 | if (tmp->type == BUTTON) |
230 | { |
237 | { |
|
|
238 | sint32 total = 0; |
|
|
239 | |
231 | for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) |
240 | for (object *ab = tmp->above; 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 | */ |
|
|
238 | |
|
|
239 | /* Basically, if the move_type matches that on what the |
241 | /* Basically, if the move_type matches that on what the |
240 | * button wants, we count it. The second check is so that |
242 | * button wants, we count it. The second check is so that |
241 | * objects don't move (swords, etc) will count. Note that |
243 | * objects who don't move (swords, etc) will count. Note that |
242 | * this means that more work is needed to make buttons |
244 | * this means that more work is needed to make buttons |
243 | * that are only triggered by flying objects. |
245 | * that are only triggered by flying objects. |
244 | */ |
246 | */ |
245 | if ((ab->move_type & tmp->move_on) || ab->move_type == 0) |
247 | if ((ab->move_type & tmp->move_on) || ab->move_type == 0) |
246 | tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; |
248 | total += ab->head_ ()->total_weight (); |
247 | |
249 | |
248 | tmp->value = (tot >= tmp->weight) ? 1 : 0; |
250 | tmp->value = total >= tmp->weight; |
249 | if (tmp->value) |
251 | |
250 | any_down = 1; |
252 | any_down = any_down || tmp->value; |
251 | } |
253 | } |
252 | else if (tmp->type == PEDESTAL) |
254 | else if (tmp->type == PEDESTAL) |
253 | { |
255 | { |
254 | tmp->value = 0; |
256 | tmp->value = 0; |
|
|
257 | |
255 | for (ab = tmp->above; ab != NULL; ab = ab->above) |
258 | for (object *ab = tmp->above; ab; ab = ab->above) |
256 | { |
259 | { |
257 | head = ab->head ? ab->head : ab; |
260 | object *head = ab->head_ (); |
|
|
261 | |
258 | /* Same note regarding move_type for buttons above apply here. */ |
262 | /* Same note regarding move_type for buttons above apply here. */ |
259 | if (((head->move_type & tmp->move_on) || ab->move_type == 0) && |
263 | if (((ab->move_type & tmp->move_on) || ab->move_type == 0) |
260 | (head->race == tmp->slaying || |
264 | && (head->race == tmp->slaying |
261 | ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || |
265 | || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying) |
262 | (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) |
266 | || (tmp->slaying == shstr_player && head->type == PLAYER))) |
263 | tmp->value = 1; |
267 | tmp->value = 1; |
264 | } |
268 | } |
265 | if (tmp->value) |
269 | |
266 | any_down = 1; |
270 | any_down = any_down || tmp->value; |
267 | } |
271 | } |
268 | } |
272 | } |
|
|
273 | |
269 | if (any_down) /* If any other buttons were down, force this to remain down */ |
274 | if (any_down) /* If any other buttons were down, force this to remain down */ |
270 | op->value = 1; |
275 | op->value = 1; |
|
|
276 | |
|
|
277 | //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value); |
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) |
274 | { |
281 | { |
275 | SET_ANIMATION (op, op->value); |
282 | SET_ANIMATION (op, op->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 | |
|
|
285 | void |
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286 | update_buttons (maptile *m) |
|
|
287 | { |
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288 | objectlink *ol; |
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289 | oblinkpt *obp; |
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290 | |
|
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291 | for (obp = m->buttons; obp; obp = obp->next) |
|
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292 | for (ol = obp->link; ol; ol = ol->next) |
|
|
293 | { |
|
|
294 | if (!ol->ob) |
|
|
295 | { |
|
|
296 | LOG (llevError, "Internal error in update_button (%s (%dx%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, obp->value); |
|
|
298 | continue; |
|
|
299 | } |
|
|
300 | |
|
|
301 | if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) |
|
|
302 | { |
|
|
303 | update_button (ol->ob); |
|
|
304 | break; |
|
|
305 | } |
|
|
306 | } |
|
|
307 | } |
|
|
308 | |
|
|
309 | void |
288 | void |
310 | use_trigger (object *op) |
289 | use_trigger (object *op) |
311 | { |
290 | { |
312 | |
|
|
313 | /* Toggle value */ |
291 | /* Toggle value */ |
314 | op->value = !op->value; |
292 | op->value = !op->value; |
315 | push_button (op); |
293 | push_button (op); |
316 | } |
294 | } |
317 | |
295 | |
318 | /* |
296 | /* |
319 | * Note: animate_object should be used instead of this, |
297 | * Note: animate_object should be used instead of this, |
320 | * but it can't handle animations in the 8 directions |
298 | * but it can't handle animations in the 8 directions |
321 | */ |
299 | */ |
322 | |
|
|
323 | void |
300 | void |
324 | animate_turning (object *op) /* only one part objects */ |
301 | animate_turning (object *op) /* only one part objects */ |
325 | { |
302 | { |
326 | if (++op->state >= NUM_ANIMATIONS (op) / 8) |
303 | if (++op->state >= NUM_ANIMATIONS (op) / 8) |
327 | op->state = 0; |
304 | op->state = 0; |
… | |
… | |
344 | */ |
321 | */ |
345 | |
322 | |
346 | int |
323 | int |
347 | check_altar_sacrifice (const object *altar, const object *sacrifice) |
324 | check_altar_sacrifice (const object *altar, const object *sacrifice) |
348 | { |
325 | { |
349 | 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) |
350 | { |
329 | { |
351 | if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || |
330 | if (ARCH_SACRIFICE (altar) == shstr_money |
352 | ARCH_SACRIFICE (altar) == sacrifice->name || |
331 | && sacrifice->type == MONEY |
353 | ARCH_SACRIFICE (altar) == sacrifice->slaying || |
332 | && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
354 | (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) |
|
|
355 | && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) |
|
|
356 | return 1; |
333 | return 1; |
357 | |
334 | |
358 | if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 |
335 | if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname |
359 | && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
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 ()) |
360 | return 1; |
340 | return 1; |
361 | } |
341 | } |
362 | |
342 | |
363 | return 0; |
343 | return 0; |
364 | } |
344 | } |
… | |
… | |
388 | return 0; |
368 | return 0; |
389 | |
369 | |
390 | /* check_altar_sacrifice should have already verified that enough money |
370 | /* check_altar_sacrifice should have already verified that enough money |
391 | * has been dropped. |
371 | * has been dropped. |
392 | */ |
372 | */ |
393 | if (!strcmp (ARCH_SACRIFICE (altar), "money")) |
373 | if (ARCH_SACRIFICE (altar) == shstr_money) |
394 | { |
374 | { |
395 | int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
375 | int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
396 | |
376 | |
397 | /* Round up any sacrifices. Altars don't make change either */ |
377 | /* Round up any sacrifices. Altars don't make change either */ |
398 | if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
378 | if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
399 | number++; |
379 | number++; |
400 | |
380 | |
401 | *sacrifice = decrease_ob_nr (*sacrifice, number); |
381 | if (!(*sacrifice)->decrease (number)) |
|
|
382 | *sacrifice = 0; |
402 | } |
383 | } |
403 | else |
384 | else |
404 | *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); |
385 | if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar))) |
|
|
386 | *sacrifice = 0; |
405 | |
387 | |
406 | if (altar->msg) |
388 | if (altar->msg) |
407 | new_info_map (NDI_BLACK, altar->map, altar->msg); |
389 | new_info_map (NDI_BLACK, altar->map, altar->msg); |
408 | |
390 | |
409 | return 1; |
391 | return 1; |
… | |
… | |
414 | { |
396 | { |
415 | op->stats.wc = state; |
397 | op->stats.wc = state; |
416 | if (state) |
398 | if (state) |
417 | { |
399 | { |
418 | use_trigger (op); |
400 | use_trigger (op); |
419 | if (op->stats.exp > 0) /* check sanity */ |
401 | op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); |
420 | op->speed = 1.0 / op->stats.exp; |
|
|
421 | else |
|
|
422 | op->speed = 1.0; |
|
|
423 | update_ob_speed (op); |
|
|
424 | op->speed_left = -1; |
402 | op->speed_left = -1; |
425 | } |
403 | } |
426 | else |
404 | else |
427 | { |
405 | { |
428 | use_trigger (op); |
406 | use_trigger (op); |
429 | op->speed = 0; |
407 | op->set_speed (0); |
430 | update_ob_speed (op); |
|
|
431 | } |
408 | } |
432 | } |
409 | } |
433 | |
410 | |
434 | |
411 | |
435 | /* |
412 | /* |
… | |
… | |
451 | int push = 0, tot = 0; |
428 | int push = 0, tot = 0; |
452 | int in_movement = op->stats.wc || op->speed; |
429 | int in_movement = op->stats.wc || op->speed; |
453 | |
430 | |
454 | switch (op->type) |
431 | switch (op->type) |
455 | { |
432 | { |
456 | case TRIGGER_BUTTON: |
433 | case TRIGGER_BUTTON: |
457 | if (op->weight > 0) |
434 | if (op->weight > 0) |
458 | { |
435 | { |
459 | if (cause) |
436 | if (cause) |
460 | { |
437 | { |
461 | for (tmp = op->above; tmp; tmp = tmp->above) |
438 | for (tmp = op->above; tmp; tmp = tmp->above) |
462 | /* Comment reproduced from update_buttons(): */ |
439 | /* Comment reproduced from update_buttons(): */ |
463 | /* Basically, if the move_type matches that on what the |
440 | /* Basically, if the move_type matches that on what the |
464 | * button wants, we count it. The second check is so that |
441 | * button wants, we count it. The second check is so that |
465 | * objects that don't move (swords, etc) will count. Note that |
442 | * objects that don't move (swords, etc) will count. Note that |
466 | * this means that more work is needed to make buttons |
443 | * this means that more work is needed to make buttons |
467 | * that are only triggered by flying objects. |
444 | * that are only triggered by flying objects. |
|
|
445 | */ |
|
|
446 | if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
|
|
447 | tot += tmp->head_ ()->total_weight (); |
|
|
448 | |
|
|
449 | if (tot >= op->weight) |
|
|
450 | push = 1; |
|
|
451 | |
|
|
452 | if (op->stats.ac == push) |
|
|
453 | return 0; |
|
|
454 | |
|
|
455 | op->stats.ac = push; |
|
|
456 | if (NUM_ANIMATIONS (op) > 1) |
|
|
457 | { |
|
|
458 | SET_ANIMATION (op, push); |
|
|
459 | update_object (op, UP_OBJ_FACE); |
|
|
460 | } |
|
|
461 | |
|
|
462 | if (in_movement || !push) |
|
|
463 | return 0; |
|
|
464 | } |
|
|
465 | trigger_move (op, push); |
|
|
466 | } |
|
|
467 | |
|
|
468 | return 0; |
|
|
469 | |
|
|
470 | case TRIGGER_PEDESTAL: |
|
|
471 | if (cause) |
|
|
472 | { |
|
|
473 | for (tmp = op->above; tmp; tmp = tmp->above) |
|
|
474 | { |
|
|
475 | object *head = tmp->head_ (); |
|
|
476 | |
|
|
477 | /* See comment in TRIGGER_BUTTON about move_types */ |
|
|
478 | if (((head->move_type & op->move_on) || head->move_type == 0) |
|
|
479 | && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) |
|
|
480 | { |
|
|
481 | push = 1; |
|
|
482 | break; |
|
|
483 | } |
|
|
484 | } |
|
|
485 | |
|
|
486 | if (op->stats.ac == push) |
|
|
487 | return 0; |
|
|
488 | |
|
|
489 | op->stats.ac = push; |
|
|
490 | |
|
|
491 | if (NUM_ANIMATIONS (op) > 1) |
|
|
492 | { |
|
|
493 | SET_ANIMATION (op, push); |
|
|
494 | update_object (op, UP_OBJ_FACE); |
|
|
495 | } |
|
|
496 | |
|
|
497 | update_object (op, UP_OBJ_FACE); |
|
|
498 | |
|
|
499 | if (in_movement || !push) |
|
|
500 | return 0; |
|
|
501 | } |
|
|
502 | |
|
|
503 | trigger_move (op, push); |
|
|
504 | return 0; |
|
|
505 | |
|
|
506 | case TRIGGER_ALTAR: |
|
|
507 | if (cause) |
|
|
508 | { |
|
|
509 | if (in_movement) |
|
|
510 | return 0; |
|
|
511 | |
|
|
512 | if (operate_altar (op, &cause)) |
|
|
513 | { |
|
|
514 | if (NUM_ANIMATIONS (op) > 1) |
|
|
515 | { |
|
|
516 | SET_ANIMATION (op, 1); |
|
|
517 | update_object (op, UP_OBJ_FACE); |
|
|
518 | } |
|
|
519 | |
|
|
520 | if (op->last_sp >= 0) |
|
|
521 | { |
|
|
522 | trigger_move (op, 1); |
|
|
523 | if (op->last_sp > 0) |
|
|
524 | op->last_sp = -op->last_sp; |
|
|
525 | } |
|
|
526 | else |
|
|
527 | { |
|
|
528 | /* for trigger altar with last_sp, the ON/OFF |
|
|
529 | * status (-> +/- value) is "simulated": |
468 | */ |
530 | */ |
469 | |
531 | op->value = !op->value; |
470 | if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
532 | trigger_move (op, 1); |
471 | { |
533 | op->last_sp = -op->last_sp; |
472 | tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; |
534 | op->value = !op->value; |
473 | } |
|
|
474 | if (tot >= op->weight) |
|
|
475 | push = 1; |
|
|
476 | if (op->stats.ac == push) |
|
|
477 | return 0; |
|
|
478 | op->stats.ac = push; |
|
|
479 | if (NUM_ANIMATIONS (op) > 1) |
|
|
480 | { |
|
|
481 | SET_ANIMATION (op, push); |
|
|
482 | update_object (op, UP_OBJ_FACE); |
|
|
483 | } |
535 | } |
484 | if (in_movement || !push) |
536 | |
485 | return 0; |
537 | return cause == NULL; |
486 | } |
538 | } |
487 | trigger_move (op, push); |
|
|
488 | } |
539 | else |
489 | return 0; |
|
|
490 | |
|
|
491 | case TRIGGER_PEDESTAL: |
|
|
492 | if (cause) |
|
|
493 | { |
|
|
494 | for (tmp = op->above; tmp; tmp = tmp->above) |
|
|
495 | { |
|
|
496 | object *head = tmp->head ? tmp->head : tmp; |
|
|
497 | |
|
|
498 | /* See comment in TRIGGER_BUTTON about move_types */ |
|
|
499 | if (((head->move_type & op->move_on) || head->move_type == 0) |
|
|
500 | && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) |
|
|
501 | { |
|
|
502 | push = 1; |
|
|
503 | break; |
|
|
504 | } |
|
|
505 | } |
|
|
506 | if (op->stats.ac == push) |
|
|
507 | return 0; |
540 | return 0; |
508 | op->stats.ac = push; |
541 | } |
|
|
542 | else |
|
|
543 | { |
509 | if (NUM_ANIMATIONS (op) > 1) |
544 | if (NUM_ANIMATIONS (op) > 1) |
510 | { |
545 | { |
511 | SET_ANIMATION (op, push); |
546 | SET_ANIMATION (op, 0); |
512 | update_object (op, UP_OBJ_FACE); |
547 | update_object (op, UP_OBJ_FACE); |
513 | } |
548 | } |
514 | update_object (op, UP_OBJ_FACE); |
|
|
515 | if (in_movement || !push) |
|
|
516 | return 0; |
|
|
517 | } |
|
|
518 | trigger_move (op, push); |
|
|
519 | return 0; |
|
|
520 | |
549 | |
521 | case TRIGGER_ALTAR: |
|
|
522 | if (cause) |
|
|
523 | { |
|
|
524 | if (in_movement) |
|
|
525 | return 0; |
|
|
526 | if (operate_altar (op, &cause)) |
|
|
527 | { |
|
|
528 | if (NUM_ANIMATIONS (op) > 1) |
|
|
529 | { |
|
|
530 | SET_ANIMATION (op, 1); |
|
|
531 | update_object (op, UP_OBJ_FACE); |
|
|
532 | } |
|
|
533 | if (op->last_sp >= 0) |
|
|
534 | { |
|
|
535 | trigger_move (op, 1); |
|
|
536 | if (op->last_sp > 0) |
|
|
537 | op->last_sp = -op->last_sp; |
|
|
538 | } |
|
|
539 | else |
|
|
540 | { |
|
|
541 | /* for trigger altar with last_sp, the ON/OFF |
|
|
542 | * status (-> +/- value) is "simulated": |
|
|
543 | */ |
|
|
544 | op->value = !op->value; |
|
|
545 | trigger_move (op, 1); |
|
|
546 | op->last_sp = -op->last_sp; |
|
|
547 | op->value = !op->value; |
|
|
548 | } |
|
|
549 | return cause == NULL; |
|
|
550 | } |
|
|
551 | else |
|
|
552 | { |
|
|
553 | return 0; |
|
|
554 | } |
|
|
555 | } |
|
|
556 | else |
|
|
557 | { |
|
|
558 | if (NUM_ANIMATIONS (op) > 1) |
|
|
559 | { |
|
|
560 | SET_ANIMATION (op, 0); |
|
|
561 | update_object (op, UP_OBJ_FACE); |
|
|
562 | } |
|
|
563 | |
|
|
564 | /* If trigger_altar has "last_sp > 0" set on the map, |
550 | /* If trigger_altar has "last_sp > 0" set on the map, |
565 | * it will push the connected value only once per sacrifice. |
551 | * it will push the connected value only once per sacrifice. |
566 | * Otherwise (default), the connected value will be |
552 | * Otherwise (default), the connected value will be |
567 | * pushed twice: First by sacrifice, second by reset! -AV |
553 | * pushed twice: First by sacrifice, second by reset! -AV |
568 | */ |
554 | */ |
569 | if (!op->last_sp) |
555 | if (!op->last_sp) |
570 | trigger_move (op, 0); |
556 | trigger_move (op, 0); |
571 | else |
557 | else |
572 | { |
558 | { |
573 | op->stats.wc = 0; |
559 | op->stats.wc = 0; |
574 | op->value = !op->value; |
560 | op->value = !op->value; |
575 | op->speed = 0; |
561 | op->set_speed (0); |
576 | update_ob_speed (op); |
|
|
577 | } |
562 | } |
578 | } |
563 | } |
579 | return 0; |
564 | return 0; |
580 | |
565 | |
581 | case TRIGGER: |
566 | case TRIGGER: |
582 | if (cause) |
567 | if (cause) |
583 | { |
568 | { |
584 | if (in_movement) |
569 | if (in_movement) |
585 | return 0; |
570 | return 0; |
|
|
571 | |
586 | push = 1; |
572 | push = 1; |
587 | } |
573 | } |
|
|
574 | |
588 | if (NUM_ANIMATIONS (op) > 1) |
575 | if (NUM_ANIMATIONS (op) > 1) |
589 | { |
576 | { |
590 | SET_ANIMATION (op, push); |
577 | SET_ANIMATION (op, push); |
591 | update_object (op, UP_OBJ_FACE); |
578 | update_object (op, UP_OBJ_FACE); |
592 | } |
579 | } |
|
|
580 | |
593 | trigger_move (op, push); |
581 | trigger_move (op, push); |
594 | return 1; |
582 | return 1; |
595 | |
583 | |
596 | default: |
584 | default: |
597 | LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); |
585 | LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); |
598 | return 0; |
586 | return 0; |
599 | } |
587 | } |
600 | } |
588 | } |
601 | |
589 | |
602 | void |
590 | void |
603 | add_button_link (object *button, maptile *map, int connected) |
591 | add_button_link (object *button, maptile *map, int connected) |
… | |
… | |
740 | */ |
728 | */ |
741 | |
729 | |
742 | void |
730 | void |
743 | do_mood_floor (object *op, object *source) |
731 | do_mood_floor (object *op, object *source) |
744 | { |
732 | { |
745 | object *tmp; |
|
|
746 | object *tmp2; |
|
|
747 | |
|
|
748 | if (!source) |
733 | if (!source) |
749 | source = op; |
734 | source = op; |
750 | |
735 | |
751 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
736 | mapspace &ms = op->ms (); |
|
|
737 | |
|
|
738 | if (!(ms.flags () & P_IS_ALIVE)) |
|
|
739 | return; |
|
|
740 | |
|
|
741 | object *tmp; |
|
|
742 | |
|
|
743 | for (tmp = ms.top; tmp; tmp = tmp->below) |
752 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
744 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
753 | break; |
745 | break; |
754 | |
746 | |
755 | /* doesn't effect players, and if there is a player on this space, won't also |
747 | /* doesn't effect players, and if there is a player on this space, won't also |
756 | * be a monster here. |
748 | * be a monster here. |
757 | */ |
749 | */ |
|
|
750 | //TODO: have players really FLAG_MONSTER? kept it for safety |
758 | if (!tmp || tmp->type == PLAYER) |
751 | if (!tmp || tmp->type == PLAYER) |
759 | return; |
752 | return; |
760 | |
753 | |
761 | switch (op->last_sp) |
754 | switch (op->last_sp) |
762 | { |
755 | { |
763 | case 0: /* furious--make all monsters mad */ |
756 | case 0: /* furious--make all monsters mad */ |
764 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
757 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
765 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
758 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
759 | |
766 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
760 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
767 | { |
761 | { |
768 | CLEAR_FLAG (tmp, FLAG_FRIENDLY); |
|
|
769 | remove_friendly_object (tmp); |
|
|
770 | tmp->attack_movement = 0; |
762 | tmp->attack_movement = 0; |
771 | /* lots of checks here, but want to make sure we don't |
763 | /* lots of checks here, but want to make sure we don't |
772 | * dereference a null value |
764 | * dereference a null value |
773 | */ |
765 | */ |
774 | if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) |
766 | if (tmp->type == GOLEM |
|
|
767 | && tmp->owner |
|
|
768 | && tmp->owner->type == PLAYER |
|
|
769 | && tmp->owner->contr->golem == tmp) |
775 | tmp->owner->contr->ranges[range_golem] = 0; |
770 | tmp->owner->contr->golem = 0; |
776 | |
771 | |
777 | tmp->owner = 0; |
772 | tmp->owner = 0; |
|
|
773 | |
|
|
774 | remove_friendly_object (tmp); |
778 | } |
775 | } |
779 | break; |
776 | break; |
|
|
777 | |
780 | case 1: /* angry -- get neutral monsters mad */ |
778 | case 1: /* angry -- get neutral monsters mad */ |
781 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
779 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
782 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
780 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
783 | break; |
781 | break; |
|
|
782 | |
784 | case 2: /* calm -- pacify unfriendly monsters */ |
783 | case 2: /* calm -- pacify unfriendly monsters */ |
785 | if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
|
|
786 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
784 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
787 | break; |
785 | break; |
|
|
786 | |
788 | case 3: /* make all monsters fall asleep */ |
787 | case 3: /* make all monsters fall asleep */ |
789 | if (!QUERY_FLAG (tmp, FLAG_SLEEP)) |
|
|
790 | SET_FLAG (tmp, FLAG_SLEEP); |
788 | SET_FLAG (tmp, FLAG_SLEEP); |
791 | break; |
789 | break; |
|
|
790 | |
792 | case 4: /* charm all monsters */ |
791 | case 4: /* charm all monsters */ |
793 | if (op == source) |
792 | if (op == source) |
794 | break; /* only if 'connected' */ |
793 | break; /* only if 'connected' */ |
795 | |
794 | |
796 | for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ |
795 | if (object *pl = source->ms ().player ()) |
797 | tmp2->type != PLAYER; tmp2 = tmp2->above) |
796 | { |
798 | if (tmp2->above == NULL) |
797 | tmp->set_owner (pl); |
|
|
798 | SET_FLAG (tmp, FLAG_MONSTER); |
|
|
799 | |
|
|
800 | tmp->stats.exp = 0; |
|
|
801 | |
|
|
802 | add_friendly_object (tmp); |
|
|
803 | tmp->attack_movement = PETMOVE; |
|
|
804 | } |
799 | break; |
805 | break; |
800 | |
806 | |
801 | if (tmp2->type != PLAYER) |
807 | case 6: // kill monsters |
|
|
808 | if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
802 | break; |
809 | break; |
803 | |
810 | |
804 | tmp->set_owner (tmp2); |
811 | // FALL THROUGH |
805 | SET_FLAG (tmp, FLAG_MONSTER); |
812 | case 5: // kill all alives |
806 | |
813 | if (!tmp->flag [FLAG_PRECIOUS]) |
807 | tmp->stats.exp = 0; |
814 | { |
808 | SET_FLAG (tmp, FLAG_FRIENDLY); |
815 | archetype::get (shstr_burnout)->insert_at (tmp, source); |
809 | |
816 | tmp->destroy (); |
810 | add_friendly_object (tmp); |
817 | } |
811 | tmp->attack_movement = PETMOVE; |
|
|
812 | break; |
818 | break; |
813 | |
819 | |
814 | default: |
820 | default: |
815 | break; |
821 | break; |
816 | } |
822 | } |
… | |
… | |
828 | object *tmp, *ret = NULL; |
834 | object *tmp, *ret = NULL; |
829 | |
835 | |
830 | /* First check the object itself. */ |
836 | /* First check the object itself. */ |
831 | if ((trig->stats.hp && (op->type == trig->stats.hp)) |
837 | if ((trig->stats.hp && (op->type == trig->stats.hp)) |
832 | || (trig->slaying && (op->slaying == trig->slaying)) |
838 | || (trig->slaying && (op->slaying == trig->slaying)) |
833 | || (trig->race && (op->arch->name == trig->race))) |
839 | || (trig->race && (op->arch->archname == trig->race))) |
834 | return op; |
840 | return op; |
835 | |
841 | |
836 | for (tmp = op->inv; tmp; tmp = tmp->below) |
842 | for (tmp = op->inv; tmp; tmp = tmp->below) |
837 | { |
843 | { |
838 | if (tmp->inv) |
844 | if (tmp->inv) |
… | |
… | |
841 | if (ret) |
847 | if (ret) |
842 | return ret; |
848 | return ret; |
843 | } |
849 | } |
844 | else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) |
850 | else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) |
845 | || (trig->slaying && (tmp->slaying == trig->slaying)) |
851 | || (trig->slaying && (tmp->slaying == trig->slaying)) |
846 | || (trig->race && (tmp->arch->name == trig->race))) |
852 | || (trig->race && (tmp->arch->archname == trig->race))) |
847 | return tmp; |
853 | return tmp; |
848 | } |
854 | } |
849 | return NULL; |
855 | return NULL; |
850 | } |
856 | } |
851 | |
857 | |
… | |
… | |
864 | * and has a matching item. Imagine what happens if someone steps on the inventory |
870 | * and has a matching item. Imagine what happens if someone steps on the inventory |
865 | * checker with a matching item, has it, activates the connection, throws the item |
871 | * checker with a matching item, has it, activates the connection, throws the item |
866 | * away, and then leaves the inventory checker. That would've caused an always-enabled |
872 | * away, and then leaves the inventory checker. That would've caused an always-enabled |
867 | * state in the inventory checker. This won't happen anymore now. |
873 | * state in the inventory checker. This won't happen anymore now. |
868 | * |
874 | * |
|
|
875 | * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check |
|
|
876 | * whether op is on this mapspace or not, because the value (1|0) depends |
|
|
877 | * on this information. also make sure to only push_button if op has |
|
|
878 | * a matching item (because when we do a push_button with value=0 timed gates |
|
|
879 | * will still open)! (i hope i got the semantics right this time) |
|
|
880 | * |
869 | */ |
881 | */ |
870 | void |
882 | void |
871 | check_inv (object *op, object *trig) |
883 | check_inv (object *op, object *trig) |
872 | { |
884 | { |
873 | trig->value = 0; // deactivate if none of the following conditions apply |
885 | trig->value = 0; // deactivate if none of the following conditions apply |
874 | |
886 | |
875 | if (object *pl = trig->ms ().player ()) |
887 | object *pl = trig->ms ().player (); |
876 | { |
|
|
877 | object *match = check_inv_recursive (pl, trig); |
888 | object *match = check_inv_recursive (op, trig); |
878 | |
889 | |
|
|
890 | // elmex: a note about (pl == op): |
|
|
891 | // if pl == 0 then the player has left this space |
|
|
892 | // if pl != 0 then a player is on this mapspace, but then |
|
|
893 | // we still have to check whether it's the player that triggered |
|
|
894 | // this inv-checker, because if not, then the op left this inv-checker |
|
|
895 | // and we have to set the value to 0 |
|
|
896 | |
879 | if (match && trig->last_sp) // match == having |
897 | if (match && trig->last_sp) // match == having |
880 | { |
898 | { |
881 | if (trig->last_heal) |
899 | if (trig->last_heal) |
882 | decrease_ob (match); |
900 | match->decrease (); |
883 | |
901 | |
884 | trig->value = 1; |
902 | trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
885 | } |
903 | push_button (trig); |
|
|
904 | } |
886 | else if (!match && !trig->last_sp) // match == not having |
905 | else if (!match && !trig->last_sp) // match == not having |
887 | trig->value = 1; |
|
|
888 | } |
906 | { |
889 | |
907 | trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
890 | push_button (trig); |
908 | push_button (trig); |
|
|
909 | } |
891 | } |
910 | } |
892 | |
911 | |