--- deliantra/server/common/button.C 2006/09/10 16:00:23 1.7
+++ deliantra/server/common/button.C 2008/09/29 10:20:48 1.48
@@ -1,34 +1,27 @@
-
/*
- * static char *rcsid_button_c =
- * "$Id: button.C,v 1.7 2006/09/10 16:00:23 root Exp $";
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Deliantra is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
*/
-/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2002 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
- The authors can be reached via e-mail at crossfire-devel@real-time.com
-*/
-
#include
-#include
/*
* This code is no longer highly inefficient 8)
@@ -43,15 +36,14 @@
void
activate_connection_link (objectlink * ol, bool state, object *source = 0)
{
- object *tmp = 0;
-
for (; ol; ol = ol->next)
{
- if (!ol->ob || ol->ob->count != ol->id)
+ if (!ol->ob)
{
- LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id);
+ LOG (llevError, "Internal error in activate_connection_link.\n");
continue;
}
+
/* a button link object can become freed when the map is saving. As
* a map is saved, objects are removed and freed, and if an object is
* on top of a button, this function is eventually called. If a map
@@ -62,100 +54,110 @@
if (QUERY_FLAG (ol->ob, FLAG_FREED))
return;
- tmp = ol->ob;
+
+ object *tmp = ol->ob;
/* if the criteria isn't appropriate, don't do anything */
if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
continue;
+
if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
continue;
switch (tmp->type)
{
- case GATE:
- case HOLE:
- tmp->value = tmp->stats.maxsp ? !state : state;
- tmp->speed = 0.5;
- update_ob_speed (tmp);
- break;
-
- case CF_HANDLE:
- SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
- update_object (tmp, UP_OBJ_FACE);
- break;
-
- case SIGN:
- if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
- {
- new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
- if (tmp->stats.food)
- tmp->last_eat++;
- }
- break;
-
- case ALTAR:
- tmp->value = 1;
- SET_ANIMATION (tmp, tmp->value);
- update_object (tmp, UP_OBJ_FACE);
- break;
-
- case BUTTON:
- case PEDESTAL:
- tmp->value = state;
- SET_ANIMATION (tmp, tmp->value);
- update_object (tmp, UP_OBJ_FACE);
- break;
-
- case MOOD_FLOOR:
- do_mood_floor (tmp, source);
- break;
-
- case TIMED_GATE:
- tmp->speed = tmp->arch->clone.speed;
- update_ob_speed (tmp); /* original values */
- tmp->value = tmp->arch->clone.value;
- tmp->stats.sp = 1;
- tmp->stats.hp = tmp->stats.maxhp;
- /* Handle multipart gates. We copy the value for the other parts
- * from the head - this ensures that the data will consistent
- */
- for (tmp = tmp->more; tmp != NULL; tmp = tmp->more)
- {
- tmp->speed = tmp->head->speed;
- tmp->value = tmp->head->value;
- tmp->stats.sp = tmp->head->stats.sp;
- tmp->stats.hp = tmp->head->stats.hp;
- update_ob_speed (tmp);
- }
- break;
-
- case DIRECTOR:
- case FIREWALL:
- if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
- move_firewall (tmp);
- else
- {
- if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
- tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
- animate_turning (tmp);
- }
- break;
-
- case TELEPORTER:
- move_teleporter (tmp);
- break;
-
- case CREATOR:
- move_creator (tmp);
- break;
-
- case TRIGGER_MARKER:
- move_marker (tmp);
- break;
-
- case DUPLICATOR:
- move_duplicator (tmp);
- break;
+ case GATE:
+ case HOLE:
+ if (!tmp->active)
+ tmp->play_sound (tmp->sound
+ ? tmp->sound
+ : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
+ tmp->value = tmp->stats.maxsp ? !state : state;
+ tmp->set_speed (0.5);
+ break;
+
+ case CF_HANDLE:
+ SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
+ update_object (tmp, UP_OBJ_FACE);
+ break;
+
+ case SIGN:
+ if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
+ {
+ tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
+ new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
+ if (tmp->stats.food)
+ tmp->last_eat++;
+ }
+ break;
+
+ case ALTAR:
+ tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
+ tmp->value = 1;
+ SET_ANIMATION (tmp, tmp->value);
+ update_object (tmp, UP_OBJ_FACE);
+ break;
+
+ case BUTTON:
+ case PEDESTAL:
+ tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
+ tmp->value = state;
+ SET_ANIMATION (tmp, tmp->value);
+ update_object (tmp, UP_OBJ_FACE);
+ break;
+
+ case MOOD_FLOOR:
+ do_mood_floor (tmp, source);
+ break;
+
+ case TIMED_GATE:
+ if (!tmp->active)
+ tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
+ tmp->set_speed (tmp->arch->speed);
+ tmp->value = tmp->arch->value;
+ tmp->stats.sp = 1;
+ tmp->stats.hp = tmp->stats.maxhp;
+ /* Handle multipart gates. We copy the value for the other parts
+ * from the head - this ensures that the data will consistent
+ */
+ for (object *part = tmp->more; part; part = part->more)
+ {
+ part->value = tmp->value;
+ part->stats.sp = tmp->stats.sp;
+ part->stats.hp = tmp->stats.hp;
+ part->set_speed (tmp->speed);
+ }
+ break;
+
+ case DIRECTOR:
+ case FIREWALL:
+ if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
+ move_firewall (tmp);
+ else
+ {
+ if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
+ tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
+
+ animate_turning (tmp);
+ }
+ break;
+
+ case TELEPORTER:
+ move_teleporter (tmp);
+ break;
+
+ case CREATOR:
+ move_creator (tmp);
+ break;
+
+ case TRIGGER_MARKER:
+ //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
+ move_marker (tmp);
+ break;
+
+ case DUPLICATOR:
+ move_duplicator (tmp);
+ break;
}
}
}
@@ -195,7 +197,7 @@
*
*/
void
-activate_connection (mapstruct *map, long connection, bool state)
+activate_connection (maptile *map, long connection, bool state)
{
if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
return;
@@ -212,69 +214,68 @@
* to make sure that all gates and other buttons connected to the
* button reacts to the (eventual) change of state.
*/
-
void
update_button (object *op)
{
- object *ab, *tmp, *head;
- int tot, any_down = 0, old_value = op->value;
+ int any_down = 0, old_value = op->value;
oblinkpt *obp = 0;
objectlink *ol;
obp = get_button_links (op);
- /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
if (obp)
for (ol = obp->link; ol; ol = ol->next)
{
- if (!ol->ob || ol->ob->count != ol->id)
+ if (!ol->ob)
{
LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
continue;
}
- tmp = ol->ob;
+
+ object *tmp = ol->ob;
+
if (tmp->type == BUTTON)
{
- for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
- /* Bug? The pedestal code below looks for the head of
- * the object, this bit doesn't. I'd think we should check
- * for head here also. Maybe it also makese sense to
- * make the for ab=tmp->above loop common, and alter
- * behaviour based on object within that loop?
- */
+ sint32 total = 0;
+ for (object *ab = tmp->above; ab; ab = ab->above)
/* Basically, if the move_type matches that on what the
- * button wants, we count it. The second check is so that
- * objects don't move (swords, etc) will count. Note that
+ * button wants, we count it. The second check is so that
+ * objects who don't move (swords, etc) will count. Note that
* this means that more work is needed to make buttons
* that are only triggered by flying objects.
*/
if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
- tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
+ total += ab->head_ ()->total_weight ();
- tmp->value = (tot >= tmp->weight) ? 1 : 0;
- if (tmp->value)
- any_down = 1;
+ tmp->value = total >= tmp->weight;
+
+ any_down = any_down || tmp->value;
}
else if (tmp->type == PEDESTAL)
{
tmp->value = 0;
- for (ab = tmp->above; ab != NULL; ab = ab->above)
+
+ for (object *ab = tmp->above; ab; ab = ab->above)
{
- head = ab->head ? ab->head : ab;
+ object *head = ab->head_ ();
+
/* Same note regarding move_type for buttons above apply here. */
- if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
- (head->race == tmp->slaying ||
- ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
- (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
+ if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
+ && (head->race == tmp->slaying
+ || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
+ || (tmp->slaying == shstr_player && head->type == PLAYER)))
tmp->value = 1;
}
- if (tmp->value)
- any_down = 1;
+
+ any_down = any_down || tmp->value;
}
}
+
if (any_down) /* If any other buttons were down, force this to remain down */
op->value = 1;
+ //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
+
/* If this button hasn't changed, don't do anything */
if (op->value != old_value)
{
@@ -284,37 +285,9 @@
}
}
-/*
- * Updates every button on the map (by calling update_button() for them).
- */
-
-void
-update_buttons (mapstruct *m)
-{
- objectlink *ol;
- oblinkpt *obp;
-
- for (obp = m->buttons; obp; obp = obp->next)
- for (ol = obp->link; ol; ol = ol->next)
- {
- if (!ol->ob || ol->ob->count != ol->id)
- {
- LOG (llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
- ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, ol->id, obp->value);
- continue;
- }
- if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
- {
- update_button (ol->ob);
- break;
- }
- }
-}
-
void
use_trigger (object *op)
{
-
/* Toggle value */
op->value = !op->value;
push_button (op);
@@ -324,7 +297,6 @@
* Note: animate_object should be used instead of this,
* but it can't handle animations in the 8 directions
*/
-
void
animate_turning (object *op) /* only one part objects */
{
@@ -351,22 +323,26 @@
int
check_altar_sacrifice (const object *altar, const object *sacrifice)
{
- if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
- {
- if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
- ARCH_SACRIFICE (altar) == sacrifice->name ||
- ARCH_SACRIFICE (altar) == sacrifice->slaying ||
- (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
- && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
+ if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
+ && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
+ && sacrifice->type != PLAYER)
+ {
+ if (ARCH_SACRIFICE (altar) == shstr_money
+ && sacrifice->type == MONEY
+ && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
return 1;
- if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
- && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
+
+ if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
+ || ARCH_SACRIFICE (altar) == sacrifice->name
+ || ARCH_SACRIFICE (altar) == sacrifice->slaying
+ || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
+ && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
return 1;
}
+
return 0;
}
-
/*
* operate_altar checks if sacrifice was accepted and removes sacrificed
* objects. If sacrifice was succeed return 1 else 0. Might be better to
@@ -376,11 +352,9 @@
* If this function returns 1, '*sacrifice' is modified to point to the
* remaining sacrifice, or is set to NULL if the sacrifice was used up.
*/
-
int
operate_altar (object *altar, object **sacrifice)
{
-
if (!altar->map)
{
LOG (llevError, "BUG: operate_altar(): altar has no map\n");
@@ -396,20 +370,24 @@
/* check_altar_sacrifice should have already verified that enough money
* has been dropped.
*/
- if (!strcmp (ARCH_SACRIFICE (altar), "money"))
+ if (ARCH_SACRIFICE (altar) == shstr_money)
{
int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
/* Round up any sacrifices. Altars don't make change either */
if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
number++;
- *sacrifice = decrease_ob_nr (*sacrifice, number);
+
+ if (!(*sacrifice)->decrease (number))
+ *sacrifice = 0;
}
else
- *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
+ if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
+ *sacrifice = 0;
if (altar->msg)
new_info_map (NDI_BLACK, altar->map, altar->msg);
+
return 1;
}
@@ -420,18 +398,13 @@
if (state)
{
use_trigger (op);
- if (op->stats.exp > 0) /* check sanity */
- op->speed = 1.0 / op->stats.exp;
- else
- op->speed = 1.0;
- update_ob_speed (op);
+ op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
op->speed_left = -1;
}
else
{
use_trigger (op);
- op->speed = 0;
- update_ob_speed (op);
+ op->set_speed (0);
}
}
@@ -457,154 +430,165 @@
switch (op->type)
{
- case TRIGGER_BUTTON:
- if (op->weight > 0)
- {
- if (cause)
- {
- for (tmp = op->above; tmp; tmp = tmp->above)
- /* Comment reproduced from update_buttons(): */
- /* Basically, if the move_type matches that on what the
- * button wants, we count it. The second check is so that
- * objects that don't move (swords, etc) will count. Note that
- * this means that more work is needed to make buttons
- * that are only triggered by flying objects.
- */
+ case TRIGGER_BUTTON:
+ if (op->weight > 0)
+ {
+ if (cause)
+ {
+ for (tmp = op->above; tmp; tmp = tmp->above)
+ /* Comment reproduced from update_buttons(): */
+ /* Basically, if the move_type matches that on what the
+ * button wants, we count it. The second check is so that
+ * objects that don't move (swords, etc) will count. Note that
+ * this means that more work is needed to make buttons
+ * that are only triggered by flying objects.
+ */
+ if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
+ tot += tmp->head_ ()->total_weight ();
+
+ if (tot >= op->weight)
+ push = 1;
+
+ if (op->stats.ac == push)
+ return 0;
+
+ op->stats.ac = push;
+ if (NUM_ANIMATIONS (op) > 1)
+ {
+ SET_ANIMATION (op, push);
+ update_object (op, UP_OBJ_FACE);
+ }
+
+ if (in_movement || !push)
+ return 0;
+ }
+ trigger_move (op, push);
+ }
+
+ return 0;
+
+ case TRIGGER_PEDESTAL:
+ if (cause)
+ {
+ for (tmp = op->above; tmp; tmp = tmp->above)
+ {
+ object *head = tmp->head_ ();
- if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
- {
- tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
- }
- if (tot >= op->weight)
+ /* See comment in TRIGGER_BUTTON about move_types */
+ if (((head->move_type & op->move_on) || head->move_type == 0)
+ && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
+ {
push = 1;
- if (op->stats.ac == push)
- return 0;
- op->stats.ac = push;
- if (NUM_ANIMATIONS (op) > 1)
- {
- SET_ANIMATION (op, push);
- update_object (op, UP_OBJ_FACE);
- }
- if (in_movement || !push)
- return 0;
- }
- trigger_move (op, push);
- }
- return 0;
-
- case TRIGGER_PEDESTAL:
- if (cause)
- {
- for (tmp = op->above; tmp; tmp = tmp->above)
- {
- object *head = tmp->head ? tmp->head : tmp;
-
- /* See comment in TRIGGER_BUTTON about move_types */
- if (((head->move_type & op->move_on) || head->move_type == 0)
- && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
- {
- push = 1;
- break;
- }
- }
- if (op->stats.ac == push)
- return 0;
- op->stats.ac = push;
- if (NUM_ANIMATIONS (op) > 1)
- {
- SET_ANIMATION (op, push);
- update_object (op, UP_OBJ_FACE);
- }
- update_object (op, UP_OBJ_FACE);
- if (in_movement || !push)
- return 0;
- }
- trigger_move (op, push);
- return 0;
-
- case TRIGGER_ALTAR:
- if (cause)
- {
- if (in_movement)
- return 0;
- if (operate_altar (op, &cause))
- {
- if (NUM_ANIMATIONS (op) > 1)
- {
- SET_ANIMATION (op, 1);
- update_object (op, UP_OBJ_FACE);
- }
- if (op->last_sp >= 0)
- {
- trigger_move (op, 1);
- if (op->last_sp > 0)
- op->last_sp = -op->last_sp;
- }
- else
- {
- /* for trigger altar with last_sp, the ON/OFF
- * status (-> +/- value) is "simulated":
- */
- op->value = !op->value;
- trigger_move (op, 1);
+ break;
+ }
+ }
+
+ if (op->stats.ac == push)
+ return 0;
+
+ op->stats.ac = push;
+
+ if (NUM_ANIMATIONS (op) > 1)
+ {
+ SET_ANIMATION (op, push);
+ update_object (op, UP_OBJ_FACE);
+ }
+
+ update_object (op, UP_OBJ_FACE);
+
+ if (in_movement || !push)
+ return 0;
+ }
+
+ trigger_move (op, push);
+ return 0;
+
+ case TRIGGER_ALTAR:
+ if (cause)
+ {
+ if (in_movement)
+ return 0;
+
+ if (operate_altar (op, &cause))
+ {
+ if (NUM_ANIMATIONS (op) > 1)
+ {
+ SET_ANIMATION (op, 1);
+ update_object (op, UP_OBJ_FACE);
+ }
+
+ if (op->last_sp >= 0)
+ {
+ trigger_move (op, 1);
+ if (op->last_sp > 0)
op->last_sp = -op->last_sp;
- op->value = !op->value;
- }
- return cause == NULL;
- }
- else
- {
- return 0;
- }
- }
- else
- {
- if (NUM_ANIMATIONS (op) > 1)
- {
- SET_ANIMATION (op, 0);
- update_object (op, UP_OBJ_FACE);
- }
-
- /* If trigger_altar has "last_sp > 0" set on the map,
- * it will push the connected value only once per sacrifice.
- * Otherwise (default), the connected value will be
- * pushed twice: First by sacrifice, second by reset! -AV
- */
- if (!op->last_sp)
- trigger_move (op, 0);
- else
- {
- op->stats.wc = 0;
- op->value = !op->value;
- op->speed = 0;
- update_ob_speed (op);
- }
- }
- return 0;
-
- case TRIGGER:
- if (cause)
- {
- if (in_movement)
- return 0;
- push = 1;
- }
- if (NUM_ANIMATIONS (op) > 1)
- {
- SET_ANIMATION (op, push);
- update_object (op, UP_OBJ_FACE);
- }
- trigger_move (op, push);
- return 1;
-
- default:
- LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
- return 0;
+ }
+ else
+ {
+ /* for trigger altar with last_sp, the ON/OFF
+ * status (-> +/- value) is "simulated":
+ */
+ op->value = !op->value;
+ trigger_move (op, 1);
+ op->last_sp = -op->last_sp;
+ op->value = !op->value;
+ }
+
+ return cause == NULL;
+ }
+ else
+ return 0;
+ }
+ else
+ {
+ if (NUM_ANIMATIONS (op) > 1)
+ {
+ SET_ANIMATION (op, 0);
+ update_object (op, UP_OBJ_FACE);
+ }
+
+ /* If trigger_altar has "last_sp > 0" set on the map,
+ * it will push the connected value only once per sacrifice.
+ * Otherwise (default), the connected value will be
+ * pushed twice: First by sacrifice, second by reset! -AV
+ */
+ if (!op->last_sp)
+ trigger_move (op, 0);
+ else
+ {
+ op->stats.wc = 0;
+ op->value = !op->value;
+ op->set_speed (0);
+ }
+ }
+ return 0;
+
+ case TRIGGER:
+ if (cause)
+ {
+ if (in_movement)
+ return 0;
+
+ push = 1;
+ }
+
+ if (NUM_ANIMATIONS (op) > 1)
+ {
+ SET_ANIMATION (op, push);
+ update_object (op, UP_OBJ_FACE);
+ }
+
+ trigger_move (op, push);
+ return 1;
+
+ default:
+ LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
+ return 0;
}
}
void
-add_button_link (object *button, mapstruct *map, int connected)
+add_button_link (object *button, maptile *map, int connected)
{
oblinkpt *obp;
objectlink *ol = get_objectlink ();
@@ -614,18 +598,16 @@
LOG (llevError, "Tried to add button-link without map.\n");
return;
}
- if (!editor)
- button->path_attuned = connected; /* peterm: I need this so I can rebuild
- a connected map from a template map. */
-/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
+ button->path_attuned = connected; /* peterm: I need this so I can rebuild
+ a connected map from a template map. */
SET_FLAG (button, FLAG_IS_LINKED);
ol->ob = button;
- ol->id = button->count;
- for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);
+ for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
+ ;
if (obp)
{
@@ -659,11 +641,13 @@
LOG (llevError, "remove_button_link() in object without map.\n");
return;
}
+
if (!QUERY_FLAG (op, FLAG_IS_LINKED))
{
LOG (llevError, "remove_button_linked() in unlinked object.\n");
return;
}
+
for (obp = op->map->buttons; obp; obp = obp->next)
for (olp = &obp->link; (ol = *olp); olp = &ol->next)
if (ol->ob == op)
@@ -673,9 +657,10 @@
obp->value, op->name, op->map->path);
*/
*olp = ol->next;
- free (ol);
+ delete ol;
return;
}
+
LOG (llevError, "remove_button_linked(): couldn't find object.\n");
CLEAR_FLAG (op, FLAG_IS_LINKED);
}
@@ -684,11 +669,12 @@
* Gets the objectlink for this connection from the map.
*/
oblinkpt *
-get_connection_links (mapstruct *map, long connection)
+get_connection_links (maptile *map, long connection)
{
for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
if (obp->value == connection)
return obp;
+
return 0;
}
@@ -704,10 +690,12 @@
if (!button->map)
return NULL;
+
for (obp = button->map->buttons; obp; obp = obp->next)
for (ol = obp->link; ol; ol = ol->next)
- if (ol->ob == button && ol->id == button->count)
+ if (ol->ob == button)
return obp;
+
return NULL;
}
@@ -725,7 +713,7 @@
return 0;
for (obp = button->map->buttons; obp; obp = obp->next)
for (ol = obp->link; ol; ol = ol->next)
- if (ol->ob == button && ol->id == button->count)
+ if (ol->ob == button)
return obp->value;
return 0;
}
@@ -742,77 +730,95 @@
void
do_mood_floor (object *op, object *source)
{
- object *tmp;
- object *tmp2;
-
if (!source)
source = op;
- for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
+ mapspace &ms = op->ms ();
+
+ if (!(ms.flags () & P_IS_ALIVE))
+ return;
+
+ object *tmp;
+
+ for (tmp = ms.top; tmp; tmp = tmp->below)
if (QUERY_FLAG (tmp, FLAG_MONSTER))
break;
/* doesn't effect players, and if there is a player on this space, won't also
* be a monster here.
*/
+ //TODO: have players really FLAG_MONSTER? kept it for safety
if (!tmp || tmp->type == PLAYER)
return;
switch (op->last_sp)
{
- case 0: /* furious--make all monsters mad */
- if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
- CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
- if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
- {
- CLEAR_FLAG (tmp, FLAG_FRIENDLY);
- remove_friendly_object (tmp);
- tmp->attack_movement = 0;
- /* lots of checks here, but want to make sure we don't
- * dereference a null value
- */
- if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp)
- {
- tmp->owner->contr->ranges[range_golem] = NULL;
- tmp->owner->contr->golem_count = 0;
- }
- tmp->owner = 0;
- }
- break;
- case 1: /* angry -- get neutral monsters mad */
- if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
- CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
- break;
- case 2: /* calm -- pacify unfriendly monsters */
- if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
- SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
- break;
- case 3: /* make all monsters fall asleep */
- if (!QUERY_FLAG (tmp, FLAG_SLEEP))
- SET_FLAG (tmp, FLAG_SLEEP);
- break;
- case 4: /* charm all monsters */
- if (op == source)
- break; /* only if 'connected' */
-
- for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */
- tmp2->type != PLAYER; tmp2 = tmp2->above)
- if (tmp2->above == NULL)
- break;
-
- if (tmp2->type != PLAYER)
- break;
- set_owner (tmp, tmp2);
- SET_FLAG (tmp, FLAG_MONSTER);
- tmp->stats.exp = 0;
- SET_FLAG (tmp, FLAG_FRIENDLY);
- add_friendly_object (tmp);
- tmp->attack_movement = PETMOVE;
- break;
+ case 0: /* furious--make all monsters mad */
+ if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
+ CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
+
+ if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
+ {
+ tmp->attack_movement = 0;
+ /* lots of checks here, but want to make sure we don't
+ * dereference a null value
+ */
+ if (tmp->type == GOLEM
+ && tmp->owner
+ && tmp->owner->type == PLAYER
+ && tmp->owner->contr->golem == tmp)
+ tmp->owner->contr->golem = 0;
- default:
+ tmp->owner = 0;
+
+ remove_friendly_object (tmp);
+ }
+ break;
+
+ case 1: /* angry -- get neutral monsters mad */
+ if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
+ CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
+ break;
+
+ case 2: /* calm -- pacify unfriendly monsters */
+ SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
+ break;
+
+ case 3: /* make all monsters fall asleep */
+ SET_FLAG (tmp, FLAG_SLEEP);
+ break;
+
+ case 4: /* charm all monsters */
+ if (op == source)
+ break; /* only if 'connected' */
+
+ if (object *pl = source->ms ().player ())
+ {
+ tmp->set_owner (pl);
+ SET_FLAG (tmp, FLAG_MONSTER);
+
+ tmp->stats.exp = 0;
+
+ add_friendly_object (tmp);
+ tmp->attack_movement = PETMOVE;
+ }
+ break;
+
+ case 6: // kill monsters
+ if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
break;
+ // FALL THROUGH
+ case 5: // kill all alives
+ if (!tmp->flag [FLAG_PRECIOUS])
+ {
+ archetype::get (shstr_burnout)->insert_at (tmp, source);
+ tmp->destroy (true);
+ }
+ break;
+
+ default:
+ break;
}
}
@@ -822,7 +828,6 @@
* race = match object archetype name flag
* hp = match object type (excpt type '0'== PLAYER)
*/
-
object *
check_inv_recursive (object *op, const object *trig)
{
@@ -830,7 +835,8 @@
/* First check the object itself. */
if ((trig->stats.hp && (op->type == trig->stats.hp))
- || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race)))
+ || (trig->slaying && (op->slaying == trig->slaying))
+ || (trig->race && (op->arch->archname == trig->race)))
return op;
for (tmp = op->inv; tmp; tmp = tmp->below)
@@ -842,7 +848,8 @@
return ret;
}
else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
- || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race)))
+ || (trig->slaying && (tmp->slaying == trig->slaying))
+ || (trig->race && (tmp->arch->archname == trig->race)))
return tmp;
}
return NULL;
@@ -855,46 +862,50 @@
* Values are: last_sp = 1/0 obj/no obj triggers
* last_heal = 1/0 remove/dont remove obj if triggered
* -b.t. (thomas@nomad.astro.psu.edu
+ *
+ * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
+ * because the check-inventory semantic essentially only applies when
+ * something is above the inventory checker.
+ * The semantic prior this change was: trigger if something has moved on or off
+ * and has a matching item. Imagine what happens if someone steps on the inventory
+ * checker with a matching item, has it, activates the connection, throws the item
+ * away, and then leaves the inventory checker. That would've caused an always-enabled
+ * state in the inventory checker. This won't happen anymore now.
+ *
+ * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
+ * whether op is on this mapspace or not, because the value (1|0) depends
+ * on this information. also make sure to only push_button if op has
+ * a matching item (because when we do a push_button with value=0 timed gates
+ * will still open)! (i hope i got the semantics right this time)
+ *
*/
-
void
check_inv (object *op, object *trig)
{
- object *match;
-
- if (op->type != PLAYER)
- return;
- match = check_inv_recursive (op, trig);
- if (match && trig->last_sp)
- {
- if (trig->last_heal)
- decrease_ob (match);
- use_trigger (trig);
- }
- else if (!match && !trig->last_sp)
- use_trigger (trig);
-}
+ trig->value = 0; // deactivate if none of the following conditions apply
+ object *pl = trig->ms ().player ();
+ object *match = check_inv_recursive (op, trig);
-/* This does a minimal check of the button link consistency for object
- * map. All it really does it much sure the object id link that is set
- * matches what the object has.
- */
-void
-verify_button_links (const mapstruct *map)
-{
- oblinkpt *obp;
- objectlink *ol;
+ // elmex: a note about (pl == op):
+ // if pl == 0 then the player has left this space
+ // if pl != 0 then a player is on this mapspace, but then
+ // we still have to check whether it's the player that triggered
+ // this inv-checker, because if not, then the op left this inv-checker
+ // and we have to set the value to 0
- if (!map)
- return;
+ if (match && trig->last_sp) // match == having
+ {
+ if (trig->last_heal)
+ match->decrease ();
- for (obp = map->buttons; obp; obp = obp->next)
+ trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
+ push_button (trig);
+ }
+ else if (!match && !trig->last_sp) // match == not having
{
- for (ol = obp->link; ol; ol = ol->next)
- {
- if (ol->id != ol->ob->count)
- LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
- }
+ trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
+ push_button (trig);
}
}
+