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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 1.37 by root, Tue Jul 31 17:33:14 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;
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) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
355 { 321 {
356 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 322 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
357 ARCH_SACRIFICE (altar) == sacrifice->name || 323 || ARCH_SACRIFICE (altar) == sacrifice->name
358 ARCH_SACRIFICE (altar) == sacrifice->slaying || 324 || ARCH_SACRIFICE (altar) == sacrifice->slaying
359 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 325 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
360 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 326 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
361 return 1; 327 return 1;
328
362 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 329 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
363 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 330 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
364 return 1; 331 return 1;
365 } 332 }
333
366 return 0; 334 return 0;
367} 335}
368
369 336
370/* 337/*
371 * operate_altar checks if sacrifice was accepted and removes sacrificed 338 * operate_altar checks if sacrifice was accepted and removes sacrificed
372 * objects. If sacrifice was succeed return 1 else 0. Might be better to 339 * 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, 340 * call check_altar_sacrifice (above) than depend on the return value,
374 * since operate_altar will remove the sacrifice also. 341 * since operate_altar will remove the sacrifice also.
375 * 342 *
376 * If this function returns 1, '*sacrifice' is modified to point to the 343 * 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. 344 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
378 */ 345 */
379
380int 346int
381operate_altar (object *altar, object **sacrifice) 347operate_altar (object *altar, object **sacrifice)
382{ 348{
383
384 if (!altar->map) 349 if (!altar->map)
385 { 350 {
386 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 351 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
387 return 0; 352 return 0;
388 } 353 }
401 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 366 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
402 367
403 /* Round up any sacrifices. Altars don't make change either */ 368 /* Round up any sacrifices. Altars don't make change either */
404 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 369 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
405 number++; 370 number++;
371
406 *sacrifice = decrease_ob_nr (*sacrifice, number); 372 *sacrifice = decrease_ob_nr (*sacrifice, number);
407 } 373 }
408 else 374 else
409 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 375 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
410 376
411 if (altar->msg) 377 if (altar->msg)
412 new_info_map (NDI_BLACK, altar->map, altar->msg); 378 new_info_map (NDI_BLACK, altar->map, altar->msg);
379
413 return 1; 380 return 1;
414} 381}
415 382
416void 383void
417trigger_move (object *op, int state) /* 1 down and 0 up */ 384trigger_move (object *op, int state) /* 1 down and 0 up */
418{ 385{
419 op->stats.wc = state; 386 op->stats.wc = state;
420 if (state) 387 if (state)
421 { 388 {
422 use_trigger (op); 389 use_trigger (op);
423 if (op->stats.exp > 0) /* check sanity */ 390 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; 391 op->speed_left = -1;
429 } 392 }
430 else 393 else
431 { 394 {
432 use_trigger (op); 395 use_trigger (op);
433 op->speed = 0; 396 op->set_speed (0);
434 update_ob_speed (op);
435 } 397 }
436} 398}
437 399
438 400
439/* 401/*
495 case TRIGGER_PEDESTAL: 457 case TRIGGER_PEDESTAL:
496 if (cause) 458 if (cause)
497 { 459 {
498 for (tmp = op->above; tmp; tmp = tmp->above) 460 for (tmp = op->above; tmp; tmp = tmp->above)
499 { 461 {
500 object *head = tmp->head ? tmp->head : tmp; 462 object *head = tmp->head_ ();
501 463
502 /* See comment in TRIGGER_BUTTON about move_types */ 464 /* See comment in TRIGGER_BUTTON about move_types */
503 if (((head->move_type & op->move_on) || head->move_type == 0) 465 if (((head->move_type & op->move_on) || head->move_type == 0)
504 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 466 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
505 { 467 {
506 push = 1; 468 push = 1;
507 break; 469 break;
508 } 470 }
509 } 471 }
472
510 if (op->stats.ac == push) 473 if (op->stats.ac == push)
511 return 0; 474 return 0;
475
512 op->stats.ac = push; 476 op->stats.ac = push;
477
513 if (NUM_ANIMATIONS (op) > 1) 478 if (NUM_ANIMATIONS (op) > 1)
514 { 479 {
515 SET_ANIMATION (op, push); 480 SET_ANIMATION (op, push);
516 update_object (op, UP_OBJ_FACE); 481 update_object (op, UP_OBJ_FACE);
517 } 482 }
483
518 update_object (op, UP_OBJ_FACE); 484 update_object (op, UP_OBJ_FACE);
485
519 if (in_movement || !push) 486 if (in_movement || !push)
520 return 0; 487 return 0;
521 } 488 }
489
522 trigger_move (op, push); 490 trigger_move (op, push);
523 return 0; 491 return 0;
524 492
525 case TRIGGER_ALTAR: 493 case TRIGGER_ALTAR:
526 if (cause) 494 if (cause)
527 { 495 {
528 if (in_movement) 496 if (in_movement)
529 return 0; 497 return 0;
498
530 if (operate_altar (op, &cause)) 499 if (operate_altar (op, &cause))
531 { 500 {
532 if (NUM_ANIMATIONS (op) > 1) 501 if (NUM_ANIMATIONS (op) > 1)
533 { 502 {
534 SET_ANIMATION (op, 1); 503 SET_ANIMATION (op, 1);
535 update_object (op, UP_OBJ_FACE); 504 update_object (op, UP_OBJ_FACE);
536 } 505 }
506
537 if (op->last_sp >= 0) 507 if (op->last_sp >= 0)
538 { 508 {
539 trigger_move (op, 1); 509 trigger_move (op, 1);
540 if (op->last_sp > 0) 510 if (op->last_sp > 0)
541 op->last_sp = -op->last_sp; 511 op->last_sp = -op->last_sp;
548 op->value = !op->value; 518 op->value = !op->value;
549 trigger_move (op, 1); 519 trigger_move (op, 1);
550 op->last_sp = -op->last_sp; 520 op->last_sp = -op->last_sp;
551 op->value = !op->value; 521 op->value = !op->value;
552 } 522 }
523
553 return cause == NULL; 524 return cause == NULL;
554 } 525 }
555 else 526 else
556 {
557 return 0; 527 return 0;
558 }
559 } 528 }
560 else 529 else
561 { 530 {
562 if (NUM_ANIMATIONS (op) > 1) 531 if (NUM_ANIMATIONS (op) > 1)
563 { 532 {
574 trigger_move (op, 0); 543 trigger_move (op, 0);
575 else 544 else
576 { 545 {
577 op->stats.wc = 0; 546 op->stats.wc = 0;
578 op->value = !op->value; 547 op->value = !op->value;
579 op->speed = 0; 548 op->set_speed (0);
580 update_ob_speed (op);
581 } 549 }
582 } 550 }
583 return 0; 551 return 0;
584 552
585 case TRIGGER: 553 case TRIGGER:
586 if (cause) 554 if (cause)
587 { 555 {
588 if (in_movement) 556 if (in_movement)
589 return 0; 557 return 0;
558
590 push = 1; 559 push = 1;
591 } 560 }
561
592 if (NUM_ANIMATIONS (op) > 1) 562 if (NUM_ANIMATIONS (op) > 1)
593 { 563 {
594 SET_ANIMATION (op, push); 564 SET_ANIMATION (op, push);
595 update_object (op, UP_OBJ_FACE); 565 update_object (op, UP_OBJ_FACE);
596 } 566 }
567
597 trigger_move (op, push); 568 trigger_move (op, push);
598 return 1; 569 return 1;
599 570
600 default: 571 default:
601 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 572 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
602 return 0; 573 return 0;
603 } 574 }
604} 575}
605 576
606void 577void
607add_button_link (object *button, mapstruct *map, int connected) 578add_button_link (object *button, maptile *map, int connected)
608{ 579{
609 oblinkpt *obp; 580 oblinkpt *obp;
610 objectlink *ol = get_objectlink (); 581 objectlink *ol = get_objectlink ();
611 582
612 if (!map) 583 if (!map)
613 { 584 {
614 LOG (llevError, "Tried to add button-link without map.\n"); 585 LOG (llevError, "Tried to add button-link without map.\n");
615 return; 586 return;
616 } 587 }
617 if (!editor) 588
618 button->path_attuned = connected; /* peterm: I need this so I can rebuild 589 button->path_attuned = connected; /* peterm: I need this so I can rebuild
619 a connected map from a template map. */ 590 a connected map from a template map. */
620
621/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
622 591
623 SET_FLAG (button, FLAG_IS_LINKED); 592 SET_FLAG (button, FLAG_IS_LINKED);
624 593
625 ol->ob = button; 594 ol->ob = button;
626 ol->id = button->count;
627 595
628 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 596 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
597 ;
629 598
630 if (obp) 599 if (obp)
631 { 600 {
632 ol->next = obp->link; 601 ol->next = obp->link;
633 obp->link = ol; 602 obp->link = ol;
657 if (op->map == NULL) 626 if (op->map == NULL)
658 { 627 {
659 LOG (llevError, "remove_button_link() in object without map.\n"); 628 LOG (llevError, "remove_button_link() in object without map.\n");
660 return; 629 return;
661 } 630 }
631
662 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 632 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
663 { 633 {
664 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 634 LOG (llevError, "remove_button_linked() in unlinked object.\n");
665 return; 635 return;
666 } 636 }
637
667 for (obp = op->map->buttons; obp; obp = obp->next) 638 for (obp = op->map->buttons; obp; obp = obp->next)
668 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 639 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
669 if (ol->ob == op) 640 if (ol->ob == op)
670 { 641 {
671 642
672/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 643/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
673 obp->value, op->name, op->map->path); 644 obp->value, op->name, op->map->path);
674*/ 645*/
675 *olp = ol->next; 646 *olp = ol->next;
676 free (ol); 647 delete ol;
677 return; 648 return;
678 } 649 }
650
679 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 651 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
680 CLEAR_FLAG (op, FLAG_IS_LINKED); 652 CLEAR_FLAG (op, FLAG_IS_LINKED);
681} 653}
682 654
683/* 655/*
684 * Gets the objectlink for this connection from the map. 656 * Gets the objectlink for this connection from the map.
685 */ 657 */
686oblinkpt * 658oblinkpt *
687get_connection_links (mapstruct *map, long connection) 659get_connection_links (maptile *map, long connection)
688{ 660{
689 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 661 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
690 if (obp->value == connection) 662 if (obp->value == connection)
691 return obp; 663 return obp;
664
692 return 0; 665 return 0;
693} 666}
694 667
695/* 668/*
696 * Return the first objectlink in the objects linked to this one 669 * Return the first objectlink in the objects linked to this one
702 oblinkpt *obp; 675 oblinkpt *obp;
703 objectlink *ol; 676 objectlink *ol;
704 677
705 if (!button->map) 678 if (!button->map)
706 return NULL; 679 return NULL;
680
707 for (obp = button->map->buttons; obp; obp = obp->next) 681 for (obp = button->map->buttons; obp; obp = obp->next)
708 for (ol = obp->link; ol; ol = ol->next) 682 for (ol = obp->link; ol; ol = ol->next)
709 if (ol->ob == button && ol->id == button->count) 683 if (ol->ob == button)
710 return obp; 684 return obp;
685
711 return NULL; 686 return NULL;
712} 687}
713 688
714/* 689/*
715 * Made as a separate function to increase efficiency 690 * Made as a separate function to increase efficiency
723 698
724 if (!button->map) 699 if (!button->map)
725 return 0; 700 return 0;
726 for (obp = button->map->buttons; obp; obp = obp->next) 701 for (obp = button->map->buttons; obp; obp = obp->next)
727 for (ol = obp->link; ol; ol = ol->next) 702 for (ol = obp->link; ol; ol = ol->next)
728 if (ol->ob == button && ol->id == button->count) 703 if (ol->ob == button)
729 return obp->value; 704 return obp->value;
730 return 0; 705 return 0;
731} 706}
732 707
733/* This routine makes monsters who are 708/* This routine makes monsters who are
740 */ 715 */
741 716
742void 717void
743do_mood_floor (object *op, object *source) 718do_mood_floor (object *op, object *source)
744{ 719{
745 object *tmp;
746 object *tmp2;
747
748 if (!source) 720 if (!source)
749 source = op; 721 source = op;
750 722
751 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 723 mapspace &ms = op->ms ();
724
725 if (!(ms.flags () & P_IS_ALIVE))
726 return;
727
728 object *tmp;
729
730 for (tmp = ms.top; tmp; tmp = tmp->below)
752 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 731 if (QUERY_FLAG (tmp, FLAG_MONSTER))
753 break; 732 break;
754 733
755 /* doesn't effect players, and if there is a player on this space, won't also 734 /* doesn't effect players, and if there is a player on this space, won't also
756 * be a monster here. 735 * be a monster here.
757 */ 736 */
737 //TODO: have players really FLAG_MONSTER? kept it for safety
758 if (!tmp || tmp->type == PLAYER) 738 if (!tmp || tmp->type == PLAYER)
759 return; 739 return;
760 740
761 switch (op->last_sp) 741 switch (op->last_sp)
762 { 742 {
763 case 0: /* furious--make all monsters mad */ 743 case 0: /* furious--make all monsters mad */
764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 744 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 745 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
746
766 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 747 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 { 748 {
768 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
769 remove_friendly_object (tmp);
770 tmp->attack_movement = 0; 749 tmp->attack_movement = 0;
771 /* lots of checks here, but want to make sure we don't 750 /* lots of checks here, but want to make sure we don't
772 * dereference a null value 751 * dereference a null value
773 */ 752 */
774 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 753 if (tmp->type == GOLEM
775 { 754 && tmp->owner
776 tmp->owner->contr->ranges[range_golem] = NULL; 755 && tmp->owner->type == PLAYER
756 && tmp->owner->contr->golem == tmp)
777 tmp->owner->contr->golem_count = 0; 757 tmp->owner->contr->golem = 0;
778 } 758
779 tmp->owner = 0; 759 tmp->owner = 0;
760
761 remove_friendly_object (tmp);
780 } 762 }
763 break;
764
765 case 1: /* angry -- get neutral monsters mad */
766 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
768 break;
769
770 case 2: /* calm -- pacify unfriendly monsters */
771 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
772 break;
773
774 case 3: /* make all monsters fall asleep */
775 SET_FLAG (tmp, FLAG_SLEEP);
776 break;
777
778 case 4: /* charm all monsters */
779 if (op == source)
780 break; /* only if 'connected' */
781
782 if (object *pl = source->ms ().player ())
783 {
784 tmp->set_owner (pl);
785 SET_FLAG (tmp, FLAG_MONSTER);
786
787 tmp->stats.exp = 0;
788
789 add_friendly_object (tmp);
790 tmp->attack_movement = PETMOVE;
791 }
792 break;
793
794 case 6: // kill monsters
795 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
781 break; 796 break;
782 case 1: /* angry -- get neutral monsters mad */ 797
783 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 798 // FALL THROUGH
784 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 799 case 5: // kill all alives
800 if (!tmp->flag [FLAG_PRECIOUS])
801 {
802 get_archetype ("burnout")->insert_at (tmp, source);
803 tmp->destroy ();
804 }
785 break; 805 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' */
797 806
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: 807 default:
814 break; 808 break;
815
816 } 809 }
817} 810}
818 811
819/* this function returns the object it matches, or NULL if non. 812/* this function returns the object it matches, or NULL if non.
820 * It will descend through containers to find the object. 813 * It will descend through containers to find the object.
821 * slaying = match object slaying flag 814 * slaying = match object slaying flag
822 * race = match object archetype name flag 815 * race = match object archetype name flag
823 * hp = match object type (excpt type '0'== PLAYER) 816 * hp = match object type (excpt type '0'== PLAYER)
824 */ 817 */
825
826object * 818object *
827check_inv_recursive (object *op, const object *trig) 819check_inv_recursive (object *op, const object *trig)
828{ 820{
829 object *tmp, *ret = NULL; 821 object *tmp, *ret = NULL;
830 822
831 /* First check the object itself. */ 823 /* First check the object itself. */
832 if ((trig->stats.hp && (op->type == trig->stats.hp)) 824 if ((trig->stats.hp && (op->type == trig->stats.hp))
833 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 825 || (trig->slaying && (op->slaying == trig->slaying))
826 || (trig->race && (op->arch->archname == trig->race)))
834 return op; 827 return op;
835 828
836 for (tmp = op->inv; tmp; tmp = tmp->below) 829 for (tmp = op->inv; tmp; tmp = tmp->below)
837 { 830 {
838 if (tmp->inv) 831 if (tmp->inv)
840 ret = check_inv_recursive (tmp, trig); 833 ret = check_inv_recursive (tmp, trig);
841 if (ret) 834 if (ret)
842 return ret; 835 return ret;
843 } 836 }
844 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 837 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
845 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 838 || (trig->slaying && (tmp->slaying == trig->slaying))
839 || (trig->race && (tmp->arch->archname == trig->race)))
846 return tmp; 840 return tmp;
847 } 841 }
848 return NULL; 842 return NULL;
849} 843}
850 844
853 * the square will activate connected items. 847 * the square will activate connected items.
854 * Monsters can't trigger this square (for now) 848 * Monsters can't trigger this square (for now)
855 * Values are: last_sp = 1/0 obj/no obj triggers 849 * Values are: last_sp = 1/0 obj/no obj triggers
856 * last_heal = 1/0 remove/dont remove obj if triggered 850 * last_heal = 1/0 remove/dont remove obj if triggered
857 * -b.t. (thomas@nomad.astro.psu.edu 851 * -b.t. (thomas@nomad.astro.psu.edu
858 */ 852 *
859 853 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
854 * because the check-inventory semantic essentially only applies when
855 * something is above the inventory checker.
856 * The semantic prior this change was: trigger if something has moved on or off
857 * and has a matching item. Imagine what happens if someone steps on the inventory
858 * checker with a matching item, has it, activates the connection, throws the item
859 * away, and then leaves the inventory checker. That would've caused an always-enabled
860 * state in the inventory checker. This won't happen anymore now.
861 *
862 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
863 * whether op is on this mapspace or not, because the value (1|0) depends
864 * on this information. also make sure to only push_button if op has
865 * a matching item (because when we do a push_button with value=0 timed gates
866 * will still open)! (i hope i got the semantics right this time)
867 *
868 */
860void 869void
861check_inv (object *op, object *trig) 870check_inv (object *op, object *trig)
862{ 871{
863 object *match; 872 trig->value = 0; // deactivate if none of the following conditions apply
864 873
865 if (op->type != PLAYER) 874 object *pl = trig->ms ().player ();
866 return;
867 match = check_inv_recursive (op, trig); 875 object *match = check_inv_recursive (op, trig);
876
877 // elmex: a note about (pl == op):
878 // if pl == 0 then the player has left this space
879 // if pl != 0 then a player is on this mapspace, but then
880 // we still have to check whether it's the player that triggered
881 // this inv-checker, because if not, then the op left this inv-checker
882 // and we have to set the value to 0
883
868 if (match && trig->last_sp) 884 if (match && trig->last_sp) // match == having
869 { 885 {
870 if (trig->last_heal) 886 if (trig->last_heal)
871 decrease_ob (match); 887 decrease_ob (match);
872 use_trigger (trig);
873 }
874 else if (!match && !trig->last_sp)
875 use_trigger (trig);
876}
877 888
878 889 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 890 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 { 891 }
894 for (ol = obp->link; ol; ol = ol->next) 892 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 } 893 {
894 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
895 push_button (trig);
896 }
900} 897}
898

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