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Comparing deliantra/server/common/button.C (file contents):
Revision 1.19 by root, Mon Dec 25 11:25:49 2006 UTC vs.
Revision 1.53 by root, Thu Jan 8 19:23:43 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, int state, object *activator, object *originator)
39{ 39{
40 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
41 { 41 {
42 if (!ol->ob) 42 if (!ol->ob)
43 { 43 {
59 object *tmp = ol->ob; 59 object *tmp = ol->ob;
60 60
61 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63 continue; 63 continue;
64
64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
65 continue; 66 continue;
66 67
67 switch (tmp->type) 68 switch (tmp->type)
68 { 69 {
69 case GATE: 70 case GATE:
70 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"));
71 tmp->value = tmp->stats.maxsp ? !state : state; 76 tmp->value = tmp->stats.maxsp ? !state : state;
72 tmp->speed = 0.5; 77 tmp->set_speed (0.5);
73 update_ob_speed (tmp);
74 break; 78 break;
75 79
76 case CF_HANDLE: 80 case CF_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 81 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE); 82 update_object (tmp, UP_OBJ_FACE);
79 break; 83 break;
80 84
81 case SIGN: 85 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food) 90 if (tmp->stats.food)
86 tmp->last_eat++; 91 tmp->last_eat++;
87 } 92 }
88 break; 93 break;
89 94
90 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
91 tmp->value = 1; 97 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
94 break; 100 break;
95 101
96 case BUTTON: 102 case BUTTON:
97 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
98 tmp->value = state; 105 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
101 break; 108 break;
102 109
103 case MOOD_FLOOR: 110 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, activator);
105 break; 112 break;
106 113
107 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
117
108 tmp->speed = tmp->arch->clone.speed; 118 tmp->set_speed (tmp->arch->speed);
109 update_ob_speed (tmp); /* original values */
110 tmp->value = tmp->arch->clone.value; 119 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1; 120 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp; 121 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts 122 /* Handle multipart gates. We copy the value for the other parts
114 * from the head - this ensures that the data will consistent 123 * from the head - this ensures that the data will consistent
115 */ 124 */
116 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 125 for (object *part = tmp->more; part; part = part->more)
117 { 126 {
118 tmp->speed = tmp->head->speed; 127 part->value = tmp->value;
119 tmp->value = tmp->head->value; 128 part->stats.sp = tmp->stats.sp;
120 tmp->stats.sp = tmp->head->stats.sp; 129 part->stats.hp = tmp->stats.hp;
121 tmp->stats.hp = tmp->head->stats.hp;
122 update_ob_speed (tmp); 130 part->set_speed (tmp->speed);
123 } 131 }
124 break; 132 break;
125 133
126 case DIRECTOR: 134 case DIRECTOR:
127 case FIREWALL: 135 case FIREWALL:
128 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 136 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
129 move_firewall (tmp); 137 move_firewall (tmp);
130 else 138 else
131 { 139 {
132 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 140 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
133 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
134 animate_turning (tmp); 141 animate_turning (tmp);
135 } 142 }
136 break; 143 break;
137 144
138 case TELEPORTER: 145 case TELEPORTER:
142 case CREATOR: 149 case CREATOR:
143 move_creator (tmp); 150 move_creator (tmp);
144 break; 151 break;
145 152
146 case TRIGGER_MARKER: 153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
147 move_marker (tmp); 155 move_marker (tmp);
148 break; 156 break;
149 157
150 case DUPLICATOR: 158 case DUPLICATOR:
151 move_duplicator (tmp); 159 move_duplicator (tmp);
160 break;
161
162 case MAPSCRIPT:
163 cfperl_mapscript_activate (tmp, state, activator, originator);
152 break; 164 break;
153 } 165 }
154 } 166 }
155} 167}
156 168
165 * Changed the routine to loop through _all_ objects. 177 * Changed the routine to loop through _all_ objects.
166 * Better hurry with that linked list... 178 * Better hurry with that linked list...
167 * 179 *
168 */ 180 */
169void 181void
170push_button (object *op) 182push_button (object *op, object *originator)
171{ 183{
172 oblinkpt *obp = get_button_links (op); 184 if (oblinkpt *obp = op->find_link ())
173 185 {
174 if (!obp) 186 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
175 return; 187 return;
176 188
177 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
178 return;
179
180 activate_connection_link (obp->link, op->value, op); 189 activate_connection_link (obp->link, op->value, op, originator);
190 }
181} 191}
182 192
183/* 193/*
184 * elmex: 194 * elmex:
185 * This activates a connection, similar to push_button (object *op) but it takes 195 * This activates a connection, similar to push_button (object *op) but it takes
187 * the connection was 'state' or 'released'. So that you can activate objects 197 * the connection was 'state' or 'released'. So that you can activate objects
188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 198 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
189 * 199 *
190 */ 200 */
191void 201void
192activate_connection (maptile *map, long connection, bool state) 202maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
193{ 203{
194 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 204 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
195 return; 205 return;
196 206
197 oblinkpt *obp = get_connection_links (map, connection); 207 if (oblinkpt *obp = find_link (id))
198
199 if (obp)
200 activate_connection_link (obp->link, state); 208 activate_connection_link (obp->link, state, activator, originator);
201} 209}
202 210
203/* 211/*
204 * Updates everything connected with the button op. 212 * Updates everything connected with the button op.
205 * After changing the state of a button, this function must be called 213 * After changing the state of a button, this function must be called
206 * to make sure that all gates and other buttons connected to the 214 * to make sure that all gates and other buttons connected to the
207 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
208 */ 216 */
209void 217void
210update_button (object *op) 218update_button (object *op, object *originator)
211{ 219{
212 object *ab, *tmp, *head;
213 int tot, any_down = 0, old_value = op->value; 220 int any_down = 0, old_value = op->value;
214 oblinkpt *obp = 0;
215 objectlink *ol;
216 221
217 obp = get_button_links (op); 222 if (oblinkpt *obp = op->find_link ())
218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
219 if (obp)
220 for (ol = obp->link; ol; ol = ol->next) 223 for (objectlink *ol = obp->link; ol; ol = ol->next)
221 { 224 {
222 if (!ol->ob) 225 if (!ol->ob)
223 { 226 {
224 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 227 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
225 continue; 228 continue;
226 } 229 }
227 230
228 tmp = ol->ob; 231 object *tmp = ol->ob;
232
229 if (tmp->type == BUTTON) 233 if (tmp->type == BUTTON)
230 { 234 {
235 sint32 total = 0;
236
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 237 for (object *ab = tmp->above; ab; ab = ab->above)
232 /* Bug? The pedestal code below looks for the head of
233 * the object, this bit doesn't. I'd think we should check
234 * for head here also. Maybe it also makese sense to
235 * make the for ab=tmp->above loop common, and alter
236 * behaviour based on object within that loop?
237 */
238
239 /* Basically, if the move_type matches that on what the 238 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that 239 * button wants, we count it. The second check is so that
241 * objects don't move (swords, etc) will count. Note that 240 * objects who don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons 241 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects. 242 * that are only triggered by flying objects.
244 */ 243 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 245 total += ab->head_ ()->total_weight ();
247 246
248 tmp->value = (tot >= tmp->weight) ? 1 : 0; 247 tmp->value = total >= tmp->weight;
249 if (tmp->value) 248
250 any_down = 1; 249 any_down = any_down || tmp->value;
251 } 250 }
252 else if (tmp->type == PEDESTAL) 251 else if (tmp->type == PEDESTAL)
253 { 252 {
254 tmp->value = 0; 253 tmp->value = 0;
254
255 for (ab = tmp->above; ab != NULL; ab = ab->above) 255 for (object *ab = tmp->above; ab; ab = ab->above)
256 { 256 {
257 head = ab->head ? ab->head : ab; 257 object *head = ab->head_ ();
258
258 /* Same note regarding move_type for buttons above apply here. */ 259 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 260 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
260 (head->race == tmp->slaying || 261 && (head->race == tmp->slaying
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 262 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 263 || (tmp->slaying == shstr_player && head->type == PLAYER)))
263 tmp->value = 1; 264 tmp->value = 1;
264 } 265 }
265 if (tmp->value) 266
266 any_down = 1; 267 any_down = any_down || tmp->value;
267 } 268 }
268 } 269 }
270
269 if (any_down) /* If any other buttons were down, force this to remain down */ 271 if (any_down) /* If any other buttons were down, force this to remain down */
270 op->value = 1; 272 op->value = 1;
271 273
274 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
275
272 /* If this button hasn't changed, don't do anything */ 276 /* If this button hasn't changed, don't do anything */
273 if (op->value != old_value) 277 if (op->value != old_value)
274 { 278 {
275 SET_ANIMATION (op, op->value); 279 SET_ANIMATION (op, op->value);
276 update_object (op, UP_OBJ_FACE); 280 update_object (op, UP_OBJ_FACE);
277 push_button (op); /* Make all other buttons the same */ 281 push_button (op, originator); /* Make all other buttons the same */
278 }
279}
280
281/*
282 * Updates every button on the map (by calling update_button() for them).
283 */
284
285void
286update_buttons (maptile *m)
287{
288 objectlink *ol;
289 oblinkpt *obp;
290
291 for (obp = m->buttons; obp; obp = obp->next)
292 for (ol = obp->link; ol; ol = ol->next)
293 {
294 if (!ol->ob)
295 {
296 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
297 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
298 continue;
299 }
300
301 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
302 {
303 update_button (ol->ob);
304 break;
305 }
306 } 282 }
307} 283}
308 284
309void 285void
310use_trigger (object *op) 286use_trigger (object *op, object *originator)
311{ 287{
312
313 /* Toggle value */ 288 /* Toggle value */
314 op->value = !op->value; 289 op->value = !op->value;
290
315 push_button (op); 291 push_button (op, originator);
316} 292}
317 293
318/* 294/*
319 * Note: animate_object should be used instead of this, 295 * Note: animate_object should be used instead of this,
320 * but it can't handle animations in the 8 directions 296 * but it can't handle animations in the 8 directions
321 */ 297 */
322
323void 298void
324animate_turning (object *op) /* only one part objects */ 299animate_turning (object *op) /* only one part objects */
325{ 300{
326 if (++op->state >= NUM_ANIMATIONS (op) / 8) 301 if (++op->state >= NUM_ANIMATIONS (op) / 8)
327 op->state = 0; 302 op->state = 0;
344 */ 319 */
345 320
346int 321int
347check_altar_sacrifice (const object *altar, const object *sacrifice) 322check_altar_sacrifice (const object *altar, const object *sacrifice)
348{ 323{
349 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 324 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
325 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
326 && sacrifice->type != PLAYER)
350 { 327 {
351 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 328 if (ARCH_SACRIFICE (altar) == shstr_money
352 ARCH_SACRIFICE (altar) == sacrifice->name || 329 && sacrifice->type == MONEY
353 ARCH_SACRIFICE (altar) == sacrifice->slaying || 330 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
354 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
355 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
356 return 1; 331 return 1;
357 332
358 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 333 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
359 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 334 || ARCH_SACRIFICE (altar) == sacrifice->name
335 || ARCH_SACRIFICE (altar) == sacrifice->slaying
336 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
337 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
360 return 1; 338 return 1;
361 } 339 }
362 340
363 return 0; 341 return 0;
364} 342}
388 return 0; 366 return 0;
389 367
390 /* check_altar_sacrifice should have already verified that enough money 368 /* check_altar_sacrifice should have already verified that enough money
391 * has been dropped. 369 * has been dropped.
392 */ 370 */
393 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 371 if (ARCH_SACRIFICE (altar) == shstr_money)
394 { 372 {
395 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 373 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
396 374
397 /* Round up any sacrifices. Altars don't make change either */ 375 /* Round up any sacrifices. Altars don't make change either */
398 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 376 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
399 number++; 377 number++;
400 378
401 *sacrifice = decrease_ob_nr (*sacrifice, number); 379 if (!(*sacrifice)->decrease (number))
380 *sacrifice = 0;
402 } 381 }
403 else 382 else
404 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 383 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
384 *sacrifice = 0;
405 385
406 if (altar->msg) 386 if (altar->msg)
407 new_info_map (NDI_BLACK, altar->map, altar->msg); 387 new_info_map (NDI_BLACK, altar->map, altar->msg);
408 388
409 return 1; 389 return 1;
410} 390}
411 391
412void 392void
413trigger_move (object *op, int state) /* 1 down and 0 up */ 393trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
414{ 394{
415 op->stats.wc = state; 395 op->stats.wc = state;
396
416 if (state) 397 if (state)
417 { 398 {
418 use_trigger (op); 399 use_trigger (op, originator);
419 if (op->stats.exp > 0) /* check sanity */ 400 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
420 op->speed = 1.0 / op->stats.exp;
421 else
422 op->speed = 1.0;
423 update_ob_speed (op);
424 op->speed_left = -1; 401 op->speed_left = -1;
425 } 402 }
426 else 403 else
427 { 404 {
428 use_trigger (op); 405 use_trigger (op, originator);
429 op->speed = 0; 406 op->set_speed (0);
430 update_ob_speed (op);
431 } 407 }
432} 408}
433 409
434 410
435/* 411/*
451 int push = 0, tot = 0; 427 int push = 0, tot = 0;
452 int in_movement = op->stats.wc || op->speed; 428 int in_movement = op->stats.wc || op->speed;
453 429
454 switch (op->type) 430 switch (op->type)
455 { 431 {
456 case TRIGGER_BUTTON: 432 case TRIGGER_BUTTON:
457 if (op->weight > 0) 433 if (op->weight > 0)
458 { 434 {
459 if (cause) 435 if (cause)
460 { 436 {
461 for (tmp = op->above; tmp; tmp = tmp->above) 437 for (tmp = op->above; tmp; tmp = tmp->above)
462 /* Comment reproduced from update_buttons(): */ 438 /* Comment reproduced from update_buttons(): */
463 /* Basically, if the move_type matches that on what the 439 /* Basically, if the move_type matches that on what the
464 * button wants, we count it. The second check is so that 440 * button wants, we count it. The second check is so that
465 * objects that don't move (swords, etc) will count. Note that 441 * objects that don't move (swords, etc) will count. Note that
466 * this means that more work is needed to make buttons 442 * this means that more work is needed to make buttons
467 * that are only triggered by flying objects. 443 * that are only triggered by flying objects.
444 */
445 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
446 tot += tmp->head_ ()->total_weight ();
447
448 if (tot >= op->weight)
449 push = 1;
450
451 if (op->stats.ac == push)
452 return 0;
453
454 op->stats.ac = push;
455 if (NUM_ANIMATIONS (op) > 1)
456 {
457 SET_ANIMATION (op, push);
458 update_object (op, UP_OBJ_FACE);
459 }
460
461 if (in_movement || !push)
462 return 0;
463 }
464
465 trigger_move (op, push, cause);
466 }
467
468 return 0;
469
470 case TRIGGER_PEDESTAL:
471 if (cause)
472 {
473 for (tmp = op->above; tmp; tmp = tmp->above)
474 {
475 object *head = tmp->head_ ();
476
477 /* See comment in TRIGGER_BUTTON about move_types */
478 if (((head->move_type & op->move_on) || head->move_type == 0)
479 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
480 {
481 push = 1;
482 break;
483 }
484 }
485
486 if (op->stats.ac == push)
487 return 0;
488
489 op->stats.ac = push;
490
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, push);
494 update_object (op, UP_OBJ_FACE);
495 }
496
497 update_object (op, UP_OBJ_FACE);
498
499 if (in_movement || !push)
500 return 0;
501 }
502
503 trigger_move (op, push, cause);
504 return 0;
505
506 case TRIGGER_ALTAR:
507 if (cause)
508 {
509 if (in_movement)
510 return 0;
511
512 if (operate_altar (op, &cause))
513 {
514 if (NUM_ANIMATIONS (op) > 1)
515 {
516 SET_ANIMATION (op, 1);
517 update_object (op, UP_OBJ_FACE);
518 }
519
520 if (op->last_sp >= 0)
521 {
522 trigger_move (op, 1, cause);
523
524 if (op->last_sp > 0)
525 op->last_sp = -op->last_sp;
526 }
527 else
528 {
529 /* for trigger altar with last_sp, the ON/OFF
530 * status (-> +/- value) is "simulated":
468 */ 531 */
469 532 op->value = !op->value;
470 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 533 trigger_move (op, 1, cause);
471 { 534 op->last_sp = -op->last_sp;
472 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 535 op->value = !op->value;
473 }
474 if (tot >= op->weight)
475 push = 1;
476 if (op->stats.ac == push)
477 return 0;
478 op->stats.ac = push;
479 if (NUM_ANIMATIONS (op) > 1)
480 {
481 SET_ANIMATION (op, push);
482 update_object (op, UP_OBJ_FACE);
483 } 536 }
484 if (in_movement || !push) 537
485 return 0; 538 return cause == NULL;
486 } 539 }
487 trigger_move (op, push);
488 } 540 else
489 return 0;
490
491 case TRIGGER_PEDESTAL:
492 if (cause)
493 {
494 for (tmp = op->above; tmp; tmp = tmp->above)
495 {
496 object *head = tmp->head ? tmp->head : tmp;
497
498 /* See comment in TRIGGER_BUTTON about move_types */
499 if (((head->move_type & op->move_on) || head->move_type == 0)
500 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
501 {
502 push = 1;
503 break;
504 }
505 }
506 if (op->stats.ac == push)
507 return 0; 541 return 0;
508 op->stats.ac = push; 542 }
543 else
544 {
509 if (NUM_ANIMATIONS (op) > 1) 545 if (NUM_ANIMATIONS (op) > 1)
510 { 546 {
511 SET_ANIMATION (op, push); 547 SET_ANIMATION (op, 0);
512 update_object (op, UP_OBJ_FACE); 548 update_object (op, UP_OBJ_FACE);
513 } 549 }
514 update_object (op, UP_OBJ_FACE);
515 if (in_movement || !push)
516 return 0;
517 }
518 trigger_move (op, push);
519 return 0;
520 550
521 case TRIGGER_ALTAR:
522 if (cause)
523 {
524 if (in_movement)
525 return 0;
526 if (operate_altar (op, &cause))
527 {
528 if (NUM_ANIMATIONS (op) > 1)
529 {
530 SET_ANIMATION (op, 1);
531 update_object (op, UP_OBJ_FACE);
532 }
533 if (op->last_sp >= 0)
534 {
535 trigger_move (op, 1);
536 if (op->last_sp > 0)
537 op->last_sp = -op->last_sp;
538 }
539 else
540 {
541 /* for trigger altar with last_sp, the ON/OFF
542 * status (-> +/- value) is "simulated":
543 */
544 op->value = !op->value;
545 trigger_move (op, 1);
546 op->last_sp = -op->last_sp;
547 op->value = !op->value;
548 }
549 return cause == NULL;
550 }
551 else
552 {
553 return 0;
554 }
555 }
556 else
557 {
558 if (NUM_ANIMATIONS (op) > 1)
559 {
560 SET_ANIMATION (op, 0);
561 update_object (op, UP_OBJ_FACE);
562 }
563
564 /* If trigger_altar has "last_sp > 0" set on the map, 551 /* If trigger_altar has "last_sp > 0" set on the map,
565 * it will push the connected value only once per sacrifice. 552 * it will push the connected value only once per sacrifice.
566 * Otherwise (default), the connected value will be 553 * Otherwise (default), the connected value will be
567 * pushed twice: First by sacrifice, second by reset! -AV 554 * pushed twice: First by sacrifice, second by reset! -AV
568 */ 555 */
569 if (!op->last_sp) 556 if (!op->last_sp)
570 trigger_move (op, 0); 557 trigger_move (op, 0, cause);
571 else 558 else
572 { 559 {
573 op->stats.wc = 0; 560 op->stats.wc = 0;
574 op->value = !op->value; 561 op->value = !op->value;
575 op->speed = 0; 562 op->set_speed (0);
576 update_ob_speed (op);
577 } 563 }
578 } 564 }
579 return 0; 565 return 0;
580 566
581 case TRIGGER: 567 case TRIGGER:
582 if (cause) 568 if (cause)
583 { 569 {
584 if (in_movement) 570 if (in_movement)
585 return 0; 571 return 0;
572
586 push = 1; 573 push = 1;
587 } 574 }
575
588 if (NUM_ANIMATIONS (op) > 1) 576 if (NUM_ANIMATIONS (op) > 1)
589 { 577 {
590 SET_ANIMATION (op, push); 578 SET_ANIMATION (op, push);
591 update_object (op, UP_OBJ_FACE); 579 update_object (op, UP_OBJ_FACE);
592 } 580 }
581
593 trigger_move (op, push); 582 trigger_move (op, push, cause);
594 return 1; 583 return 1;
595 584
596 default: 585 default:
597 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 586 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
598 return 0; 587 return 0;
599 } 588 }
600} 589}
601 590
602void 591void
603add_button_link (object *button, maptile *map, int connected) 592object::add_link (maptile *map, shstr_tmp id)
604{ 593{
605 oblinkpt *obp;
606 objectlink *ol = get_objectlink ();
607
608 if (!map) 594 if (!map)
609 { 595 {
610 LOG (llevError, "Tried to add button-link without map.\n"); 596 LOG (llevError, "Tried to add button-link without map.\n");
611 return; 597 return;
612 } 598 }
613 599
614 button->path_attuned = connected; /* peterm: I need this so I can rebuild 600 flag [FLAG_IS_LINKED] = true;
615 a connected map from a template map. */
616 601
617 SET_FLAG (button, FLAG_IS_LINKED); 602 objectlink *ol = get_objectlink ();
618
619 ol->ob = button; 603 ol->ob = this;
620 604
621 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 605 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
622 ; 606 if (obp->id == id)
623
624 if (obp)
625 { 607 {
626 ol->next = obp->link; 608 ol->next = obp->link;
627 obp->link = ol; 609 obp->link = ol;
610 return;
628 } 611 }
629 else 612
630 {
631 obp = get_objectlinkpt (); 613 oblinkpt *obp = get_objectlinkpt ();
632 obp->value = connected; 614 obp->id = id;
633 615
634 obp->next = map->buttons; 616 obp->next = map->buttons;
635 map->buttons = obp; 617 map->buttons = obp;
636 obp->link = ol; 618 obp->link = ol;
637 }
638} 619}
639 620
640/* 621/*
641 * Remove the object from the linked lists of buttons in the map. 622 * Remove the object from the linked lists of buttons in the map.
642 * This is only needed by editors. 623 * This is only needed by editors.
643 */ 624 */
644
645void 625void
646remove_button_link (object *op) 626object::remove_link ()
647{ 627{
648 oblinkpt *obp; 628 if (!map)
649 objectlink **olp, *ol;
650
651 if (op->map == NULL)
652 { 629 {
653 LOG (llevError, "remove_button_link() in object without map.\n"); 630 LOG (llevError, "remove_button_link() in object without map.\n");
654 return; 631 return;
655 } 632 }
656 633
657 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 634 if (!flag [FLAG_IS_LINKED])
658 { 635 {
659 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 636 LOG (llevError, "remove_button_linked() in unlinked object.\n");
660 return; 637 return;
661 } 638 }
662 639
640 flag [FLAG_IS_LINKED] = false;
641
663 for (obp = op->map->buttons; obp; obp = obp->next) 642 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
664 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 643 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
665 if (ol->ob == op) 644 if ((*olp)->ob == this)
666 { 645 {
667 646 objectlink *ol = *olp;
668/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
669 obp->value, op->name, op->map->path);
670*/
671 *olp = ol->next; 647 *olp = ol->next;
672 delete ol; 648 delete ol;
673 return; 649 return;
674 } 650 }
675 651
676 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 652 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
677 CLEAR_FLAG (op, FLAG_IS_LINKED); 653}
654
655/*
656 * Updates every button on the map (by calling update_button() for them).
657 */
658void
659maptile::update_buttons ()
660{
661 for (oblinkpt *obp = buttons; obp; obp = obp->next)
662 for (objectlink *ol = obp->link; ol; ol = ol->next)
663 {
664 if (!ol->ob)
665 {
666 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
667 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
668 continue;
669 }
670
671 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
672 {
673 update_button (ol->ob, 0);
674 break;
675 }
676 }
678} 677}
679 678
680/* 679/*
681 * Gets the objectlink for this connection from the map. 680 * Gets the objectlink for this connection from the map.
682 */ 681 */
683oblinkpt * 682oblinkpt *
684get_connection_links (maptile *map, long connection) 683maptile::find_link (shstr_tmp id)
685{ 684{
686 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 685 for (oblinkpt *obp = buttons; obp; obp = obp->next)
687 if (obp->value == connection) 686 if (obp->id == id)
688 return obp; 687 return obp;
689 688
690 return 0; 689 return 0;
691} 690}
692 691
693/* 692/*
694 * Return the first objectlink in the objects linked to this one 693 * Return the first objectlink in the objects linked to this one
695 */ 694 */
696
697oblinkpt * 695oblinkpt *
698get_button_links (const object *button) 696object::find_link () const
699{ 697{
700 oblinkpt *obp; 698 if (map)
701 objectlink *ol;
702
703 if (!button->map)
704 return NULL;
705
706 for (obp = button->map->buttons; obp; obp = obp->next) 699 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
707 for (ol = obp->link; ol; ol = ol->next) 700 for (objectlink *ol = obp->link; ol; ol = ol->next)
708 if (ol->ob == button) 701 if (ol->ob == this)
709 return obp; 702 return obp;
710 703
711 return NULL;
712}
713
714/*
715 * Made as a separate function to increase efficiency
716 */
717
718int
719get_button_value (const object *button)
720{
721 oblinkpt *obp;
722 objectlink *ol;
723
724 if (!button->map)
725 return 0;
726 for (obp = button->map->buttons; obp; obp = obp->next)
727 for (ol = obp->link; ol; ol = ol->next)
728 if (ol->ob == button)
729 return obp->value;
730 return 0; 704 return 0;
731} 705}
732 706
733/* This routine makes monsters who are 707/* This routine makes monsters who are
734 * standing on the 'mood floor' change their 708 * standing on the 'mood floor' change their
736 * If floor is to be triggered must have 710 * If floor is to be triggered must have
737 * a speed of zero (default is 1 for all 711 * a speed of zero (default is 1 for all
738 * but the charm floor type). 712 * but the charm floor type).
739 * by b.t. thomas@nomad.astro.psu.edu 713 * by b.t. thomas@nomad.astro.psu.edu
740 */ 714 */
741
742void 715void
743do_mood_floor (object *op, object *source) 716do_mood_floor (object *op, object *source)
744{ 717{
745 object *tmp;
746 object *tmp2;
747
748 if (!source) 718 if (!source)
749 source = op; 719 source = op;
750 720
751 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 721 mapspace &ms = op->ms ();
722
723 if (!(ms.flags () & P_IS_ALIVE))
724 return;
725
726 object *tmp;
727
728 for (tmp = ms.top; tmp; tmp = tmp->below)
752 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 729 if (QUERY_FLAG (tmp, FLAG_MONSTER))
753 break; 730 break;
754 731
755 /* doesn't effect players, and if there is a player on this space, won't also 732 /* doesn't effect players, and if there is a player on this space, won't also
756 * be a monster here. 733 * be a monster here.
757 */ 734 */
735 //TODO: have players really FLAG_MONSTER? kept it for safety
758 if (!tmp || tmp->type == PLAYER) 736 if (!tmp || tmp->type == PLAYER)
759 return; 737 return;
760 738
761 switch (op->last_sp) 739 switch (op->last_sp)
762 { 740 {
763 case 0: /* furious--make all monsters mad */ 741 case 0: /* furious--make all monsters mad */
764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 742 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 743 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
744
766 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 745 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 { 746 {
768 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
769 remove_friendly_object (tmp);
770 tmp->attack_movement = 0; 747 tmp->attack_movement = 0;
771 /* lots of checks here, but want to make sure we don't 748 /* lots of checks here, but want to make sure we don't
772 * dereference a null value 749 * dereference a null value
773 */ 750 */
774 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 751 if (tmp->type == GOLEM
752 && tmp->owner
753 && tmp->owner->type == PLAYER
754 && tmp->owner->contr->golem == tmp)
775 tmp->owner->contr->ranges[range_golem] = 0; 755 tmp->owner->contr->golem = 0;
776 756
777 tmp->owner = 0; 757 tmp->owner = 0;
758
759 remove_friendly_object (tmp);
778 } 760 }
779 break; 761 break;
762
780 case 1: /* angry -- get neutral monsters mad */ 763 case 1: /* angry -- get neutral monsters mad */
781 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
782 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
783 break; 766 break;
767
784 case 2: /* calm -- pacify unfriendly monsters */ 768 case 2: /* calm -- pacify unfriendly monsters */
785 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
786 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 769 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
787 break; 770 break;
771
788 case 3: /* make all monsters fall asleep */ 772 case 3: /* make all monsters fall asleep */
789 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
790 SET_FLAG (tmp, FLAG_SLEEP); 773 SET_FLAG (tmp, FLAG_SLEEP);
791 break; 774 break;
775
792 case 4: /* charm all monsters */ 776 case 4: /* charm all monsters */
793 if (op == source) 777 if (op == source)
794 break; /* only if 'connected' */ 778 break; /* only if 'connected' */
795 779
796 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 780 if (object *pl = source->ms ().player ())
797 tmp2->type != PLAYER; tmp2 = tmp2->above) 781 {
798 if (tmp2->above == NULL) 782 tmp->set_owner (pl);
783 SET_FLAG (tmp, FLAG_MONSTER);
784
785 tmp->stats.exp = 0;
786
787 add_friendly_object (tmp);
788 tmp->attack_movement = PETMOVE;
789 }
799 break; 790 break;
800 791
801 if (tmp2->type != PLAYER) 792 case 6: // kill monsters
793 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
802 break; 794 break;
803 795
804 tmp->set_owner (tmp2); 796 // FALL THROUGH
805 SET_FLAG (tmp, FLAG_MONSTER); 797 case 5: // kill all alives
806 798 if (!tmp->flag [FLAG_PRECIOUS])
807 tmp->stats.exp = 0; 799 {
808 SET_FLAG (tmp, FLAG_FRIENDLY); 800 archetype::get (shstr_burnout)->insert_at (tmp, source);
809 801 tmp->destroy ();
810 add_friendly_object (tmp); 802 }
811 tmp->attack_movement = PETMOVE;
812 break; 803 break;
813 804
814 default: 805 default:
815 break; 806 break;
816 } 807 }
828 object *tmp, *ret = NULL; 819 object *tmp, *ret = NULL;
829 820
830 /* First check the object itself. */ 821 /* First check the object itself. */
831 if ((trig->stats.hp && (op->type == trig->stats.hp)) 822 if ((trig->stats.hp && (op->type == trig->stats.hp))
832 || (trig->slaying && (op->slaying == trig->slaying)) 823 || (trig->slaying && (op->slaying == trig->slaying))
833 || (trig->race && (op->arch->name == trig->race))) 824 || (trig->race && (op->arch->archname == trig->race)))
834 return op; 825 return op;
835 826
836 for (tmp = op->inv; tmp; tmp = tmp->below) 827 for (tmp = op->inv; tmp; tmp = tmp->below)
837 { 828 {
838 if (tmp->inv) 829 if (tmp->inv)
841 if (ret) 832 if (ret)
842 return ret; 833 return ret;
843 } 834 }
844 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 835 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
845 || (trig->slaying && (tmp->slaying == trig->slaying)) 836 || (trig->slaying && (tmp->slaying == trig->slaying))
846 || (trig->race && (tmp->arch->name == trig->race))) 837 || (trig->race && (tmp->arch->archname == trig->race)))
847 return tmp; 838 return tmp;
848 } 839 }
849 return NULL; 840 return NULL;
850} 841}
851 842
864 * and has a matching item. Imagine what happens if someone steps on the inventory 855 * and has a matching item. Imagine what happens if someone steps on the inventory
865 * checker with a matching item, has it, activates the connection, throws the item 856 * checker with a matching item, has it, activates the connection, throws the item
866 * away, and then leaves the inventory checker. That would've caused an always-enabled 857 * away, and then leaves the inventory checker. That would've caused an always-enabled
867 * state in the inventory checker. This won't happen anymore now. 858 * state in the inventory checker. This won't happen anymore now.
868 * 859 *
860 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
861 * whether op is on this mapspace or not, because the value (1|0) depends
862 * on this information. also make sure to only push_button if op has
863 * a matching item (because when we do a push_button with value=0 timed gates
864 * will still open)! (i hope i got the semantics right this time)
865 *
869 */ 866 */
870void 867void
871check_inv (object *op, object *trig) 868check_inv (object *op, object *trig)
872{ 869{
873 trig->value = 0; // deactivate if none of the following conditions apply 870 trig->value = 0; // deactivate if none of the following conditions apply
874 871
875 if (object *pl = trig->ms ().player ()) 872 object *pl = trig->ms ().player ();
876 {
877 object *match = check_inv_recursive (pl, trig); 873 object *match = check_inv_recursive (op, trig);
878 874
875 // elmex: a note about (pl == op):
876 // if pl == 0 then the player has left this space
877 // if pl != 0 then a player is on this mapspace, but then
878 // we still have to check whether it's the player that triggered
879 // this inv-checker, because if not, then the op left this inv-checker
880 // and we have to set the value to 0
881
879 if (match && trig->last_sp) // match == having 882 if (match && trig->last_sp) // match == having
880 { 883 {
881 if (trig->last_heal) 884 if (trig->last_heal)
882 decrease_ob (match); 885 match->decrease ();
883 886
884 trig->value = 1; 887 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
885 } 888 push_button (trig, op);
889 }
886 else if (!match && !trig->last_sp) // match == not having 890 else if (!match && !trig->last_sp) // match == not having
887 trig->value = 1;
888 } 891 {
889 892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
890 push_button (trig); 893 push_button (trig, op);
894 }
891} 895}
892 896

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