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Comparing deliantra/server/common/button.C (file contents):
Revision 1.7 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.38 by elmex, Tue Jul 31 18:28:46 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 1.7 2006/09/10 16:00:23 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;
64
70 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
71 continue; 66 continue;
72 67
73 switch (tmp->type) 68 switch (tmp->type)
74 { 69 {
75 case GATE: 70 case GATE:
76 case HOLE: 71 case HOLE:
77 tmp->value = tmp->stats.maxsp ? !state : state; 72 tmp->value = tmp->stats.maxsp ? !state : state;
78 tmp->speed = 0.5; 73 tmp->set_speed (0.5);
79 update_ob_speed (tmp);
80 break; 74 break;
81 75
82 case CF_HANDLE: 76 case CF_HANDLE:
83 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
84 update_object (tmp, UP_OBJ_FACE); 78 update_object (tmp, UP_OBJ_FACE);
85 break; 79 break;
86 80
87 case SIGN: 81 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 { 83 {
84 tmp->play_sound (tmp->sound);
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food) 86 if (tmp->stats.food)
92 tmp->last_eat++; 87 tmp->last_eat++;
93 } 88 }
94 break; 89 break;
95 90
96 case ALTAR: 91 case ALTAR:
97 tmp->value = 1; 92 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 93 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 94 update_object (tmp, UP_OBJ_FACE);
100 break; 95 break;
101 96
102 case BUTTON: 97 case BUTTON:
103 case PEDESTAL: 98 case PEDESTAL:
104 tmp->value = state; 99 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 100 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 101 update_object (tmp, UP_OBJ_FACE);
107 break; 102 break;
108 103
109 case MOOD_FLOOR: 104 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 105 do_mood_floor (tmp, source);
111 break; 106 break;
112 107
113 case TIMED_GATE: 108 case TIMED_GATE:
114 tmp->speed = tmp->arch->clone.speed; 109 tmp->set_speed (tmp->arch->speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 110 tmp->value = tmp->arch->value;
117 tmp->stats.sp = 1; 111 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 112 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 113 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 114 * from the head - this ensures that the data will consistent
121 */ 115 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 116 for (object *part = tmp->more; part; part = part->more)
123 { 117 {
124 tmp->speed = tmp->head->speed; 118 part->value = tmp->value;
125 tmp->value = tmp->head->value; 119 part->stats.sp = tmp->stats.sp;
126 tmp->stats.sp = tmp->head->stats.sp; 120 part->stats.hp = tmp->stats.hp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 121 part->set_speed (tmp->speed);
129 } 122 }
130 break; 123 break;
131 124
132 case DIRECTOR: 125 case DIRECTOR:
133 case FIREWALL: 126 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 127 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 128 move_firewall (tmp);
136 else 129 else
137 { 130 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 131 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 132 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
133
140 animate_turning (tmp); 134 animate_turning (tmp);
141 } 135 }
142 break; 136 break;
143 137
144 case TELEPORTER: 138 case TELEPORTER:
145 move_teleporter (tmp); 139 move_teleporter (tmp);
146 break; 140 break;
147 141
148 case CREATOR: 142 case CREATOR:
149 move_creator (tmp); 143 move_creator (tmp);
150 break; 144 break;
151 145
152 case TRIGGER_MARKER: 146 case TRIGGER_MARKER:
153 move_marker (tmp); 147 move_marker (tmp);
154 break; 148 break;
155 149
156 case DUPLICATOR: 150 case DUPLICATOR:
157 move_duplicator (tmp); 151 move_duplicator (tmp);
158 break; 152 break;
159 } 153 }
160 } 154 }
161} 155}
162 156
163/* 157/*
193 * the connection was 'state' or 'released'. So that you can activate objects 187 * the connection was 'state' or 'released'. So that you can activate objects
194 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
195 * 189 *
196 */ 190 */
197void 191void
198activate_connection (mapstruct *map, long connection, bool state) 192activate_connection (maptile *map, long connection, bool state)
199{ 193{
200 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 194 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
201 return; 195 return;
202 196
203 oblinkpt *obp = get_connection_links (map, connection); 197 oblinkpt *obp = get_connection_links (map, connection);
210 * Updates everything connected with the button op. 204 * Updates everything connected with the button op.
211 * After changing the state of a button, this function must be called 205 * 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 206 * to make sure that all gates and other buttons connected to the
213 * button reacts to the (eventual) change of state. 207 * button reacts to the (eventual) change of state.
214 */ 208 */
215
216void 209void
217update_button (object *op) 210update_button (object *op)
218{ 211{
219 object *ab, *tmp, *head; 212 object *ab, *tmp, *head;
220 int tot, any_down = 0, old_value = op->value; 213 int tot, any_down = 0, old_value = op->value;
224 obp = get_button_links (op); 217 obp = get_button_links (op);
225 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
226 if (obp) 219 if (obp)
227 for (ol = obp->link; ol; ol = ol->next) 220 for (ol = obp->link; ol; ol = ol->next)
228 { 221 {
229 if (!ol->ob || ol->ob->count != ol->id) 222 if (!ol->ob)
230 { 223 {
231 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 224 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
232 continue; 225 continue;
233 } 226 }
227
234 tmp = ol->ob; 228 tmp = ol->ob;
235 if (tmp->type == BUTTON) 229 if (tmp->type == BUTTON)
236 { 230 {
237 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
238 /* Bug? The pedestal code below looks for the head of 232 /* Bug? The pedestal code below looks for the head of
258 else if (tmp->type == PEDESTAL) 252 else if (tmp->type == PEDESTAL)
259 { 253 {
260 tmp->value = 0; 254 tmp->value = 0;
261 for (ab = tmp->above; ab != NULL; ab = ab->above) 255 for (ab = tmp->above; ab != NULL; ab = ab->above)
262 { 256 {
263 head = ab->head ? ab->head : ab; 257 head = ab->head_ ();
264 /* Same note regarding move_type for buttons above apply here. */ 258 /* Same note regarding move_type for buttons above apply here. */
265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
266 (head->race == tmp->slaying || 260 (head->race == tmp->slaying ||
267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
269 tmp->value = 1; 263 tmp->value = 1;
270 } 264 }
265
271 if (tmp->value) 266 if (tmp->value)
272 any_down = 1; 267 any_down = 1;
273 } 268 }
274 } 269 }
275 if (any_down) /* If any other buttons were down, force this to remain down */ 270 if (any_down) /* If any other buttons were down, force this to remain down */
282 update_object (op, UP_OBJ_FACE); 277 update_object (op, UP_OBJ_FACE);
283 push_button (op); /* Make all other buttons the same */ 278 push_button (op); /* Make all other buttons the same */
284 } 279 }
285} 280}
286 281
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 282void
315use_trigger (object *op) 283use_trigger (object *op)
316{ 284{
317
318 /* Toggle value */ 285 /* Toggle value */
319 op->value = !op->value; 286 op->value = !op->value;
320 push_button (op); 287 push_button (op);
321} 288}
322 289
323/* 290/*
324 * Note: animate_object should be used instead of this, 291 * Note: animate_object should be used instead of this,
325 * but it can't handle animations in the 8 directions 292 * but it can't handle animations in the 8 directions
326 */ 293 */
327
328void 294void
329animate_turning (object *op) /* only one part objects */ 295animate_turning (object *op) /* only one part objects */
330{ 296{
331 if (++op->state >= NUM_ANIMATIONS (op) / 8) 297 if (++op->state >= NUM_ANIMATIONS (op) / 8)
332 op->state = 0; 298 op->state = 0;
349 */ 315 */
350 316
351int 317int
352check_altar_sacrifice (const object *altar, const object *sacrifice) 318check_altar_sacrifice (const object *altar, const object *sacrifice)
353{ 319{
354 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 320 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
321 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
322 && sacrifice->type != PLAYER)
355 { 323 {
324 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
325 && sacrifice->type == MONEY
326 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
327 return 1;
328
356 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 329 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
357 ARCH_SACRIFICE (altar) == sacrifice->name || 330 || ARCH_SACRIFICE (altar) == sacrifice->name
358 ARCH_SACRIFICE (altar) == sacrifice->slaying || 331 || ARCH_SACRIFICE (altar) == sacrifice->slaying
359 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 332 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
360 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 333 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
361 return 1; 334 return 1;
362 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
363 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
364 return 1;
365 } 335 }
336
366 return 0; 337 return 0;
367} 338}
368
369 339
370/* 340/*
371 * operate_altar checks if sacrifice was accepted and removes sacrificed 341 * operate_altar checks if sacrifice was accepted and removes sacrificed
372 * objects. If sacrifice was succeed return 1 else 0. Might be better to 342 * 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, 343 * call check_altar_sacrifice (above) than depend on the return value,
374 * since operate_altar will remove the sacrifice also. 344 * since operate_altar will remove the sacrifice also.
375 * 345 *
376 * If this function returns 1, '*sacrifice' is modified to point to the 346 * 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. 347 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
378 */ 348 */
379
380int 349int
381operate_altar (object *altar, object **sacrifice) 350operate_altar (object *altar, object **sacrifice)
382{ 351{
383
384 if (!altar->map) 352 if (!altar->map)
385 { 353 {
386 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 354 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
387 return 0; 355 return 0;
388 } 356 }
401 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 369 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
402 370
403 /* Round up any sacrifices. Altars don't make change either */ 371 /* Round up any sacrifices. Altars don't make change either */
404 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 372 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
405 number++; 373 number++;
374
406 *sacrifice = decrease_ob_nr (*sacrifice, number); 375 *sacrifice = decrease_ob_nr (*sacrifice, number);
407 } 376 }
408 else 377 else
409 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 378 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
410 379
411 if (altar->msg) 380 if (altar->msg)
412 new_info_map (NDI_BLACK, altar->map, altar->msg); 381 new_info_map (NDI_BLACK, altar->map, altar->msg);
382
413 return 1; 383 return 1;
414} 384}
415 385
416void 386void
417trigger_move (object *op, int state) /* 1 down and 0 up */ 387trigger_move (object *op, int state) /* 1 down and 0 up */
418{ 388{
419 op->stats.wc = state; 389 op->stats.wc = state;
420 if (state) 390 if (state)
421 { 391 {
422 use_trigger (op); 392 use_trigger (op);
423 if (op->stats.exp > 0) /* check sanity */ 393 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; 394 op->speed_left = -1;
429 } 395 }
430 else 396 else
431 { 397 {
432 use_trigger (op); 398 use_trigger (op);
433 op->speed = 0; 399 op->set_speed (0);
434 update_ob_speed (op);
435 } 400 }
436} 401}
437 402
438 403
439/* 404/*
495 case TRIGGER_PEDESTAL: 460 case TRIGGER_PEDESTAL:
496 if (cause) 461 if (cause)
497 { 462 {
498 for (tmp = op->above; tmp; tmp = tmp->above) 463 for (tmp = op->above; tmp; tmp = tmp->above)
499 { 464 {
500 object *head = tmp->head ? tmp->head : tmp; 465 object *head = tmp->head_ ();
501 466
502 /* See comment in TRIGGER_BUTTON about move_types */ 467 /* See comment in TRIGGER_BUTTON about move_types */
503 if (((head->move_type & op->move_on) || head->move_type == 0) 468 if (((head->move_type & op->move_on) || head->move_type == 0)
504 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 469 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
505 { 470 {
506 push = 1; 471 push = 1;
507 break; 472 break;
508 } 473 }
509 } 474 }
475
510 if (op->stats.ac == push) 476 if (op->stats.ac == push)
511 return 0; 477 return 0;
478
512 op->stats.ac = push; 479 op->stats.ac = push;
480
513 if (NUM_ANIMATIONS (op) > 1) 481 if (NUM_ANIMATIONS (op) > 1)
514 { 482 {
515 SET_ANIMATION (op, push); 483 SET_ANIMATION (op, push);
516 update_object (op, UP_OBJ_FACE); 484 update_object (op, UP_OBJ_FACE);
517 } 485 }
486
518 update_object (op, UP_OBJ_FACE); 487 update_object (op, UP_OBJ_FACE);
488
519 if (in_movement || !push) 489 if (in_movement || !push)
520 return 0; 490 return 0;
521 } 491 }
492
522 trigger_move (op, push); 493 trigger_move (op, push);
523 return 0; 494 return 0;
524 495
525 case TRIGGER_ALTAR: 496 case TRIGGER_ALTAR:
526 if (cause) 497 if (cause)
527 { 498 {
528 if (in_movement) 499 if (in_movement)
529 return 0; 500 return 0;
501
530 if (operate_altar (op, &cause)) 502 if (operate_altar (op, &cause))
531 { 503 {
532 if (NUM_ANIMATIONS (op) > 1) 504 if (NUM_ANIMATIONS (op) > 1)
533 { 505 {
534 SET_ANIMATION (op, 1); 506 SET_ANIMATION (op, 1);
535 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
536 } 508 }
509
537 if (op->last_sp >= 0) 510 if (op->last_sp >= 0)
538 { 511 {
539 trigger_move (op, 1); 512 trigger_move (op, 1);
540 if (op->last_sp > 0) 513 if (op->last_sp > 0)
541 op->last_sp = -op->last_sp; 514 op->last_sp = -op->last_sp;
548 op->value = !op->value; 521 op->value = !op->value;
549 trigger_move (op, 1); 522 trigger_move (op, 1);
550 op->last_sp = -op->last_sp; 523 op->last_sp = -op->last_sp;
551 op->value = !op->value; 524 op->value = !op->value;
552 } 525 }
526
553 return cause == NULL; 527 return cause == NULL;
554 } 528 }
555 else 529 else
556 {
557 return 0; 530 return 0;
558 }
559 } 531 }
560 else 532 else
561 { 533 {
562 if (NUM_ANIMATIONS (op) > 1) 534 if (NUM_ANIMATIONS (op) > 1)
563 { 535 {
574 trigger_move (op, 0); 546 trigger_move (op, 0);
575 else 547 else
576 { 548 {
577 op->stats.wc = 0; 549 op->stats.wc = 0;
578 op->value = !op->value; 550 op->value = !op->value;
579 op->speed = 0; 551 op->set_speed (0);
580 update_ob_speed (op);
581 } 552 }
582 } 553 }
583 return 0; 554 return 0;
584 555
585 case TRIGGER: 556 case TRIGGER:
586 if (cause) 557 if (cause)
587 { 558 {
588 if (in_movement) 559 if (in_movement)
589 return 0; 560 return 0;
561
590 push = 1; 562 push = 1;
591 } 563 }
564
592 if (NUM_ANIMATIONS (op) > 1) 565 if (NUM_ANIMATIONS (op) > 1)
593 { 566 {
594 SET_ANIMATION (op, push); 567 SET_ANIMATION (op, push);
595 update_object (op, UP_OBJ_FACE); 568 update_object (op, UP_OBJ_FACE);
596 } 569 }
570
597 trigger_move (op, push); 571 trigger_move (op, push);
598 return 1; 572 return 1;
599 573
600 default: 574 default:
601 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 575 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
602 return 0; 576 return 0;
603 } 577 }
604} 578}
605 579
606void 580void
607add_button_link (object *button, mapstruct *map, int connected) 581add_button_link (object *button, maptile *map, int connected)
608{ 582{
609 oblinkpt *obp; 583 oblinkpt *obp;
610 objectlink *ol = get_objectlink (); 584 objectlink *ol = get_objectlink ();
611 585
612 if (!map) 586 if (!map)
613 { 587 {
614 LOG (llevError, "Tried to add button-link without map.\n"); 588 LOG (llevError, "Tried to add button-link without map.\n");
615 return; 589 return;
616 } 590 }
617 if (!editor) 591
618 button->path_attuned = connected; /* peterm: I need this so I can rebuild 592 button->path_attuned = connected; /* peterm: I need this so I can rebuild
619 a connected map from a template map. */ 593 a connected map from a template map. */
620
621/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
622 594
623 SET_FLAG (button, FLAG_IS_LINKED); 595 SET_FLAG (button, FLAG_IS_LINKED);
624 596
625 ol->ob = button; 597 ol->ob = button;
626 ol->id = button->count;
627 598
628 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 599 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
600 ;
629 601
630 if (obp) 602 if (obp)
631 { 603 {
632 ol->next = obp->link; 604 ol->next = obp->link;
633 obp->link = ol; 605 obp->link = ol;
657 if (op->map == NULL) 629 if (op->map == NULL)
658 { 630 {
659 LOG (llevError, "remove_button_link() in object without map.\n"); 631 LOG (llevError, "remove_button_link() in object without map.\n");
660 return; 632 return;
661 } 633 }
634
662 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 635 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
663 { 636 {
664 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 637 LOG (llevError, "remove_button_linked() in unlinked object.\n");
665 return; 638 return;
666 } 639 }
640
667 for (obp = op->map->buttons; obp; obp = obp->next) 641 for (obp = op->map->buttons; obp; obp = obp->next)
668 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 642 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
669 if (ol->ob == op) 643 if (ol->ob == op)
670 { 644 {
671 645
672/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 646/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
673 obp->value, op->name, op->map->path); 647 obp->value, op->name, op->map->path);
674*/ 648*/
675 *olp = ol->next; 649 *olp = ol->next;
676 free (ol); 650 delete ol;
677 return; 651 return;
678 } 652 }
653
679 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 654 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
680 CLEAR_FLAG (op, FLAG_IS_LINKED); 655 CLEAR_FLAG (op, FLAG_IS_LINKED);
681} 656}
682 657
683/* 658/*
684 * Gets the objectlink for this connection from the map. 659 * Gets the objectlink for this connection from the map.
685 */ 660 */
686oblinkpt * 661oblinkpt *
687get_connection_links (mapstruct *map, long connection) 662get_connection_links (maptile *map, long connection)
688{ 663{
689 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 664 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
690 if (obp->value == connection) 665 if (obp->value == connection)
691 return obp; 666 return obp;
667
692 return 0; 668 return 0;
693} 669}
694 670
695/* 671/*
696 * Return the first objectlink in the objects linked to this one 672 * Return the first objectlink in the objects linked to this one
702 oblinkpt *obp; 678 oblinkpt *obp;
703 objectlink *ol; 679 objectlink *ol;
704 680
705 if (!button->map) 681 if (!button->map)
706 return NULL; 682 return NULL;
683
707 for (obp = button->map->buttons; obp; obp = obp->next) 684 for (obp = button->map->buttons; obp; obp = obp->next)
708 for (ol = obp->link; ol; ol = ol->next) 685 for (ol = obp->link; ol; ol = ol->next)
709 if (ol->ob == button && ol->id == button->count) 686 if (ol->ob == button)
710 return obp; 687 return obp;
688
711 return NULL; 689 return NULL;
712} 690}
713 691
714/* 692/*
715 * Made as a separate function to increase efficiency 693 * Made as a separate function to increase efficiency
723 701
724 if (!button->map) 702 if (!button->map)
725 return 0; 703 return 0;
726 for (obp = button->map->buttons; obp; obp = obp->next) 704 for (obp = button->map->buttons; obp; obp = obp->next)
727 for (ol = obp->link; ol; ol = ol->next) 705 for (ol = obp->link; ol; ol = ol->next)
728 if (ol->ob == button && ol->id == button->count) 706 if (ol->ob == button)
729 return obp->value; 707 return obp->value;
730 return 0; 708 return 0;
731} 709}
732 710
733/* This routine makes monsters who are 711/* This routine makes monsters who are
740 */ 718 */
741 719
742void 720void
743do_mood_floor (object *op, object *source) 721do_mood_floor (object *op, object *source)
744{ 722{
745 object *tmp;
746 object *tmp2;
747
748 if (!source) 723 if (!source)
749 source = op; 724 source = op;
750 725
751 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 726 mapspace &ms = op->ms ();
727
728 if (!(ms.flags () & P_IS_ALIVE))
729 return;
730
731 object *tmp;
732
733 for (tmp = ms.top; tmp; tmp = tmp->below)
752 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 734 if (QUERY_FLAG (tmp, FLAG_MONSTER))
753 break; 735 break;
754 736
755 /* doesn't effect players, and if there is a player on this space, won't also 737 /* doesn't effect players, and if there is a player on this space, won't also
756 * be a monster here. 738 * be a monster here.
757 */ 739 */
740 //TODO: have players really FLAG_MONSTER? kept it for safety
758 if (!tmp || tmp->type == PLAYER) 741 if (!tmp || tmp->type == PLAYER)
759 return; 742 return;
760 743
761 switch (op->last_sp) 744 switch (op->last_sp)
762 { 745 {
763 case 0: /* furious--make all monsters mad */ 746 case 0: /* furious--make all monsters mad */
764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 747 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 748 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
749
766 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 750 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 { 751 {
768 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
769 remove_friendly_object (tmp);
770 tmp->attack_movement = 0; 752 tmp->attack_movement = 0;
771 /* lots of checks here, but want to make sure we don't 753 /* lots of checks here, but want to make sure we don't
772 * dereference a null value 754 * dereference a null value
773 */ 755 */
774 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 756 if (tmp->type == GOLEM
775 { 757 && tmp->owner
776 tmp->owner->contr->ranges[range_golem] = NULL; 758 && tmp->owner->type == PLAYER
759 && tmp->owner->contr->golem == tmp)
777 tmp->owner->contr->golem_count = 0; 760 tmp->owner->contr->golem = 0;
778 } 761
779 tmp->owner = 0; 762 tmp->owner = 0;
763
764 remove_friendly_object (tmp);
780 } 765 }
766 break;
767
768 case 1: /* angry -- get neutral monsters mad */
769 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
770 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
771 break;
772
773 case 2: /* calm -- pacify unfriendly monsters */
774 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
775 break;
776
777 case 3: /* make all monsters fall asleep */
778 SET_FLAG (tmp, FLAG_SLEEP);
779 break;
780
781 case 4: /* charm all monsters */
782 if (op == source)
783 break; /* only if 'connected' */
784
785 if (object *pl = source->ms ().player ())
786 {
787 tmp->set_owner (pl);
788 SET_FLAG (tmp, FLAG_MONSTER);
789
790 tmp->stats.exp = 0;
791
792 add_friendly_object (tmp);
793 tmp->attack_movement = PETMOVE;
794 }
795 break;
796
797 case 6: // kill monsters
798 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
781 break; 799 break;
782 case 1: /* angry -- get neutral monsters mad */ 800
783 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 801 // FALL THROUGH
784 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 802 case 5: // kill all alives
803 if (!tmp->flag [FLAG_PRECIOUS])
804 {
805 get_archetype ("burnout")->insert_at (tmp, source);
806 tmp->destroy ();
807 }
785 break; 808 break;
786 case 2: /* calm -- pacify unfriendly monsters */
787 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
788 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
789 break;
790 case 3: /* make all monsters fall asleep */
791 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
792 SET_FLAG (tmp, FLAG_SLEEP);
793 break;
794 case 4: /* charm all monsters */
795 if (op == source)
796 break; /* only if 'connected' */
797 809
798 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */
799 tmp2->type != PLAYER; tmp2 = tmp2->above)
800 if (tmp2->above == NULL)
801 break;
802
803 if (tmp2->type != PLAYER)
804 break;
805 set_owner (tmp, tmp2);
806 SET_FLAG (tmp, FLAG_MONSTER);
807 tmp->stats.exp = 0;
808 SET_FLAG (tmp, FLAG_FRIENDLY);
809 add_friendly_object (tmp);
810 tmp->attack_movement = PETMOVE;
811 break;
812
813 default: 810 default:
814 break; 811 break;
815
816 } 812 }
817} 813}
818 814
819/* this function returns the object it matches, or NULL if non. 815/* this function returns the object it matches, or NULL if non.
820 * It will descend through containers to find the object. 816 * It will descend through containers to find the object.
821 * slaying = match object slaying flag 817 * slaying = match object slaying flag
822 * race = match object archetype name flag 818 * race = match object archetype name flag
823 * hp = match object type (excpt type '0'== PLAYER) 819 * hp = match object type (excpt type '0'== PLAYER)
824 */ 820 */
825
826object * 821object *
827check_inv_recursive (object *op, const object *trig) 822check_inv_recursive (object *op, const object *trig)
828{ 823{
829 object *tmp, *ret = NULL; 824 object *tmp, *ret = NULL;
830 825
831 /* First check the object itself. */ 826 /* First check the object itself. */
832 if ((trig->stats.hp && (op->type == trig->stats.hp)) 827 if ((trig->stats.hp && (op->type == trig->stats.hp))
833 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 828 || (trig->slaying && (op->slaying == trig->slaying))
829 || (trig->race && (op->arch->archname == trig->race)))
834 return op; 830 return op;
835 831
836 for (tmp = op->inv; tmp; tmp = tmp->below) 832 for (tmp = op->inv; tmp; tmp = tmp->below)
837 { 833 {
838 if (tmp->inv) 834 if (tmp->inv)
840 ret = check_inv_recursive (tmp, trig); 836 ret = check_inv_recursive (tmp, trig);
841 if (ret) 837 if (ret)
842 return ret; 838 return ret;
843 } 839 }
844 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 840 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
845 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 841 || (trig->slaying && (tmp->slaying == trig->slaying))
842 || (trig->race && (tmp->arch->archname == trig->race)))
846 return tmp; 843 return tmp;
847 } 844 }
848 return NULL; 845 return NULL;
849} 846}
850 847
853 * the square will activate connected items. 850 * the square will activate connected items.
854 * Monsters can't trigger this square (for now) 851 * Monsters can't trigger this square (for now)
855 * Values are: last_sp = 1/0 obj/no obj triggers 852 * Values are: last_sp = 1/0 obj/no obj triggers
856 * last_heal = 1/0 remove/dont remove obj if triggered 853 * last_heal = 1/0 remove/dont remove obj if triggered
857 * -b.t. (thomas@nomad.astro.psu.edu 854 * -b.t. (thomas@nomad.astro.psu.edu
858 */ 855 *
859 856 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
857 * because the check-inventory semantic essentially only applies when
858 * something is above the inventory checker.
859 * The semantic prior this change was: trigger if something has moved on or off
860 * and has a matching item. Imagine what happens if someone steps on the inventory
861 * checker with a matching item, has it, activates the connection, throws the item
862 * away, and then leaves the inventory checker. That would've caused an always-enabled
863 * state in the inventory checker. This won't happen anymore now.
864 *
865 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
866 * whether op is on this mapspace or not, because the value (1|0) depends
867 * on this information. also make sure to only push_button if op has
868 * a matching item (because when we do a push_button with value=0 timed gates
869 * will still open)! (i hope i got the semantics right this time)
870 *
871 */
860void 872void
861check_inv (object *op, object *trig) 873check_inv (object *op, object *trig)
862{ 874{
863 object *match; 875 trig->value = 0; // deactivate if none of the following conditions apply
864 876
865 if (op->type != PLAYER) 877 object *pl = trig->ms ().player ();
866 return;
867 match = check_inv_recursive (op, trig); 878 object *match = check_inv_recursive (op, trig);
879
880 // elmex: a note about (pl == op):
881 // if pl == 0 then the player has left this space
882 // if pl != 0 then a player is on this mapspace, but then
883 // we still have to check whether it's the player that triggered
884 // this inv-checker, because if not, then the op left this inv-checker
885 // and we have to set the value to 0
886
868 if (match && trig->last_sp) 887 if (match && trig->last_sp) // match == having
869 { 888 {
870 if (trig->last_heal) 889 if (trig->last_heal)
871 decrease_ob (match); 890 decrease_ob (match);
872 use_trigger (trig);
873 }
874 else if (!match && !trig->last_sp)
875 use_trigger (trig);
876}
877 891
878 892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
879/* This does a minimal check of the button link consistency for object 893 push_button (trig);
880 * map. All it really does it much sure the object id link that is set
881 * matches what the object has.
882 */
883void
884verify_button_links (const mapstruct *map)
885{
886 oblinkpt *obp;
887 objectlink *ol;
888
889 if (!map)
890 return;
891
892 for (obp = map->buttons; obp; obp = obp->next)
893 { 894 }
894 for (ol = obp->link; ol; ol = ol->next) 895 else if (!match && !trig->last_sp) // match == not having
895 {
896 if (ol->id != ol->ob->count)
897 LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
898 }
899 } 896 {
897 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
898 push_button (trig);
899 }
900} 900}
901

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