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Comparing deliantra/server/common/button.C (file contents):
Revision 1.12 by root, Sun Oct 15 02:16:34 2006 UTC vs.
Revision 1.42 by root, Sun Apr 20 22:03:21 2008 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 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> 25#include <funcpoint.h>
26 26
27/* 27/*
35 * The source argument can be 0 or the source object for this activation. 35 * The source argument can be 0 or the source object for this activation.
36 */ 36 */
37void 37void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 38activate_connection_link (objectlink * ol, bool state, object *source = 0)
39{ 39{
40 object *tmp = 0;
41
42 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
43 { 41 {
44 if (!ol->ob) 42 if (!ol->ob)
45 { 43 {
46 LOG (llevError, "Internal error in activate_connection_link.\n"); 44 LOG (llevError, "Internal error in activate_connection_link.\n");
55 * re-loaded. As such, just exit this function if that is the case. 53 * re-loaded. As such, just exit this function if that is the case.
56 */ 54 */
57 55
58 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 56 if (QUERY_FLAG (ol->ob, FLAG_FREED))
59 return; 57 return;
58
60 tmp = ol->ob; 59 object *tmp = ol->ob;
61 60
62 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 63 continue;
64
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue; 66 continue;
67 67
68 switch (tmp->type) 68 switch (tmp->type)
69 { 69 {
70 case GATE: 70 case GATE:
71 case HOLE: 71 case HOLE:
72 if (!tmp->active)
73 tmp->play_sound (tmp->sound
74 ? tmp->sound
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 76 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->speed = 0.5; 77 tmp->set_speed (0.5);
74 update_ob_speed (tmp);
75 break; 78 break;
76 79
77 case CF_HANDLE: 80 case CF_HANDLE:
78 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 81 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
79 update_object (tmp, UP_OBJ_FACE); 82 update_object (tmp, UP_OBJ_FACE);
80 break; 83 break;
81 84
82 case SIGN: 85 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
84 { 87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food) 90 if (tmp->stats.food)
87 tmp->last_eat++; 91 tmp->last_eat++;
88 } 92 }
89 break; 93 break;
90 94
91 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
92 tmp->value = 1; 97 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
95 break; 100 break;
96 101
97 case BUTTON: 102 case BUTTON:
98 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
99 tmp->value = state; 105 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
102 break; 108 break;
103 109
104 case MOOD_FLOOR: 110 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, source);
106 break; 112 break;
107 113
108 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
109 tmp->speed = tmp->arch->clone.speed; 117 tmp->set_speed (tmp->arch->speed);
110 update_ob_speed (tmp); /* original values */
111 tmp->value = tmp->arch->clone.value; 118 tmp->value = tmp->arch->value;
112 tmp->stats.sp = 1; 119 tmp->stats.sp = 1;
113 tmp->stats.hp = tmp->stats.maxhp; 120 tmp->stats.hp = tmp->stats.maxhp;
114 /* Handle multipart gates. We copy the value for the other parts 121 /* Handle multipart gates. We copy the value for the other parts
115 * from the head - this ensures that the data will consistent 122 * from the head - this ensures that the data will consistent
116 */ 123 */
117 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 124 for (object *part = tmp->more; part; part = part->more)
118 { 125 {
119 tmp->speed = tmp->head->speed; 126 part->value = tmp->value;
120 tmp->value = tmp->head->value; 127 part->stats.sp = tmp->stats.sp;
121 tmp->stats.sp = tmp->head->stats.sp; 128 part->stats.hp = tmp->stats.hp;
122 tmp->stats.hp = tmp->head->stats.hp;
123 update_ob_speed (tmp); 129 part->set_speed (tmp->speed);
124 } 130 }
125 break; 131 break;
126 132
127 case DIRECTOR: 133 case DIRECTOR:
128 case FIREWALL: 134 case FIREWALL:
129 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 135 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
130 move_firewall (tmp); 136 move_firewall (tmp);
131 else 137 else
132 { 138 {
133 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 139 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
134 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 140 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
141
135 animate_turning (tmp); 142 animate_turning (tmp);
136 } 143 }
137 break; 144 break;
138 145
139 case TELEPORTER: 146 case TELEPORTER:
140 move_teleporter (tmp); 147 move_teleporter (tmp);
141 break; 148 break;
142 149
143 case CREATOR: 150 case CREATOR:
144 move_creator (tmp); 151 move_creator (tmp);
145 break; 152 break;
146 153
147 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
148 move_marker (tmp); 156 move_marker (tmp);
149 break; 157 break;
150 158
151 case DUPLICATOR: 159 case DUPLICATOR:
152 move_duplicator (tmp); 160 move_duplicator (tmp);
153 break; 161 break;
154 } 162 }
155 } 163 }
156} 164}
157 165
158/* 166/*
205 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
206 * After changing the state of a button, this function must be called 214 * After changing the state of a button, this function must be called
207 * to make sure that all gates and other buttons connected to the 215 * to make sure that all gates and other buttons connected to the
208 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
209 */ 217 */
210
211void 218void
212update_button (object *op) 219update_button (object *op)
213{ 220{
214 object *ab, *tmp, *head; 221 object *ab, *tmp, *head;
215 int tot, any_down = 0, old_value = op->value; 222 int tot, any_down = 0, old_value = op->value;
228 } 235 }
229 236
230 tmp = ol->ob; 237 tmp = ol->ob;
231 if (tmp->type == BUTTON) 238 if (tmp->type == BUTTON)
232 { 239 {
233 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 240 for (ab = tmp->above, tot = 0; ab; ab = ab->above)
234 /* Bug? The pedestal code below looks for the head of
235 * the object, this bit doesn't. I'd think we should check
236 * for head here also. Maybe it also makese sense to
237 * make the for ab=tmp->above loop common, and alter
238 * behaviour based on object within that loop?
239 */ 241 {
242 head = ab->head_ ();
240 243
241 /* Basically, if the move_type matches that on what the 244 /* Basically, if the move_type matches that on what the
242 * button wants, we count it. The second check is so that 245 * button wants, we count it. The second check is so that
243 * objects don't move (swords, etc) will count. Note that 246 * objects who don't move (swords, etc) will count. Note that
244 * this means that more work is needed to make buttons 247 * this means that more work is needed to make buttons
245 * that are only triggered by flying objects. 248 * that are only triggered by flying objects.
246 */ 249 */
247 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 250 if ((head->move_type & tmp->move_on) || head->move_type == 0)
248 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 251 tot += head->total_weight ();
252 }
249 253
250 tmp->value = (tot >= tmp->weight) ? 1 : 0; 254 tmp->value = tot >= tmp->weight ? 1 : 0;
251 if (tmp->value)
252 any_down = 1;
253 } 255 }
254 else if (tmp->type == PEDESTAL) 256 else if (tmp->type == PEDESTAL)
255 { 257 {
256 tmp->value = 0; 258 tmp->value = 0;
259
257 for (ab = tmp->above; ab != NULL; ab = ab->above) 260 for (ab = tmp->above; ab; ab = ab->above)
258 { 261 {
259 head = ab->head ? ab->head : ab; 262 head = ab->head_ ();
263
260 /* Same note regarding move_type for buttons above apply here. */ 264 /* Same note regarding move_type for buttons above apply here. */
261 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
262 (head->race == tmp->slaying || 266 (head->race == tmp->slaying ||
263 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
264 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
265 tmp->value = 1; 269 tmp->value = 1;
266 } 270 }
267 if (tmp->value)
268 any_down = 1;
269 } 271 }
272
273 any_down = any_down || tmp->value;
270 } 274 }
275
271 if (any_down) /* If any other buttons were down, force this to remain down */ 276 if (any_down) /* If any other buttons were down, force this to remain down */
272 op->value = 1; 277 op->value = 1;
273 278
274 /* If this button hasn't changed, don't do anything */ 279 /* If this button hasn't changed, don't do anything */
275 if (op->value != old_value) 280 if (op->value != old_value)
278 update_object (op, UP_OBJ_FACE); 283 update_object (op, UP_OBJ_FACE);
279 push_button (op); /* Make all other buttons the same */ 284 push_button (op); /* Make all other buttons the same */
280 } 285 }
281} 286}
282 287
283/*
284 * Updates every button on the map (by calling update_button() for them).
285 */
286
287void
288update_buttons (maptile *m)
289{
290 objectlink *ol;
291 oblinkpt *obp;
292
293 for (obp = m->buttons; obp; obp = obp->next)
294 for (ol = obp->link; ol; ol = ol->next)
295 {
296 if (!ol->ob)
297 {
298 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
299 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
300 continue;
301 }
302
303 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
304 {
305 update_button (ol->ob);
306 break;
307 }
308 }
309}
310
311void 288void
312use_trigger (object *op) 289use_trigger (object *op)
313{ 290{
314
315 /* Toggle value */ 291 /* Toggle value */
316 op->value = !op->value; 292 op->value = !op->value;
317 push_button (op); 293 push_button (op);
318} 294}
319 295
320/* 296/*
321 * Note: animate_object should be used instead of this, 297 * Note: animate_object should be used instead of this,
322 * but it can't handle animations in the 8 directions 298 * but it can't handle animations in the 8 directions
323 */ 299 */
324
325void 300void
326animate_turning (object *op) /* only one part objects */ 301animate_turning (object *op) /* only one part objects */
327{ 302{
328 if (++op->state >= NUM_ANIMATIONS (op) / 8) 303 if (++op->state >= NUM_ANIMATIONS (op) / 8)
329 op->state = 0; 304 op->state = 0;
346 */ 321 */
347 322
348int 323int
349check_altar_sacrifice (const object *altar, const object *sacrifice) 324check_altar_sacrifice (const object *altar, const object *sacrifice)
350{ 325{
351 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 326 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
327 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
328 && sacrifice->type != PLAYER)
352 { 329 {
353 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 330 if (ARCH_SACRIFICE (altar) == shstr_money
354 ARCH_SACRIFICE (altar) == sacrifice->name || 331 && sacrifice->type == MONEY
355 ARCH_SACRIFICE (altar) == sacrifice->slaying || 332 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
356 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
357 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
358 return 1; 333 return 1;
359 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 334
360 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 335 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
336 || ARCH_SACRIFICE (altar) == sacrifice->name
337 || ARCH_SACRIFICE (altar) == sacrifice->slaying
338 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
339 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
361 return 1; 340 return 1;
362 } 341 }
342
363 return 0; 343 return 0;
364} 344}
365 345
366/* 346/*
367 * operate_altar checks if sacrifice was accepted and removes sacrificed 347 * operate_altar checks if sacrifice was accepted and removes sacrificed
388 return 0; 368 return 0;
389 369
390 /* check_altar_sacrifice should have already verified that enough money 370 /* check_altar_sacrifice should have already verified that enough money
391 * has been dropped. 371 * has been dropped.
392 */ 372 */
393 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 373 if (ARCH_SACRIFICE (altar) == shstr_money)
394 { 374 {
395 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 375 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
396 376
397 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
398 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
414{ 394{
415 op->stats.wc = state; 395 op->stats.wc = state;
416 if (state) 396 if (state)
417 { 397 {
418 use_trigger (op); 398 use_trigger (op);
419 if (op->stats.exp > 0) /* check sanity */ 399 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; 400 op->speed_left = -1;
425 } 401 }
426 else 402 else
427 { 403 {
428 use_trigger (op); 404 use_trigger (op);
429 op->speed = 0; 405 op->set_speed (0);
430 update_ob_speed (op);
431 } 406 }
432} 407}
433 408
434 409
435/* 410/*
464 * button wants, we count it. The second check is so that 439 * button wants, we count it. The second check is so that
465 * objects that don't move (swords, etc) will count. Note that 440 * objects that don't move (swords, etc) will count. Note that
466 * this means that more work is needed to make buttons 441 * this means that more work is needed to make buttons
467 * that are only triggered by flying objects. 442 * that are only triggered by flying objects.
468 */ 443 */
469
470 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 444 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
471 { 445 tot += tmp->head_ ()->total_weight ();
472 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 446
473 }
474 if (tot >= op->weight) 447 if (tot >= op->weight)
475 push = 1; 448 push = 1;
449
476 if (op->stats.ac == push) 450 if (op->stats.ac == push)
477 return 0; 451 return 0;
452
478 op->stats.ac = push; 453 op->stats.ac = push;
479 if (NUM_ANIMATIONS (op) > 1) 454 if (NUM_ANIMATIONS (op) > 1)
480 { 455 {
481 SET_ANIMATION (op, push); 456 SET_ANIMATION (op, push);
482 update_object (op, UP_OBJ_FACE); 457 update_object (op, UP_OBJ_FACE);
483 } 458 }
459
484 if (in_movement || !push) 460 if (in_movement || !push)
485 return 0; 461 return 0;
486 } 462 }
487 trigger_move (op, push); 463 trigger_move (op, push);
488 } 464 }
465
489 return 0; 466 return 0;
490 467
491 case TRIGGER_PEDESTAL: 468 case TRIGGER_PEDESTAL:
492 if (cause) 469 if (cause)
493 { 470 {
494 for (tmp = op->above; tmp; tmp = tmp->above) 471 for (tmp = op->above; tmp; tmp = tmp->above)
495 { 472 {
496 object *head = tmp->head ? tmp->head : tmp; 473 object *head = tmp->head_ ();
497 474
498 /* See comment in TRIGGER_BUTTON about move_types */ 475 /* See comment in TRIGGER_BUTTON about move_types */
499 if (((head->move_type & op->move_on) || head->move_type == 0) 476 if (((head->move_type & op->move_on) || head->move_type == 0)
500 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 477 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
501 { 478 {
502 push = 1; 479 push = 1;
503 break; 480 break;
504 } 481 }
505 } 482 }
483
506 if (op->stats.ac == push) 484 if (op->stats.ac == push)
507 return 0; 485 return 0;
486
508 op->stats.ac = push; 487 op->stats.ac = push;
488
509 if (NUM_ANIMATIONS (op) > 1) 489 if (NUM_ANIMATIONS (op) > 1)
510 { 490 {
511 SET_ANIMATION (op, push); 491 SET_ANIMATION (op, push);
512 update_object (op, UP_OBJ_FACE); 492 update_object (op, UP_OBJ_FACE);
513 } 493 }
494
514 update_object (op, UP_OBJ_FACE); 495 update_object (op, UP_OBJ_FACE);
496
515 if (in_movement || !push) 497 if (in_movement || !push)
516 return 0; 498 return 0;
517 } 499 }
500
518 trigger_move (op, push); 501 trigger_move (op, push);
519 return 0; 502 return 0;
520 503
521 case TRIGGER_ALTAR: 504 case TRIGGER_ALTAR:
522 if (cause) 505 if (cause)
523 { 506 {
524 if (in_movement) 507 if (in_movement)
525 return 0; 508 return 0;
509
526 if (operate_altar (op, &cause)) 510 if (operate_altar (op, &cause))
527 { 511 {
528 if (NUM_ANIMATIONS (op) > 1) 512 if (NUM_ANIMATIONS (op) > 1)
529 { 513 {
530 SET_ANIMATION (op, 1); 514 SET_ANIMATION (op, 1);
531 update_object (op, UP_OBJ_FACE); 515 update_object (op, UP_OBJ_FACE);
532 } 516 }
517
533 if (op->last_sp >= 0) 518 if (op->last_sp >= 0)
534 { 519 {
535 trigger_move (op, 1); 520 trigger_move (op, 1);
536 if (op->last_sp > 0) 521 if (op->last_sp > 0)
537 op->last_sp = -op->last_sp; 522 op->last_sp = -op->last_sp;
544 op->value = !op->value; 529 op->value = !op->value;
545 trigger_move (op, 1); 530 trigger_move (op, 1);
546 op->last_sp = -op->last_sp; 531 op->last_sp = -op->last_sp;
547 op->value = !op->value; 532 op->value = !op->value;
548 } 533 }
534
549 return cause == NULL; 535 return cause == NULL;
550 } 536 }
551 else 537 else
552 {
553 return 0; 538 return 0;
554 }
555 } 539 }
556 else 540 else
557 { 541 {
558 if (NUM_ANIMATIONS (op) > 1) 542 if (NUM_ANIMATIONS (op) > 1)
559 { 543 {
570 trigger_move (op, 0); 554 trigger_move (op, 0);
571 else 555 else
572 { 556 {
573 op->stats.wc = 0; 557 op->stats.wc = 0;
574 op->value = !op->value; 558 op->value = !op->value;
575 op->speed = 0; 559 op->set_speed (0);
576 update_ob_speed (op);
577 } 560 }
578 } 561 }
579 return 0; 562 return 0;
580 563
581 case TRIGGER: 564 case TRIGGER:
582 if (cause) 565 if (cause)
583 { 566 {
584 if (in_movement) 567 if (in_movement)
585 return 0; 568 return 0;
569
586 push = 1; 570 push = 1;
587 } 571 }
572
588 if (NUM_ANIMATIONS (op) > 1) 573 if (NUM_ANIMATIONS (op) > 1)
589 { 574 {
590 SET_ANIMATION (op, push); 575 SET_ANIMATION (op, push);
591 update_object (op, UP_OBJ_FACE); 576 update_object (op, UP_OBJ_FACE);
592 } 577 }
578
593 trigger_move (op, push); 579 trigger_move (op, push);
594 return 1; 580 return 1;
595 581
596 default: 582 default:
597 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 583 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
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 if (!editor) 599
614 button->path_attuned = connected; /* peterm: I need this so I can rebuild 600 button->path_attuned = connected; /* peterm: I need this so I can rebuild
615 a connected map from a template map. */ 601 a connected map from a template map. */
616
617/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
618 602
619 SET_FLAG (button, FLAG_IS_LINKED); 603 SET_FLAG (button, FLAG_IS_LINKED);
620 604
621 ol->ob = button; 605 ol->ob = button;
622 606
623 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 607 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
608 ;
624 609
625 if (obp) 610 if (obp)
626 { 611 {
627 ol->next = obp->link; 612 ol->next = obp->link;
628 obp->link = ol; 613 obp->link = ol;
741 */ 726 */
742 727
743void 728void
744do_mood_floor (object *op, object *source) 729do_mood_floor (object *op, object *source)
745{ 730{
746 object *tmp;
747 object *tmp2;
748
749 if (!source) 731 if (!source)
750 source = op; 732 source = op;
751 733
752 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 734 mapspace &ms = op->ms ();
735
736 if (!(ms.flags () & P_IS_ALIVE))
737 return;
738
739 object *tmp;
740
741 for (tmp = ms.top; tmp; tmp = tmp->below)
753 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 742 if (QUERY_FLAG (tmp, FLAG_MONSTER))
754 break; 743 break;
755 744
756 /* doesn't effect players, and if there is a player on this space, won't also 745 /* doesn't effect players, and if there is a player on this space, won't also
757 * be a monster here. 746 * be a monster here.
758 */ 747 */
748 //TODO: have players really FLAG_MONSTER? kept it for safety
759 if (!tmp || tmp->type == PLAYER) 749 if (!tmp || tmp->type == PLAYER)
760 return; 750 return;
761 751
762 switch (op->last_sp) 752 switch (op->last_sp)
763 { 753 {
764 case 0: /* furious--make all monsters mad */ 754 case 0: /* furious--make all monsters mad */
765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 755 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 756 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
757
767 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 758 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
768 { 759 {
769 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
770 remove_friendly_object (tmp);
771 tmp->attack_movement = 0; 760 tmp->attack_movement = 0;
772 /* lots of checks here, but want to make sure we don't 761 /* lots of checks here, but want to make sure we don't
773 * dereference a null value 762 * dereference a null value
774 */ 763 */
775 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 764 if (tmp->type == GOLEM
776 { 765 && tmp->owner
777 tmp->owner->contr->ranges[range_golem] = NULL; 766 && tmp->owner->type == PLAYER
767 && tmp->owner->contr->golem == tmp)
778 tmp->owner->contr->golem_count = 0; 768 tmp->owner->contr->golem = 0;
779 } 769
780 tmp->owner = 0; 770 tmp->owner = 0;
771
772 remove_friendly_object (tmp);
781 } 773 }
782 break; 774 break;
775
783 case 1: /* angry -- get neutral monsters mad */ 776 case 1: /* angry -- get neutral monsters mad */
784 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 777 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
785 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 778 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
786 break; 779 break;
780
787 case 2: /* calm -- pacify unfriendly monsters */ 781 case 2: /* calm -- pacify unfriendly monsters */
788 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
789 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 782 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
790 break; 783 break;
784
791 case 3: /* make all monsters fall asleep */ 785 case 3: /* make all monsters fall asleep */
792 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
793 SET_FLAG (tmp, FLAG_SLEEP); 786 SET_FLAG (tmp, FLAG_SLEEP);
794 break; 787 break;
788
795 case 4: /* charm all monsters */ 789 case 4: /* charm all monsters */
796 if (op == source) 790 if (op == source)
797 break; /* only if 'connected' */ 791 break; /* only if 'connected' */
798 792
799 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 793 if (object *pl = source->ms ().player ())
800 tmp2->type != PLAYER; tmp2 = tmp2->above) 794 {
801 if (tmp2->above == NULL) 795 tmp->set_owner (pl);
796 SET_FLAG (tmp, FLAG_MONSTER);
797
798 tmp->stats.exp = 0;
799
800 add_friendly_object (tmp);
801 tmp->attack_movement = PETMOVE;
802 }
802 break; 803 break;
803 804
804 if (tmp2->type != PLAYER) 805 case 6: // kill monsters
806 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
805 break; 807 break;
806 set_owner (tmp, tmp2); 808
807 SET_FLAG (tmp, FLAG_MONSTER); 809 // FALL THROUGH
808 tmp->stats.exp = 0; 810 case 5: // kill all alives
809 SET_FLAG (tmp, FLAG_FRIENDLY); 811 if (!tmp->flag [FLAG_PRECIOUS])
810 add_friendly_object (tmp); 812 {
811 tmp->attack_movement = PETMOVE; 813 get_archetype ("burnout")->insert_at (tmp, source);
814 tmp->destroy ();
815 }
812 break; 816 break;
813 817
814 default: 818 default:
815 break; 819 break;
816 } 820 }
820 * It will descend through containers to find the object. 824 * It will descend through containers to find the object.
821 * slaying = match object slaying flag 825 * slaying = match object slaying flag
822 * race = match object archetype name flag 826 * race = match object archetype name flag
823 * hp = match object type (excpt type '0'== PLAYER) 827 * hp = match object type (excpt type '0'== PLAYER)
824 */ 828 */
825
826object * 829object *
827check_inv_recursive (object *op, const object *trig) 830check_inv_recursive (object *op, const object *trig)
828{ 831{
829 object *tmp, *ret = NULL; 832 object *tmp, *ret = NULL;
830 833
831 /* First check the object itself. */ 834 /* First check the object itself. */
832 if ((trig->stats.hp && (op->type == trig->stats.hp)) 835 if ((trig->stats.hp && (op->type == trig->stats.hp))
833 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 836 || (trig->slaying && (op->slaying == trig->slaying))
837 || (trig->race && (op->arch->archname == trig->race)))
834 return op; 838 return op;
835 839
836 for (tmp = op->inv; tmp; tmp = tmp->below) 840 for (tmp = op->inv; tmp; tmp = tmp->below)
837 { 841 {
838 if (tmp->inv) 842 if (tmp->inv)
840 ret = check_inv_recursive (tmp, trig); 844 ret = check_inv_recursive (tmp, trig);
841 if (ret) 845 if (ret)
842 return ret; 846 return ret;
843 } 847 }
844 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 848 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
845 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 849 || (trig->slaying && (tmp->slaying == trig->slaying))
850 || (trig->race && (tmp->arch->archname == trig->race)))
846 return tmp; 851 return tmp;
847 } 852 }
848 return NULL; 853 return NULL;
849} 854}
850 855
853 * the square will activate connected items. 858 * the square will activate connected items.
854 * Monsters can't trigger this square (for now) 859 * Monsters can't trigger this square (for now)
855 * Values are: last_sp = 1/0 obj/no obj triggers 860 * Values are: last_sp = 1/0 obj/no obj triggers
856 * last_heal = 1/0 remove/dont remove obj if triggered 861 * last_heal = 1/0 remove/dont remove obj if triggered
857 * -b.t. (thomas@nomad.astro.psu.edu 862 * -b.t. (thomas@nomad.astro.psu.edu
858 */ 863 *
859 864 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
865 * because the check-inventory semantic essentially only applies when
866 * something is above the inventory checker.
867 * The semantic prior this change was: trigger if something has moved on or off
868 * and has a matching item. Imagine what happens if someone steps on the inventory
869 * checker with a matching item, has it, activates the connection, throws the item
870 * away, and then leaves the inventory checker. That would've caused an always-enabled
871 * state in the inventory checker. This won't happen anymore now.
872 *
873 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
874 * whether op is on this mapspace or not, because the value (1|0) depends
875 * on this information. also make sure to only push_button if op has
876 * a matching item (because when we do a push_button with value=0 timed gates
877 * will still open)! (i hope i got the semantics right this time)
878 *
879 */
860void 880void
861check_inv (object *op, object *trig) 881check_inv (object *op, object *trig)
862{ 882{
863 object *match; 883 trig->value = 0; // deactivate if none of the following conditions apply
864 884
865 if (op->type != PLAYER) 885 object *pl = trig->ms ().player ();
866 return;
867 match = check_inv_recursive (op, trig); 886 object *match = check_inv_recursive (op, trig);
887
888 // elmex: a note about (pl == op):
889 // if pl == 0 then the player has left this space
890 // if pl != 0 then a player is on this mapspace, but then
891 // we still have to check whether it's the player that triggered
892 // this inv-checker, because if not, then the op left this inv-checker
893 // and we have to set the value to 0
894
868 if (match && trig->last_sp) 895 if (match && trig->last_sp) // match == having
869 { 896 {
870 if (trig->last_heal) 897 if (trig->last_heal)
871 decrease_ob (match); 898 decrease_ob (match);
872 use_trigger (trig); 899
900 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
901 push_button (trig);
902 }
903 else if (!match && !trig->last_sp) // match == not having
873 } 904 {
874 else if (!match && !trig->last_sp) 905 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
875 use_trigger (trig); 906 push_button (trig);
907 }
876} 908}
877 909

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