--- deliantra/server/common/button.C 2006/09/03 00:18:39 1.6
+++ deliantra/server/common/button.C 2008/04/21 23:35:24 1.44
@@ -1,33 +1,27 @@
/*
- * static char *rcsid_button_c =
- * "$Id: button.C,v 1.6 2006/09/03 00:18:39 root Exp $";
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2005,2006,2007 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)
@@ -39,17 +33,17 @@
* state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
* The source argument can be 0 or the source object for this activation.
*/
-void activate_connection_link (objectlink *ol, bool state, object *source = 0)
+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
@@ -60,102 +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 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 TELEPORTER:
- move_teleporter (tmp);
- 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 CREATOR:
- move_creator (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;
- case TRIGGER_MARKER:
- move_marker (tmp);
- break;
+ animate_turning (tmp);
+ }
+ break;
- case DUPLICATOR:
- move_duplicator (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;
}
}
}
@@ -172,14 +174,15 @@
* Better hurry with that linked list...
*
*/
-void push_button (object *op)
+void
+push_button (object *op)
{
oblinkpt *obp = get_button_links (op);
if (!obp)
return;
- if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value)))
+ if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
return;
activate_connection_link (obp->link, op->value, op);
@@ -193,12 +196,14 @@
* who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
*
*/
-void activate_connection (mapstruct *map, long connection, bool state)
+void
+activate_connection (maptile *map, long connection, bool state)
{
- if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state)))
+ if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
return;
oblinkpt *obp = get_connection_links (map, connection);
+
if (obp)
activate_connection_link (obp->link, state);
}
@@ -209,116 +214,95 @@
* 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;
+ oblinkpt *obp = 0;
+ objectlink *ol;
-void update_button(object *op) {
- object *ab,*tmp,*head;
- int tot,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) {
- LOG(llevDebug, "Internal error in update_button (%s).\n", &op->name);
- continue;
+ 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)
+ {
+ LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
+ continue;
}
- 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?
- */
-
- /* 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
- * 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;
-
- tmp->value=(tot>=tmp->weight)?1:0;
- if(tmp->value)
- any_down=1;
- } else if (tmp->type == PEDESTAL) {
- tmp->value = 0;
- for(ab=tmp->above; ab!=NULL; ab=ab->above) {
- head = ab->head ? ab->head : ab;
- /* 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)))
- tmp->value = 1;
+
+ tmp = ol->ob;
+ if (tmp->type == BUTTON)
+ {
+ for (ab = tmp->above, tot = 0; ab; ab = ab->above)
+ {
+ head = ab->head_ ();
+
+ /* Basically, if the move_type matches that on what the
+ * 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 ((head->move_type & tmp->move_on) || head->move_type == 0)
+ tot += head->total_weight ();
+ }
+
+ tmp->value = tot >= tmp->weight ? 1 : 0;
+ }
+ else if (tmp->type == PEDESTAL)
+ {
+ tmp->value = 0;
+
+ for (ab = tmp->above; ab; ab = ab->above)
+ {
+ 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)))
+ tmp->value = 1;
}
- if(tmp->value)
- any_down=1;
}
- }
- if(any_down) /* If any other buttons were down, force this to remain down */
- op->value=1;
- /* If this button hasn't changed, don't do anything */
- if (op->value != old_value) {
- SET_ANIMATION(op, op->value);
- update_object(op, UP_OBJ_FACE);
- push_button(op); /* Make all other buttons the same */
- }
-}
+ any_down = any_down || tmp->value;
+ }
-/*
- * Updates every button on the map (by calling update_button() for them).
- */
+ if (any_down) /* If any other buttons were down, force this to remain down */
+ op->value = 1;
-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;
- }
+ /* If this button hasn't changed, don't do anything */
+ if (op->value != old_value)
+ {
+ SET_ANIMATION (op, op->value);
+ update_object (op, UP_OBJ_FACE);
+ push_button (op); /* Make all other buttons the same */
}
}
-void use_trigger(object *op)
+void
+use_trigger (object *op)
{
-
- /* Toggle value */
- op->value = !op->value;
- push_button(op);
+ /* Toggle value */
+ op->value = !op->value;
+ push_button (op);
}
/*
* 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 */
+void
+animate_turning (object *op) /* only one part objects */
{
- if (++op->state >= NUM_ANIMATIONS(op)/8)
- op->state=0;
- SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 +
- op->state);
- update_object(op,UP_OBJ_FACE);
+ if (++op->state >= NUM_ANIMATIONS (op) / 8)
+ op->state = 0;
+ SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
+ update_object (op, UP_OBJ_FACE);
}
#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
@@ -334,28 +318,30 @@
* sacrificed. This fixes a bug of trying to put multiple altars/related
* objects on the same space that take the same sacrifice.
*/
-
-int check_altar_sacrifice (const object *altar, const object *sacrifice)
+
+int
+check_altar_sacrifice (const object *altar, const object *sacrifice)
{
- if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE)
- && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
+ 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))
- return 1;
- if (strcmp (ARCH_SACRIFICE(altar), "money") == 0
+ {
+ if (ARCH_SACRIFICE (altar) == shstr_money
&& sacrifice->type == MONEY
- && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar))
- return 1;
- }
+ && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
+ return 1;
+
+ 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
@@ -365,54 +351,59 @@
* 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)
+int
+operate_altar (object *altar, object **sacrifice)
{
-
- if ( ! altar->map) {
- LOG (llevError, "BUG: operate_altar(): altar has no map\n");
- return 0;
- }
+ if (!altar->map)
+ {
+ LOG (llevError, "BUG: operate_altar(): altar has no map\n");
+ return 0;
+ }
if (!altar->slaying || altar->value)
return 0;
- if ( ! check_altar_sacrifice (altar, *sacrifice))
+ if (!check_altar_sacrifice (altar, *sacrifice))
return 0;
/* check_altar_sacrifice should have already verified that enough money
* has been dropped.
*/
- if (!strcmp(ARCH_SACRIFICE(altar), "money")) {
- int number=NROF_SACRIFICE(altar) / (*sacrifice)->value;
+ 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++;
- /* 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);
+ new_info_map (NDI_BLACK, altar->map, altar->msg);
+
return 1;
}
-void trigger_move (object *op, int state) /* 1 down and 0 up */
+void
+trigger_move (object *op, int state) /* 1 down and 0 up */
{
- op->stats.wc = state;
- 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->speed_left = -1;
- } else {
- use_trigger(op);
- op->speed = 0;
- update_ob_speed(op);
+ op->stats.wc = state;
+ if (state)
+ {
+ use_trigger (op);
+ op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
+ op->speed_left = -1;
+ }
+ else
+ {
+ use_trigger (op);
+ op->set_speed (0);
}
}
@@ -429,170 +420,208 @@
*
* TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
*/
-int check_trigger (object *op, object *cause)
+int
+check_trigger (object *op, object *cause)
{
- object *tmp;
- int push = 0, tot = 0;
- int in_movement = op->stats.wc || op->speed;
+ object *tmp;
+ int push = 0, tot = 0;
+ int in_movement = op->stats.wc || op->speed;
- switch (op->type) {
+ 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.
- */
-
- 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)
+ 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 (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;
+
+ if (in_movement || !push)
+ return 0;
}
- trigger_move (op, push);
+ trigger_move (op, push);
}
- return 0;
+
+ 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 (cause)
+ {
+ for (tmp = op->above; tmp; tmp = tmp->above)
+ {
+ object *head = tmp->head_ ();
+
+ /* 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);
+
+ 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;
+
+ update_object (op, UP_OBJ_FACE);
+
+ if (in_movement || !push)
+ return 0;
}
- trigger_move (op, 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 (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)
+
+ 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);
- op->last_sp = -op->last_sp;
- op->value = !op->value;
+ 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;
+
+ return cause == NULL;
}
- } else {
- if (NUM_ANIMATIONS(op) > 1) {
- SET_ANIMATION (op, 0);
- update_object(op, UP_OBJ_FACE);
+ 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);
+
+ /* 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;
+ return 0;
case TRIGGER:
- if (cause) {
- if (in_movement)
- return 0;
- push = 1;
+ if (cause)
+ {
+ if (in_movement)
+ return 0;
+
+ push = 1;
}
- if (NUM_ANIMATIONS(op) > 1) {
- SET_ANIMATION (op, push);
- update_object(op, UP_OBJ_FACE);
+
+ if (NUM_ANIMATIONS (op) > 1)
+ {
+ SET_ANIMATION (op, push);
+ update_object (op, UP_OBJ_FACE);
}
- trigger_move (op, push);
- return 1;
+
+ trigger_move (op, push);
+ return 1;
default:
- LOG(llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
- return 0;
+ LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
+ return 0;
}
}
-void add_button_link(object *button, mapstruct *map, int connected) {
+void
+add_button_link (object *button, maptile *map, int connected)
+{
oblinkpt *obp;
- objectlink *ol = get_objectlink();
+ objectlink *ol = get_objectlink ();
- if (!map) {
- 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);*/
+ if (!map)
+ {
+ LOG (llevError, "Tried to add button-link without map.\n");
+ return;
+ }
- SET_FLAG(button,FLAG_IS_LINKED);
+ 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)
+ {
+ ol->next = obp->link;
+ obp->link = ol;
+ }
+ else
+ {
+ obp = get_objectlinkpt ();
+ obp->value = connected;
- if (obp) {
- ol->next = obp->link;
- obp->link = ol;
- } else {
- obp = get_objectlinkpt();
- obp->value = connected;
-
- obp->next = map->buttons;
- map->buttons = obp;
- obp->link = ol;
- }
+ obp->next = map->buttons;
+ map->buttons = obp;
+ obp->link = ol;
+ }
}
/*
@@ -600,40 +629,51 @@
* This is only needed by editors.
*/
-void remove_button_link(object *op) {
+void
+remove_button_link (object *op)
+{
oblinkpt *obp;
objectlink **olp, *ol;
- if (op->map == NULL) {
- 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;
- }
+ if (op->map == NULL)
+ {
+ 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) {
+ if (ol->ob == op)
+ {
+
/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
obp->value, op->name, op->map->path);
*/
- *olp = ol->next;
- free(ol);
- return;
- }
- LOG(llevError, "remove_button_linked(): couldn't find object.\n");
- CLEAR_FLAG(op,FLAG_IS_LINKED);
+ *olp = ol->next;
+ delete ol;
+ return;
+ }
+
+ LOG (llevError, "remove_button_linked(): couldn't find object.\n");
+ CLEAR_FLAG (op, FLAG_IS_LINKED);
}
/*
* Gets the objectlink for this connection from the map.
*/
-oblinkpt *get_connection_links (mapstruct *map, long connection)
+oblinkpt *
+get_connection_links (maptile *map, long connection)
{
- for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
+ for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
if (obp->value == connection)
return obp;
+
return 0;
}
@@ -641,16 +681,20 @@
* Return the first objectlink in the objects linked to this one
*/
-oblinkpt *get_button_links(const object *button) {
+oblinkpt *
+get_button_links (const object *button)
+{
oblinkpt *obp;
objectlink *ol;
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;
}
@@ -658,7 +702,9 @@
* Made as a separate function to increase efficiency
*/
-int get_button_value(const object *button) {
+int
+get_button_value (const object *button)
+{
oblinkpt *obp;
objectlink *ol;
@@ -666,7 +712,7 @@
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;
}
@@ -679,74 +725,99 @@
* but the charm floor type).
* by b.t. thomas@nomad.astro.psu.edu
*/
-
-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)
- 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.
- */
- 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;
- default:
- break;
+void
+do_mood_floor (object *op, object *source)
+{
+ if (!source)
+ source = op;
+
+ 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))
+ {
+ 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;
+
+ 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])
+ {
+ get_archetype ("burnout")->insert_at (tmp, source);
+ tmp->destroy ();
+ }
+ break;
+
+ default:
+ break;
}
}
@@ -756,28 +827,31 @@
* race = match object archetype name flag
* hp = match object type (excpt type '0'== PLAYER)
*/
-
-object * check_inv_recursive(object *op, const object *trig)
+object *
+check_inv_recursive (object *op, const object *trig)
{
- object *tmp,*ret=NULL;
+ object *tmp, *ret = NULL;
- /* 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)))
- return op;
-
- for(tmp=op->inv; tmp; tmp=tmp->below) {
- if (tmp->inv) {
- ret=check_inv_recursive(tmp, trig);
- if (ret) return ret;
+ /* First check the object itself. */
+ if ((trig->stats.hp && (op->type == trig->stats.hp))
+ || (trig->slaying && (op->slaying == trig->slaying))
+ || (trig->race && (op->arch->archname == trig->race)))
+ return op;
+
+ for (tmp = op->inv; tmp; tmp = tmp->below)
+ {
+ if (tmp->inv)
+ {
+ ret = check_inv_recursive (tmp, trig);
+ if (ret)
+ 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)))
- return tmp;
+ else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
+ || (trig->slaying && (tmp->slaying == trig->slaying))
+ || (trig->race && (tmp->arch->archname == trig->race)))
+ return tmp;
}
- return NULL;
+ return NULL;
}
/* check_inv(), a function to search the inventory,
@@ -787,37 +861,50 @@
* 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)
+{
+ trig->value = 0; // deactivate if none of the following conditions apply
-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);
-}
+ object *pl = trig->ms ().player ();
+ object *match = check_inv_recursive (op, trig);
+ // 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
-/* 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;
-
- if (!map) return;
+ if (match && trig->last_sp) // match == having
+ {
+ if (trig->last_heal)
+ match->decrease ();
- for (obp = map->buttons; obp; obp = obp->next) {
- 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);
+ }
+ else if (!match && !trig->last_sp) // match == not having
+ {
+ trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
+ push_button (trig);
}
}
+