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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 1.38 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 1.9 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
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}
368 339
369/* 340/*
370 * operate_altar checks if sacrifice was accepted and removes sacrificed 341 * operate_altar checks if sacrifice was accepted and removes sacrificed
417{ 388{
418 op->stats.wc = state; 389 op->stats.wc = state;
419 if (state) 390 if (state)
420 { 391 {
421 use_trigger (op); 392 use_trigger (op);
422 if (op->stats.exp > 0) /* check sanity */ 393 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; 394 op->speed_left = -1;
428 } 395 }
429 else 396 else
430 { 397 {
431 use_trigger (op); 398 use_trigger (op);
432 op->speed = 0; 399 op->set_speed (0);
433 update_ob_speed (op);
434 } 400 }
435} 401}
436 402
437 403
438/* 404/*
494 case TRIGGER_PEDESTAL: 460 case TRIGGER_PEDESTAL:
495 if (cause) 461 if (cause)
496 { 462 {
497 for (tmp = op->above; tmp; tmp = tmp->above) 463 for (tmp = op->above; tmp; tmp = tmp->above)
498 { 464 {
499 object *head = tmp->head ? tmp->head : tmp; 465 object *head = tmp->head_ ();
500 466
501 /* See comment in TRIGGER_BUTTON about move_types */ 467 /* See comment in TRIGGER_BUTTON about move_types */
502 if (((head->move_type & op->move_on) || head->move_type == 0) 468 if (((head->move_type & op->move_on) || head->move_type == 0)
503 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 469 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
504 { 470 {
505 push = 1; 471 push = 1;
506 break; 472 break;
507 } 473 }
508 } 474 }
475
509 if (op->stats.ac == push) 476 if (op->stats.ac == push)
510 return 0; 477 return 0;
478
511 op->stats.ac = push; 479 op->stats.ac = push;
480
512 if (NUM_ANIMATIONS (op) > 1) 481 if (NUM_ANIMATIONS (op) > 1)
513 { 482 {
514 SET_ANIMATION (op, push); 483 SET_ANIMATION (op, push);
515 update_object (op, UP_OBJ_FACE); 484 update_object (op, UP_OBJ_FACE);
516 } 485 }
486
517 update_object (op, UP_OBJ_FACE); 487 update_object (op, UP_OBJ_FACE);
488
518 if (in_movement || !push) 489 if (in_movement || !push)
519 return 0; 490 return 0;
520 } 491 }
492
521 trigger_move (op, push); 493 trigger_move (op, push);
522 return 0; 494 return 0;
523 495
524 case TRIGGER_ALTAR: 496 case TRIGGER_ALTAR:
525 if (cause) 497 if (cause)
526 { 498 {
527 if (in_movement) 499 if (in_movement)
528 return 0; 500 return 0;
501
529 if (operate_altar (op, &cause)) 502 if (operate_altar (op, &cause))
530 { 503 {
531 if (NUM_ANIMATIONS (op) > 1) 504 if (NUM_ANIMATIONS (op) > 1)
532 { 505 {
533 SET_ANIMATION (op, 1); 506 SET_ANIMATION (op, 1);
534 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
535 } 508 }
509
536 if (op->last_sp >= 0) 510 if (op->last_sp >= 0)
537 { 511 {
538 trigger_move (op, 1); 512 trigger_move (op, 1);
539 if (op->last_sp > 0) 513 if (op->last_sp > 0)
540 op->last_sp = -op->last_sp; 514 op->last_sp = -op->last_sp;
547 op->value = !op->value; 521 op->value = !op->value;
548 trigger_move (op, 1); 522 trigger_move (op, 1);
549 op->last_sp = -op->last_sp; 523 op->last_sp = -op->last_sp;
550 op->value = !op->value; 524 op->value = !op->value;
551 } 525 }
526
552 return cause == NULL; 527 return cause == NULL;
553 } 528 }
554 else 529 else
555 {
556 return 0; 530 return 0;
557 }
558 } 531 }
559 else 532 else
560 { 533 {
561 if (NUM_ANIMATIONS (op) > 1) 534 if (NUM_ANIMATIONS (op) > 1)
562 { 535 {
573 trigger_move (op, 0); 546 trigger_move (op, 0);
574 else 547 else
575 { 548 {
576 op->stats.wc = 0; 549 op->stats.wc = 0;
577 op->value = !op->value; 550 op->value = !op->value;
578 op->speed = 0; 551 op->set_speed (0);
579 update_ob_speed (op);
580 } 552 }
581 } 553 }
582 return 0; 554 return 0;
583 555
584 case TRIGGER: 556 case TRIGGER:
585 if (cause) 557 if (cause)
586 { 558 {
587 if (in_movement) 559 if (in_movement)
588 return 0; 560 return 0;
561
589 push = 1; 562 push = 1;
590 } 563 }
564
591 if (NUM_ANIMATIONS (op) > 1) 565 if (NUM_ANIMATIONS (op) > 1)
592 { 566 {
593 SET_ANIMATION (op, push); 567 SET_ANIMATION (op, push);
594 update_object (op, UP_OBJ_FACE); 568 update_object (op, UP_OBJ_FACE);
595 } 569 }
570
596 trigger_move (op, push); 571 trigger_move (op, push);
597 return 1; 572 return 1;
598 573
599 default: 574 default:
600 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);
601 return 0; 576 return 0;
602 } 577 }
603} 578}
604 579
605void 580void
606add_button_link (object *button, mapstruct *map, int connected) 581add_button_link (object *button, maptile *map, int connected)
607{ 582{
608 oblinkpt *obp; 583 oblinkpt *obp;
609 objectlink *ol = get_objectlink (); 584 objectlink *ol = get_objectlink ();
610 585
611 if (!map) 586 if (!map)
612 { 587 {
613 LOG (llevError, "Tried to add button-link without map.\n"); 588 LOG (llevError, "Tried to add button-link without map.\n");
614 return; 589 return;
615 } 590 }
616 if (!editor) 591
617 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
618 a connected map from a template map. */ 593 a connected map from a template map. */
619
620/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
621 594
622 SET_FLAG (button, FLAG_IS_LINKED); 595 SET_FLAG (button, FLAG_IS_LINKED);
623 596
624 ol->ob = button; 597 ol->ob = button;
625 ol->id = button->count;
626 598
627 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 599 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
600 ;
628 601
629 if (obp) 602 if (obp)
630 { 603 {
631 ol->next = obp->link; 604 ol->next = obp->link;
632 obp->link = ol; 605 obp->link = ol;
656 if (op->map == NULL) 629 if (op->map == NULL)
657 { 630 {
658 LOG (llevError, "remove_button_link() in object without map.\n"); 631 LOG (llevError, "remove_button_link() in object without map.\n");
659 return; 632 return;
660 } 633 }
634
661 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 635 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
662 { 636 {
663 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 637 LOG (llevError, "remove_button_linked() in unlinked object.\n");
664 return; 638 return;
665 } 639 }
640
666 for (obp = op->map->buttons; obp; obp = obp->next) 641 for (obp = op->map->buttons; obp; obp = obp->next)
667 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 642 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
668 if (ol->ob == op) 643 if (ol->ob == op)
669 { 644 {
670 645
671/* 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",
672 obp->value, op->name, op->map->path); 647 obp->value, op->name, op->map->path);
673*/ 648*/
674 *olp = ol->next; 649 *olp = ol->next;
675 free (ol); 650 delete ol;
676 return; 651 return;
677 } 652 }
653
678 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 654 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
679 CLEAR_FLAG (op, FLAG_IS_LINKED); 655 CLEAR_FLAG (op, FLAG_IS_LINKED);
680} 656}
681 657
682/* 658/*
683 * Gets the objectlink for this connection from the map. 659 * Gets the objectlink for this connection from the map.
684 */ 660 */
685oblinkpt * 661oblinkpt *
686get_connection_links (mapstruct *map, long connection) 662get_connection_links (maptile *map, long connection)
687{ 663{
688 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 664 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
689 if (obp->value == connection) 665 if (obp->value == connection)
690 return obp; 666 return obp;
667
691 return 0; 668 return 0;
692} 669}
693 670
694/* 671/*
695 * Return the first objectlink in the objects linked to this one 672 * Return the first objectlink in the objects linked to this one
701 oblinkpt *obp; 678 oblinkpt *obp;
702 objectlink *ol; 679 objectlink *ol;
703 680
704 if (!button->map) 681 if (!button->map)
705 return NULL; 682 return NULL;
683
706 for (obp = button->map->buttons; obp; obp = obp->next) 684 for (obp = button->map->buttons; obp; obp = obp->next)
707 for (ol = obp->link; ol; ol = ol->next) 685 for (ol = obp->link; ol; ol = ol->next)
708 if (ol->ob == button && ol->id == button->count) 686 if (ol->ob == button)
709 return obp; 687 return obp;
688
710 return NULL; 689 return NULL;
711} 690}
712 691
713/* 692/*
714 * Made as a separate function to increase efficiency 693 * Made as a separate function to increase efficiency
722 701
723 if (!button->map) 702 if (!button->map)
724 return 0; 703 return 0;
725 for (obp = button->map->buttons; obp; obp = obp->next) 704 for (obp = button->map->buttons; obp; obp = obp->next)
726 for (ol = obp->link; ol; ol = ol->next) 705 for (ol = obp->link; ol; ol = ol->next)
727 if (ol->ob == button && ol->id == button->count) 706 if (ol->ob == button)
728 return obp->value; 707 return obp->value;
729 return 0; 708 return 0;
730} 709}
731 710
732/* This routine makes monsters who are 711/* This routine makes monsters who are
739 */ 718 */
740 719
741void 720void
742do_mood_floor (object *op, object *source) 721do_mood_floor (object *op, object *source)
743{ 722{
744 object *tmp;
745 object *tmp2;
746
747 if (!source) 723 if (!source)
748 source = op; 724 source = op;
749 725
750 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)
751 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 734 if (QUERY_FLAG (tmp, FLAG_MONSTER))
752 break; 735 break;
753 736
754 /* 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
755 * be a monster here. 738 * be a monster here.
756 */ 739 */
740 //TODO: have players really FLAG_MONSTER? kept it for safety
757 if (!tmp || tmp->type == PLAYER) 741 if (!tmp || tmp->type == PLAYER)
758 return; 742 return;
759 743
760 switch (op->last_sp) 744 switch (op->last_sp)
761 { 745 {
762 case 0: /* furious--make all monsters mad */ 746 case 0: /* furious--make all monsters mad */
763 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 747 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
764 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 748 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
749
765 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 750 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
766 { 751 {
767 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
768 remove_friendly_object (tmp);
769 tmp->attack_movement = 0; 752 tmp->attack_movement = 0;
770 /* 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
771 * dereference a null value 754 * dereference a null value
772 */ 755 */
773 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 756 if (tmp->type == GOLEM
774 { 757 && tmp->owner
775 tmp->owner->contr->ranges[range_golem] = NULL; 758 && tmp->owner->type == PLAYER
759 && tmp->owner->contr->golem == tmp)
776 tmp->owner->contr->golem_count = 0; 760 tmp->owner->contr->golem = 0;
777 } 761
778 tmp->owner = 0; 762 tmp->owner = 0;
763
764 remove_friendly_object (tmp);
779 } 765 }
780 break; 766 break;
767
781 case 1: /* angry -- get neutral monsters mad */ 768 case 1: /* angry -- get neutral monsters mad */
782 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 769 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
783 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 770 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
784 break; 771 break;
772
785 case 2: /* calm -- pacify unfriendly monsters */ 773 case 2: /* calm -- pacify unfriendly monsters */
786 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
787 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 774 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
788 break; 775 break;
776
789 case 3: /* make all monsters fall asleep */ 777 case 3: /* make all monsters fall asleep */
790 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
791 SET_FLAG (tmp, FLAG_SLEEP); 778 SET_FLAG (tmp, FLAG_SLEEP);
792 break; 779 break;
780
793 case 4: /* charm all monsters */ 781 case 4: /* charm all monsters */
794 if (op == source) 782 if (op == source)
795 break; /* only if 'connected' */ 783 break; /* only if 'connected' */
796 784
797 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 785 if (object *pl = source->ms ().player ())
798 tmp2->type != PLAYER; tmp2 = tmp2->above) 786 {
799 if (tmp2->above == NULL) 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 }
800 break; 795 break;
801 796
802 if (tmp2->type != PLAYER) 797 case 6: // kill monsters
798 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
803 break; 799 break;
804 set_owner (tmp, tmp2); 800
805 SET_FLAG (tmp, FLAG_MONSTER); 801 // FALL THROUGH
806 tmp->stats.exp = 0; 802 case 5: // kill all alives
807 SET_FLAG (tmp, FLAG_FRIENDLY); 803 if (!tmp->flag [FLAG_PRECIOUS])
808 add_friendly_object (tmp); 804 {
809 tmp->attack_movement = PETMOVE; 805 get_archetype ("burnout")->insert_at (tmp, source);
806 tmp->destroy ();
807 }
810 break; 808 break;
811 809
812 default: 810 default:
813 break; 811 break;
814 } 812 }
818 * It will descend through containers to find the object. 816 * It will descend through containers to find the object.
819 * slaying = match object slaying flag 817 * slaying = match object slaying flag
820 * race = match object archetype name flag 818 * race = match object archetype name flag
821 * hp = match object type (excpt type '0'== PLAYER) 819 * hp = match object type (excpt type '0'== PLAYER)
822 */ 820 */
823
824object * 821object *
825check_inv_recursive (object *op, const object *trig) 822check_inv_recursive (object *op, const object *trig)
826{ 823{
827 object *tmp, *ret = NULL; 824 object *tmp, *ret = NULL;
828 825
829 /* First check the object itself. */ 826 /* First check the object itself. */
830 if ((trig->stats.hp && (op->type == trig->stats.hp)) 827 if ((trig->stats.hp && (op->type == trig->stats.hp))
831 || (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)))
832 return op; 830 return op;
833 831
834 for (tmp = op->inv; tmp; tmp = tmp->below) 832 for (tmp = op->inv; tmp; tmp = tmp->below)
835 { 833 {
836 if (tmp->inv) 834 if (tmp->inv)
838 ret = check_inv_recursive (tmp, trig); 836 ret = check_inv_recursive (tmp, trig);
839 if (ret) 837 if (ret)
840 return ret; 838 return ret;
841 } 839 }
842 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 840 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
843 || (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)))
844 return tmp; 843 return tmp;
845 } 844 }
846 return NULL; 845 return NULL;
847} 846}
848 847
851 * the square will activate connected items. 850 * the square will activate connected items.
852 * Monsters can't trigger this square (for now) 851 * Monsters can't trigger this square (for now)
853 * Values are: last_sp = 1/0 obj/no obj triggers 852 * Values are: last_sp = 1/0 obj/no obj triggers
854 * last_heal = 1/0 remove/dont remove obj if triggered 853 * last_heal = 1/0 remove/dont remove obj if triggered
855 * -b.t. (thomas@nomad.astro.psu.edu 854 * -b.t. (thomas@nomad.astro.psu.edu
856 */ 855 *
857 856 * 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 */
858void 872void
859check_inv (object *op, object *trig) 873check_inv (object *op, object *trig)
860{ 874{
861 object *match; 875 trig->value = 0; // deactivate if none of the following conditions apply
862 876
863 if (op->type != PLAYER) 877 object *pl = trig->ms ().player ();
864 return;
865 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
866 if (match && trig->last_sp) 887 if (match && trig->last_sp) // match == having
867 { 888 {
868 if (trig->last_heal) 889 if (trig->last_heal)
869 decrease_ob (match); 890 decrease_ob (match);
870 use_trigger (trig);
871 }
872 else if (!match && !trig->last_sp)
873 use_trigger (trig);
874}
875 891
876 892 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 893 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 { 894 }
892 for (ol = obp->link; ol; ol = ol->next) 895 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 } 896 {
897 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
898 push_button (trig);
899 }
898} 900}
901

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