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Comparing deliantra/server/common/button.C (file contents):
Revision 1.22 by pippijn, Sat Jan 6 14:42:28 2007 UTC vs.
Revision 1.54 by root, Sun Oct 11 18:18:03 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (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. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
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 {
252 tmp->value = 0; 253 tmp->value = 0;
254
253 for (ab = tmp->above; ab != NULL; ab = ab->above) 255 for (object *ab = tmp->above; ab; ab = ab->above)
254 { 256 {
255 head = ab->head ? ab->head : ab; 257 object *head = ab->head_ ();
258
256 /* Same note regarding move_type for buttons above apply here. */ 259 /* Same note regarding move_type for buttons above apply here. */
257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 260 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
258 (head->race == tmp->slaying || 261 && (head->race == tmp->slaying
259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 262 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 263 || (tmp->slaying == shstr_player && head->type == PLAYER)))
261 tmp->value = 1; 264 tmp->value = 1;
262 } 265 }
263 if (tmp->value) 266
264 any_down = 1; 267 any_down = any_down || tmp->value;
265 } 268 }
266 } 269 }
270
267 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 */
268 op->value = 1; 272 op->value = 1;
269 273
274 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
275
270 /* If this button hasn't changed, don't do anything */ 276 /* If this button hasn't changed, don't do anything */
271 if (op->value != old_value) 277 if (op->value != old_value)
272 { 278 {
273 SET_ANIMATION (op, op->value); 279 SET_ANIMATION (op, op->value);
274 update_object (op, UP_OBJ_FACE); 280 update_object (op, UP_OBJ_FACE);
275 push_button (op); /* Make all other buttons the same */ 281 push_button (op, originator); /* Make all other buttons the same */
276 } 282 }
277} 283}
278 284
279void 285void
280use_trigger (object *op) 286use_trigger (object *op, object *originator)
281{ 287{
282 /* Toggle value */ 288 /* Toggle value */
283 op->value = !op->value; 289 op->value = !op->value;
290
284 push_button (op); 291 push_button (op, originator);
285} 292}
286 293
287/* 294/*
288 * Note: animate_object should be used instead of this, 295 * Note: animate_object should be used instead of this,
289 * but it can't handle animations in the 8 directions 296 * but it can't handle animations in the 8 directions
310 * sacrificed. This fixes a bug of trying to put multiple altars/related 317 * sacrificed. This fixes a bug of trying to put multiple altars/related
311 * objects on the same space that take the same sacrifice. 318 * objects on the same space that take the same sacrifice.
312 */ 319 */
313 320
314int 321int
315check_altar_sacrifice (const object *altar, const object *sacrifice) 322check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
316{ 323{
317 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 324 if (sacrifice->flag [FLAG_UNPAID])
325 return 0;
326
327 if (is_match_expr (ARCH_SACRIFICE (altar)))
328 return match (ARCH_SACRIFICE (altar), altar, originator);
329
330 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
331 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
332 && sacrifice->type != PLAYER)
318 { 333 {
319 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 334 if (ARCH_SACRIFICE (altar) == shstr_money
320 ARCH_SACRIFICE (altar) == sacrifice->name || 335 && sacrifice->type == MONEY
321 ARCH_SACRIFICE (altar) == sacrifice->slaying || 336 && 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; 337 return 1;
325 338
326 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 339 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
327 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 340 || ARCH_SACRIFICE (altar) == sacrifice->name
341 || ARCH_SACRIFICE (altar) == sacrifice->slaying
342 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
343 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
328 return 1; 344 return 1;
329 } 345 }
330 346
331 return 0; 347 return 0;
332} 348}
339 * 355 *
340 * If this function returns 1, '*sacrifice' is modified to point to the 356 * 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. 357 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
342 */ 358 */
343int 359int
344operate_altar (object *altar, object **sacrifice) 360operate_altar (object *altar, object **sacrifice, object *originator)
345{ 361{
346 if (!altar->map) 362 if (!altar->map)
347 { 363 {
348 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 364 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
349 return 0; 365 return 0;
350 } 366 }
351 367
352 if (!altar->slaying || altar->value) 368 if (!altar->slaying || altar->value)
353 return 0; 369 return 0;
354 370
355 if (!check_altar_sacrifice (altar, *sacrifice)) 371 if (!check_altar_sacrifice (altar, *sacrifice, originator))
356 return 0; 372 return 0;
357 373
358 /* check_altar_sacrifice should have already verified that enough money 374 /* check_altar_sacrifice should have already verified that enough money
359 * has been dropped. 375 * has been dropped.
360 */ 376 */
361 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 377 if (ARCH_SACRIFICE (altar) == shstr_money)
362 { 378 {
363 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 379 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
364 380
365 /* Round up any sacrifices. Altars don't make change either */ 381 /* Round up any sacrifices. Altars don't make change either */
366 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 382 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
367 number++; 383 number++;
368 384
369 *sacrifice = decrease_ob_nr (*sacrifice, number); 385 if (!(*sacrifice)->decrease (number))
386 *sacrifice = 0;
370 } 387 }
371 else 388 else
372 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 389 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
390 *sacrifice = 0;
373 391
374 if (altar->msg) 392 if (altar->msg)
375 new_info_map (NDI_BLACK, altar->map, altar->msg); 393 new_info_map (NDI_BLACK, altar->map, altar->msg);
376 394
377 return 1; 395 return 1;
378} 396}
379 397
380void 398void
381trigger_move (object *op, int state) /* 1 down and 0 up */ 399trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
382{ 400{
383 op->stats.wc = state; 401 op->stats.wc = state;
402
384 if (state) 403 if (state)
385 { 404 {
386 use_trigger (op); 405 use_trigger (op, originator);
387 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 406 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
388 op->speed_left = -1; 407 op->speed_left = -1;
389 } 408 }
390 else 409 else
391 { 410 {
392 use_trigger (op); 411 use_trigger (op, originator);
393 op->set_speed (0); 412 op->set_speed (0);
394 } 413 }
395} 414}
396 415
397 416
406 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 425 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
407 * 426 *
408 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 427 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
409 */ 428 */
410int 429int
411check_trigger (object *op, object *cause) 430check_trigger (object *op, object *cause, object *originator)
412{ 431{
413 object *tmp; 432 object *tmp;
414 int push = 0, tot = 0; 433 int push = 0, tot = 0;
415 int in_movement = op->stats.wc || op->speed; 434 int in_movement = op->stats.wc || op->speed;
416 435
417 switch (op->type) 436 switch (op->type)
418 { 437 {
419 case TRIGGER_BUTTON: 438 case TRIGGER_BUTTON:
420 if (op->weight > 0) 439 if (op->weight > 0)
421 { 440 {
422 if (cause) 441 if (cause)
423 { 442 {
424 for (tmp = op->above; tmp; tmp = tmp->above) 443 for (tmp = op->above; tmp; tmp = tmp->above)
425 /* Comment reproduced from update_buttons(): */ 444 /* Comment reproduced from update_buttons(): */
426 /* Basically, if the move_type matches that on what the 445 /* Basically, if the move_type matches that on what the
427 * button wants, we count it. The second check is so that 446 * button wants, we count it. The second check is so that
428 * objects that don't move (swords, etc) will count. Note that 447 * objects that don't move (swords, etc) will count. Note that
429 * this means that more work is needed to make buttons 448 * this means that more work is needed to make buttons
430 * that are only triggered by flying objects. 449 * that are only triggered by flying objects.
450 */
451 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
452 tot += tmp->head_ ()->total_weight ();
453
454 if (tot >= op->weight)
455 push = 1;
456
457 if (op->stats.ac == push)
458 return 0;
459
460 op->stats.ac = push;
461 if (NUM_ANIMATIONS (op) > 1)
462 {
463 SET_ANIMATION (op, push);
464 update_object (op, UP_OBJ_FACE);
465 }
466
467 if (in_movement || !push)
468 return 0;
469 }
470
471 trigger_move (op, push, cause);
472 }
473
474 return 0;
475
476 case TRIGGER_PEDESTAL:
477 if (cause)
478 {
479 for (tmp = op->above; tmp; tmp = tmp->above)
480 {
481 object *head = tmp->head_ ();
482
483 /* See comment in TRIGGER_BUTTON about move_types */
484 if (((head->move_type & op->move_on) || head->move_type == 0)
485 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
486 {
487 push = 1;
488 break;
489 }
490 }
491
492 if (op->stats.ac == push)
493 return 0;
494
495 op->stats.ac = push;
496
497 if (NUM_ANIMATIONS (op) > 1)
498 {
499 SET_ANIMATION (op, push);
500 update_object (op, UP_OBJ_FACE);
501 }
502
503 update_object (op, UP_OBJ_FACE);
504
505 if (in_movement || !push)
506 return 0;
507 }
508
509 trigger_move (op, push, cause);
510 return 0;
511
512 case TRIGGER_ALTAR:
513 if (cause)
514 {
515 if (in_movement)
516 return 0;
517
518 if (operate_altar (op, &cause)) /* TODO: originator? */
519 {
520 if (NUM_ANIMATIONS (op) > 1)
521 {
522 SET_ANIMATION (op, 1);
523 update_object (op, UP_OBJ_FACE);
524 }
525
526 if (op->last_sp >= 0)
527 {
528 trigger_move (op, 1, cause);
529
530 if (op->last_sp > 0)
531 op->last_sp = -op->last_sp;
532 }
533 else
534 {
535 /* for trigger altar with last_sp, the ON/OFF
536 * status (-> +/- value) is "simulated":
431 */ 537 */
432 538 op->value = !op->value;
433 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 539 trigger_move (op, 1, cause);
434 { 540 op->last_sp = -op->last_sp;
435 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 541 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 } 542 }
447 if (in_movement || !push) 543
448 return 0; 544 return cause == NULL;
449 } 545 }
450 trigger_move (op, push);
451 } 546 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; 547 return 0;
471 op->stats.ac = push; 548 }
549 else
550 {
472 if (NUM_ANIMATIONS (op) > 1) 551 if (NUM_ANIMATIONS (op) > 1)
473 { 552 {
474 SET_ANIMATION (op, push); 553 SET_ANIMATION (op, 0);
475 update_object (op, UP_OBJ_FACE); 554 update_object (op, UP_OBJ_FACE);
476 } 555 }
477 update_object (op, UP_OBJ_FACE);
478 if (in_movement || !push)
479 return 0;
480 }
481 trigger_move (op, push);
482 return 0;
483 556
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, 557 /* If trigger_altar has "last_sp > 0" set on the map,
528 * it will push the connected value only once per sacrifice. 558 * it will push the connected value only once per sacrifice.
529 * Otherwise (default), the connected value will be 559 * Otherwise (default), the connected value will be
530 * pushed twice: First by sacrifice, second by reset! -AV 560 * pushed twice: First by sacrifice, second by reset! -AV
531 */ 561 */
532 if (!op->last_sp) 562 if (!op->last_sp)
533 trigger_move (op, 0); 563 trigger_move (op, 0, cause);
534 else 564 else
535 { 565 {
536 op->stats.wc = 0; 566 op->stats.wc = 0;
537 op->value = !op->value; 567 op->value = !op->value;
538 op->set_speed (0); 568 op->set_speed (0);
539 } 569 }
540 } 570 }
541 return 0; 571 return 0;
542 572
543 case TRIGGER: 573 case TRIGGER:
544 if (cause) 574 if (cause)
545 { 575 {
546 if (in_movement) 576 if (in_movement)
547 return 0; 577 return 0;
548 578
549 push = 1; 579 push = 1;
550 } 580 }
551 581
552 if (NUM_ANIMATIONS (op) > 1) 582 if (NUM_ANIMATIONS (op) > 1)
553 { 583 {
554 SET_ANIMATION (op, push); 584 SET_ANIMATION (op, push);
555 update_object (op, UP_OBJ_FACE); 585 update_object (op, UP_OBJ_FACE);
556 } 586 }
557 587
558 trigger_move (op, push); 588 trigger_move (op, push, cause);
559 return 1; 589 return 1;
560 590
561 default: 591 default:
562 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 592 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
563 return 0; 593 return 0;
564 } 594 }
565} 595}
566 596
567void 597void
568add_button_link (object *button, maptile *map, int connected) 598object::add_link (maptile *map, shstr_tmp id)
569{ 599{
570 oblinkpt *obp;
571 objectlink *ol = get_objectlink ();
572
573 if (!map) 600 if (!map)
574 { 601 {
575 LOG (llevError, "Tried to add button-link without map.\n"); 602 LOG (llevError, "Tried to add button-link without map.\n");
576 return; 603 return;
577 } 604 }
578 605
579 button->path_attuned = connected; /* peterm: I need this so I can rebuild 606 flag [FLAG_IS_LINKED] = true;
580 a connected map from a template map. */
581 607
582 SET_FLAG (button, FLAG_IS_LINKED); 608 objectlink *ol = get_objectlink ();
583
584 ol->ob = button; 609 ol->ob = this;
585 610
586 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 611 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
587 ; 612 if (obp->id == id)
588
589 if (obp)
590 { 613 {
591 ol->next = obp->link; 614 ol->next = obp->link;
592 obp->link = ol; 615 obp->link = ol;
616 return;
593 } 617 }
594 else 618
595 {
596 obp = get_objectlinkpt (); 619 oblinkpt *obp = get_objectlinkpt ();
597 obp->value = connected; 620 obp->id = id;
598 621
599 obp->next = map->buttons; 622 obp->next = map->buttons;
600 map->buttons = obp; 623 map->buttons = obp;
601 obp->link = ol; 624 obp->link = ol;
602 }
603} 625}
604 626
605/* 627/*
606 * Remove the object from the linked lists of buttons in the map. 628 * Remove the object from the linked lists of buttons in the map.
607 * This is only needed by editors. 629 * This is only needed by editors.
608 */ 630 */
609
610void 631void
611remove_button_link (object *op) 632object::remove_link ()
612{ 633{
613 oblinkpt *obp; 634 if (!map)
614 objectlink **olp, *ol;
615
616 if (op->map == NULL)
617 { 635 {
618 LOG (llevError, "remove_button_link() in object without map.\n"); 636 LOG (llevError, "remove_button_link() in object without map.\n");
619 return; 637 return;
620 } 638 }
621 639
622 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 640 if (!flag [FLAG_IS_LINKED])
623 { 641 {
624 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 642 LOG (llevError, "remove_button_linked() in unlinked object.\n");
625 return; 643 return;
626 } 644 }
627 645
646 flag [FLAG_IS_LINKED] = false;
647
628 for (obp = op->map->buttons; obp; obp = obp->next) 648 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
629 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 649 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
630 if (ol->ob == op) 650 if ((*olp)->ob == this)
631 { 651 {
632 652 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; 653 *olp = ol->next;
637 delete ol; 654 delete ol;
638 return; 655 return;
639 } 656 }
640 657
641 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 658 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
642 CLEAR_FLAG (op, FLAG_IS_LINKED); 659}
660
661/*
662 * Updates every button on the map (by calling update_button() for them).
663 */
664void
665maptile::update_buttons ()
666{
667 for (oblinkpt *obp = buttons; obp; obp = obp->next)
668 for (objectlink *ol = obp->link; ol; ol = ol->next)
669 {
670 if (!ol->ob)
671 {
672 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
673 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
674 continue;
675 }
676
677 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
678 {
679 update_button (ol->ob, 0);
680 break;
681 }
682 }
643} 683}
644 684
645/* 685/*
646 * Gets the objectlink for this connection from the map. 686 * Gets the objectlink for this connection from the map.
647 */ 687 */
648oblinkpt * 688oblinkpt *
649get_connection_links (maptile *map, long connection) 689maptile::find_link (shstr_tmp id)
650{ 690{
651 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 691 for (oblinkpt *obp = buttons; obp; obp = obp->next)
652 if (obp->value == connection) 692 if (obp->id == id)
653 return obp; 693 return obp;
654 694
655 return 0; 695 return 0;
656} 696}
657 697
658/* 698/*
659 * Return the first objectlink in the objects linked to this one 699 * Return the first objectlink in the objects linked to this one
660 */ 700 */
661
662oblinkpt * 701oblinkpt *
663get_button_links (const object *button) 702object::find_link () const
664{ 703{
665 oblinkpt *obp; 704 if (map)
666 objectlink *ol;
667
668 if (!button->map)
669 return NULL;
670
671 for (obp = button->map->buttons; obp; obp = obp->next) 705 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
672 for (ol = obp->link; ol; ol = ol->next) 706 for (objectlink *ol = obp->link; ol; ol = ol->next)
673 if (ol->ob == button) 707 if (ol->ob == this)
674 return obp; 708 return obp;
675 709
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; 710 return 0;
696} 711}
697 712
698/* This routine makes monsters who are 713/* This routine makes monsters who are
699 * standing on the 'mood floor' change their 714 * standing on the 'mood floor' change their
701 * If floor is to be triggered must have 716 * If floor is to be triggered must have
702 * a speed of zero (default is 1 for all 717 * a speed of zero (default is 1 for all
703 * but the charm floor type). 718 * but the charm floor type).
704 * by b.t. thomas@nomad.astro.psu.edu 719 * by b.t. thomas@nomad.astro.psu.edu
705 */ 720 */
706
707void 721void
708do_mood_floor (object *op, object *source) 722do_mood_floor (object *op, object *source)
709{ 723{
710 object *tmp;
711 object *tmp2;
712
713 if (!source) 724 if (!source)
714 source = op; 725 source = op;
715 726
716 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 727 mapspace &ms = op->ms ();
728
729 if (!(ms.flags () & P_IS_ALIVE))
730 return;
731
732 object *tmp;
733
734 for (tmp = ms.top; tmp; tmp = tmp->below)
717 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 735 if (QUERY_FLAG (tmp, FLAG_MONSTER))
718 break; 736 break;
719 737
720 /* doesn't effect players, and if there is a player on this space, won't also 738 /* doesn't effect players, and if there is a player on this space, won't also
721 * be a monster here. 739 * be a monster here.
722 */ 740 */
741 //TODO: have players really FLAG_MONSTER? kept it for safety
723 if (!tmp || tmp->type == PLAYER) 742 if (!tmp || tmp->type == PLAYER)
724 return; 743 return;
725 744
726 switch (op->last_sp) 745 switch (op->last_sp)
727 { 746 {
728 case 0: /* furious--make all monsters mad */ 747 case 0: /* furious--make all monsters mad */
729 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 748 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
730 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 749 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
750
731 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 751 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
732 { 752 {
733 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
734 remove_friendly_object (tmp);
735 tmp->attack_movement = 0; 753 tmp->attack_movement = 0;
736 /* lots of checks here, but want to make sure we don't 754 /* lots of checks here, but want to make sure we don't
737 * dereference a null value 755 * dereference a null value
738 */ 756 */
739 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 757 if (tmp->type == GOLEM
758 && tmp->owner
759 && tmp->owner->type == PLAYER
760 && tmp->owner->contr->golem == tmp)
740 tmp->owner->contr->ranges[range_golem] = 0; 761 tmp->owner->contr->golem = 0;
741 762
742 tmp->owner = 0; 763 tmp->owner = 0;
764
765 remove_friendly_object (tmp);
743 } 766 }
744 break; 767 break;
768
745 case 1: /* angry -- get neutral monsters mad */ 769 case 1: /* angry -- get neutral monsters mad */
746 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 770 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
747 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 771 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
748 break; 772 break;
773
749 case 2: /* calm -- pacify unfriendly monsters */ 774 case 2: /* calm -- pacify unfriendly monsters */
750 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
751 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 775 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
752 break; 776 break;
777
753 case 3: /* make all monsters fall asleep */ 778 case 3: /* make all monsters fall asleep */
754 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
755 SET_FLAG (tmp, FLAG_SLEEP); 779 SET_FLAG (tmp, FLAG_SLEEP);
756 break; 780 break;
781
757 case 4: /* charm all monsters */ 782 case 4: /* charm all monsters */
758 if (op == source) 783 if (op == source)
759 break; /* only if 'connected' */ 784 break; /* only if 'connected' */
760 785
761 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 786 if (object *pl = source->ms ().player ())
762 tmp2->type != PLAYER; tmp2 = tmp2->above) 787 {
763 if (tmp2->above == NULL) 788 tmp->set_owner (pl);
789 SET_FLAG (tmp, FLAG_MONSTER);
790
791 tmp->stats.exp = 0;
792
793 add_friendly_object (tmp);
794 tmp->attack_movement = PETMOVE;
795 }
764 break; 796 break;
765 797
766 if (tmp2->type != PLAYER) 798 case 6: // kill monsters
799 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 break; 800 break;
768 801
769 tmp->set_owner (tmp2); 802 // FALL THROUGH
770 SET_FLAG (tmp, FLAG_MONSTER); 803 case 5: // kill all alives
771 804 if (!tmp->flag [FLAG_PRECIOUS])
772 tmp->stats.exp = 0; 805 {
773 SET_FLAG (tmp, FLAG_FRIENDLY); 806 archetype::get (shstr_burnout)->insert_at (tmp, source);
774 807 tmp->destroy ();
775 add_friendly_object (tmp); 808 }
776 tmp->attack_movement = PETMOVE;
777 break; 809 break;
778 810
779 default: 811 default:
780 break; 812 break;
781 } 813 }
793 object *tmp, *ret = NULL; 825 object *tmp, *ret = NULL;
794 826
795 /* First check the object itself. */ 827 /* First check the object itself. */
796 if ((trig->stats.hp && (op->type == trig->stats.hp)) 828 if ((trig->stats.hp && (op->type == trig->stats.hp))
797 || (trig->slaying && (op->slaying == trig->slaying)) 829 || (trig->slaying && (op->slaying == trig->slaying))
798 || (trig->race && (op->arch->name == trig->race))) 830 || (trig->race && (op->arch->archname == trig->race)))
799 return op; 831 return op;
800 832
801 for (tmp = op->inv; tmp; tmp = tmp->below) 833 for (tmp = op->inv; tmp; tmp = tmp->below)
802 { 834 {
803 if (tmp->inv) 835 if (tmp->inv)
806 if (ret) 838 if (ret)
807 return ret; 839 return ret;
808 } 840 }
809 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 841 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
810 || (trig->slaying && (tmp->slaying == trig->slaying)) 842 || (trig->slaying && (tmp->slaying == trig->slaying))
811 || (trig->race && (tmp->arch->name == trig->race))) 843 || (trig->race && (tmp->arch->archname == trig->race)))
812 return tmp; 844 return tmp;
813 } 845 }
814 return NULL; 846 return NULL;
815} 847}
816 848
829 * and has a matching item. Imagine what happens if someone steps on the inventory 861 * and has a matching item. Imagine what happens if someone steps on the inventory
830 * checker with a matching item, has it, activates the connection, throws the item 862 * checker with a matching item, has it, activates the connection, throws the item
831 * away, and then leaves the inventory checker. That would've caused an always-enabled 863 * away, and then leaves the inventory checker. That would've caused an always-enabled
832 * state in the inventory checker. This won't happen anymore now. 864 * state in the inventory checker. This won't happen anymore now.
833 * 865 *
866 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
867 * whether op is on this mapspace or not, because the value (1|0) depends
868 * on this information. also make sure to only push_button if op has
869 * a matching item (because when we do a push_button with value=0 timed gates
870 * will still open)! (i hope i got the semantics right this time)
871 *
834 */ 872 */
835void 873void
836check_inv (object *op, object *trig) 874check_inv (object *op, object *trig)
837{ 875{
838 trig->value = 0; // deactivate if none of the following conditions apply 876 trig->value = 0; // deactivate if none of the following conditions apply
839 877
840 if (object *pl = trig->ms ().player ()) 878 object *pl = trig->ms ().player ();
841 {
842 object *match = check_inv_recursive (pl, trig); 879 object *match = check_inv_recursive (op, trig);
843 880
881 // elmex: a note about (pl == op):
882 // if pl == 0 then the player has left this space
883 // if pl != 0 then a player is on this mapspace, but then
884 // we still have to check whether it's the player that triggered
885 // this inv-checker, because if not, then the op left this inv-checker
886 // and we have to set the value to 0
887
844 if (match && trig->last_sp) // match == having 888 if (match && trig->last_sp) // match == having
845 { 889 {
846 if (trig->last_heal) 890 if (trig->last_heal)
847 decrease_ob (match); 891 match->decrease ();
848 892
849 trig->value = 1; 893 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
850 } 894 push_button (trig, op);
895 }
851 else if (!match && !trig->last_sp) // match == not having 896 else if (!match && !trig->last_sp) // match == not having
852 trig->value = 1;
853 } 897 {
854 898 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
855 push_button (trig); 899 push_button (trig, op);
900 }
856} 901}
857 902

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