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Comparing deliantra/server/common/button.C (file contents):
Revision 1.9 by root, Wed Sep 13 23:42:23 2006 UTC vs.
Revision 1.33 by root, Mon May 28 21:21:40 2007 UTC

1
2/* 1/*
3 * static char *rcsid_button_c = 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
4 * "$Id: button.C,v 1.9 2006/09/13 23:42:23 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 it
14 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
15 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
16 (at your option) any later version. 11 * 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, but
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
21 GNU General Public License for more details. 16 * 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 along
24 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
28*/ 23 */
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h> 26#include <funcpoint.h>
32 27
33/* 28/*
41 * The source argument can be 0 or the source object for this activation. 36 * The source argument can be 0 or the source object for this activation.
42 */ 37 */
43void 38void
44activate_connection_link (objectlink * ol, bool state, object *source = 0) 39activate_connection_link (objectlink * ol, bool state, object *source = 0)
45{ 40{
46 object *tmp = 0;
47
48 for (; ol; ol = ol->next) 41 for (; ol; ol = ol->next)
49 { 42 {
50 if (!ol->ob || ol->ob->count != ol->id) 43 if (!ol->ob)
51 { 44 {
52 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 45 LOG (llevError, "Internal error in activate_connection_link.\n");
53 continue; 46 continue;
54 } 47 }
48
55 /* a button link object can become freed when the map is saving. As 49 /* 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 50 * 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 51 * 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 52 * 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 53 * 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. 54 * re-loaded. As such, just exit this function if that is the case.
61 */ 55 */
62 56
63 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 57 if (QUERY_FLAG (ol->ob, FLAG_FREED))
64 return; 58 return;
59
65 tmp = ol->ob; 60 object *tmp = ol->ob;
66 61
67 /* if the criteria isn't appropriate, don't do anything */ 62 /* if the criteria isn't appropriate, don't do anything */
68 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
69 continue; 64 continue;
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 {
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food) 85 if (tmp->stats.food)
92 tmp->last_eat++; 86 tmp->last_eat++;
93 } 87 }
94 break; 88 break;
95 89
96 case ALTAR: 90 case ALTAR:
97 tmp->value = 1; 91 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 92 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 93 update_object (tmp, UP_OBJ_FACE);
100 break; 94 break;
101 95
102 case BUTTON: 96 case BUTTON:
103 case PEDESTAL: 97 case PEDESTAL:
104 tmp->value = state; 98 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 99 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 100 update_object (tmp, UP_OBJ_FACE);
107 break; 101 break;
108 102
109 case MOOD_FLOOR: 103 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 104 do_mood_floor (tmp, source);
111 break; 105 break;
112 106
113 case TIMED_GATE: 107 case TIMED_GATE:
114 tmp->speed = tmp->arch->clone.speed; 108 tmp->set_speed (tmp->arch->clone.speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 109 tmp->value = tmp->arch->clone.value;
117 tmp->stats.sp = 1; 110 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 111 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 112 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 113 * from the head - this ensures that the data will consistent
121 */ 114 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 115 for (object *part = tmp->more; part; part = part->more)
123 { 116 {
124 tmp->speed = tmp->head->speed; 117 part->value = tmp->value;
125 tmp->value = tmp->head->value; 118 part->stats.sp = tmp->stats.sp;
126 tmp->stats.sp = tmp->head->stats.sp; 119 part->stats.hp = tmp->stats.hp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 120 part->set_speed (tmp->speed);
129 } 121 }
130 break; 122 break;
131 123
132 case DIRECTOR: 124 case DIRECTOR:
133 case FIREWALL: 125 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 126 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 127 move_firewall (tmp);
136 else 128 else
137 { 129 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
132
140 animate_turning (tmp); 133 animate_turning (tmp);
141 } 134 }
142 break; 135 break;
143 136
144 case TELEPORTER: 137 case TELEPORTER:
145 move_teleporter (tmp); 138 move_teleporter (tmp);
146 break; 139 break;
147 140
148 case CREATOR: 141 case CREATOR:
149 move_creator (tmp); 142 move_creator (tmp);
150 break; 143 break;
151 144
152 case TRIGGER_MARKER: 145 case TRIGGER_MARKER:
153 move_marker (tmp); 146 move_marker (tmp);
154 break; 147 break;
155 148
156 case DUPLICATOR: 149 case DUPLICATOR:
157 move_duplicator (tmp); 150 move_duplicator (tmp);
158 break; 151 break;
159 } 152 }
160 } 153 }
161} 154}
162 155
163/* 156/*
193 * the connection was 'state' or 'released'. So that you can activate objects 186 * the connection was 'state' or 'released'. So that you can activate objects
194 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 187 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
195 * 188 *
196 */ 189 */
197void 190void
198activate_connection (mapstruct *map, long connection, bool state) 191activate_connection (maptile *map, long connection, bool state)
199{ 192{
200 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 193 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
201 return; 194 return;
202 195
203 oblinkpt *obp = get_connection_links (map, connection); 196 oblinkpt *obp = get_connection_links (map, connection);
210 * Updates everything connected with the button op. 203 * Updates everything connected with the button op.
211 * After changing the state of a button, this function must be called 204 * 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 205 * to make sure that all gates and other buttons connected to the
213 * button reacts to the (eventual) change of state. 206 * button reacts to the (eventual) change of state.
214 */ 207 */
215
216void 208void
217update_button (object *op) 209update_button (object *op)
218{ 210{
219 object *ab, *tmp, *head; 211 object *ab, *tmp, *head;
220 int tot, any_down = 0, old_value = op->value; 212 int tot, any_down = 0, old_value = op->value;
224 obp = get_button_links (op); 216 obp = get_button_links (op);
225 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 217 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
226 if (obp) 218 if (obp)
227 for (ol = obp->link; ol; ol = ol->next) 219 for (ol = obp->link; ol; ol = ol->next)
228 { 220 {
229 if (!ol->ob || ol->ob->count != ol->id) 221 if (!ol->ob)
230 { 222 {
231 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 223 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
232 continue; 224 continue;
233 } 225 }
226
234 tmp = ol->ob; 227 tmp = ol->ob;
235 if (tmp->type == BUTTON) 228 if (tmp->type == BUTTON)
236 { 229 {
237 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 230 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
238 /* Bug? The pedestal code below looks for the head of 231 /* Bug? The pedestal code below looks for the head of
258 else if (tmp->type == PEDESTAL) 251 else if (tmp->type == PEDESTAL)
259 { 252 {
260 tmp->value = 0; 253 tmp->value = 0;
261 for (ab = tmp->above; ab != NULL; ab = ab->above) 254 for (ab = tmp->above; ab != NULL; ab = ab->above)
262 { 255 {
263 head = ab->head ? ab->head : ab; 256 head = ab->head_ ();
264 /* Same note regarding move_type for buttons above apply here. */ 257 /* Same note regarding move_type for buttons above apply here. */
265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 258 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
266 (head->race == tmp->slaying || 259 (head->race == tmp->slaying ||
267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 260 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 261 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
269 tmp->value = 1; 262 tmp->value = 1;
270 } 263 }
264
271 if (tmp->value) 265 if (tmp->value)
272 any_down = 1; 266 any_down = 1;
273 } 267 }
274 } 268 }
275 if (any_down) /* If any other buttons were down, force this to remain down */ 269 if (any_down) /* If any other buttons were down, force this to remain down */
282 update_object (op, UP_OBJ_FACE); 276 update_object (op, UP_OBJ_FACE);
283 push_button (op); /* Make all other buttons the same */ 277 push_button (op); /* Make all other buttons the same */
284 } 278 }
285} 279}
286 280
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 281void
315use_trigger (object *op) 282use_trigger (object *op)
316{ 283{
317
318 /* Toggle value */ 284 /* Toggle value */
319 op->value = !op->value; 285 op->value = !op->value;
320 push_button (op); 286 push_button (op);
321} 287}
322 288
323/* 289/*
324 * Note: animate_object should be used instead of this, 290 * Note: animate_object should be used instead of this,
325 * but it can't handle animations in the 8 directions 291 * but it can't handle animations in the 8 directions
326 */ 292 */
327
328void 293void
329animate_turning (object *op) /* only one part objects */ 294animate_turning (object *op) /* only one part objects */
330{ 295{
331 if (++op->state >= NUM_ANIMATIONS (op) / 8) 296 if (++op->state >= NUM_ANIMATIONS (op) / 8)
332 op->state = 0; 297 op->state = 0;
357 ARCH_SACRIFICE (altar) == sacrifice->name || 322 ARCH_SACRIFICE (altar) == sacrifice->name ||
358 ARCH_SACRIFICE (altar) == sacrifice->slaying || 323 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
359 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 324 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
360 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 325 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
361 return 1; 326 return 1;
327
362 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 328 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
363 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 329 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
364 return 1; 330 return 1;
365 } 331 }
332
366 return 0; 333 return 0;
367} 334}
368 335
369/* 336/*
370 * operate_altar checks if sacrifice was accepted and removes sacrificed 337 * operate_altar checks if sacrifice was accepted and removes sacrificed
417{ 384{
418 op->stats.wc = state; 385 op->stats.wc = state;
419 if (state) 386 if (state)
420 { 387 {
421 use_trigger (op); 388 use_trigger (op);
422 if (op->stats.exp > 0) /* check sanity */ 389 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
423 op->speed = 1.0 / op->stats.exp;
424 else
425 op->speed = 1.0;
426 update_ob_speed (op);
427 op->speed_left = -1; 390 op->speed_left = -1;
428 } 391 }
429 else 392 else
430 { 393 {
431 use_trigger (op); 394 use_trigger (op);
432 op->speed = 0; 395 op->set_speed (0);
433 update_ob_speed (op);
434 } 396 }
435} 397}
436 398
437 399
438/* 400/*
494 case TRIGGER_PEDESTAL: 456 case TRIGGER_PEDESTAL:
495 if (cause) 457 if (cause)
496 { 458 {
497 for (tmp = op->above; tmp; tmp = tmp->above) 459 for (tmp = op->above; tmp; tmp = tmp->above)
498 { 460 {
499 object *head = tmp->head ? tmp->head : tmp; 461 object *head = tmp->head_ ();
500 462
501 /* See comment in TRIGGER_BUTTON about move_types */ 463 /* See comment in TRIGGER_BUTTON about move_types */
502 if (((head->move_type & op->move_on) || head->move_type == 0) 464 if (((head->move_type & op->move_on) || head->move_type == 0)
503 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 465 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
504 { 466 {
505 push = 1; 467 push = 1;
506 break; 468 break;
507 } 469 }
508 } 470 }
471
509 if (op->stats.ac == push) 472 if (op->stats.ac == push)
510 return 0; 473 return 0;
474
511 op->stats.ac = push; 475 op->stats.ac = push;
476
512 if (NUM_ANIMATIONS (op) > 1) 477 if (NUM_ANIMATIONS (op) > 1)
513 { 478 {
514 SET_ANIMATION (op, push); 479 SET_ANIMATION (op, push);
515 update_object (op, UP_OBJ_FACE); 480 update_object (op, UP_OBJ_FACE);
516 } 481 }
482
517 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
484
518 if (in_movement || !push) 485 if (in_movement || !push)
519 return 0; 486 return 0;
520 } 487 }
488
521 trigger_move (op, push); 489 trigger_move (op, push);
522 return 0; 490 return 0;
523 491
524 case TRIGGER_ALTAR: 492 case TRIGGER_ALTAR:
525 if (cause) 493 if (cause)
526 { 494 {
527 if (in_movement) 495 if (in_movement)
528 return 0; 496 return 0;
497
529 if (operate_altar (op, &cause)) 498 if (operate_altar (op, &cause))
530 { 499 {
531 if (NUM_ANIMATIONS (op) > 1) 500 if (NUM_ANIMATIONS (op) > 1)
532 { 501 {
533 SET_ANIMATION (op, 1); 502 SET_ANIMATION (op, 1);
534 update_object (op, UP_OBJ_FACE); 503 update_object (op, UP_OBJ_FACE);
535 } 504 }
505
536 if (op->last_sp >= 0) 506 if (op->last_sp >= 0)
537 { 507 {
538 trigger_move (op, 1); 508 trigger_move (op, 1);
539 if (op->last_sp > 0) 509 if (op->last_sp > 0)
540 op->last_sp = -op->last_sp; 510 op->last_sp = -op->last_sp;
547 op->value = !op->value; 517 op->value = !op->value;
548 trigger_move (op, 1); 518 trigger_move (op, 1);
549 op->last_sp = -op->last_sp; 519 op->last_sp = -op->last_sp;
550 op->value = !op->value; 520 op->value = !op->value;
551 } 521 }
522
552 return cause == NULL; 523 return cause == NULL;
553 } 524 }
554 else 525 else
555 {
556 return 0; 526 return 0;
557 }
558 } 527 }
559 else 528 else
560 { 529 {
561 if (NUM_ANIMATIONS (op) > 1) 530 if (NUM_ANIMATIONS (op) > 1)
562 { 531 {
573 trigger_move (op, 0); 542 trigger_move (op, 0);
574 else 543 else
575 { 544 {
576 op->stats.wc = 0; 545 op->stats.wc = 0;
577 op->value = !op->value; 546 op->value = !op->value;
578 op->speed = 0; 547 op->set_speed (0);
579 update_ob_speed (op);
580 } 548 }
581 } 549 }
582 return 0; 550 return 0;
583 551
584 case TRIGGER: 552 case TRIGGER:
585 if (cause) 553 if (cause)
586 { 554 {
587 if (in_movement) 555 if (in_movement)
588 return 0; 556 return 0;
557
589 push = 1; 558 push = 1;
590 } 559 }
560
591 if (NUM_ANIMATIONS (op) > 1) 561 if (NUM_ANIMATIONS (op) > 1)
592 { 562 {
593 SET_ANIMATION (op, push); 563 SET_ANIMATION (op, push);
594 update_object (op, UP_OBJ_FACE); 564 update_object (op, UP_OBJ_FACE);
595 } 565 }
566
596 trigger_move (op, push); 567 trigger_move (op, push);
597 return 1; 568 return 1;
598 569
599 default: 570 default:
600 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 571 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
601 return 0; 572 return 0;
602 } 573 }
603} 574}
604 575
605void 576void
606add_button_link (object *button, mapstruct *map, int connected) 577add_button_link (object *button, maptile *map, int connected)
607{ 578{
608 oblinkpt *obp; 579 oblinkpt *obp;
609 objectlink *ol = get_objectlink (); 580 objectlink *ol = get_objectlink ();
610 581
611 if (!map) 582 if (!map)
612 { 583 {
613 LOG (llevError, "Tried to add button-link without map.\n"); 584 LOG (llevError, "Tried to add button-link without map.\n");
614 return; 585 return;
615 } 586 }
616 if (!editor) 587
617 button->path_attuned = connected; /* peterm: I need this so I can rebuild 588 button->path_attuned = connected; /* peterm: I need this so I can rebuild
618 a connected map from a template map. */ 589 a connected map from a template map. */
619
620/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
621 590
622 SET_FLAG (button, FLAG_IS_LINKED); 591 SET_FLAG (button, FLAG_IS_LINKED);
623 592
624 ol->ob = button; 593 ol->ob = button;
625 ol->id = button->count;
626 594
627 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 595 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
596 ;
628 597
629 if (obp) 598 if (obp)
630 { 599 {
631 ol->next = obp->link; 600 ol->next = obp->link;
632 obp->link = ol; 601 obp->link = ol;
656 if (op->map == NULL) 625 if (op->map == NULL)
657 { 626 {
658 LOG (llevError, "remove_button_link() in object without map.\n"); 627 LOG (llevError, "remove_button_link() in object without map.\n");
659 return; 628 return;
660 } 629 }
630
661 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 631 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
662 { 632 {
663 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 633 LOG (llevError, "remove_button_linked() in unlinked object.\n");
664 return; 634 return;
665 } 635 }
636
666 for (obp = op->map->buttons; obp; obp = obp->next) 637 for (obp = op->map->buttons; obp; obp = obp->next)
667 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 638 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
668 if (ol->ob == op) 639 if (ol->ob == op)
669 { 640 {
670 641
671/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 642/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
672 obp->value, op->name, op->map->path); 643 obp->value, op->name, op->map->path);
673*/ 644*/
674 *olp = ol->next; 645 *olp = ol->next;
675 free (ol); 646 delete ol;
676 return; 647 return;
677 } 648 }
649
678 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 650 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
679 CLEAR_FLAG (op, FLAG_IS_LINKED); 651 CLEAR_FLAG (op, FLAG_IS_LINKED);
680} 652}
681 653
682/* 654/*
683 * Gets the objectlink for this connection from the map. 655 * Gets the objectlink for this connection from the map.
684 */ 656 */
685oblinkpt * 657oblinkpt *
686get_connection_links (mapstruct *map, long connection) 658get_connection_links (maptile *map, long connection)
687{ 659{
688 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 660 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
689 if (obp->value == connection) 661 if (obp->value == connection)
690 return obp; 662 return obp;
663
691 return 0; 664 return 0;
692} 665}
693 666
694/* 667/*
695 * Return the first objectlink in the objects linked to this one 668 * Return the first objectlink in the objects linked to this one
701 oblinkpt *obp; 674 oblinkpt *obp;
702 objectlink *ol; 675 objectlink *ol;
703 676
704 if (!button->map) 677 if (!button->map)
705 return NULL; 678 return NULL;
679
706 for (obp = button->map->buttons; obp; obp = obp->next) 680 for (obp = button->map->buttons; obp; obp = obp->next)
707 for (ol = obp->link; ol; ol = ol->next) 681 for (ol = obp->link; ol; ol = ol->next)
708 if (ol->ob == button && ol->id == button->count) 682 if (ol->ob == button)
709 return obp; 683 return obp;
684
710 return NULL; 685 return NULL;
711} 686}
712 687
713/* 688/*
714 * Made as a separate function to increase efficiency 689 * Made as a separate function to increase efficiency
722 697
723 if (!button->map) 698 if (!button->map)
724 return 0; 699 return 0;
725 for (obp = button->map->buttons; obp; obp = obp->next) 700 for (obp = button->map->buttons; obp; obp = obp->next)
726 for (ol = obp->link; ol; ol = ol->next) 701 for (ol = obp->link; ol; ol = ol->next)
727 if (ol->ob == button && ol->id == button->count) 702 if (ol->ob == button)
728 return obp->value; 703 return obp->value;
729 return 0; 704 return 0;
730} 705}
731 706
732/* This routine makes monsters who are 707/* This routine makes monsters who are
739 */ 714 */
740 715
741void 716void
742do_mood_floor (object *op, object *source) 717do_mood_floor (object *op, object *source)
743{ 718{
744 object *tmp;
745 object *tmp2;
746
747 if (!source) 719 if (!source)
748 source = op; 720 source = op;
749 721
750 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 722 mapspace &ms = op->ms ();
723
724 if (!(ms.flags () & P_IS_ALIVE))
725 return;
726
727 object *tmp;
728
729 for (tmp = ms.top; tmp; tmp = tmp->below)
751 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 730 if (QUERY_FLAG (tmp, FLAG_MONSTER))
752 break; 731 break;
753 732
754 /* doesn't effect players, and if there is a player on this space, won't also 733 /* doesn't effect players, and if there is a player on this space, won't also
755 * be a monster here. 734 * be a monster here.
756 */ 735 */
736 //TODO: have players really FLAG_MONSTER? kept it for safety
757 if (!tmp || tmp->type == PLAYER) 737 if (!tmp || tmp->type == PLAYER)
758 return; 738 return;
759 739
760 switch (op->last_sp) 740 switch (op->last_sp)
761 { 741 {
762 case 0: /* furious--make all monsters mad */ 742 case 0: /* furious--make all monsters mad */
763 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 743 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
764 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 744 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
745
765 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 746 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
766 { 747 {
767 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
768 remove_friendly_object (tmp);
769 tmp->attack_movement = 0; 748 tmp->attack_movement = 0;
770 /* lots of checks here, but want to make sure we don't 749 /* lots of checks here, but want to make sure we don't
771 * dereference a null value 750 * dereference a null value
772 */ 751 */
773 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 752 if (tmp->type == GOLEM
774 { 753 && tmp->owner
775 tmp->owner->contr->ranges[range_golem] = NULL; 754 && tmp->owner->type == PLAYER
755 && tmp->owner->contr->golem == tmp)
776 tmp->owner->contr->golem_count = 0; 756 tmp->owner->contr->golem = 0;
777 } 757
778 tmp->owner = 0; 758 tmp->owner = 0;
759
760 remove_friendly_object (tmp);
779 } 761 }
780 break; 762 break;
763
781 case 1: /* angry -- get neutral monsters mad */ 764 case 1: /* angry -- get neutral monsters mad */
782 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
783 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
784 break; 767 break;
768
785 case 2: /* calm -- pacify unfriendly monsters */ 769 case 2: /* calm -- pacify unfriendly monsters */
786 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
787 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 770 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
788 break; 771 break;
772
789 case 3: /* make all monsters fall asleep */ 773 case 3: /* make all monsters fall asleep */
790 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
791 SET_FLAG (tmp, FLAG_SLEEP); 774 SET_FLAG (tmp, FLAG_SLEEP);
792 break; 775 break;
776
793 case 4: /* charm all monsters */ 777 case 4: /* charm all monsters */
794 if (op == source) 778 if (op == source)
795 break; /* only if 'connected' */ 779 break; /* only if 'connected' */
796 780
797 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 781 if (object *pl = source->ms ().player ())
798 tmp2->type != PLAYER; tmp2 = tmp2->above) 782 {
799 if (tmp2->above == NULL) 783 tmp->set_owner (pl);
784 SET_FLAG (tmp, FLAG_MONSTER);
785
786 tmp->stats.exp = 0;
787
788 add_friendly_object (tmp);
789 tmp->attack_movement = PETMOVE;
790 }
800 break; 791 break;
801 792
802 if (tmp2->type != PLAYER) 793 case 6: // kill monsters
794 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
803 break; 795 break;
804 set_owner (tmp, tmp2); 796
805 SET_FLAG (tmp, FLAG_MONSTER); 797 // FALL THROUGH
806 tmp->stats.exp = 0; 798 case 5: // kill all alives
807 SET_FLAG (tmp, FLAG_FRIENDLY); 799 if (!tmp->flag [FLAG_PRECIOUS])
808 add_friendly_object (tmp); 800 {
809 tmp->attack_movement = PETMOVE; 801 get_archetype ("burnout")->insert_at (tmp, source);
802 tmp->destroy ();
803 }
810 break; 804 break;
811 805
812 default: 806 default:
813 break; 807 break;
814 } 808 }
818 * It will descend through containers to find the object. 812 * It will descend through containers to find the object.
819 * slaying = match object slaying flag 813 * slaying = match object slaying flag
820 * race = match object archetype name flag 814 * race = match object archetype name flag
821 * hp = match object type (excpt type '0'== PLAYER) 815 * hp = match object type (excpt type '0'== PLAYER)
822 */ 816 */
823
824object * 817object *
825check_inv_recursive (object *op, const object *trig) 818check_inv_recursive (object *op, const object *trig)
826{ 819{
827 object *tmp, *ret = NULL; 820 object *tmp, *ret = NULL;
828 821
829 /* First check the object itself. */ 822 /* First check the object itself. */
830 if ((trig->stats.hp && (op->type == trig->stats.hp)) 823 if ((trig->stats.hp && (op->type == trig->stats.hp))
831 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 824 || (trig->slaying && (op->slaying == trig->slaying))
825 || (trig->race && (op->arch->name == trig->race)))
832 return op; 826 return op;
833 827
834 for (tmp = op->inv; tmp; tmp = tmp->below) 828 for (tmp = op->inv; tmp; tmp = tmp->below)
835 { 829 {
836 if (tmp->inv) 830 if (tmp->inv)
838 ret = check_inv_recursive (tmp, trig); 832 ret = check_inv_recursive (tmp, trig);
839 if (ret) 833 if (ret)
840 return ret; 834 return ret;
841 } 835 }
842 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
843 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 837 || (trig->slaying && (tmp->slaying == trig->slaying))
838 || (trig->race && (tmp->arch->name == trig->race)))
844 return tmp; 839 return tmp;
845 } 840 }
846 return NULL; 841 return NULL;
847} 842}
848 843
851 * the square will activate connected items. 846 * the square will activate connected items.
852 * Monsters can't trigger this square (for now) 847 * Monsters can't trigger this square (for now)
853 * Values are: last_sp = 1/0 obj/no obj triggers 848 * Values are: last_sp = 1/0 obj/no obj triggers
854 * last_heal = 1/0 remove/dont remove obj if triggered 849 * last_heal = 1/0 remove/dont remove obj if triggered
855 * -b.t. (thomas@nomad.astro.psu.edu 850 * -b.t. (thomas@nomad.astro.psu.edu
856 */ 851 *
857 852 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
853 * because the check-inventory semantic essentially only applies when
854 * something is above the inventory checker.
855 * The semantic prior this change was: trigger if something has moved on or off
856 * and has a matching item. Imagine what happens if someone steps on the inventory
857 * checker with a matching item, has it, activates the connection, throws the item
858 * away, and then leaves the inventory checker. That would've caused an always-enabled
859 * state in the inventory checker. This won't happen anymore now.
860 *
861 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
862 * whether op is on this mapspace or not, because the value (1|0) depends
863 * on this information. also make sure to only push_button if op has
864 * a matching item (because when we do a push_button with value=0 timed gates
865 * will still open)! (i hope i got the semantics right this time)
866 *
867 */
858void 868void
859check_inv (object *op, object *trig) 869check_inv (object *op, object *trig)
860{ 870{
861 object *match; 871 trig->value = 0; // deactivate if none of the following conditions apply
862 872
863 if (op->type != PLAYER) 873 object *pl = trig->ms ().player ();
864 return;
865 match = check_inv_recursive (op, trig); 874 object *match = check_inv_recursive (op, trig);
875
876 // elmex: a note about (pl == op):
877 // if pl == 0 then the player has left this space
878 // if pl != 0 then a player is on this mapspace, but then
879 // we still have to check whether it's the player that triggered
880 // this inv-checker, because if not, then the op left this inv-checker
881 // and we have to set the value to 0
882
866 if (match && trig->last_sp) 883 if (match && trig->last_sp) // match == having
867 { 884 {
868 if (trig->last_heal) 885 if (trig->last_heal)
869 decrease_ob (match); 886 decrease_ob (match);
870 use_trigger (trig);
871 }
872 else if (!match && !trig->last_sp)
873 use_trigger (trig);
874}
875 887
876 888 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
877/* This does a minimal check of the button link consistency for object 889 push_button (trig);
878 * map. All it really does it much sure the object id link that is set
879 * matches what the object has.
880 */
881void
882verify_button_links (const mapstruct *map)
883{
884 oblinkpt *obp;
885 objectlink *ol;
886
887 if (!map)
888 return;
889
890 for (obp = map->buttons; obp; obp = obp->next)
891 { 890 }
892 for (ol = obp->link; ol; ol = ol->next) 891 else if (!match && !trig->last_sp) // match == not having
893 {
894 if (ol->id != ol->ob->count)
895 LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
896 }
897 } 892 {
893 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
894 push_button (trig);
895 }
898} 896}
897

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