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Comparing deliantra/server/common/button.C (file contents):
Revision 1.18 by root, Thu Dec 21 01:33:49 2006 UTC vs.
Revision 1.52 by root, Thu Jan 8 04:35:03 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 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
31/* 30/*
32 * elmex: 31 * elmex:
33 * This function takes a objectlink list with all the objects are going to be activated. 32 * This function takes a objectlink list with all the objects are going to be activated.
34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 33 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
35 * The source argument can be 0 or the source object for this activation. 34 * The activator argument can be 0 or the source object for this activation.
35 * the originator is the player or monster who did something.
36 */ 36 */
37void 37static void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 38activate_connection_link (objectlink *ol, bool state, object *activator, object *originator)
39{ 39{
40 object *tmp = 0;
41
42 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
43 { 41 {
44 if (!ol->ob) 42 if (!ol->ob)
45 { 43 {
46 LOG (llevError, "Internal error in activate_connection_link.\n"); 44 LOG (llevError, "Internal error in activate_connection_link.\n");
55 * re-loaded. As such, just exit this function if that is the case. 53 * re-loaded. As such, just exit this function if that is the case.
56 */ 54 */
57 55
58 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 56 if (QUERY_FLAG (ol->ob, FLAG_FREED))
59 return; 57 return;
58
60 tmp = ol->ob; 59 object *tmp = ol->ob;
61 60
62 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 63 continue;
64
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue; 66 continue;
67 67
68 switch (tmp->type) 68 switch (tmp->type)
69 { 69 {
70 case GATE: 70 case GATE:
71 case HOLE: 71 case HOLE:
72 if (!tmp->active)
73 tmp->play_sound (tmp->sound
74 ? tmp->sound
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 76 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->speed = 0.5; 77 tmp->set_speed (0.5);
74 update_ob_speed (tmp);
75 break; 78 break;
76 79
77 case CF_HANDLE: 80 case CF_HANDLE:
78 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 81 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
79 update_object (tmp, UP_OBJ_FACE); 82 update_object (tmp, UP_OBJ_FACE);
80 break; 83 break;
81 84
82 case SIGN: 85 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
84 { 87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food) 90 if (tmp->stats.food)
87 tmp->last_eat++; 91 tmp->last_eat++;
88 } 92 }
89 break; 93 break;
90 94
91 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
92 tmp->value = 1; 97 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
95 break; 100 break;
96 101
97 case BUTTON: 102 case BUTTON:
98 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
99 tmp->value = state; 105 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
102 break; 108 break;
103 109
104 case MOOD_FLOOR: 110 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, activator);
106 break; 112 break;
107 113
108 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
117
109 tmp->speed = tmp->arch->clone.speed; 118 tmp->set_speed (tmp->arch->speed);
110 update_ob_speed (tmp); /* original values */
111 tmp->value = tmp->arch->clone.value; 119 tmp->value = tmp->arch->value;
112 tmp->stats.sp = 1; 120 tmp->stats.sp = 1;
113 tmp->stats.hp = tmp->stats.maxhp; 121 tmp->stats.hp = tmp->stats.maxhp;
114 /* Handle multipart gates. We copy the value for the other parts 122 /* Handle multipart gates. We copy the value for the other parts
115 * from the head - this ensures that the data will consistent 123 * from the head - this ensures that the data will consistent
116 */ 124 */
117 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 125 for (object *part = tmp->more; part; part = part->more)
118 { 126 {
119 tmp->speed = tmp->head->speed; 127 part->value = tmp->value;
120 tmp->value = tmp->head->value; 128 part->stats.sp = tmp->stats.sp;
121 tmp->stats.sp = tmp->head->stats.sp; 129 part->stats.hp = tmp->stats.hp;
122 tmp->stats.hp = tmp->head->stats.hp;
123 update_ob_speed (tmp); 130 part->set_speed (tmp->speed);
124 } 131 }
125 break; 132 break;
126 133
127 case DIRECTOR: 134 case DIRECTOR:
128 case FIREWALL: 135 case FIREWALL:
129 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 136 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
130 move_firewall (tmp); 137 move_firewall (tmp);
131 else 138 else
132 { 139 {
133 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 140 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
134 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 141 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
142
135 animate_turning (tmp); 143 animate_turning (tmp);
136 } 144 }
137 break; 145 break;
138 146
139 case TELEPORTER: 147 case TELEPORTER:
140 move_teleporter (tmp); 148 move_teleporter (tmp);
141 break; 149 break;
142 150
143 case CREATOR: 151 case CREATOR:
144 move_creator (tmp); 152 move_creator (tmp);
145 break; 153 break;
146 154
147 case TRIGGER_MARKER: 155 case TRIGGER_MARKER:
156 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
148 move_marker (tmp); 157 move_marker (tmp);
149 break; 158 break;
150 159
151 case DUPLICATOR: 160 case DUPLICATOR:
152 move_duplicator (tmp); 161 move_duplicator (tmp);
153 break; 162 break;
163
164 case MAPSCRIPT:
165 cfperl_mapscript_activate (tmp, state, activator, originator);
166 break;
154 } 167 }
155 } 168 }
156} 169}
157 170
158/* 171/*
166 * Changed the routine to loop through _all_ objects. 179 * Changed the routine to loop through _all_ objects.
167 * Better hurry with that linked list... 180 * Better hurry with that linked list...
168 * 181 *
169 */ 182 */
170void 183void
171push_button (object *op) 184push_button (object *op, object *originator)
172{ 185{
173 oblinkpt *obp = get_button_links (op); 186 if (oblinkpt *obp = op->find_link ())
174 187 {
175 if (!obp) 188 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
176 return; 189 return;
177 190
178 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
179 return;
180
181 activate_connection_link (obp->link, op->value, op); 191 activate_connection_link (obp->link, op->value, op, originator);
192 }
182} 193}
183 194
184/* 195/*
185 * elmex: 196 * elmex:
186 * This activates a connection, similar to push_button (object *op) but it takes 197 * This activates a connection, similar to push_button (object *op) but it takes
188 * the connection was 'state' or 'released'. So that you can activate objects 199 * the connection was 'state' or 'released'. So that you can activate objects
189 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 200 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
190 * 201 *
191 */ 202 */
192void 203void
193activate_connection (maptile *map, long connection, bool state) 204maptile::trigger (shstr_tmp id, bool state, object *activator, object *originator)
194{ 205{
195 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 206 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
196 return; 207 return;
197 208
198 oblinkpt *obp = get_connection_links (map, connection); 209 if (oblinkpt *obp = find_link (id))
199
200 if (obp)
201 activate_connection_link (obp->link, state); 210 activate_connection_link (obp->link, state, activator, originator);
202} 211}
203 212
204/* 213/*
205 * Updates everything connected with the button op. 214 * Updates everything connected with the button op.
206 * After changing the state of a button, this function must be called 215 * After changing the state of a button, this function must be called
207 * to make sure that all gates and other buttons connected to the 216 * to make sure that all gates and other buttons connected to the
208 * button reacts to the (eventual) change of state. 217 * button reacts to the (eventual) change of state.
209 */ 218 */
210void 219void
211update_button (object *op) 220update_button (object *op, object *originator)
212{ 221{
213 object *ab, *tmp, *head;
214 int tot, any_down = 0, old_value = op->value; 222 int any_down = 0, old_value = op->value;
215 oblinkpt *obp = 0;
216 objectlink *ol;
217 223
218 obp = get_button_links (op); 224 if (oblinkpt *obp = op->find_link ())
219 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
220 if (obp)
221 for (ol = obp->link; ol; ol = ol->next) 225 for (objectlink *ol = obp->link; ol; ol = ol->next)
222 { 226 {
223 if (!ol->ob) 227 if (!ol->ob)
224 { 228 {
225 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 229 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
226 continue; 230 continue;
227 } 231 }
228 232
229 tmp = ol->ob; 233 object *tmp = ol->ob;
234
230 if (tmp->type == BUTTON) 235 if (tmp->type == BUTTON)
231 { 236 {
237 sint32 total = 0;
238
232 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 239 for (object *ab = tmp->above; ab; ab = ab->above)
233 /* Bug? The pedestal code below looks for the head of
234 * the object, this bit doesn't. I'd think we should check
235 * for head here also. Maybe it also makese sense to
236 * make the for ab=tmp->above loop common, and alter
237 * behaviour based on object within that loop?
238 */
239
240 /* Basically, if the move_type matches that on what the 240 /* Basically, if the move_type matches that on what the
241 * button wants, we count it. The second check is so that 241 * button wants, we count it. The second check is so that
242 * objects don't move (swords, etc) will count. Note that 242 * objects who don't move (swords, etc) will count. Note that
243 * this means that more work is needed to make buttons 243 * this means that more work is needed to make buttons
244 * that are only triggered by flying objects. 244 * that are only triggered by flying objects.
245 */ 245 */
246 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 246 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
247 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 247 total += ab->head_ ()->total_weight ();
248 248
249 tmp->value = (tot >= tmp->weight) ? 1 : 0; 249 tmp->value = total >= tmp->weight;
250 if (tmp->value) 250
251 any_down = 1; 251 any_down = any_down || tmp->value;
252 } 252 }
253 else if (tmp->type == PEDESTAL) 253 else if (tmp->type == PEDESTAL)
254 { 254 {
255 tmp->value = 0; 255 tmp->value = 0;
256
256 for (ab = tmp->above; ab != NULL; ab = ab->above) 257 for (object *ab = tmp->above; ab; ab = ab->above)
257 { 258 {
258 head = ab->head ? ab->head : ab; 259 object *head = ab->head_ ();
260
259 /* Same note regarding move_type for buttons above apply here. */ 261 /* Same note regarding move_type for buttons above apply here. */
260 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 262 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
261 (head->race == tmp->slaying || 263 && (head->race == tmp->slaying
262 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 264 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
263 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 265 || (tmp->slaying == shstr_player && head->type == PLAYER)))
264 tmp->value = 1; 266 tmp->value = 1;
265 } 267 }
266 if (tmp->value) 268
267 any_down = 1; 269 any_down = any_down || tmp->value;
268 } 270 }
269 } 271 }
272
270 if (any_down) /* If any other buttons were down, force this to remain down */ 273 if (any_down) /* If any other buttons were down, force this to remain down */
271 op->value = 1; 274 op->value = 1;
272 275
276 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
277
273 /* If this button hasn't changed, don't do anything */ 278 /* If this button hasn't changed, don't do anything */
274 if (op->value != old_value) 279 if (op->value != old_value)
275 { 280 {
276 SET_ANIMATION (op, op->value); 281 SET_ANIMATION (op, op->value);
277 update_object (op, UP_OBJ_FACE); 282 update_object (op, UP_OBJ_FACE);
278 push_button (op); /* Make all other buttons the same */ 283 push_button (op, originator); /* Make all other buttons the same */
279 }
280}
281
282/*
283 * Updates every button on the map (by calling update_button() for them).
284 */
285
286void
287update_buttons (maptile *m)
288{
289 objectlink *ol;
290 oblinkpt *obp;
291
292 for (obp = m->buttons; obp; obp = obp->next)
293 for (ol = obp->link; ol; ol = ol->next)
294 {
295 if (!ol->ob)
296 {
297 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
298 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
299 continue;
300 }
301
302 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
303 {
304 update_button (ol->ob);
305 break;
306 }
307 } 284 }
308} 285}
309 286
310void 287void
311use_trigger (object *op) 288use_trigger (object *op, object *originator)
312{ 289{
313
314 /* Toggle value */ 290 /* Toggle value */
315 op->value = !op->value; 291 op->value = !op->value;
292
316 push_button (op); 293 push_button (op, originator);
317} 294}
318 295
319/* 296/*
320 * Note: animate_object should be used instead of this, 297 * Note: animate_object should be used instead of this,
321 * but it can't handle animations in the 8 directions 298 * but it can't handle animations in the 8 directions
322 */ 299 */
323
324void 300void
325animate_turning (object *op) /* only one part objects */ 301animate_turning (object *op) /* only one part objects */
326{ 302{
327 if (++op->state >= NUM_ANIMATIONS (op) / 8) 303 if (++op->state >= NUM_ANIMATIONS (op) / 8)
328 op->state = 0; 304 op->state = 0;
345 */ 321 */
346 322
347int 323int
348check_altar_sacrifice (const object *altar, const object *sacrifice) 324check_altar_sacrifice (const object *altar, const object *sacrifice)
349{ 325{
350 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)
351 { 329 {
352 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 330 if (ARCH_SACRIFICE (altar) == shstr_money
353 ARCH_SACRIFICE (altar) == sacrifice->name || 331 && sacrifice->type == MONEY
354 ARCH_SACRIFICE (altar) == sacrifice->slaying || 332 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
355 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
356 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
357 return 1; 333 return 1;
358 334
359 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 335 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
360 && 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 ())
361 return 1; 340 return 1;
362 } 341 }
363 342
364 return 0; 343 return 0;
365} 344}
389 return 0; 368 return 0;
390 369
391 /* check_altar_sacrifice should have already verified that enough money 370 /* check_altar_sacrifice should have already verified that enough money
392 * has been dropped. 371 * has been dropped.
393 */ 372 */
394 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 373 if (ARCH_SACRIFICE (altar) == shstr_money)
395 { 374 {
396 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 375 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
397 376
398 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
399 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
400 number++; 379 number++;
401 380
402 *sacrifice = decrease_ob_nr (*sacrifice, number); 381 if (!(*sacrifice)->decrease (number))
382 *sacrifice = 0;
403 } 383 }
404 else 384 else
405 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 385 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
386 *sacrifice = 0;
406 387
407 if (altar->msg) 388 if (altar->msg)
408 new_info_map (NDI_BLACK, altar->map, altar->msg); 389 new_info_map (NDI_BLACK, altar->map, altar->msg);
409 390
410 return 1; 391 return 1;
411} 392}
412 393
413void 394void
414trigger_move (object *op, int state) /* 1 down and 0 up */ 395trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
415{ 396{
416 op->stats.wc = state; 397 op->stats.wc = state;
398
417 if (state) 399 if (state)
418 { 400 {
419 use_trigger (op); 401 use_trigger (op, originator);
420 if (op->stats.exp > 0) /* check sanity */ 402 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
421 op->speed = 1.0 / op->stats.exp;
422 else
423 op->speed = 1.0;
424 update_ob_speed (op);
425 op->speed_left = -1; 403 op->speed_left = -1;
426 } 404 }
427 else 405 else
428 { 406 {
429 use_trigger (op); 407 use_trigger (op, originator);
430 op->speed = 0; 408 op->set_speed (0);
431 update_ob_speed (op);
432 } 409 }
433} 410}
434 411
435 412
436/* 413/*
452 int push = 0, tot = 0; 429 int push = 0, tot = 0;
453 int in_movement = op->stats.wc || op->speed; 430 int in_movement = op->stats.wc || op->speed;
454 431
455 switch (op->type) 432 switch (op->type)
456 { 433 {
457 case TRIGGER_BUTTON: 434 case TRIGGER_BUTTON:
458 if (op->weight > 0) 435 if (op->weight > 0)
459 { 436 {
460 if (cause) 437 if (cause)
461 { 438 {
462 for (tmp = op->above; tmp; tmp = tmp->above) 439 for (tmp = op->above; tmp; tmp = tmp->above)
463 /* Comment reproduced from update_buttons(): */ 440 /* Comment reproduced from update_buttons(): */
464 /* Basically, if the move_type matches that on what the 441 /* Basically, if the move_type matches that on what the
465 * button wants, we count it. The second check is so that 442 * button wants, we count it. The second check is so that
466 * objects that don't move (swords, etc) will count. Note that 443 * objects that don't move (swords, etc) will count. Note that
467 * this means that more work is needed to make buttons 444 * this means that more work is needed to make buttons
468 * that are only triggered by flying objects. 445 * that are only triggered by flying objects.
446 */
447 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
448 tot += tmp->head_ ()->total_weight ();
449
450 if (tot >= op->weight)
451 push = 1;
452
453 if (op->stats.ac == push)
454 return 0;
455
456 op->stats.ac = push;
457 if (NUM_ANIMATIONS (op) > 1)
458 {
459 SET_ANIMATION (op, push);
460 update_object (op, UP_OBJ_FACE);
461 }
462
463 if (in_movement || !push)
464 return 0;
465 }
466
467 trigger_move (op, push, cause);
468 }
469
470 return 0;
471
472 case TRIGGER_PEDESTAL:
473 if (cause)
474 {
475 for (tmp = op->above; tmp; tmp = tmp->above)
476 {
477 object *head = tmp->head_ ();
478
479 /* See comment in TRIGGER_BUTTON about move_types */
480 if (((head->move_type & op->move_on) || head->move_type == 0)
481 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
482 {
483 push = 1;
484 break;
485 }
486 }
487
488 if (op->stats.ac == push)
489 return 0;
490
491 op->stats.ac = push;
492
493 if (NUM_ANIMATIONS (op) > 1)
494 {
495 SET_ANIMATION (op, push);
496 update_object (op, UP_OBJ_FACE);
497 }
498
499 update_object (op, UP_OBJ_FACE);
500
501 if (in_movement || !push)
502 return 0;
503 }
504
505 trigger_move (op, push, cause);
506 return 0;
507
508 case TRIGGER_ALTAR:
509 if (cause)
510 {
511 if (in_movement)
512 return 0;
513
514 if (operate_altar (op, &cause))
515 {
516 if (NUM_ANIMATIONS (op) > 1)
517 {
518 SET_ANIMATION (op, 1);
519 update_object (op, UP_OBJ_FACE);
520 }
521
522 if (op->last_sp >= 0)
523 {
524 trigger_move (op, 1, cause);
525
526 if (op->last_sp > 0)
527 op->last_sp = -op->last_sp;
528 }
529 else
530 {
531 /* for trigger altar with last_sp, the ON/OFF
532 * status (-> +/- value) is "simulated":
469 */ 533 */
470 534 op->value = !op->value;
471 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 535 trigger_move (op, 1, cause);
472 { 536 op->last_sp = -op->last_sp;
473 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 537 op->value = !op->value;
474 }
475 if (tot >= op->weight)
476 push = 1;
477 if (op->stats.ac == push)
478 return 0;
479 op->stats.ac = push;
480 if (NUM_ANIMATIONS (op) > 1)
481 {
482 SET_ANIMATION (op, push);
483 update_object (op, UP_OBJ_FACE);
484 } 538 }
485 if (in_movement || !push) 539
486 return 0; 540 return cause == NULL;
487 } 541 }
488 trigger_move (op, push);
489 } 542 else
490 return 0;
491
492 case TRIGGER_PEDESTAL:
493 if (cause)
494 {
495 for (tmp = op->above; tmp; tmp = tmp->above)
496 {
497 object *head = tmp->head ? tmp->head : tmp;
498
499 /* See comment in TRIGGER_BUTTON about move_types */
500 if (((head->move_type & op->move_on) || head->move_type == 0)
501 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
502 {
503 push = 1;
504 break;
505 }
506 }
507 if (op->stats.ac == push)
508 return 0; 543 return 0;
509 op->stats.ac = push; 544 }
545 else
546 {
510 if (NUM_ANIMATIONS (op) > 1) 547 if (NUM_ANIMATIONS (op) > 1)
511 { 548 {
512 SET_ANIMATION (op, push); 549 SET_ANIMATION (op, 0);
513 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
514 } 551 }
515 update_object (op, UP_OBJ_FACE);
516 if (in_movement || !push)
517 return 0;
518 }
519 trigger_move (op, push);
520 return 0;
521 552
522 case TRIGGER_ALTAR:
523 if (cause)
524 {
525 if (in_movement)
526 return 0;
527 if (operate_altar (op, &cause))
528 {
529 if (NUM_ANIMATIONS (op) > 1)
530 {
531 SET_ANIMATION (op, 1);
532 update_object (op, UP_OBJ_FACE);
533 }
534 if (op->last_sp >= 0)
535 {
536 trigger_move (op, 1);
537 if (op->last_sp > 0)
538 op->last_sp = -op->last_sp;
539 }
540 else
541 {
542 /* for trigger altar with last_sp, the ON/OFF
543 * status (-> +/- value) is "simulated":
544 */
545 op->value = !op->value;
546 trigger_move (op, 1);
547 op->last_sp = -op->last_sp;
548 op->value = !op->value;
549 }
550 return cause == NULL;
551 }
552 else
553 {
554 return 0;
555 }
556 }
557 else
558 {
559 if (NUM_ANIMATIONS (op) > 1)
560 {
561 SET_ANIMATION (op, 0);
562 update_object (op, UP_OBJ_FACE);
563 }
564
565 /* If trigger_altar has "last_sp > 0" set on the map, 553 /* If trigger_altar has "last_sp > 0" set on the map,
566 * it will push the connected value only once per sacrifice. 554 * it will push the connected value only once per sacrifice.
567 * Otherwise (default), the connected value will be 555 * Otherwise (default), the connected value will be
568 * pushed twice: First by sacrifice, second by reset! -AV 556 * pushed twice: First by sacrifice, second by reset! -AV
569 */ 557 */
570 if (!op->last_sp) 558 if (!op->last_sp)
571 trigger_move (op, 0); 559 trigger_move (op, 0, cause);
572 else 560 else
573 { 561 {
574 op->stats.wc = 0; 562 op->stats.wc = 0;
575 op->value = !op->value; 563 op->value = !op->value;
576 op->speed = 0; 564 op->set_speed (0);
577 update_ob_speed (op);
578 } 565 }
579 } 566 }
580 return 0; 567 return 0;
581 568
582 case TRIGGER: 569 case TRIGGER:
583 if (cause) 570 if (cause)
584 { 571 {
585 if (in_movement) 572 if (in_movement)
586 return 0; 573 return 0;
574
587 push = 1; 575 push = 1;
588 } 576 }
577
589 if (NUM_ANIMATIONS (op) > 1) 578 if (NUM_ANIMATIONS (op) > 1)
590 { 579 {
591 SET_ANIMATION (op, push); 580 SET_ANIMATION (op, push);
592 update_object (op, UP_OBJ_FACE); 581 update_object (op, UP_OBJ_FACE);
593 } 582 }
583
594 trigger_move (op, push); 584 trigger_move (op, push, cause);
595 return 1; 585 return 1;
596 586
597 default: 587 default:
598 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 588 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
599 return 0; 589 return 0;
600 } 590 }
601} 591}
602 592
603void 593void
604add_button_link (object *button, maptile *map, int connected) 594object::add_link (maptile *map, shstr_tmp id)
605{ 595{
606 oblinkpt *obp;
607 objectlink *ol = get_objectlink ();
608
609 if (!map) 596 if (!map)
610 { 597 {
611 LOG (llevError, "Tried to add button-link without map.\n"); 598 LOG (llevError, "Tried to add button-link without map.\n");
612 return; 599 return;
613 } 600 }
614 if (!editor)
615 button->path_attuned = connected; /* peterm: I need this so I can rebuild
616 a connected map from a template map. */
617 601
618/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 602 flag [FLAG_IS_LINKED] = true;
619 603
620 SET_FLAG (button, FLAG_IS_LINKED); 604 objectlink *ol = get_objectlink ();
621
622 ol->ob = button; 605 ol->ob = this;
623 606
624 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 607 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
625 608 if (obp->id == id)
626 if (obp)
627 { 609 {
628 ol->next = obp->link; 610 ol->next = obp->link;
629 obp->link = ol; 611 obp->link = ol;
612 return;
630 } 613 }
631 else 614
632 {
633 obp = get_objectlinkpt (); 615 oblinkpt *obp = get_objectlinkpt ();
634 obp->value = connected; 616 obp->id = id;
635 617
636 obp->next = map->buttons; 618 obp->next = map->buttons;
637 map->buttons = obp; 619 map->buttons = obp;
638 obp->link = ol; 620 obp->link = ol;
639 }
640} 621}
641 622
642/* 623/*
643 * Remove the object from the linked lists of buttons in the map. 624 * Remove the object from the linked lists of buttons in the map.
644 * This is only needed by editors. 625 * This is only needed by editors.
645 */ 626 */
646
647void 627void
648remove_button_link (object *op) 628object::remove_link ()
649{ 629{
650 oblinkpt *obp; 630 if (!map)
651 objectlink **olp, *ol;
652
653 if (op->map == NULL)
654 { 631 {
655 LOG (llevError, "remove_button_link() in object without map.\n"); 632 LOG (llevError, "remove_button_link() in object without map.\n");
656 return; 633 return;
657 } 634 }
658 635
659 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 636 if (!flag [FLAG_IS_LINKED])
660 { 637 {
661 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 638 LOG (llevError, "remove_button_linked() in unlinked object.\n");
662 return; 639 return;
663 } 640 }
664 641
642 flag [FLAG_IS_LINKED] = false;
643
665 for (obp = op->map->buttons; obp; obp = obp->next) 644 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
666 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 645 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
667 if (ol->ob == op) 646 if ((*olp)->ob == this)
668 { 647 {
669 648 objectlink *ol = *olp;
670/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
671 obp->value, op->name, op->map->path);
672*/
673 *olp = ol->next; 649 *olp = ol->next;
674 delete ol; 650 delete ol;
675 return; 651 return;
676 } 652 }
677 653
678 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 654 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
679 CLEAR_FLAG (op, FLAG_IS_LINKED); 655}
656
657/*
658 * Updates every button on the map (by calling update_button() for them).
659 */
660void
661maptile::update_buttons ()
662{
663 for (oblinkpt *obp = buttons; obp; obp = obp->next)
664 for (objectlink *ol = obp->link; ol; ol = ol->next)
665 {
666 if (!ol->ob)
667 {
668 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
669 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
670 continue;
671 }
672
673 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
674 {
675 update_button (ol->ob, 0);
676 break;
677 }
678 }
680} 679}
681 680
682/* 681/*
683 * Gets the objectlink for this connection from the map. 682 * Gets the objectlink for this connection from the map.
684 */ 683 */
685oblinkpt * 684oblinkpt *
686get_connection_links (maptile *map, long connection) 685maptile::find_link (shstr_tmp id)
687{ 686{
688 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 687 for (oblinkpt *obp = buttons; obp; obp = obp->next)
689 if (obp->value == connection) 688 if (obp->id == id)
690 return obp; 689 return obp;
691 690
692 return 0; 691 return 0;
693} 692}
694 693
695/* 694/*
696 * Return the first objectlink in the objects linked to this one 695 * Return the first objectlink in the objects linked to this one
697 */ 696 */
698
699oblinkpt * 697oblinkpt *
700get_button_links (const object *button) 698object::find_link () const
701{ 699{
702 oblinkpt *obp; 700 if (map)
703 objectlink *ol;
704
705 if (!button->map)
706 return NULL;
707
708 for (obp = button->map->buttons; obp; obp = obp->next) 701 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
709 for (ol = obp->link; ol; ol = ol->next) 702 for (objectlink *ol = obp->link; ol; ol = ol->next)
710 if (ol->ob == button) 703 if (ol->ob == this)
711 return obp; 704 return obp;
712 705
713 return NULL;
714}
715
716/*
717 * Made as a separate function to increase efficiency
718 */
719
720int
721get_button_value (const object *button)
722{
723 oblinkpt *obp;
724 objectlink *ol;
725
726 if (!button->map)
727 return 0;
728 for (obp = button->map->buttons; obp; obp = obp->next)
729 for (ol = obp->link; ol; ol = ol->next)
730 if (ol->ob == button)
731 return obp->value;
732 return 0; 706 return 0;
733} 707}
734 708
735/* This routine makes monsters who are 709/* This routine makes monsters who are
736 * standing on the 'mood floor' change their 710 * standing on the 'mood floor' change their
738 * If floor is to be triggered must have 712 * If floor is to be triggered must have
739 * a speed of zero (default is 1 for all 713 * a speed of zero (default is 1 for all
740 * but the charm floor type). 714 * but the charm floor type).
741 * by b.t. thomas@nomad.astro.psu.edu 715 * by b.t. thomas@nomad.astro.psu.edu
742 */ 716 */
743
744void 717void
745do_mood_floor (object *op, object *source) 718do_mood_floor (object *op, object *source)
746{ 719{
747 object *tmp;
748 object *tmp2;
749
750 if (!source) 720 if (!source)
751 source = op; 721 source = op;
752 722
753 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 723 mapspace &ms = op->ms ();
724
725 if (!(ms.flags () & P_IS_ALIVE))
726 return;
727
728 object *tmp;
729
730 for (tmp = ms.top; tmp; tmp = tmp->below)
754 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 731 if (QUERY_FLAG (tmp, FLAG_MONSTER))
755 break; 732 break;
756 733
757 /* doesn't effect players, and if there is a player on this space, won't also 734 /* doesn't effect players, and if there is a player on this space, won't also
758 * be a monster here. 735 * be a monster here.
759 */ 736 */
737 //TODO: have players really FLAG_MONSTER? kept it for safety
760 if (!tmp || tmp->type == PLAYER) 738 if (!tmp || tmp->type == PLAYER)
761 return; 739 return;
762 740
763 switch (op->last_sp) 741 switch (op->last_sp)
764 { 742 {
765 case 0: /* furious--make all monsters mad */ 743 case 0: /* furious--make all monsters mad */
766 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 744 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
767 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 745 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
746
768 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 747 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
769 { 748 {
770 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
771 remove_friendly_object (tmp);
772 tmp->attack_movement = 0; 749 tmp->attack_movement = 0;
773 /* lots of checks here, but want to make sure we don't 750 /* lots of checks here, but want to make sure we don't
774 * dereference a null value 751 * dereference a null value
775 */ 752 */
776 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 753 if (tmp->type == GOLEM
754 && tmp->owner
755 && tmp->owner->type == PLAYER
756 && tmp->owner->contr->golem == tmp)
777 tmp->owner->contr->ranges[range_golem] = 0; 757 tmp->owner->contr->golem = 0;
778 758
779 tmp->owner = 0; 759 tmp->owner = 0;
760
761 remove_friendly_object (tmp);
780 } 762 }
781 break; 763 break;
764
782 case 1: /* angry -- get neutral monsters mad */ 765 case 1: /* angry -- get neutral monsters mad */
783 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 766 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
784 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 767 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
785 break; 768 break;
769
786 case 2: /* calm -- pacify unfriendly monsters */ 770 case 2: /* calm -- pacify unfriendly monsters */
787 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
788 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 771 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
789 break; 772 break;
773
790 case 3: /* make all monsters fall asleep */ 774 case 3: /* make all monsters fall asleep */
791 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
792 SET_FLAG (tmp, FLAG_SLEEP); 775 SET_FLAG (tmp, FLAG_SLEEP);
793 break; 776 break;
777
794 case 4: /* charm all monsters */ 778 case 4: /* charm all monsters */
795 if (op == source) 779 if (op == source)
796 break; /* only if 'connected' */ 780 break; /* only if 'connected' */
797 781
798 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 782 if (object *pl = source->ms ().player ())
799 tmp2->type != PLAYER; tmp2 = tmp2->above) 783 {
800 if (tmp2->above == NULL) 784 tmp->set_owner (pl);
785 SET_FLAG (tmp, FLAG_MONSTER);
786
787 tmp->stats.exp = 0;
788
789 add_friendly_object (tmp);
790 tmp->attack_movement = PETMOVE;
791 }
801 break; 792 break;
802 793
803 if (tmp2->type != PLAYER) 794 case 6: // kill monsters
795 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
804 break; 796 break;
805 797
806 tmp->set_owner (tmp2); 798 // FALL THROUGH
807 SET_FLAG (tmp, FLAG_MONSTER); 799 case 5: // kill all alives
808 800 if (!tmp->flag [FLAG_PRECIOUS])
809 tmp->stats.exp = 0; 801 {
810 SET_FLAG (tmp, FLAG_FRIENDLY); 802 archetype::get (shstr_burnout)->insert_at (tmp, source);
811 803 tmp->destroy ();
812 add_friendly_object (tmp); 804 }
813 tmp->attack_movement = PETMOVE;
814 break; 805 break;
815 806
816 default: 807 default:
817 break; 808 break;
818 } 809 }
830 object *tmp, *ret = NULL; 821 object *tmp, *ret = NULL;
831 822
832 /* First check the object itself. */ 823 /* First check the object itself. */
833 if ((trig->stats.hp && (op->type == trig->stats.hp)) 824 if ((trig->stats.hp && (op->type == trig->stats.hp))
834 || (trig->slaying && (op->slaying == trig->slaying)) 825 || (trig->slaying && (op->slaying == trig->slaying))
835 || (trig->race && (op->arch->name == trig->race))) 826 || (trig->race && (op->arch->archname == trig->race)))
836 return op; 827 return op;
837 828
838 for (tmp = op->inv; tmp; tmp = tmp->below) 829 for (tmp = op->inv; tmp; tmp = tmp->below)
839 { 830 {
840 if (tmp->inv) 831 if (tmp->inv)
843 if (ret) 834 if (ret)
844 return ret; 835 return ret;
845 } 836 }
846 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 837 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
847 || (trig->slaying && (tmp->slaying == trig->slaying)) 838 || (trig->slaying && (tmp->slaying == trig->slaying))
848 || (trig->race && (tmp->arch->name == trig->race))) 839 || (trig->race && (tmp->arch->archname == trig->race)))
849 return tmp; 840 return tmp;
850 } 841 }
851 return NULL; 842 return NULL;
852} 843}
853 844
866 * and has a matching item. Imagine what happens if someone steps on the inventory 857 * and has a matching item. Imagine what happens if someone steps on the inventory
867 * checker with a matching item, has it, activates the connection, throws the item 858 * checker with a matching item, has it, activates the connection, throws the item
868 * away, and then leaves the inventory checker. That would've caused an always-enabled 859 * away, and then leaves the inventory checker. That would've caused an always-enabled
869 * state in the inventory checker. This won't happen anymore now. 860 * state in the inventory checker. This won't happen anymore now.
870 * 861 *
862 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
863 * whether op is on this mapspace or not, because the value (1|0) depends
864 * on this information. also make sure to only push_button if op has
865 * a matching item (because when we do a push_button with value=0 timed gates
866 * will still open)! (i hope i got the semantics right this time)
867 *
871 */ 868 */
872void 869void
873check_inv (object *op, object *trig) 870check_inv (object *op, object *trig)
874{ 871{
875 trig->value = 0; // deactivate if none of the following conditions apply 872 trig->value = 0; // deactivate if none of the following conditions apply
876 873
877 if (object *pl = trig->ms ().player ()) 874 object *pl = trig->ms ().player ();
878 {
879 object *match = check_inv_recursive (pl, trig); 875 object *match = check_inv_recursive (op, trig);
880 876
877 // elmex: a note about (pl == op):
878 // if pl == 0 then the player has left this space
879 // if pl != 0 then a player is on this mapspace, but then
880 // we still have to check whether it's the player that triggered
881 // this inv-checker, because if not, then the op left this inv-checker
882 // and we have to set the value to 0
883
881 if (match && trig->last_sp) // match == having 884 if (match && trig->last_sp) // match == having
882 { 885 {
883 if (trig->last_heal) 886 if (trig->last_heal)
884 decrease_ob (match); 887 match->decrease ();
885 888
886 trig->value = 1; 889 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
887 } 890 push_button (trig, op);
891 }
888 else if (!match && !trig->last_sp) // match == not having 892 else if (!match && !trig->last_sp) // match == not having
889 trig->value = 1;
890 } 893 {
891 894 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
892 push_button (trig); 895 push_button (trig, op);
896 }
893} 897}
894 898

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