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Comparing deliantra/server/common/button.C (file contents):
Revision 1.8 by root, Mon Sep 11 20:28:37 2006 UTC vs.
Revision 1.36 by root, Sun Jul 1 05:00:17 2007 UTC

1
2/* 1/*
3 * static char *rcsid_button_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: button.C,v 1.8 2006/09/11 20:28:37 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h> 25#include <funcpoint.h>
32 26
33/* 27/*
41 * 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.
42 */ 36 */
43void 37void
44activate_connection_link (objectlink * ol, bool state, object *source = 0) 38activate_connection_link (objectlink * ol, bool state, object *source = 0)
45{ 39{
46 object *tmp = 0;
47
48 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
49 { 41 {
50 if (!ol->ob || ol->ob->count != ol->id) 42 if (!ol->ob)
51 { 43 {
52 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 44 LOG (llevError, "Internal error in activate_connection_link.\n");
53 continue; 45 continue;
54 } 46 }
47
55 /* a button link object can become freed when the map is saving. As 48 /* a button link object can become freed when the map is saving. As
56 * a map is saved, objects are removed and freed, and if an object is 49 * a map is saved, objects are removed and freed, and if an object is
57 * on top of a button, this function is eventually called. If a map 50 * on top of a button, this function is eventually called. If a map
58 * is getting moved out of memory, the status of buttons and levers 51 * is getting moved out of memory, the status of buttons and levers
59 * probably isn't important - it will get sorted out when the map is 52 * probably isn't important - it will get sorted out when the map is
60 * 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.
61 */ 54 */
62 55
63 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 56 if (QUERY_FLAG (ol->ob, FLAG_FREED))
64 return; 57 return;
58
65 tmp = ol->ob; 59 object *tmp = ol->ob;
66 60
67 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
68 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
69 continue; 63 continue;
70 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
71 continue; 65 continue;
72 66
73 switch (tmp->type) 67 switch (tmp->type)
74 { 68 {
75 case GATE: 69 case GATE:
76 case HOLE: 70 case HOLE:
77 tmp->value = tmp->stats.maxsp ? !state : state; 71 tmp->value = tmp->stats.maxsp ? !state : state;
78 tmp->speed = 0.5; 72 tmp->set_speed (0.5);
79 update_ob_speed (tmp);
80 break; 73 break;
81 74
82 case CF_HANDLE: 75 case CF_HANDLE:
83 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 76 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
84 update_object (tmp, UP_OBJ_FACE); 77 update_object (tmp, UP_OBJ_FACE);
85 break; 78 break;
86 79
87 case SIGN: 80 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 81 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 { 82 {
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 83 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food) 84 if (tmp->stats.food)
92 tmp->last_eat++; 85 tmp->last_eat++;
93 } 86 }
94 break; 87 break;
95 88
96 case ALTAR: 89 case ALTAR:
97 tmp->value = 1; 90 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 91 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 92 update_object (tmp, UP_OBJ_FACE);
100 break; 93 break;
101 94
102 case BUTTON: 95 case BUTTON:
103 case PEDESTAL: 96 case PEDESTAL:
104 tmp->value = state; 97 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
107 break; 100 break;
108 101
109 case MOOD_FLOOR: 102 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 103 do_mood_floor (tmp, source);
111 break; 104 break;
112 105
113 case TIMED_GATE: 106 case TIMED_GATE:
114 tmp->speed = tmp->arch->clone.speed; 107 tmp->set_speed (tmp->arch->speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 108 tmp->value = tmp->arch->value;
117 tmp->stats.sp = 1; 109 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 110 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 111 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 112 * from the head - this ensures that the data will consistent
121 */ 113 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 114 for (object *part = tmp->more; part; part = part->more)
123 { 115 {
124 tmp->speed = tmp->head->speed; 116 part->value = tmp->value;
125 tmp->value = tmp->head->value; 117 part->stats.sp = tmp->stats.sp;
126 tmp->stats.sp = tmp->head->stats.sp; 118 part->stats.hp = tmp->stats.hp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 119 part->set_speed (tmp->speed);
129 } 120 }
130 break; 121 break;
131 122
132 case DIRECTOR: 123 case DIRECTOR:
133 case FIREWALL: 124 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 125 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 126 move_firewall (tmp);
136 else 127 else
137 { 128 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 129 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 130 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
131
140 animate_turning (tmp); 132 animate_turning (tmp);
141 } 133 }
142 break; 134 break;
143 135
144 case TELEPORTER: 136 case TELEPORTER:
145 move_teleporter (tmp); 137 move_teleporter (tmp);
146 break; 138 break;
147 139
148 case CREATOR: 140 case CREATOR:
149 move_creator (tmp); 141 move_creator (tmp);
150 break; 142 break;
151 143
152 case TRIGGER_MARKER: 144 case TRIGGER_MARKER:
153 move_marker (tmp); 145 move_marker (tmp);
154 break; 146 break;
155 147
156 case DUPLICATOR: 148 case DUPLICATOR:
157 move_duplicator (tmp); 149 move_duplicator (tmp);
158 break; 150 break;
159 } 151 }
160 } 152 }
161} 153}
162 154
163/* 155/*
193 * the connection was 'state' or 'released'. So that you can activate objects 185 * the connection was 'state' or 'released'. So that you can activate objects
194 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 186 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
195 * 187 *
196 */ 188 */
197void 189void
198activate_connection (mapstruct *map, long connection, bool state) 190activate_connection (maptile *map, long connection, bool state)
199{ 191{
200 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 192 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
201 return; 193 return;
202 194
203 oblinkpt *obp = get_connection_links (map, connection); 195 oblinkpt *obp = get_connection_links (map, connection);
210 * Updates everything connected with the button op. 202 * Updates everything connected with the button op.
211 * After changing the state of a button, this function must be called 203 * After changing the state of a button, this function must be called
212 * to make sure that all gates and other buttons connected to the 204 * to make sure that all gates and other buttons connected to the
213 * button reacts to the (eventual) change of state. 205 * button reacts to the (eventual) change of state.
214 */ 206 */
215
216void 207void
217update_button (object *op) 208update_button (object *op)
218{ 209{
219 object *ab, *tmp, *head; 210 object *ab, *tmp, *head;
220 int tot, any_down = 0, old_value = op->value; 211 int tot, any_down = 0, old_value = op->value;
224 obp = get_button_links (op); 215 obp = get_button_links (op);
225 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 216 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
226 if (obp) 217 if (obp)
227 for (ol = obp->link; ol; ol = ol->next) 218 for (ol = obp->link; ol; ol = ol->next)
228 { 219 {
229 if (!ol->ob || ol->ob->count != ol->id) 220 if (!ol->ob)
230 { 221 {
231 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 222 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
232 continue; 223 continue;
233 } 224 }
225
234 tmp = ol->ob; 226 tmp = ol->ob;
235 if (tmp->type == BUTTON) 227 if (tmp->type == BUTTON)
236 { 228 {
237 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 229 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
238 /* Bug? The pedestal code below looks for the head of 230 /* Bug? The pedestal code below looks for the head of
258 else if (tmp->type == PEDESTAL) 250 else if (tmp->type == PEDESTAL)
259 { 251 {
260 tmp->value = 0; 252 tmp->value = 0;
261 for (ab = tmp->above; ab != NULL; ab = ab->above) 253 for (ab = tmp->above; ab != NULL; ab = ab->above)
262 { 254 {
263 head = ab->head ? ab->head : ab; 255 head = ab->head_ ();
264 /* Same note regarding move_type for buttons above apply here. */ 256 /* Same note regarding move_type for buttons above apply here. */
265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
266 (head->race == tmp->slaying || 258 (head->race == tmp->slaying ||
267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
269 tmp->value = 1; 261 tmp->value = 1;
270 } 262 }
263
271 if (tmp->value) 264 if (tmp->value)
272 any_down = 1; 265 any_down = 1;
273 } 266 }
274 } 267 }
275 if (any_down) /* If any other buttons were down, force this to remain down */ 268 if (any_down) /* If any other buttons were down, force this to remain down */
282 update_object (op, UP_OBJ_FACE); 275 update_object (op, UP_OBJ_FACE);
283 push_button (op); /* Make all other buttons the same */ 276 push_button (op); /* Make all other buttons the same */
284 } 277 }
285} 278}
286 279
287/*
288 * Updates every button on the map (by calling update_button() for them).
289 */
290
291void
292update_buttons (mapstruct *m)
293{
294 objectlink *ol;
295 oblinkpt *obp;
296
297 for (obp = m->buttons; obp; obp = obp->next)
298 for (ol = obp->link; ol; ol = ol->next)
299 {
300 if (!ol->ob || ol->ob->count != ol->id)
301 {
302 LOG (llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
303 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, ol->id, obp->value);
304 continue;
305 }
306 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
307 {
308 update_button (ol->ob);
309 break;
310 }
311 }
312}
313
314void 280void
315use_trigger (object *op) 281use_trigger (object *op)
316{ 282{
317
318 /* Toggle value */ 283 /* Toggle value */
319 op->value = !op->value; 284 op->value = !op->value;
320 push_button (op); 285 push_button (op);
321} 286}
322 287
323/* 288/*
324 * Note: animate_object should be used instead of this, 289 * Note: animate_object should be used instead of this,
325 * but it can't handle animations in the 8 directions 290 * but it can't handle animations in the 8 directions
326 */ 291 */
327
328void 292void
329animate_turning (object *op) /* only one part objects */ 293animate_turning (object *op) /* only one part objects */
330{ 294{
331 if (++op->state >= NUM_ANIMATIONS (op) / 8) 295 if (++op->state >= NUM_ANIMATIONS (op) / 8)
332 op->state = 0; 296 op->state = 0;
351int 315int
352check_altar_sacrifice (const object *altar, const object *sacrifice) 316check_altar_sacrifice (const object *altar, const object *sacrifice)
353{ 317{
354 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 318 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
355 { 319 {
356 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 320 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
357 ARCH_SACRIFICE (altar) == sacrifice->name || 321 || ARCH_SACRIFICE (altar) == sacrifice->name
358 ARCH_SACRIFICE (altar) == sacrifice->slaying || 322 || ARCH_SACRIFICE (altar) == sacrifice->slaying
359 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 323 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
360 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 324 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
361 return 1; 325 return 1;
326
362 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 327 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
363 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 328 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
364 return 1; 329 return 1;
365 } 330 }
331
366 return 0; 332 return 0;
367} 333}
368
369 334
370/* 335/*
371 * operate_altar checks if sacrifice was accepted and removes sacrificed 336 * operate_altar checks if sacrifice was accepted and removes sacrificed
372 * objects. If sacrifice was succeed return 1 else 0. Might be better to 337 * objects. If sacrifice was succeed return 1 else 0. Might be better to
373 * call check_altar_sacrifice (above) than depend on the return value, 338 * call check_altar_sacrifice (above) than depend on the return value,
374 * since operate_altar will remove the sacrifice also. 339 * since operate_altar will remove the sacrifice also.
375 * 340 *
376 * If this function returns 1, '*sacrifice' is modified to point to the 341 * If this function returns 1, '*sacrifice' is modified to point to the
377 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 342 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
378 */ 343 */
379
380int 344int
381operate_altar (object *altar, object **sacrifice) 345operate_altar (object *altar, object **sacrifice)
382{ 346{
383
384 if (!altar->map) 347 if (!altar->map)
385 { 348 {
386 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 349 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
387 return 0; 350 return 0;
388 } 351 }
401 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 364 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
402 365
403 /* Round up any sacrifices. Altars don't make change either */ 366 /* Round up any sacrifices. Altars don't make change either */
404 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 367 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
405 number++; 368 number++;
369
406 *sacrifice = decrease_ob_nr (*sacrifice, number); 370 *sacrifice = decrease_ob_nr (*sacrifice, number);
407 } 371 }
408 else 372 else
409 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 373 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
410 374
411 if (altar->msg) 375 if (altar->msg)
412 new_info_map (NDI_BLACK, altar->map, altar->msg); 376 new_info_map (NDI_BLACK, altar->map, altar->msg);
377
413 return 1; 378 return 1;
414} 379}
415 380
416void 381void
417trigger_move (object *op, int state) /* 1 down and 0 up */ 382trigger_move (object *op, int state) /* 1 down and 0 up */
418{ 383{
419 op->stats.wc = state; 384 op->stats.wc = state;
420 if (state) 385 if (state)
421 { 386 {
422 use_trigger (op); 387 use_trigger (op);
423 if (op->stats.exp > 0) /* check sanity */ 388 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
424 op->speed = 1.0 / op->stats.exp;
425 else
426 op->speed = 1.0;
427 update_ob_speed (op);
428 op->speed_left = -1; 389 op->speed_left = -1;
429 } 390 }
430 else 391 else
431 { 392 {
432 use_trigger (op); 393 use_trigger (op);
433 op->speed = 0; 394 op->set_speed (0);
434 update_ob_speed (op);
435 } 395 }
436} 396}
437 397
438 398
439/* 399/*
495 case TRIGGER_PEDESTAL: 455 case TRIGGER_PEDESTAL:
496 if (cause) 456 if (cause)
497 { 457 {
498 for (tmp = op->above; tmp; tmp = tmp->above) 458 for (tmp = op->above; tmp; tmp = tmp->above)
499 { 459 {
500 object *head = tmp->head ? tmp->head : tmp; 460 object *head = tmp->head_ ();
501 461
502 /* See comment in TRIGGER_BUTTON about move_types */ 462 /* See comment in TRIGGER_BUTTON about move_types */
503 if (((head->move_type & op->move_on) || head->move_type == 0) 463 if (((head->move_type & op->move_on) || head->move_type == 0)
504 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 464 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
505 { 465 {
506 push = 1; 466 push = 1;
507 break; 467 break;
508 } 468 }
509 } 469 }
470
510 if (op->stats.ac == push) 471 if (op->stats.ac == push)
511 return 0; 472 return 0;
473
512 op->stats.ac = push; 474 op->stats.ac = push;
475
513 if (NUM_ANIMATIONS (op) > 1) 476 if (NUM_ANIMATIONS (op) > 1)
514 { 477 {
515 SET_ANIMATION (op, push); 478 SET_ANIMATION (op, push);
516 update_object (op, UP_OBJ_FACE); 479 update_object (op, UP_OBJ_FACE);
517 } 480 }
481
518 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
483
519 if (in_movement || !push) 484 if (in_movement || !push)
520 return 0; 485 return 0;
521 } 486 }
487
522 trigger_move (op, push); 488 trigger_move (op, push);
523 return 0; 489 return 0;
524 490
525 case TRIGGER_ALTAR: 491 case TRIGGER_ALTAR:
526 if (cause) 492 if (cause)
527 { 493 {
528 if (in_movement) 494 if (in_movement)
529 return 0; 495 return 0;
496
530 if (operate_altar (op, &cause)) 497 if (operate_altar (op, &cause))
531 { 498 {
532 if (NUM_ANIMATIONS (op) > 1) 499 if (NUM_ANIMATIONS (op) > 1)
533 { 500 {
534 SET_ANIMATION (op, 1); 501 SET_ANIMATION (op, 1);
535 update_object (op, UP_OBJ_FACE); 502 update_object (op, UP_OBJ_FACE);
536 } 503 }
504
537 if (op->last_sp >= 0) 505 if (op->last_sp >= 0)
538 { 506 {
539 trigger_move (op, 1); 507 trigger_move (op, 1);
540 if (op->last_sp > 0) 508 if (op->last_sp > 0)
541 op->last_sp = -op->last_sp; 509 op->last_sp = -op->last_sp;
548 op->value = !op->value; 516 op->value = !op->value;
549 trigger_move (op, 1); 517 trigger_move (op, 1);
550 op->last_sp = -op->last_sp; 518 op->last_sp = -op->last_sp;
551 op->value = !op->value; 519 op->value = !op->value;
552 } 520 }
521
553 return cause == NULL; 522 return cause == NULL;
554 } 523 }
555 else 524 else
556 {
557 return 0; 525 return 0;
558 }
559 } 526 }
560 else 527 else
561 { 528 {
562 if (NUM_ANIMATIONS (op) > 1) 529 if (NUM_ANIMATIONS (op) > 1)
563 { 530 {
574 trigger_move (op, 0); 541 trigger_move (op, 0);
575 else 542 else
576 { 543 {
577 op->stats.wc = 0; 544 op->stats.wc = 0;
578 op->value = !op->value; 545 op->value = !op->value;
579 op->speed = 0; 546 op->set_speed (0);
580 update_ob_speed (op);
581 } 547 }
582 } 548 }
583 return 0; 549 return 0;
584 550
585 case TRIGGER: 551 case TRIGGER:
586 if (cause) 552 if (cause)
587 { 553 {
588 if (in_movement) 554 if (in_movement)
589 return 0; 555 return 0;
556
590 push = 1; 557 push = 1;
591 } 558 }
559
592 if (NUM_ANIMATIONS (op) > 1) 560 if (NUM_ANIMATIONS (op) > 1)
593 { 561 {
594 SET_ANIMATION (op, push); 562 SET_ANIMATION (op, push);
595 update_object (op, UP_OBJ_FACE); 563 update_object (op, UP_OBJ_FACE);
596 } 564 }
565
597 trigger_move (op, push); 566 trigger_move (op, push);
598 return 1; 567 return 1;
599 568
600 default: 569 default:
601 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 570 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
602 return 0; 571 return 0;
603 } 572 }
604} 573}
605 574
606void 575void
607add_button_link (object *button, mapstruct *map, int connected) 576add_button_link (object *button, maptile *map, int connected)
608{ 577{
609 oblinkpt *obp; 578 oblinkpt *obp;
610 objectlink *ol = get_objectlink (); 579 objectlink *ol = get_objectlink ();
611 580
612 if (!map) 581 if (!map)
613 { 582 {
614 LOG (llevError, "Tried to add button-link without map.\n"); 583 LOG (llevError, "Tried to add button-link without map.\n");
615 return; 584 return;
616 } 585 }
617 if (!editor) 586
618 button->path_attuned = connected; /* peterm: I need this so I can rebuild 587 button->path_attuned = connected; /* peterm: I need this so I can rebuild
619 a connected map from a template map. */ 588 a connected map from a template map. */
620
621/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
622 589
623 SET_FLAG (button, FLAG_IS_LINKED); 590 SET_FLAG (button, FLAG_IS_LINKED);
624 591
625 ol->ob = button; 592 ol->ob = button;
626 ol->id = button->count;
627 593
628 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 594 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
595 ;
629 596
630 if (obp) 597 if (obp)
631 { 598 {
632 ol->next = obp->link; 599 ol->next = obp->link;
633 obp->link = ol; 600 obp->link = ol;
657 if (op->map == NULL) 624 if (op->map == NULL)
658 { 625 {
659 LOG (llevError, "remove_button_link() in object without map.\n"); 626 LOG (llevError, "remove_button_link() in object without map.\n");
660 return; 627 return;
661 } 628 }
629
662 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 630 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
663 { 631 {
664 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 632 LOG (llevError, "remove_button_linked() in unlinked object.\n");
665 return; 633 return;
666 } 634 }
635
667 for (obp = op->map->buttons; obp; obp = obp->next) 636 for (obp = op->map->buttons; obp; obp = obp->next)
668 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 637 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
669 if (ol->ob == op) 638 if (ol->ob == op)
670 { 639 {
671 640
672/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 641/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
673 obp->value, op->name, op->map->path); 642 obp->value, op->name, op->map->path);
674*/ 643*/
675 *olp = ol->next; 644 *olp = ol->next;
676 free (ol); 645 delete ol;
677 return; 646 return;
678 } 647 }
648
679 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 649 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
680 CLEAR_FLAG (op, FLAG_IS_LINKED); 650 CLEAR_FLAG (op, FLAG_IS_LINKED);
681} 651}
682 652
683/* 653/*
684 * Gets the objectlink for this connection from the map. 654 * Gets the objectlink for this connection from the map.
685 */ 655 */
686oblinkpt * 656oblinkpt *
687get_connection_links (mapstruct *map, long connection) 657get_connection_links (maptile *map, long connection)
688{ 658{
689 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 659 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
690 if (obp->value == connection) 660 if (obp->value == connection)
691 return obp; 661 return obp;
662
692 return 0; 663 return 0;
693} 664}
694 665
695/* 666/*
696 * Return the first objectlink in the objects linked to this one 667 * Return the first objectlink in the objects linked to this one
702 oblinkpt *obp; 673 oblinkpt *obp;
703 objectlink *ol; 674 objectlink *ol;
704 675
705 if (!button->map) 676 if (!button->map)
706 return NULL; 677 return NULL;
678
707 for (obp = button->map->buttons; obp; obp = obp->next) 679 for (obp = button->map->buttons; obp; obp = obp->next)
708 for (ol = obp->link; ol; ol = ol->next) 680 for (ol = obp->link; ol; ol = ol->next)
709 if (ol->ob == button && ol->id == button->count) 681 if (ol->ob == button)
710 return obp; 682 return obp;
683
711 return NULL; 684 return NULL;
712} 685}
713 686
714/* 687/*
715 * Made as a separate function to increase efficiency 688 * Made as a separate function to increase efficiency
723 696
724 if (!button->map) 697 if (!button->map)
725 return 0; 698 return 0;
726 for (obp = button->map->buttons; obp; obp = obp->next) 699 for (obp = button->map->buttons; obp; obp = obp->next)
727 for (ol = obp->link; ol; ol = ol->next) 700 for (ol = obp->link; ol; ol = ol->next)
728 if (ol->ob == button && ol->id == button->count) 701 if (ol->ob == button)
729 return obp->value; 702 return obp->value;
730 return 0; 703 return 0;
731} 704}
732 705
733/* This routine makes monsters who are 706/* This routine makes monsters who are
740 */ 713 */
741 714
742void 715void
743do_mood_floor (object *op, object *source) 716do_mood_floor (object *op, object *source)
744{ 717{
745 object *tmp;
746 object *tmp2;
747
748 if (!source) 718 if (!source)
749 source = op; 719 source = op;
750 720
751 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 721 mapspace &ms = op->ms ();
722
723 if (!(ms.flags () & P_IS_ALIVE))
724 return;
725
726 object *tmp;
727
728 for (tmp = ms.top; tmp; tmp = tmp->below)
752 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 729 if (QUERY_FLAG (tmp, FLAG_MONSTER))
753 break; 730 break;
754 731
755 /* doesn't effect players, and if there is a player on this space, won't also 732 /* doesn't effect players, and if there is a player on this space, won't also
756 * be a monster here. 733 * be a monster here.
757 */ 734 */
735 //TODO: have players really FLAG_MONSTER? kept it for safety
758 if (!tmp || tmp->type == PLAYER) 736 if (!tmp || tmp->type == PLAYER)
759 return; 737 return;
760 738
761 switch (op->last_sp) 739 switch (op->last_sp)
762 { 740 {
763 case 0: /* furious--make all monsters mad */ 741 case 0: /* furious--make all monsters mad */
764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 742 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 743 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
744
766 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 745 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 { 746 {
768 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
769 remove_friendly_object (tmp);
770 tmp->attack_movement = 0; 747 tmp->attack_movement = 0;
771 /* lots of checks here, but want to make sure we don't 748 /* lots of checks here, but want to make sure we don't
772 * dereference a null value 749 * dereference a null value
773 */ 750 */
774 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 751 if (tmp->type == GOLEM
775 { 752 && tmp->owner
776 tmp->owner->contr->ranges[range_golem] = NULL; 753 && tmp->owner->type == PLAYER
754 && tmp->owner->contr->golem == tmp)
777 tmp->owner->contr->golem_count = 0; 755 tmp->owner->contr->golem = 0;
778 } 756
779 tmp->owner = 0; 757 tmp->owner = 0;
758
759 remove_friendly_object (tmp);
780 } 760 }
781 break; 761 break;
762
782 case 1: /* angry -- get neutral monsters mad */ 763 case 1: /* angry -- get neutral monsters mad */
783 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
784 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
785 break; 766 break;
767
786 case 2: /* calm -- pacify unfriendly monsters */ 768 case 2: /* calm -- pacify unfriendly monsters */
787 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
788 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 769 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
789 break; 770 break;
771
790 case 3: /* make all monsters fall asleep */ 772 case 3: /* make all monsters fall asleep */
791 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
792 SET_FLAG (tmp, FLAG_SLEEP); 773 SET_FLAG (tmp, FLAG_SLEEP);
793 break; 774 break;
775
794 case 4: /* charm all monsters */ 776 case 4: /* charm all monsters */
795 if (op == source) 777 if (op == source)
796 break; /* only if 'connected' */ 778 break; /* only if 'connected' */
797 779
798 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 780 if (object *pl = source->ms ().player ())
799 tmp2->type != PLAYER; tmp2 = tmp2->above) 781 {
800 if (tmp2->above == NULL) 782 tmp->set_owner (pl);
783 SET_FLAG (tmp, FLAG_MONSTER);
784
785 tmp->stats.exp = 0;
786
787 add_friendly_object (tmp);
788 tmp->attack_movement = PETMOVE;
789 }
801 break; 790 break;
802 791
803 if (tmp2->type != PLAYER) 792 case 6: // kill monsters
793 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
804 break; 794 break;
805 set_owner (tmp, tmp2); 795
806 SET_FLAG (tmp, FLAG_MONSTER); 796 // FALL THROUGH
807 tmp->stats.exp = 0; 797 case 5: // kill all alives
808 SET_FLAG (tmp, FLAG_FRIENDLY); 798 if (!tmp->flag [FLAG_PRECIOUS])
809 add_friendly_object (tmp); 799 {
810 tmp->attack_movement = PETMOVE; 800 get_archetype ("burnout")->insert_at (tmp, source);
801 tmp->destroy ();
802 }
811 break; 803 break;
812 804
813 default: 805 default:
814 break; 806 break;
815 } 807 }
819 * It will descend through containers to find the object. 811 * It will descend through containers to find the object.
820 * slaying = match object slaying flag 812 * slaying = match object slaying flag
821 * race = match object archetype name flag 813 * race = match object archetype name flag
822 * hp = match object type (excpt type '0'== PLAYER) 814 * hp = match object type (excpt type '0'== PLAYER)
823 */ 815 */
824
825object * 816object *
826check_inv_recursive (object *op, const object *trig) 817check_inv_recursive (object *op, const object *trig)
827{ 818{
828 object *tmp, *ret = NULL; 819 object *tmp, *ret = NULL;
829 820
830 /* First check the object itself. */ 821 /* First check the object itself. */
831 if ((trig->stats.hp && (op->type == trig->stats.hp)) 822 if ((trig->stats.hp && (op->type == trig->stats.hp))
832 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 823 || (trig->slaying && (op->slaying == trig->slaying))
824 || (trig->race && (op->arch->archname == trig->race)))
833 return op; 825 return op;
834 826
835 for (tmp = op->inv; tmp; tmp = tmp->below) 827 for (tmp = op->inv; tmp; tmp = tmp->below)
836 { 828 {
837 if (tmp->inv) 829 if (tmp->inv)
839 ret = check_inv_recursive (tmp, trig); 831 ret = check_inv_recursive (tmp, trig);
840 if (ret) 832 if (ret)
841 return ret; 833 return ret;
842 } 834 }
843 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 835 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
844 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 836 || (trig->slaying && (tmp->slaying == trig->slaying))
837 || (trig->race && (tmp->arch->archname == trig->race)))
845 return tmp; 838 return tmp;
846 } 839 }
847 return NULL; 840 return NULL;
848} 841}
849 842
852 * the square will activate connected items. 845 * the square will activate connected items.
853 * Monsters can't trigger this square (for now) 846 * Monsters can't trigger this square (for now)
854 * Values are: last_sp = 1/0 obj/no obj triggers 847 * Values are: last_sp = 1/0 obj/no obj triggers
855 * last_heal = 1/0 remove/dont remove obj if triggered 848 * last_heal = 1/0 remove/dont remove obj if triggered
856 * -b.t. (thomas@nomad.astro.psu.edu 849 * -b.t. (thomas@nomad.astro.psu.edu
857 */ 850 *
858 851 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
852 * because the check-inventory semantic essentially only applies when
853 * something is above the inventory checker.
854 * The semantic prior this change was: trigger if something has moved on or off
855 * and has a matching item. Imagine what happens if someone steps on the inventory
856 * checker with a matching item, has it, activates the connection, throws the item
857 * away, and then leaves the inventory checker. That would've caused an always-enabled
858 * state in the inventory checker. This won't happen anymore now.
859 *
860 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
861 * whether op is on this mapspace or not, because the value (1|0) depends
862 * on this information. also make sure to only push_button if op has
863 * a matching item (because when we do a push_button with value=0 timed gates
864 * will still open)! (i hope i got the semantics right this time)
865 *
866 */
859void 867void
860check_inv (object *op, object *trig) 868check_inv (object *op, object *trig)
861{ 869{
862 object *match; 870 trig->value = 0; // deactivate if none of the following conditions apply
863 871
864 if (op->type != PLAYER) 872 object *pl = trig->ms ().player ();
865 return;
866 match = check_inv_recursive (op, trig); 873 object *match = check_inv_recursive (op, trig);
874
875 // elmex: a note about (pl == op):
876 // if pl == 0 then the player has left this space
877 // if pl != 0 then a player is on this mapspace, but then
878 // we still have to check whether it's the player that triggered
879 // this inv-checker, because if not, then the op left this inv-checker
880 // and we have to set the value to 0
881
867 if (match && trig->last_sp) 882 if (match && trig->last_sp) // match == having
868 { 883 {
869 if (trig->last_heal) 884 if (trig->last_heal)
870 decrease_ob (match); 885 decrease_ob (match);
871 use_trigger (trig);
872 }
873 else if (!match && !trig->last_sp)
874 use_trigger (trig);
875}
876 886
877 887 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
878/* This does a minimal check of the button link consistency for object 888 push_button (trig);
879 * map. All it really does it much sure the object id link that is set
880 * matches what the object has.
881 */
882void
883verify_button_links (const mapstruct *map)
884{
885 oblinkpt *obp;
886 objectlink *ol;
887
888 if (!map)
889 return;
890
891 for (obp = map->buttons; obp; obp = obp->next)
892 { 889 }
893 for (ol = obp->link; ol; ol = ol->next) 890 else if (!match && !trig->last_sp) // match == not having
894 {
895 if (ol->id != ol->ob->count)
896 LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
897 }
898 } 891 {
892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
893 push_button (trig);
894 }
899} 895}
896

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