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Comparing deliantra/server/common/button.C (file contents):
Revision 1.28 by root, Mon Jan 29 15:36:25 2007 UTC vs.
Revision 1.55 by root, Mon Oct 12 04:02:17 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27 25
28/* 26/*
29 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
30 */ 28 */
31 29
32/* 30/*
33 * elmex: 31 * elmex:
34 * 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.
35 * 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.
36 * 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.
37 */ 36 */
38void 37static void
39activate_connection_link (objectlink * ol, bool state, object *source = 0) 38activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
40{ 39{
41 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
42 { 41 {
43 if (!ol->ob) 42 if (!ol->ob)
44 { 43 {
60 object *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->set_speed (0.5); 77 tmp->set_speed (0.5);
74 break; 78 break;
75 79
76 case CF_HANDLE: 80 case CF_HANDLE:
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->set_speed (tmp->arch->clone.speed); 118 tmp->set_speed (tmp->arch->speed);
109 tmp->value = tmp->arch->clone.value; 119 tmp->value = tmp->arch->value;
110 tmp->stats.sp = 1; 120 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp; 121 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts 122 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent 123 * from the head - this ensures that the data will consistent
114 */ 124 */
115 for (tmp = tmp->more; tmp; tmp = tmp->more) 125 for (object *part = tmp->more; part; part = part->more)
116 { 126 {
117 tmp->value = tmp->head->value; 127 part->value = tmp->value;
118 tmp->stats.sp = tmp->head->stats.sp; 128 part->stats.sp = tmp->stats.sp;
119 tmp->stats.hp = tmp->head->stats.hp; 129 part->stats.hp = tmp->stats.hp;
120 tmp->set_speed (tmp->head->speed); 130 part->set_speed (tmp->speed);
121 } 131 }
122 break; 132 break;
123 133
124 case DIRECTOR: 134 case DIRECTOR:
125 case FIREWALL: 135 case FIREWALL:
126 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 136 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
127 move_firewall (tmp); 137 move_firewall (tmp);
128 else 138 else
129 { 139 {
130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 140 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
132 animate_turning (tmp); 141 animate_turning (tmp);
133 } 142 }
134 break; 143 break;
135 144
136 case TELEPORTER: 145 case TELEPORTER:
140 case CREATOR: 149 case CREATOR:
141 move_creator (tmp); 150 move_creator (tmp);
142 break; 151 break;
143 152
144 case TRIGGER_MARKER: 153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
145 move_marker (tmp); 155 move_marker (tmp);
146 break; 156 break;
147 157
148 case DUPLICATOR: 158 case DUPLICATOR:
149 move_duplicator (tmp); 159 move_duplicator (tmp);
160 break;
161
162 case MAPSCRIPT:
163 cfperl_mapscript_activate (tmp, state, activator, originator);
150 break; 164 break;
151 } 165 }
152 } 166 }
153} 167}
154 168
163 * Changed the routine to loop through _all_ objects. 177 * Changed the routine to loop through _all_ objects.
164 * Better hurry with that linked list... 178 * Better hurry with that linked list...
165 * 179 *
166 */ 180 */
167void 181void
168push_button (object *op) 182push_button (object *op, object *originator)
169{ 183{
170 oblinkpt *obp = get_button_links (op); 184 if (oblinkpt *obp = op->find_link ())
171 185 {
172 if (!obp) 186 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
173 return; 187 return;
174 188
175 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
176 return;
177
178 activate_connection_link (obp->link, op->value, op); 189 activate_connection_link (obp->link, op->value, op, originator);
190 }
179} 191}
180 192
181/* 193/*
182 * elmex: 194 * elmex:
183 * 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
185 * 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
186 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 198 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
187 * 199 *
188 */ 200 */
189void 201void
190activate_connection (maptile *map, long connection, bool state) 202maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
191{ 203{
192 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)))
193 return; 205 return;
194 206
195 oblinkpt *obp = get_connection_links (map, connection); 207 if (oblinkpt *obp = find_link (id))
196
197 if (obp)
198 activate_connection_link (obp->link, state); 208 activate_connection_link (obp->link, state, activator, originator);
199} 209}
200 210
201/* 211/*
202 * Updates everything connected with the button op. 212 * Updates everything connected with the button op.
203 * 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
204 * 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
205 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
206 */ 216 */
207void 217void
208update_button (object *op) 218update_button (object *op, object *originator)
209{ 219{
210 object *ab, *tmp, *head;
211 int tot, any_down = 0, old_value = op->value; 220 int any_down = 0, old_value = op->value;
212 oblinkpt *obp = 0;
213 objectlink *ol;
214 221
215 obp = get_button_links (op); 222 if (oblinkpt *obp = op->find_link ())
216 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
217 if (obp)
218 for (ol = obp->link; ol; ol = ol->next) 223 for (objectlink *ol = obp->link; ol; ol = ol->next)
219 { 224 {
220 if (!ol->ob) 225 if (!ol->ob)
221 { 226 {
222 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 227 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
223 continue; 228 continue;
224 } 229 }
225 230
226 tmp = ol->ob; 231 object *tmp = ol->ob;
232
227 if (tmp->type == BUTTON) 233 if (tmp->type == BUTTON)
228 { 234 {
235 sint32 total = 0;
236
229 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 237 for (object *ab = tmp->above; ab; ab = ab->above)
230 /* Bug? The pedestal code below looks for the head of
231 * the object, this bit doesn't. I'd think we should check
232 * for head here also. Maybe it also makese sense to
233 * make the for ab=tmp->above loop common, and alter
234 * behaviour based on object within that loop?
235 */
236
237 /* Basically, if the move_type matches that on what the 238 /* Basically, if the move_type matches that on what the
238 * button wants, we count it. The second check is so that 239 * button wants, we count it. The second check is so that
239 * objects don't move (swords, etc) will count. Note that 240 * objects who don't move (swords, etc) will count. Note that
240 * this means that more work is needed to make buttons 241 * this means that more work is needed to make buttons
241 * that are only triggered by flying objects. 242 * that are only triggered by flying objects.
242 */ 243 */
243 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
244 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 245 total += ab->head_ ()->total_weight ();
245 246
246 tmp->value = (tot >= tmp->weight) ? 1 : 0; 247 tmp->value = total >= tmp->weight;
247 if (tmp->value) 248
248 any_down = 1; 249 any_down = any_down || tmp->value;
249 } 250 }
250 else if (tmp->type == PEDESTAL) 251 else if (tmp->type == PEDESTAL)
251 { 252 {
253 bool is_match = is_match_expr (tmp->slaying);
252 tmp->value = 0; 254 tmp->value = 0;
255
253 for (ab = tmp->above; ab != NULL; ab = ab->above) 256 for (object *ab = tmp->above; ab; ab = ab->above)
254 { 257 {
255 head = ab->head ? ab->head : ab; 258 object *head = ab->head_ ();
259
256 /* Same note regarding move_type for buttons above apply here. */ 260 /* Same note regarding move_type for buttons above apply here. */
257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 261 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
262 if (is_match
263 ? match (tmp->slaying, head, tmp, originator)
258 (head->race == tmp->slaying || 264 : (head->race == tmp->slaying
259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 265 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 266 || (tmp->slaying == shstr_player && head->type == PLAYER)))
267 {
261 tmp->value = 1; 268 tmp->value = 1;
269 break;
270 }
262 } 271 }
263 if (tmp->value) 272
264 any_down = 1; 273 any_down = any_down || tmp->value;
265 } 274 }
266 } 275 }
276
267 if (any_down) /* If any other buttons were down, force this to remain down */ 277 if (any_down) /* If any other buttons were down, force this to remain down */
268 op->value = 1; 278 op->value = 1;
269 279
280 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
281
270 /* If this button hasn't changed, don't do anything */ 282 /* If this button hasn't changed, don't do anything */
271 if (op->value != old_value) 283 if (op->value != old_value)
272 { 284 {
273 SET_ANIMATION (op, op->value); 285 SET_ANIMATION (op, op->value);
274 update_object (op, UP_OBJ_FACE); 286 update_object (op, UP_OBJ_FACE);
275 push_button (op); /* Make all other buttons the same */ 287 push_button (op, originator); /* Make all other buttons the same */
276 } 288 }
277} 289}
278 290
279void 291void
280use_trigger (object *op) 292use_trigger (object *op, object *originator)
281{ 293{
282 /* Toggle value */ 294 /* Toggle value */
283 op->value = !op->value; 295 op->value = !op->value;
296
284 push_button (op); 297 push_button (op, originator);
285} 298}
286 299
287/* 300/*
288 * Note: animate_object should be used instead of this, 301 * Note: animate_object should be used instead of this,
289 * but it can't handle animations in the 8 directions 302 * but it can't handle animations in the 8 directions
310 * sacrificed. This fixes a bug of trying to put multiple altars/related 323 * sacrificed. This fixes a bug of trying to put multiple altars/related
311 * objects on the same space that take the same sacrifice. 324 * objects on the same space that take the same sacrifice.
312 */ 325 */
313 326
314int 327int
315check_altar_sacrifice (const object *altar, const object *sacrifice) 328check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
316{ 329{
317 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 330 if (sacrifice->flag [FLAG_UNPAID])
331 return 0;
332
333 if (is_match_expr (ARCH_SACRIFICE (altar)))
334 return match (ARCH_SACRIFICE (altar), altar, originator);
335
336 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
337 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
338 && sacrifice->type != PLAYER)
318 { 339 {
319 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 340 if (ARCH_SACRIFICE (altar) == shstr_money
320 ARCH_SACRIFICE (altar) == sacrifice->name || 341 && sacrifice->type == MONEY
321 ARCH_SACRIFICE (altar) == sacrifice->slaying || 342 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
322 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
323 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
324 return 1; 343 return 1;
325 344
326 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 345 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
327 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 346 || ARCH_SACRIFICE (altar) == sacrifice->name
347 || ARCH_SACRIFICE (altar) == sacrifice->slaying
348 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
349 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
328 return 1; 350 return 1;
329 } 351 }
330 352
331 return 0; 353 return 0;
332} 354}
339 * 361 *
340 * If this function returns 1, '*sacrifice' is modified to point to the 362 * If this function returns 1, '*sacrifice' is modified to point to the
341 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 363 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
342 */ 364 */
343int 365int
344operate_altar (object *altar, object **sacrifice) 366operate_altar (object *altar, object **sacrifice, object *originator)
345{ 367{
346 if (!altar->map) 368 if (!altar->map)
347 { 369 {
348 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 370 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
349 return 0; 371 return 0;
350 } 372 }
351 373
352 if (!altar->slaying || altar->value) 374 if (!altar->slaying || altar->value)
353 return 0; 375 return 0;
354 376
355 if (!check_altar_sacrifice (altar, *sacrifice)) 377 if (!check_altar_sacrifice (altar, *sacrifice, originator))
356 return 0; 378 return 0;
357 379
358 /* check_altar_sacrifice should have already verified that enough money 380 /* check_altar_sacrifice should have already verified that enough money
359 * has been dropped. 381 * has been dropped.
360 */ 382 */
361 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 383 if (ARCH_SACRIFICE (altar) == shstr_money)
362 { 384 {
363 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 385 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
364 386
365 /* Round up any sacrifices. Altars don't make change either */ 387 /* Round up any sacrifices. Altars don't make change either */
366 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 388 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
367 number++; 389 number++;
368 390
369 *sacrifice = decrease_ob_nr (*sacrifice, number); 391 if (!(*sacrifice)->decrease (number))
392 *sacrifice = 0;
370 } 393 }
371 else 394 else
372 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 395 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
396 *sacrifice = 0;
373 397
374 if (altar->msg) 398 if (altar->msg)
375 new_info_map (NDI_BLACK, altar->map, altar->msg); 399 new_info_map (NDI_BLACK, altar->map, altar->msg);
376 400
377 return 1; 401 return 1;
378} 402}
379 403
380void 404void
381trigger_move (object *op, int state) /* 1 down and 0 up */ 405trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
382{ 406{
383 op->stats.wc = state; 407 op->stats.wc = state;
408
384 if (state) 409 if (state)
385 { 410 {
386 use_trigger (op); 411 use_trigger (op, originator);
387 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 412 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
388 op->speed_left = -1; 413 op->speed_left = -1;
389 } 414 }
390 else 415 else
391 { 416 {
392 use_trigger (op); 417 use_trigger (op, originator);
393 op->set_speed (0); 418 op->set_speed (0);
394 } 419 }
395} 420}
396 421
397 422
406 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 431 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
407 * 432 *
408 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 433 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
409 */ 434 */
410int 435int
411check_trigger (object *op, object *cause) 436check_trigger (object *op, object *cause, object *originator)
412{ 437{
413 object *tmp; 438 object *tmp;
414 int push = 0, tot = 0; 439 int push = 0, tot = 0;
415 int in_movement = op->stats.wc || op->speed; 440 int in_movement = op->stats.wc || op->speed;
416 441
417 switch (op->type) 442 switch (op->type)
418 { 443 {
419 case TRIGGER_BUTTON: 444 case TRIGGER_BUTTON:
420 if (op->weight > 0) 445 if (op->weight > 0)
421 { 446 {
422 if (cause) 447 if (cause)
423 { 448 {
424 for (tmp = op->above; tmp; tmp = tmp->above) 449 for (tmp = op->above; tmp; tmp = tmp->above)
425 /* Comment reproduced from update_buttons(): */ 450 /* Comment reproduced from update_buttons(): */
426 /* Basically, if the move_type matches that on what the 451 /* Basically, if the move_type matches that on what the
427 * button wants, we count it. The second check is so that 452 * button wants, we count it. The second check is so that
428 * objects that don't move (swords, etc) will count. Note that 453 * objects that don't move (swords, etc) will count. Note that
429 * this means that more work is needed to make buttons 454 * this means that more work is needed to make buttons
430 * that are only triggered by flying objects. 455 * that are only triggered by flying objects.
456 */
457 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
458 tot += tmp->head_ ()->total_weight ();
459
460 if (tot >= op->weight)
461 push = 1;
462
463 if (op->stats.ac == push)
464 return 0;
465
466 op->stats.ac = push;
467 if (NUM_ANIMATIONS (op) > 1)
468 {
469 SET_ANIMATION (op, push);
470 update_object (op, UP_OBJ_FACE);
471 }
472
473 if (in_movement || !push)
474 return 0;
475 }
476
477 trigger_move (op, push, cause);
478 }
479
480 return 0;
481
482 case TRIGGER_PEDESTAL:
483 if (cause)
484 {
485 for (tmp = op->above; tmp; tmp = tmp->above)
486 {
487 object *head = tmp->head_ ();
488
489 /* See comment in TRIGGER_BUTTON about move_types */
490 if (((head->move_type & op->move_on) || head->move_type == 0)
491 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
492 {
493 push = 1;
494 break;
495 }
496 }
497
498 if (op->stats.ac == push)
499 return 0;
500
501 op->stats.ac = push;
502
503 if (NUM_ANIMATIONS (op) > 1)
504 {
505 SET_ANIMATION (op, push);
506 update_object (op, UP_OBJ_FACE);
507 }
508
509 update_object (op, UP_OBJ_FACE);
510
511 if (in_movement || !push)
512 return 0;
513 }
514
515 trigger_move (op, push, cause);
516 return 0;
517
518 case TRIGGER_ALTAR:
519 if (cause)
520 {
521 if (in_movement)
522 return 0;
523
524 if (operate_altar (op, &cause)) /* TODO: originator? */
525 {
526 if (NUM_ANIMATIONS (op) > 1)
527 {
528 SET_ANIMATION (op, 1);
529 update_object (op, UP_OBJ_FACE);
530 }
531
532 if (op->last_sp >= 0)
533 {
534 trigger_move (op, 1, cause);
535
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":
431 */ 543 */
432 544 op->value = !op->value;
433 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 545 trigger_move (op, 1, cause);
434 { 546 op->last_sp = -op->last_sp;
435 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 547 op->value = !op->value;
436 }
437 if (tot >= op->weight)
438 push = 1;
439 if (op->stats.ac == push)
440 return 0;
441 op->stats.ac = push;
442 if (NUM_ANIMATIONS (op) > 1)
443 {
444 SET_ANIMATION (op, push);
445 update_object (op, UP_OBJ_FACE);
446 } 548 }
447 if (in_movement || !push) 549
448 return 0; 550 return cause == NULL;
449 } 551 }
450 trigger_move (op, push);
451 } 552 else
452 return 0;
453
454 case TRIGGER_PEDESTAL:
455 if (cause)
456 {
457 for (tmp = op->above; tmp; tmp = tmp->above)
458 {
459 object *head = tmp->head ? tmp->head : tmp;
460
461 /* See comment in TRIGGER_BUTTON about move_types */
462 if (((head->move_type & op->move_on) || head->move_type == 0)
463 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
464 {
465 push = 1;
466 break;
467 }
468 }
469 if (op->stats.ac == push)
470 return 0; 553 return 0;
471 op->stats.ac = push; 554 }
555 else
556 {
472 if (NUM_ANIMATIONS (op) > 1) 557 if (NUM_ANIMATIONS (op) > 1)
473 { 558 {
474 SET_ANIMATION (op, push); 559 SET_ANIMATION (op, 0);
475 update_object (op, UP_OBJ_FACE); 560 update_object (op, UP_OBJ_FACE);
476 } 561 }
477 update_object (op, UP_OBJ_FACE);
478 if (in_movement || !push)
479 return 0;
480 }
481 trigger_move (op, push);
482 return 0;
483 562
484 case TRIGGER_ALTAR:
485 if (cause)
486 {
487 if (in_movement)
488 return 0;
489 if (operate_altar (op, &cause))
490 {
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, 1);
494 update_object (op, UP_OBJ_FACE);
495 }
496 if (op->last_sp >= 0)
497 {
498 trigger_move (op, 1);
499 if (op->last_sp > 0)
500 op->last_sp = -op->last_sp;
501 }
502 else
503 {
504 /* for trigger altar with last_sp, the ON/OFF
505 * status (-> +/- value) is "simulated":
506 */
507 op->value = !op->value;
508 trigger_move (op, 1);
509 op->last_sp = -op->last_sp;
510 op->value = !op->value;
511 }
512 return cause == NULL;
513 }
514 else
515 {
516 return 0;
517 }
518 }
519 else
520 {
521 if (NUM_ANIMATIONS (op) > 1)
522 {
523 SET_ANIMATION (op, 0);
524 update_object (op, UP_OBJ_FACE);
525 }
526
527 /* If trigger_altar has "last_sp > 0" set on the map, 563 /* If trigger_altar has "last_sp > 0" set on the map,
528 * it will push the connected value only once per sacrifice. 564 * it will push the connected value only once per sacrifice.
529 * Otherwise (default), the connected value will be 565 * Otherwise (default), the connected value will be
530 * pushed twice: First by sacrifice, second by reset! -AV 566 * pushed twice: First by sacrifice, second by reset! -AV
531 */ 567 */
532 if (!op->last_sp) 568 if (!op->last_sp)
533 trigger_move (op, 0); 569 trigger_move (op, 0, cause);
534 else 570 else
535 { 571 {
536 op->stats.wc = 0; 572 op->stats.wc = 0;
537 op->value = !op->value; 573 op->value = !op->value;
538 op->set_speed (0); 574 op->set_speed (0);
539 } 575 }
540 } 576 }
541 return 0; 577 return 0;
542 578
543 case TRIGGER: 579 case TRIGGER:
544 if (cause) 580 if (cause)
545 { 581 {
546 if (in_movement) 582 if (in_movement)
547 return 0; 583 return 0;
548 584
549 push = 1; 585 push = 1;
550 } 586 }
551 587
552 if (NUM_ANIMATIONS (op) > 1) 588 if (NUM_ANIMATIONS (op) > 1)
553 { 589 {
554 SET_ANIMATION (op, push); 590 SET_ANIMATION (op, push);
555 update_object (op, UP_OBJ_FACE); 591 update_object (op, UP_OBJ_FACE);
556 } 592 }
557 593
558 trigger_move (op, push); 594 trigger_move (op, push, cause);
559 return 1; 595 return 1;
560 596
561 default: 597 default:
562 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 598 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
563 return 0; 599 return 0;
564 } 600 }
565} 601}
566 602
567void 603void
568add_button_link (object *button, maptile *map, int connected) 604object::add_link (maptile *map, shstr_tmp id)
569{ 605{
570 oblinkpt *obp;
571 objectlink *ol = get_objectlink ();
572
573 if (!map) 606 if (!map)
574 { 607 {
575 LOG (llevError, "Tried to add button-link without map.\n"); 608 LOG (llevError, "Tried to add button-link without map.\n");
576 return; 609 return;
577 } 610 }
578 611
579 button->path_attuned = connected; /* peterm: I need this so I can rebuild 612 flag [FLAG_IS_LINKED] = true;
580 a connected map from a template map. */
581 613
582 SET_FLAG (button, FLAG_IS_LINKED); 614 objectlink *ol = get_objectlink ();
583
584 ol->ob = button; 615 ol->ob = this;
585 616
586 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 617 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
587 ; 618 if (obp->id == id)
588
589 if (obp)
590 { 619 {
591 ol->next = obp->link; 620 ol->next = obp->link;
592 obp->link = ol; 621 obp->link = ol;
622 return;
593 } 623 }
594 else 624
595 {
596 obp = get_objectlinkpt (); 625 oblinkpt *obp = get_objectlinkpt ();
597 obp->value = connected; 626 obp->id = id;
598 627
599 obp->next = map->buttons; 628 obp->next = map->buttons;
600 map->buttons = obp; 629 map->buttons = obp;
601 obp->link = ol; 630 obp->link = ol;
602 }
603} 631}
604 632
605/* 633/*
606 * Remove the object from the linked lists of buttons in the map. 634 * Remove the object from the linked lists of buttons in the map.
607 * This is only needed by editors. 635 * This is only needed by editors.
608 */ 636 */
609
610void 637void
611remove_button_link (object *op) 638object::remove_link ()
612{ 639{
613 oblinkpt *obp; 640 if (!map)
614 objectlink **olp, *ol;
615
616 if (op->map == NULL)
617 { 641 {
618 LOG (llevError, "remove_button_link() in object without map.\n"); 642 LOG (llevError, "remove_button_link() in object without map.\n");
619 return; 643 return;
620 } 644 }
621 645
622 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 646 if (!flag [FLAG_IS_LINKED])
623 { 647 {
624 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 648 LOG (llevError, "remove_button_linked() in unlinked object.\n");
625 return; 649 return;
626 } 650 }
627 651
652 flag [FLAG_IS_LINKED] = false;
653
628 for (obp = op->map->buttons; obp; obp = obp->next) 654 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
629 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 655 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
630 if (ol->ob == op) 656 if ((*olp)->ob == this)
631 { 657 {
632 658 objectlink *ol = *olp;
633/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
634 obp->value, op->name, op->map->path);
635*/
636 *olp = ol->next; 659 *olp = ol->next;
637 delete ol; 660 delete ol;
638 return; 661 return;
639 } 662 }
640 663
641 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 664 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
642 CLEAR_FLAG (op, FLAG_IS_LINKED); 665}
666
667/*
668 * Updates every button on the map (by calling update_button() for them).
669 */
670void
671maptile::update_buttons ()
672{
673 for (oblinkpt *obp = buttons; obp; obp = obp->next)
674 for (objectlink *ol = obp->link; ol; ol = ol->next)
675 {
676 if (!ol->ob)
677 {
678 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
679 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
680 continue;
681 }
682
683 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
684 {
685 update_button (ol->ob, 0);
686 break;
687 }
688 }
643} 689}
644 690
645/* 691/*
646 * Gets the objectlink for this connection from the map. 692 * Gets the objectlink for this connection from the map.
647 */ 693 */
648oblinkpt * 694oblinkpt *
649get_connection_links (maptile *map, long connection) 695maptile::find_link (shstr_tmp id)
650{ 696{
651 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 697 for (oblinkpt *obp = buttons; obp; obp = obp->next)
652 if (obp->value == connection) 698 if (obp->id == id)
653 return obp; 699 return obp;
654 700
655 return 0; 701 return 0;
656} 702}
657 703
658/* 704/*
659 * Return the first objectlink in the objects linked to this one 705 * Return the first objectlink in the objects linked to this one
660 */ 706 */
661
662oblinkpt * 707oblinkpt *
663get_button_links (const object *button) 708object::find_link () const
664{ 709{
665 oblinkpt *obp; 710 if (map)
666 objectlink *ol;
667
668 if (!button->map)
669 return NULL;
670
671 for (obp = button->map->buttons; obp; obp = obp->next) 711 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
672 for (ol = obp->link; ol; ol = ol->next) 712 for (objectlink *ol = obp->link; ol; ol = ol->next)
673 if (ol->ob == button) 713 if (ol->ob == this)
674 return obp; 714 return obp;
675 715
676 return NULL;
677}
678
679/*
680 * Made as a separate function to increase efficiency
681 */
682
683int
684get_button_value (const object *button)
685{
686 oblinkpt *obp;
687 objectlink *ol;
688
689 if (!button->map)
690 return 0;
691 for (obp = button->map->buttons; obp; obp = obp->next)
692 for (ol = obp->link; ol; ol = ol->next)
693 if (ol->ob == button)
694 return obp->value;
695 return 0; 716 return 0;
696} 717}
697 718
698/* This routine makes monsters who are 719/* This routine makes monsters who are
699 * standing on the 'mood floor' change their 720 * standing on the 'mood floor' change their
701 * If floor is to be triggered must have 722 * If floor is to be triggered must have
702 * a speed of zero (default is 1 for all 723 * a speed of zero (default is 1 for all
703 * but the charm floor type). 724 * but the charm floor type).
704 * by b.t. thomas@nomad.astro.psu.edu 725 * by b.t. thomas@nomad.astro.psu.edu
705 */ 726 */
706
707void 727void
708do_mood_floor (object *op, object *source) 728do_mood_floor (object *op, object *source)
709{ 729{
710 if (!source) 730 if (!source)
711 source = op; 731 source = op;
734 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 754 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
735 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 755 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
736 756
737 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 757 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
738 { 758 {
739 remove_friendly_object (tmp);
740
741 tmp->attack_movement = 0; 759 tmp->attack_movement = 0;
742 /* lots of checks here, but want to make sure we don't 760 /* lots of checks here, but want to make sure we don't
743 * dereference a null value 761 * dereference a null value
744 */ 762 */
745 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 763 if (tmp->type == GOLEM
764 && tmp->owner
765 && tmp->owner->type == PLAYER
766 && tmp->owner->contr->golem == tmp)
746 tmp->owner->contr->ranges[range_golem] = 0; 767 tmp->owner->contr->golem = 0;
747 768
748 tmp->owner = 0; 769 tmp->owner = 0;
770
771 remove_friendly_object (tmp);
749 } 772 }
750 break; 773 break;
751 774
752 case 1: /* angry -- get neutral monsters mad */ 775 case 1: /* angry -- get neutral monsters mad */
753 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 776 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
776 add_friendly_object (tmp); 799 add_friendly_object (tmp);
777 tmp->attack_movement = PETMOVE; 800 tmp->attack_movement = PETMOVE;
778 } 801 }
779 break; 802 break;
780 803
781 case 6: 804 case 6: // kill monsters
782 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) 805 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
783 break; 806 break;
784 807
785 // FALL THROUGH 808 // FALL THROUGH
786 case 5: 809 case 5: // kill all alives
810 if (!tmp->flag [FLAG_PRECIOUS])
811 {
787 get_archetype ("burnout")->insert_at (tmp, source); 812 archetype::get (shstr_burnout)->insert_at (tmp, source);
788 tmp->destroy (); 813 tmp->destroy ();
814 }
789 break; 815 break;
790 816
791 default: 817 default:
792 break; 818 break;
793 } 819 }
805 object *tmp, *ret = NULL; 831 object *tmp, *ret = NULL;
806 832
807 /* First check the object itself. */ 833 /* First check the object itself. */
808 if ((trig->stats.hp && (op->type == trig->stats.hp)) 834 if ((trig->stats.hp && (op->type == trig->stats.hp))
809 || (trig->slaying && (op->slaying == trig->slaying)) 835 || (trig->slaying && (op->slaying == trig->slaying))
810 || (trig->race && (op->arch->name == trig->race))) 836 || (trig->race && (op->arch->archname == trig->race)))
811 return op; 837 return op;
812 838
813 for (tmp = op->inv; tmp; tmp = tmp->below) 839 for (tmp = op->inv; tmp; tmp = tmp->below)
814 { 840 {
815 if (tmp->inv) 841 if (tmp->inv)
818 if (ret) 844 if (ret)
819 return ret; 845 return ret;
820 } 846 }
821 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 847 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
822 || (trig->slaying && (tmp->slaying == trig->slaying)) 848 || (trig->slaying && (tmp->slaying == trig->slaying))
823 || (trig->race && (tmp->arch->name == trig->race))) 849 || (trig->race && (tmp->arch->archname == trig->race)))
824 return tmp; 850 return tmp;
825 } 851 }
826 return NULL; 852 return NULL;
827} 853}
828 854
866 // and we have to set the value to 0 892 // and we have to set the value to 0
867 893
868 if (match && trig->last_sp) // match == having 894 if (match && trig->last_sp) // match == having
869 { 895 {
870 if (trig->last_heal) 896 if (trig->last_heal)
871 decrease_ob (match); 897 match->decrease ();
872 898
873 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 899 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
874 push_button (trig); 900 push_button (trig, op);
875 } 901 }
876 else if (!match && !trig->last_sp) // match == not having 902 else if (!match && !trig->last_sp) // match == not having
877 { 903 {
878 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 904 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
879 push_button (trig); 905 push_button (trig, op);
880 } 906 }
881} 907}
882 908

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