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Comparing deliantra/server/common/button.C (file contents):
Revision 1.18 by root, Thu Dec 21 01:33:49 2006 UTC vs.
Revision 1.44 by root, Mon Apr 21 23:35:24 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26 25
27/* 26/*
28 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
29 */ 28 */
30 29
35 * The source argument can be 0 or the source object for this activation. 34 * The source argument can be 0 or the source object for this activation.
36 */ 35 */
37void 36void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 37activate_connection_link (objectlink * ol, bool state, object *source = 0)
39{ 38{
40 object *tmp = 0;
41
42 for (; ol; ol = ol->next) 39 for (; ol; ol = ol->next)
43 { 40 {
44 if (!ol->ob) 41 if (!ol->ob)
45 { 42 {
46 LOG (llevError, "Internal error in activate_connection_link.\n"); 43 LOG (llevError, "Internal error in activate_connection_link.\n");
55 * re-loaded. As such, just exit this function if that is the case. 52 * re-loaded. As such, just exit this function if that is the case.
56 */ 53 */
57 54
58 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 55 if (QUERY_FLAG (ol->ob, FLAG_FREED))
59 return; 56 return;
57
60 tmp = ol->ob; 58 object *tmp = ol->ob;
61 59
62 /* if the criteria isn't appropriate, don't do anything */ 60 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 61 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 62 continue;
63
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue; 65 continue;
67 66
68 switch (tmp->type) 67 switch (tmp->type)
69 { 68 {
70 case GATE: 69 case GATE:
71 case HOLE: 70 case HOLE:
71 if (!tmp->active)
72 tmp->play_sound (tmp->sound
73 ? tmp->sound
74 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 75 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->speed = 0.5; 76 tmp->set_speed (0.5);
74 update_ob_speed (tmp);
75 break; 77 break;
76 78
77 case CF_HANDLE: 79 case CF_HANDLE:
78 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 80 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
79 update_object (tmp, UP_OBJ_FACE); 81 update_object (tmp, UP_OBJ_FACE);
80 break; 82 break;
81 83
82 case SIGN: 84 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 85 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
84 { 86 {
87 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 88 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food) 89 if (tmp->stats.food)
87 tmp->last_eat++; 90 tmp->last_eat++;
88 } 91 }
89 break; 92 break;
90 93
91 case ALTAR: 94 case ALTAR:
95 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
92 tmp->value = 1; 96 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 97 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 98 update_object (tmp, UP_OBJ_FACE);
95 break; 99 break;
96 100
97 case BUTTON: 101 case BUTTON:
98 case PEDESTAL: 102 case PEDESTAL:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
99 tmp->value = state; 104 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
102 break; 107 break;
103 108
104 case MOOD_FLOOR: 109 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 110 do_mood_floor (tmp, source);
106 break; 111 break;
107 112
108 case TIMED_GATE: 113 case TIMED_GATE:
114 if (!tmp->active)
115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
109 tmp->speed = tmp->arch->clone.speed; 116 tmp->set_speed (tmp->arch->speed);
110 update_ob_speed (tmp); /* original values */
111 tmp->value = tmp->arch->clone.value; 117 tmp->value = tmp->arch->value;
112 tmp->stats.sp = 1; 118 tmp->stats.sp = 1;
113 tmp->stats.hp = tmp->stats.maxhp; 119 tmp->stats.hp = tmp->stats.maxhp;
114 /* Handle multipart gates. We copy the value for the other parts 120 /* Handle multipart gates. We copy the value for the other parts
115 * from the head - this ensures that the data will consistent 121 * from the head - this ensures that the data will consistent
116 */ 122 */
117 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 123 for (object *part = tmp->more; part; part = part->more)
118 { 124 {
119 tmp->speed = tmp->head->speed; 125 part->value = tmp->value;
120 tmp->value = tmp->head->value; 126 part->stats.sp = tmp->stats.sp;
121 tmp->stats.sp = tmp->head->stats.sp; 127 part->stats.hp = tmp->stats.hp;
122 tmp->stats.hp = tmp->head->stats.hp;
123 update_ob_speed (tmp); 128 part->set_speed (tmp->speed);
124 } 129 }
125 break; 130 break;
126 131
127 case DIRECTOR: 132 case DIRECTOR:
128 case FIREWALL: 133 case FIREWALL:
129 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
130 move_firewall (tmp); 135 move_firewall (tmp);
131 else 136 else
132 { 137 {
133 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
134 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140
135 animate_turning (tmp); 141 animate_turning (tmp);
136 } 142 }
137 break; 143 break;
138 144
139 case TELEPORTER: 145 case TELEPORTER:
140 move_teleporter (tmp); 146 move_teleporter (tmp);
141 break; 147 break;
142 148
143 case CREATOR: 149 case CREATOR:
144 move_creator (tmp); 150 move_creator (tmp);
145 break; 151 break;
146 152
147 case TRIGGER_MARKER: 153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
148 move_marker (tmp); 155 move_marker (tmp);
149 break; 156 break;
150 157
151 case DUPLICATOR: 158 case DUPLICATOR:
152 move_duplicator (tmp); 159 move_duplicator (tmp);
153 break; 160 break;
154 } 161 }
155 } 162 }
156} 163}
157 164
158/* 165/*
227 } 234 }
228 235
229 tmp = ol->ob; 236 tmp = ol->ob;
230 if (tmp->type == BUTTON) 237 if (tmp->type == BUTTON)
231 { 238 {
232 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 239 for (ab = tmp->above, tot = 0; ab; ab = ab->above)
233 /* Bug? The pedestal code below looks for the head of
234 * the object, this bit doesn't. I'd think we should check
235 * for head here also. Maybe it also makese sense to
236 * make the for ab=tmp->above loop common, and alter
237 * behaviour based on object within that loop?
238 */ 240 {
241 head = ab->head_ ();
239 242
240 /* Basically, if the move_type matches that on what the 243 /* Basically, if the move_type matches that on what the
241 * button wants, we count it. The second check is so that 244 * button wants, we count it. The second check is so that
242 * objects don't move (swords, etc) will count. Note that 245 * objects who don't move (swords, etc) will count. Note that
243 * this means that more work is needed to make buttons 246 * this means that more work is needed to make buttons
244 * that are only triggered by flying objects. 247 * that are only triggered by flying objects.
245 */ 248 */
246 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 249 if ((head->move_type & tmp->move_on) || head->move_type == 0)
247 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 250 tot += head->total_weight ();
251 }
248 252
249 tmp->value = (tot >= tmp->weight) ? 1 : 0; 253 tmp->value = tot >= tmp->weight ? 1 : 0;
250 if (tmp->value)
251 any_down = 1;
252 } 254 }
253 else if (tmp->type == PEDESTAL) 255 else if (tmp->type == PEDESTAL)
254 { 256 {
255 tmp->value = 0; 257 tmp->value = 0;
258
256 for (ab = tmp->above; ab != NULL; ab = ab->above) 259 for (ab = tmp->above; ab; ab = ab->above)
257 { 260 {
258 head = ab->head ? ab->head : ab; 261 head = ab->head_ ();
262
259 /* Same note regarding move_type for buttons above apply here. */ 263 /* Same note regarding move_type for buttons above apply here. */
260 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 264 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
261 (head->race == tmp->slaying || 265 (head->race == tmp->slaying ||
262 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 266 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
263 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 267 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
264 tmp->value = 1; 268 tmp->value = 1;
265 } 269 }
266 if (tmp->value)
267 any_down = 1;
268 } 270 }
271
272 any_down = any_down || tmp->value;
269 } 273 }
274
270 if (any_down) /* If any other buttons were down, force this to remain down */ 275 if (any_down) /* If any other buttons were down, force this to remain down */
271 op->value = 1; 276 op->value = 1;
272 277
273 /* If this button hasn't changed, don't do anything */ 278 /* If this button hasn't changed, don't do anything */
274 if (op->value != old_value) 279 if (op->value != old_value)
277 update_object (op, UP_OBJ_FACE); 282 update_object (op, UP_OBJ_FACE);
278 push_button (op); /* Make all other buttons the same */ 283 push_button (op); /* Make all other buttons the same */
279 } 284 }
280} 285}
281 286
282/*
283 * Updates every button on the map (by calling update_button() for them).
284 */
285
286void
287update_buttons (maptile *m)
288{
289 objectlink *ol;
290 oblinkpt *obp;
291
292 for (obp = m->buttons; obp; obp = obp->next)
293 for (ol = obp->link; ol; ol = ol->next)
294 {
295 if (!ol->ob)
296 {
297 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
298 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
299 continue;
300 }
301
302 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
303 {
304 update_button (ol->ob);
305 break;
306 }
307 }
308}
309
310void 287void
311use_trigger (object *op) 288use_trigger (object *op)
312{ 289{
313
314 /* Toggle value */ 290 /* Toggle value */
315 op->value = !op->value; 291 op->value = !op->value;
316 push_button (op); 292 push_button (op);
317} 293}
318 294
319/* 295/*
320 * Note: animate_object should be used instead of this, 296 * Note: animate_object should be used instead of this,
321 * but it can't handle animations in the 8 directions 297 * but it can't handle animations in the 8 directions
322 */ 298 */
323
324void 299void
325animate_turning (object *op) /* only one part objects */ 300animate_turning (object *op) /* only one part objects */
326{ 301{
327 if (++op->state >= NUM_ANIMATIONS (op) / 8) 302 if (++op->state >= NUM_ANIMATIONS (op) / 8)
328 op->state = 0; 303 op->state = 0;
345 */ 320 */
346 321
347int 322int
348check_altar_sacrifice (const object *altar, const object *sacrifice) 323check_altar_sacrifice (const object *altar, const object *sacrifice)
349{ 324{
350 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 325 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
326 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
327 && sacrifice->type != PLAYER)
351 { 328 {
352 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 329 if (ARCH_SACRIFICE (altar) == shstr_money
353 ARCH_SACRIFICE (altar) == sacrifice->name || 330 && sacrifice->type == MONEY
354 ARCH_SACRIFICE (altar) == sacrifice->slaying || 331 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
355 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
356 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
357 return 1; 332 return 1;
358 333
359 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 334 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
360 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 335 || ARCH_SACRIFICE (altar) == sacrifice->name
336 || ARCH_SACRIFICE (altar) == sacrifice->slaying
337 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
338 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
361 return 1; 339 return 1;
362 } 340 }
363 341
364 return 0; 342 return 0;
365} 343}
389 return 0; 367 return 0;
390 368
391 /* check_altar_sacrifice should have already verified that enough money 369 /* check_altar_sacrifice should have already verified that enough money
392 * has been dropped. 370 * has been dropped.
393 */ 371 */
394 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 372 if (ARCH_SACRIFICE (altar) == shstr_money)
395 { 373 {
396 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 374 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
397 375
398 /* Round up any sacrifices. Altars don't make change either */ 376 /* Round up any sacrifices. Altars don't make change either */
399 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 377 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
400 number++; 378 number++;
401 379
402 *sacrifice = decrease_ob_nr (*sacrifice, number); 380 if (!(*sacrifice)->decrease (number))
381 *sacrifice = 0;
403 } 382 }
404 else 383 else
405 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 384 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
385 *sacrifice = 0;
406 386
407 if (altar->msg) 387 if (altar->msg)
408 new_info_map (NDI_BLACK, altar->map, altar->msg); 388 new_info_map (NDI_BLACK, altar->map, altar->msg);
409 389
410 return 1; 390 return 1;
415{ 395{
416 op->stats.wc = state; 396 op->stats.wc = state;
417 if (state) 397 if (state)
418 { 398 {
419 use_trigger (op); 399 use_trigger (op);
420 if (op->stats.exp > 0) /* check sanity */ 400 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
421 op->speed = 1.0 / op->stats.exp;
422 else
423 op->speed = 1.0;
424 update_ob_speed (op);
425 op->speed_left = -1; 401 op->speed_left = -1;
426 } 402 }
427 else 403 else
428 { 404 {
429 use_trigger (op); 405 use_trigger (op);
430 op->speed = 0; 406 op->set_speed (0);
431 update_ob_speed (op);
432 } 407 }
433} 408}
434 409
435 410
436/* 411/*
465 * button wants, we count it. The second check is so that 440 * button wants, we count it. The second check is so that
466 * objects that don't move (swords, etc) will count. Note that 441 * objects that don't move (swords, etc) will count. Note that
467 * this means that more work is needed to make buttons 442 * this means that more work is needed to make buttons
468 * that are only triggered by flying objects. 443 * that are only triggered by flying objects.
469 */ 444 */
470
471 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 445 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
472 { 446 tot += tmp->head_ ()->total_weight ();
473 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 447
474 }
475 if (tot >= op->weight) 448 if (tot >= op->weight)
476 push = 1; 449 push = 1;
450
477 if (op->stats.ac == push) 451 if (op->stats.ac == push)
478 return 0; 452 return 0;
453
479 op->stats.ac = push; 454 op->stats.ac = push;
480 if (NUM_ANIMATIONS (op) > 1) 455 if (NUM_ANIMATIONS (op) > 1)
481 { 456 {
482 SET_ANIMATION (op, push); 457 SET_ANIMATION (op, push);
483 update_object (op, UP_OBJ_FACE); 458 update_object (op, UP_OBJ_FACE);
484 } 459 }
460
485 if (in_movement || !push) 461 if (in_movement || !push)
486 return 0; 462 return 0;
487 } 463 }
488 trigger_move (op, push); 464 trigger_move (op, push);
489 } 465 }
466
490 return 0; 467 return 0;
491 468
492 case TRIGGER_PEDESTAL: 469 case TRIGGER_PEDESTAL:
493 if (cause) 470 if (cause)
494 { 471 {
495 for (tmp = op->above; tmp; tmp = tmp->above) 472 for (tmp = op->above; tmp; tmp = tmp->above)
496 { 473 {
497 object *head = tmp->head ? tmp->head : tmp; 474 object *head = tmp->head_ ();
498 475
499 /* See comment in TRIGGER_BUTTON about move_types */ 476 /* See comment in TRIGGER_BUTTON about move_types */
500 if (((head->move_type & op->move_on) || head->move_type == 0) 477 if (((head->move_type & op->move_on) || head->move_type == 0)
501 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 478 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
502 { 479 {
503 push = 1; 480 push = 1;
504 break; 481 break;
505 } 482 }
506 } 483 }
484
507 if (op->stats.ac == push) 485 if (op->stats.ac == push)
508 return 0; 486 return 0;
487
509 op->stats.ac = push; 488 op->stats.ac = push;
489
510 if (NUM_ANIMATIONS (op) > 1) 490 if (NUM_ANIMATIONS (op) > 1)
511 { 491 {
512 SET_ANIMATION (op, push); 492 SET_ANIMATION (op, push);
513 update_object (op, UP_OBJ_FACE); 493 update_object (op, UP_OBJ_FACE);
514 } 494 }
495
515 update_object (op, UP_OBJ_FACE); 496 update_object (op, UP_OBJ_FACE);
497
516 if (in_movement || !push) 498 if (in_movement || !push)
517 return 0; 499 return 0;
518 } 500 }
501
519 trigger_move (op, push); 502 trigger_move (op, push);
520 return 0; 503 return 0;
521 504
522 case TRIGGER_ALTAR: 505 case TRIGGER_ALTAR:
523 if (cause) 506 if (cause)
524 { 507 {
525 if (in_movement) 508 if (in_movement)
526 return 0; 509 return 0;
510
527 if (operate_altar (op, &cause)) 511 if (operate_altar (op, &cause))
528 { 512 {
529 if (NUM_ANIMATIONS (op) > 1) 513 if (NUM_ANIMATIONS (op) > 1)
530 { 514 {
531 SET_ANIMATION (op, 1); 515 SET_ANIMATION (op, 1);
532 update_object (op, UP_OBJ_FACE); 516 update_object (op, UP_OBJ_FACE);
533 } 517 }
518
534 if (op->last_sp >= 0) 519 if (op->last_sp >= 0)
535 { 520 {
536 trigger_move (op, 1); 521 trigger_move (op, 1);
537 if (op->last_sp > 0) 522 if (op->last_sp > 0)
538 op->last_sp = -op->last_sp; 523 op->last_sp = -op->last_sp;
545 op->value = !op->value; 530 op->value = !op->value;
546 trigger_move (op, 1); 531 trigger_move (op, 1);
547 op->last_sp = -op->last_sp; 532 op->last_sp = -op->last_sp;
548 op->value = !op->value; 533 op->value = !op->value;
549 } 534 }
535
550 return cause == NULL; 536 return cause == NULL;
551 } 537 }
552 else 538 else
553 {
554 return 0; 539 return 0;
555 }
556 } 540 }
557 else 541 else
558 { 542 {
559 if (NUM_ANIMATIONS (op) > 1) 543 if (NUM_ANIMATIONS (op) > 1)
560 { 544 {
571 trigger_move (op, 0); 555 trigger_move (op, 0);
572 else 556 else
573 { 557 {
574 op->stats.wc = 0; 558 op->stats.wc = 0;
575 op->value = !op->value; 559 op->value = !op->value;
576 op->speed = 0; 560 op->set_speed (0);
577 update_ob_speed (op);
578 } 561 }
579 } 562 }
580 return 0; 563 return 0;
581 564
582 case TRIGGER: 565 case TRIGGER:
583 if (cause) 566 if (cause)
584 { 567 {
585 if (in_movement) 568 if (in_movement)
586 return 0; 569 return 0;
570
587 push = 1; 571 push = 1;
588 } 572 }
573
589 if (NUM_ANIMATIONS (op) > 1) 574 if (NUM_ANIMATIONS (op) > 1)
590 { 575 {
591 SET_ANIMATION (op, push); 576 SET_ANIMATION (op, push);
592 update_object (op, UP_OBJ_FACE); 577 update_object (op, UP_OBJ_FACE);
593 } 578 }
579
594 trigger_move (op, push); 580 trigger_move (op, push);
595 return 1; 581 return 1;
596 582
597 default: 583 default:
598 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 584 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
609 if (!map) 595 if (!map)
610 { 596 {
611 LOG (llevError, "Tried to add button-link without map.\n"); 597 LOG (llevError, "Tried to add button-link without map.\n");
612 return; 598 return;
613 } 599 }
614 if (!editor) 600
615 button->path_attuned = connected; /* peterm: I need this so I can rebuild 601 button->path_attuned = connected; /* peterm: I need this so I can rebuild
616 a connected map from a template map. */ 602 a connected map from a template map. */
617
618/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
619 603
620 SET_FLAG (button, FLAG_IS_LINKED); 604 SET_FLAG (button, FLAG_IS_LINKED);
621 605
622 ol->ob = button; 606 ol->ob = button;
623 607
624 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 608 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
609 ;
625 610
626 if (obp) 611 if (obp)
627 { 612 {
628 ol->next = obp->link; 613 ol->next = obp->link;
629 obp->link = ol; 614 obp->link = ol;
742 */ 727 */
743 728
744void 729void
745do_mood_floor (object *op, object *source) 730do_mood_floor (object *op, object *source)
746{ 731{
747 object *tmp;
748 object *tmp2;
749
750 if (!source) 732 if (!source)
751 source = op; 733 source = op;
752 734
753 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 735 mapspace &ms = op->ms ();
736
737 if (!(ms.flags () & P_IS_ALIVE))
738 return;
739
740 object *tmp;
741
742 for (tmp = ms.top; tmp; tmp = tmp->below)
754 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 743 if (QUERY_FLAG (tmp, FLAG_MONSTER))
755 break; 744 break;
756 745
757 /* doesn't effect players, and if there is a player on this space, won't also 746 /* doesn't effect players, and if there is a player on this space, won't also
758 * be a monster here. 747 * be a monster here.
759 */ 748 */
749 //TODO: have players really FLAG_MONSTER? kept it for safety
760 if (!tmp || tmp->type == PLAYER) 750 if (!tmp || tmp->type == PLAYER)
761 return; 751 return;
762 752
763 switch (op->last_sp) 753 switch (op->last_sp)
764 { 754 {
765 case 0: /* furious--make all monsters mad */ 755 case 0: /* furious--make all monsters mad */
766 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 756 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
767 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 757 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
758
768 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 759 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
769 { 760 {
770 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
771 remove_friendly_object (tmp);
772 tmp->attack_movement = 0; 761 tmp->attack_movement = 0;
773 /* lots of checks here, but want to make sure we don't 762 /* lots of checks here, but want to make sure we don't
774 * dereference a null value 763 * dereference a null value
775 */ 764 */
776 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 765 if (tmp->type == GOLEM
766 && tmp->owner
767 && tmp->owner->type == PLAYER
768 && tmp->owner->contr->golem == tmp)
777 tmp->owner->contr->ranges[range_golem] = 0; 769 tmp->owner->contr->golem = 0;
778 770
779 tmp->owner = 0; 771 tmp->owner = 0;
772
773 remove_friendly_object (tmp);
780 } 774 }
781 break; 775 break;
776
782 case 1: /* angry -- get neutral monsters mad */ 777 case 1: /* angry -- get neutral monsters mad */
783 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 778 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
784 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 779 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
785 break; 780 break;
781
786 case 2: /* calm -- pacify unfriendly monsters */ 782 case 2: /* calm -- pacify unfriendly monsters */
787 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
788 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 783 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
789 break; 784 break;
785
790 case 3: /* make all monsters fall asleep */ 786 case 3: /* make all monsters fall asleep */
791 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
792 SET_FLAG (tmp, FLAG_SLEEP); 787 SET_FLAG (tmp, FLAG_SLEEP);
793 break; 788 break;
789
794 case 4: /* charm all monsters */ 790 case 4: /* charm all monsters */
795 if (op == source) 791 if (op == source)
796 break; /* only if 'connected' */ 792 break; /* only if 'connected' */
797 793
798 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 794 if (object *pl = source->ms ().player ())
799 tmp2->type != PLAYER; tmp2 = tmp2->above) 795 {
800 if (tmp2->above == NULL) 796 tmp->set_owner (pl);
797 SET_FLAG (tmp, FLAG_MONSTER);
798
799 tmp->stats.exp = 0;
800
801 add_friendly_object (tmp);
802 tmp->attack_movement = PETMOVE;
803 }
801 break; 804 break;
802 805
803 if (tmp2->type != PLAYER) 806 case 6: // kill monsters
807 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
804 break; 808 break;
805 809
806 tmp->set_owner (tmp2); 810 // FALL THROUGH
807 SET_FLAG (tmp, FLAG_MONSTER); 811 case 5: // kill all alives
808 812 if (!tmp->flag [FLAG_PRECIOUS])
809 tmp->stats.exp = 0; 813 {
810 SET_FLAG (tmp, FLAG_FRIENDLY); 814 get_archetype ("burnout")->insert_at (tmp, source);
811 815 tmp->destroy ();
812 add_friendly_object (tmp); 816 }
813 tmp->attack_movement = PETMOVE;
814 break; 817 break;
815 818
816 default: 819 default:
817 break; 820 break;
818 } 821 }
830 object *tmp, *ret = NULL; 833 object *tmp, *ret = NULL;
831 834
832 /* First check the object itself. */ 835 /* First check the object itself. */
833 if ((trig->stats.hp && (op->type == trig->stats.hp)) 836 if ((trig->stats.hp && (op->type == trig->stats.hp))
834 || (trig->slaying && (op->slaying == trig->slaying)) 837 || (trig->slaying && (op->slaying == trig->slaying))
835 || (trig->race && (op->arch->name == trig->race))) 838 || (trig->race && (op->arch->archname == trig->race)))
836 return op; 839 return op;
837 840
838 for (tmp = op->inv; tmp; tmp = tmp->below) 841 for (tmp = op->inv; tmp; tmp = tmp->below)
839 { 842 {
840 if (tmp->inv) 843 if (tmp->inv)
843 if (ret) 846 if (ret)
844 return ret; 847 return ret;
845 } 848 }
846 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 849 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
847 || (trig->slaying && (tmp->slaying == trig->slaying)) 850 || (trig->slaying && (tmp->slaying == trig->slaying))
848 || (trig->race && (tmp->arch->name == trig->race))) 851 || (trig->race && (tmp->arch->archname == trig->race)))
849 return tmp; 852 return tmp;
850 } 853 }
851 return NULL; 854 return NULL;
852} 855}
853 856
866 * and has a matching item. Imagine what happens if someone steps on the inventory 869 * and has a matching item. Imagine what happens if someone steps on the inventory
867 * checker with a matching item, has it, activates the connection, throws the item 870 * checker with a matching item, has it, activates the connection, throws the item
868 * away, and then leaves the inventory checker. That would've caused an always-enabled 871 * away, and then leaves the inventory checker. That would've caused an always-enabled
869 * state in the inventory checker. This won't happen anymore now. 872 * state in the inventory checker. This won't happen anymore now.
870 * 873 *
874 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
875 * whether op is on this mapspace or not, because the value (1|0) depends
876 * on this information. also make sure to only push_button if op has
877 * a matching item (because when we do a push_button with value=0 timed gates
878 * will still open)! (i hope i got the semantics right this time)
879 *
871 */ 880 */
872void 881void
873check_inv (object *op, object *trig) 882check_inv (object *op, object *trig)
874{ 883{
875 trig->value = 0; // deactivate if none of the following conditions apply 884 trig->value = 0; // deactivate if none of the following conditions apply
876 885
877 if (object *pl = trig->ms ().player ()) 886 object *pl = trig->ms ().player ();
878 {
879 object *match = check_inv_recursive (pl, trig); 887 object *match = check_inv_recursive (op, trig);
880 888
889 // elmex: a note about (pl == op):
890 // if pl == 0 then the player has left this space
891 // if pl != 0 then a player is on this mapspace, but then
892 // we still have to check whether it's the player that triggered
893 // this inv-checker, because if not, then the op left this inv-checker
894 // and we have to set the value to 0
895
881 if (match && trig->last_sp) // match == having 896 if (match && trig->last_sp) // match == having
882 { 897 {
883 if (trig->last_heal) 898 if (trig->last_heal)
884 decrease_ob (match); 899 match->decrease ();
885 900
886 trig->value = 1; 901 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
887 } 902 push_button (trig);
903 }
888 else if (!match && !trig->last_sp) // match == not having 904 else if (!match && !trig->last_sp) // match == not having
889 trig->value = 1;
890 } 905 {
891 906 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
892 push_button (trig); 907 push_button (trig);
908 }
893} 909}
894 910

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