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Comparing deliantra/server/common/button.C (file contents):
Revision 1.11 by root, Sat Sep 16 22:24:12 2006 UTC vs.
Revision 1.38 by elmex, Tue Jul 31 18:28:46 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h> 25#include <funcpoint.h>
26 26
27/* 27/*
35 * 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.
36 */ 36 */
37void 37void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 38activate_connection_link (objectlink * ol, bool state, object *source = 0)
39{ 39{
40 object *tmp = 0;
41
42 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
43 { 41 {
44 if (!ol->ob || ol->ob->count != ol->id) 42 if (!ol->ob)
45 { 43 {
46 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 44 LOG (llevError, "Internal error in activate_connection_link.\n");
47 continue; 45 continue;
48 } 46 }
47
49 /* 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
50 * 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
51 * 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
52 * 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
53 * 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
54 * 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.
55 */ 54 */
56 55
57 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 56 if (QUERY_FLAG (ol->ob, FLAG_FREED))
58 return; 57 return;
58
59 tmp = ol->ob; 59 object *tmp = ol->ob;
60 60
61 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63 continue; 63 continue;
64
64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
65 continue; 66 continue;
66 67
67 switch (tmp->type) 68 switch (tmp->type)
68 { 69 {
69 case GATE: 70 case GATE:
70 case HOLE: 71 case HOLE:
71 tmp->value = tmp->stats.maxsp ? !state : state; 72 tmp->value = tmp->stats.maxsp ? !state : state;
72 tmp->speed = 0.5; 73 tmp->set_speed (0.5);
73 update_ob_speed (tmp);
74 break; 74 break;
75 75
76 case CF_HANDLE: 76 case CF_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE); 78 update_object (tmp, UP_OBJ_FACE);
79 break; 79 break;
80 80
81 case SIGN: 81 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 83 {
84 tmp->play_sound (tmp->sound);
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food) 86 if (tmp->stats.food)
86 tmp->last_eat++; 87 tmp->last_eat++;
87 } 88 }
88 break; 89 break;
89 90
90 case ALTAR: 91 case ALTAR:
91 tmp->value = 1; 92 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 93 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 94 update_object (tmp, UP_OBJ_FACE);
94 break; 95 break;
95 96
96 case BUTTON: 97 case BUTTON:
97 case PEDESTAL: 98 case PEDESTAL:
98 tmp->value = state; 99 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 100 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 101 update_object (tmp, UP_OBJ_FACE);
101 break; 102 break;
102 103
103 case MOOD_FLOOR: 104 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 105 do_mood_floor (tmp, source);
105 break; 106 break;
106 107
107 case TIMED_GATE: 108 case TIMED_GATE:
108 tmp->speed = tmp->arch->clone.speed; 109 tmp->set_speed (tmp->arch->speed);
109 update_ob_speed (tmp); /* original values */
110 tmp->value = tmp->arch->clone.value; 110 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1; 111 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp; 112 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts 113 /* Handle multipart gates. We copy the value for the other parts
114 * from the head - this ensures that the data will consistent 114 * from the head - this ensures that the data will consistent
115 */ 115 */
116 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 116 for (object *part = tmp->more; part; part = part->more)
117 { 117 {
118 tmp->speed = tmp->head->speed; 118 part->value = tmp->value;
119 tmp->value = tmp->head->value; 119 part->stats.sp = tmp->stats.sp;
120 tmp->stats.sp = tmp->head->stats.sp; 120 part->stats.hp = tmp->stats.hp;
121 tmp->stats.hp = tmp->head->stats.hp;
122 update_ob_speed (tmp); 121 part->set_speed (tmp->speed);
123 } 122 }
124 break; 123 break;
125 124
126 case DIRECTOR: 125 case DIRECTOR:
127 case FIREWALL: 126 case FIREWALL:
128 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 127 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
129 move_firewall (tmp); 128 move_firewall (tmp);
130 else 129 else
131 { 130 {
132 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 131 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
133 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 132 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
133
134 animate_turning (tmp); 134 animate_turning (tmp);
135 } 135 }
136 break; 136 break;
137 137
138 case TELEPORTER: 138 case TELEPORTER:
139 move_teleporter (tmp); 139 move_teleporter (tmp);
140 break; 140 break;
141 141
142 case CREATOR: 142 case CREATOR:
143 move_creator (tmp); 143 move_creator (tmp);
144 break; 144 break;
145 145
146 case TRIGGER_MARKER: 146 case TRIGGER_MARKER:
147 move_marker (tmp); 147 move_marker (tmp);
148 break; 148 break;
149 149
150 case DUPLICATOR: 150 case DUPLICATOR:
151 move_duplicator (tmp); 151 move_duplicator (tmp);
152 break; 152 break;
153 } 153 }
154 } 154 }
155} 155}
156 156
157/* 157/*
204 * Updates everything connected with the button op. 204 * Updates everything connected with the button op.
205 * 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
206 * 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
207 * button reacts to the (eventual) change of state. 207 * button reacts to the (eventual) change of state.
208 */ 208 */
209
210void 209void
211update_button (object *op) 210update_button (object *op)
212{ 211{
213 object *ab, *tmp, *head; 212 object *ab, *tmp, *head;
214 int tot, any_down = 0, old_value = op->value; 213 int tot, any_down = 0, old_value = op->value;
218 obp = get_button_links (op); 217 obp = get_button_links (op);
219 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
220 if (obp) 219 if (obp)
221 for (ol = obp->link; ol; ol = ol->next) 220 for (ol = obp->link; ol; ol = ol->next)
222 { 221 {
223 if (!ol->ob || ol->ob->count != ol->id) 222 if (!ol->ob)
224 { 223 {
225 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 224 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
226 continue; 225 continue;
227 } 226 }
227
228 tmp = ol->ob; 228 tmp = ol->ob;
229 if (tmp->type == BUTTON) 229 if (tmp->type == BUTTON)
230 { 230 {
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
232 /* Bug? The pedestal code below looks for the head of 232 /* Bug? The pedestal code below looks for the head of
252 else if (tmp->type == PEDESTAL) 252 else if (tmp->type == PEDESTAL)
253 { 253 {
254 tmp->value = 0; 254 tmp->value = 0;
255 for (ab = tmp->above; ab != NULL; ab = ab->above) 255 for (ab = tmp->above; ab != NULL; ab = ab->above)
256 { 256 {
257 head = ab->head ? ab->head : ab; 257 head = ab->head_ ();
258 /* Same note regarding move_type for buttons above apply here. */ 258 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
260 (head->race == tmp->slaying || 260 (head->race == tmp->slaying ||
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
263 tmp->value = 1; 263 tmp->value = 1;
264 } 264 }
265
265 if (tmp->value) 266 if (tmp->value)
266 any_down = 1; 267 any_down = 1;
267 } 268 }
268 } 269 }
269 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 */
276 update_object (op, UP_OBJ_FACE); 277 update_object (op, UP_OBJ_FACE);
277 push_button (op); /* Make all other buttons the same */ 278 push_button (op); /* Make all other buttons the same */
278 } 279 }
279} 280}
280 281
281/*
282 * Updates every button on the map (by calling update_button() for them).
283 */
284
285void
286update_buttons (maptile *m)
287{
288 objectlink *ol;
289 oblinkpt *obp;
290
291 for (obp = m->buttons; obp; obp = obp->next)
292 for (ol = obp->link; ol; ol = ol->next)
293 {
294 if (!ol->ob || ol->ob->count != ol->id)
295 {
296 LOG (llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
297 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, ol->id, obp->value);
298 continue;
299 }
300 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
301 {
302 update_button (ol->ob);
303 break;
304 }
305 }
306}
307
308void 282void
309use_trigger (object *op) 283use_trigger (object *op)
310{ 284{
311
312 /* Toggle value */ 285 /* Toggle value */
313 op->value = !op->value; 286 op->value = !op->value;
314 push_button (op); 287 push_button (op);
315} 288}
316 289
317/* 290/*
318 * Note: animate_object should be used instead of this, 291 * Note: animate_object should be used instead of this,
319 * but it can't handle animations in the 8 directions 292 * but it can't handle animations in the 8 directions
320 */ 293 */
321
322void 294void
323animate_turning (object *op) /* only one part objects */ 295animate_turning (object *op) /* only one part objects */
324{ 296{
325 if (++op->state >= NUM_ANIMATIONS (op) / 8) 297 if (++op->state >= NUM_ANIMATIONS (op) / 8)
326 op->state = 0; 298 op->state = 0;
343 */ 315 */
344 316
345int 317int
346check_altar_sacrifice (const object *altar, const object *sacrifice) 318check_altar_sacrifice (const object *altar, const object *sacrifice)
347{ 319{
348 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)
349 { 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
350 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 329 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
351 ARCH_SACRIFICE (altar) == sacrifice->name || 330 || ARCH_SACRIFICE (altar) == sacrifice->name
352 ARCH_SACRIFICE (altar) == sacrifice->slaying || 331 || ARCH_SACRIFICE (altar) == sacrifice->slaying
353 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 332 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
354 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 333 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
355 return 1; 334 return 1;
356 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
357 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
358 return 1;
359 } 335 }
336
360 return 0; 337 return 0;
361} 338}
362 339
363/* 340/*
364 * operate_altar checks if sacrifice was accepted and removes sacrificed 341 * operate_altar checks if sacrifice was accepted and removes sacrificed
411{ 388{
412 op->stats.wc = state; 389 op->stats.wc = state;
413 if (state) 390 if (state)
414 { 391 {
415 use_trigger (op); 392 use_trigger (op);
416 if (op->stats.exp > 0) /* check sanity */ 393 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
417 op->speed = 1.0 / op->stats.exp;
418 else
419 op->speed = 1.0;
420 update_ob_speed (op);
421 op->speed_left = -1; 394 op->speed_left = -1;
422 } 395 }
423 else 396 else
424 { 397 {
425 use_trigger (op); 398 use_trigger (op);
426 op->speed = 0; 399 op->set_speed (0);
427 update_ob_speed (op);
428 } 400 }
429} 401}
430 402
431 403
432/* 404/*
488 case TRIGGER_PEDESTAL: 460 case TRIGGER_PEDESTAL:
489 if (cause) 461 if (cause)
490 { 462 {
491 for (tmp = op->above; tmp; tmp = tmp->above) 463 for (tmp = op->above; tmp; tmp = tmp->above)
492 { 464 {
493 object *head = tmp->head ? tmp->head : tmp; 465 object *head = tmp->head_ ();
494 466
495 /* See comment in TRIGGER_BUTTON about move_types */ 467 /* See comment in TRIGGER_BUTTON about move_types */
496 if (((head->move_type & op->move_on) || head->move_type == 0) 468 if (((head->move_type & op->move_on) || head->move_type == 0)
497 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 469 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
498 { 470 {
499 push = 1; 471 push = 1;
500 break; 472 break;
501 } 473 }
502 } 474 }
475
503 if (op->stats.ac == push) 476 if (op->stats.ac == push)
504 return 0; 477 return 0;
478
505 op->stats.ac = push; 479 op->stats.ac = push;
480
506 if (NUM_ANIMATIONS (op) > 1) 481 if (NUM_ANIMATIONS (op) > 1)
507 { 482 {
508 SET_ANIMATION (op, push); 483 SET_ANIMATION (op, push);
509 update_object (op, UP_OBJ_FACE); 484 update_object (op, UP_OBJ_FACE);
510 } 485 }
486
511 update_object (op, UP_OBJ_FACE); 487 update_object (op, UP_OBJ_FACE);
488
512 if (in_movement || !push) 489 if (in_movement || !push)
513 return 0; 490 return 0;
514 } 491 }
492
515 trigger_move (op, push); 493 trigger_move (op, push);
516 return 0; 494 return 0;
517 495
518 case TRIGGER_ALTAR: 496 case TRIGGER_ALTAR:
519 if (cause) 497 if (cause)
520 { 498 {
521 if (in_movement) 499 if (in_movement)
522 return 0; 500 return 0;
501
523 if (operate_altar (op, &cause)) 502 if (operate_altar (op, &cause))
524 { 503 {
525 if (NUM_ANIMATIONS (op) > 1) 504 if (NUM_ANIMATIONS (op) > 1)
526 { 505 {
527 SET_ANIMATION (op, 1); 506 SET_ANIMATION (op, 1);
528 update_object (op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
529 } 508 }
509
530 if (op->last_sp >= 0) 510 if (op->last_sp >= 0)
531 { 511 {
532 trigger_move (op, 1); 512 trigger_move (op, 1);
533 if (op->last_sp > 0) 513 if (op->last_sp > 0)
534 op->last_sp = -op->last_sp; 514 op->last_sp = -op->last_sp;
541 op->value = !op->value; 521 op->value = !op->value;
542 trigger_move (op, 1); 522 trigger_move (op, 1);
543 op->last_sp = -op->last_sp; 523 op->last_sp = -op->last_sp;
544 op->value = !op->value; 524 op->value = !op->value;
545 } 525 }
526
546 return cause == NULL; 527 return cause == NULL;
547 } 528 }
548 else 529 else
549 {
550 return 0; 530 return 0;
551 }
552 } 531 }
553 else 532 else
554 { 533 {
555 if (NUM_ANIMATIONS (op) > 1) 534 if (NUM_ANIMATIONS (op) > 1)
556 { 535 {
567 trigger_move (op, 0); 546 trigger_move (op, 0);
568 else 547 else
569 { 548 {
570 op->stats.wc = 0; 549 op->stats.wc = 0;
571 op->value = !op->value; 550 op->value = !op->value;
572 op->speed = 0; 551 op->set_speed (0);
573 update_ob_speed (op);
574 } 552 }
575 } 553 }
576 return 0; 554 return 0;
577 555
578 case TRIGGER: 556 case TRIGGER:
579 if (cause) 557 if (cause)
580 { 558 {
581 if (in_movement) 559 if (in_movement)
582 return 0; 560 return 0;
561
583 push = 1; 562 push = 1;
584 } 563 }
564
585 if (NUM_ANIMATIONS (op) > 1) 565 if (NUM_ANIMATIONS (op) > 1)
586 { 566 {
587 SET_ANIMATION (op, push); 567 SET_ANIMATION (op, push);
588 update_object (op, UP_OBJ_FACE); 568 update_object (op, UP_OBJ_FACE);
589 } 569 }
570
590 trigger_move (op, push); 571 trigger_move (op, push);
591 return 1; 572 return 1;
592 573
593 default: 574 default:
594 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);
605 if (!map) 586 if (!map)
606 { 587 {
607 LOG (llevError, "Tried to add button-link without map.\n"); 588 LOG (llevError, "Tried to add button-link without map.\n");
608 return; 589 return;
609 } 590 }
610 if (!editor) 591
611 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
612 a connected map from a template map. */ 593 a connected map from a template map. */
613
614/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
615 594
616 SET_FLAG (button, FLAG_IS_LINKED); 595 SET_FLAG (button, FLAG_IS_LINKED);
617 596
618 ol->ob = button; 597 ol->ob = button;
619 ol->id = button->count;
620 598
621 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 599 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
600 ;
622 601
623 if (obp) 602 if (obp)
624 { 603 {
625 ol->next = obp->link; 604 ol->next = obp->link;
626 obp->link = ol; 605 obp->link = ol;
650 if (op->map == NULL) 629 if (op->map == NULL)
651 { 630 {
652 LOG (llevError, "remove_button_link() in object without map.\n"); 631 LOG (llevError, "remove_button_link() in object without map.\n");
653 return; 632 return;
654 } 633 }
634
655 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 635 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
656 { 636 {
657 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 637 LOG (llevError, "remove_button_linked() in unlinked object.\n");
658 return; 638 return;
659 } 639 }
640
660 for (obp = op->map->buttons; obp; obp = obp->next) 641 for (obp = op->map->buttons; obp; obp = obp->next)
661 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 642 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
662 if (ol->ob == op) 643 if (ol->ob == op)
663 { 644 {
664 645
665/* 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",
666 obp->value, op->name, op->map->path); 647 obp->value, op->name, op->map->path);
667*/ 648*/
668 *olp = ol->next; 649 *olp = ol->next;
669 free (ol); 650 delete ol;
670 return; 651 return;
671 } 652 }
653
672 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 654 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
673 CLEAR_FLAG (op, FLAG_IS_LINKED); 655 CLEAR_FLAG (op, FLAG_IS_LINKED);
674} 656}
675 657
676/* 658/*
680get_connection_links (maptile *map, long connection) 662get_connection_links (maptile *map, long connection)
681{ 663{
682 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 664 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
683 if (obp->value == connection) 665 if (obp->value == connection)
684 return obp; 666 return obp;
667
685 return 0; 668 return 0;
686} 669}
687 670
688/* 671/*
689 * Return the first objectlink in the objects linked to this one 672 * Return the first objectlink in the objects linked to this one
695 oblinkpt *obp; 678 oblinkpt *obp;
696 objectlink *ol; 679 objectlink *ol;
697 680
698 if (!button->map) 681 if (!button->map)
699 return NULL; 682 return NULL;
683
700 for (obp = button->map->buttons; obp; obp = obp->next) 684 for (obp = button->map->buttons; obp; obp = obp->next)
701 for (ol = obp->link; ol; ol = ol->next) 685 for (ol = obp->link; ol; ol = ol->next)
702 if (ol->ob == button && ol->id == button->count) 686 if (ol->ob == button)
703 return obp; 687 return obp;
688
704 return NULL; 689 return NULL;
705} 690}
706 691
707/* 692/*
708 * Made as a separate function to increase efficiency 693 * Made as a separate function to increase efficiency
716 701
717 if (!button->map) 702 if (!button->map)
718 return 0; 703 return 0;
719 for (obp = button->map->buttons; obp; obp = obp->next) 704 for (obp = button->map->buttons; obp; obp = obp->next)
720 for (ol = obp->link; ol; ol = ol->next) 705 for (ol = obp->link; ol; ol = ol->next)
721 if (ol->ob == button && ol->id == button->count) 706 if (ol->ob == button)
722 return obp->value; 707 return obp->value;
723 return 0; 708 return 0;
724} 709}
725 710
726/* This routine makes monsters who are 711/* This routine makes monsters who are
733 */ 718 */
734 719
735void 720void
736do_mood_floor (object *op, object *source) 721do_mood_floor (object *op, object *source)
737{ 722{
738 object *tmp;
739 object *tmp2;
740
741 if (!source) 723 if (!source)
742 source = op; 724 source = op;
743 725
744 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)
745 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 734 if (QUERY_FLAG (tmp, FLAG_MONSTER))
746 break; 735 break;
747 736
748 /* 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
749 * be a monster here. 738 * be a monster here.
750 */ 739 */
740 //TODO: have players really FLAG_MONSTER? kept it for safety
751 if (!tmp || tmp->type == PLAYER) 741 if (!tmp || tmp->type == PLAYER)
752 return; 742 return;
753 743
754 switch (op->last_sp) 744 switch (op->last_sp)
755 { 745 {
756 case 0: /* furious--make all monsters mad */ 746 case 0: /* furious--make all monsters mad */
757 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 747 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
758 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 748 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
749
759 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 750 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
760 { 751 {
761 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
762 remove_friendly_object (tmp);
763 tmp->attack_movement = 0; 752 tmp->attack_movement = 0;
764 /* 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
765 * dereference a null value 754 * dereference a null value
766 */ 755 */
767 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 756 if (tmp->type == GOLEM
768 { 757 && tmp->owner
769 tmp->owner->contr->ranges[range_golem] = NULL; 758 && tmp->owner->type == PLAYER
759 && tmp->owner->contr->golem == tmp)
770 tmp->owner->contr->golem_count = 0; 760 tmp->owner->contr->golem = 0;
771 } 761
772 tmp->owner = 0; 762 tmp->owner = 0;
763
764 remove_friendly_object (tmp);
773 } 765 }
774 break; 766 break;
767
775 case 1: /* angry -- get neutral monsters mad */ 768 case 1: /* angry -- get neutral monsters mad */
776 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 769 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
777 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 770 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
778 break; 771 break;
772
779 case 2: /* calm -- pacify unfriendly monsters */ 773 case 2: /* calm -- pacify unfriendly monsters */
780 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
781 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 774 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
782 break; 775 break;
776
783 case 3: /* make all monsters fall asleep */ 777 case 3: /* make all monsters fall asleep */
784 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
785 SET_FLAG (tmp, FLAG_SLEEP); 778 SET_FLAG (tmp, FLAG_SLEEP);
786 break; 779 break;
780
787 case 4: /* charm all monsters */ 781 case 4: /* charm all monsters */
788 if (op == source) 782 if (op == source)
789 break; /* only if 'connected' */ 783 break; /* only if 'connected' */
790 784
791 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 785 if (object *pl = source->ms ().player ())
792 tmp2->type != PLAYER; tmp2 = tmp2->above) 786 {
793 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 }
794 break; 795 break;
795 796
796 if (tmp2->type != PLAYER) 797 case 6: // kill monsters
798 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
797 break; 799 break;
798 set_owner (tmp, tmp2); 800
799 SET_FLAG (tmp, FLAG_MONSTER); 801 // FALL THROUGH
800 tmp->stats.exp = 0; 802 case 5: // kill all alives
801 SET_FLAG (tmp, FLAG_FRIENDLY); 803 if (!tmp->flag [FLAG_PRECIOUS])
802 add_friendly_object (tmp); 804 {
803 tmp->attack_movement = PETMOVE; 805 get_archetype ("burnout")->insert_at (tmp, source);
806 tmp->destroy ();
807 }
804 break; 808 break;
805 809
806 default: 810 default:
807 break; 811 break;
808 } 812 }
812 * It will descend through containers to find the object. 816 * It will descend through containers to find the object.
813 * slaying = match object slaying flag 817 * slaying = match object slaying flag
814 * race = match object archetype name flag 818 * race = match object archetype name flag
815 * hp = match object type (excpt type '0'== PLAYER) 819 * hp = match object type (excpt type '0'== PLAYER)
816 */ 820 */
817
818object * 821object *
819check_inv_recursive (object *op, const object *trig) 822check_inv_recursive (object *op, const object *trig)
820{ 823{
821 object *tmp, *ret = NULL; 824 object *tmp, *ret = NULL;
822 825
823 /* First check the object itself. */ 826 /* First check the object itself. */
824 if ((trig->stats.hp && (op->type == trig->stats.hp)) 827 if ((trig->stats.hp && (op->type == trig->stats.hp))
825 || (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)))
826 return op; 830 return op;
827 831
828 for (tmp = op->inv; tmp; tmp = tmp->below) 832 for (tmp = op->inv; tmp; tmp = tmp->below)
829 { 833 {
830 if (tmp->inv) 834 if (tmp->inv)
832 ret = check_inv_recursive (tmp, trig); 836 ret = check_inv_recursive (tmp, trig);
833 if (ret) 837 if (ret)
834 return ret; 838 return ret;
835 } 839 }
836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 840 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
837 || (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)))
838 return tmp; 843 return tmp;
839 } 844 }
840 return NULL; 845 return NULL;
841} 846}
842 847
845 * the square will activate connected items. 850 * the square will activate connected items.
846 * Monsters can't trigger this square (for now) 851 * Monsters can't trigger this square (for now)
847 * Values are: last_sp = 1/0 obj/no obj triggers 852 * Values are: last_sp = 1/0 obj/no obj triggers
848 * last_heal = 1/0 remove/dont remove obj if triggered 853 * last_heal = 1/0 remove/dont remove obj if triggered
849 * -b.t. (thomas@nomad.astro.psu.edu 854 * -b.t. (thomas@nomad.astro.psu.edu
850 */ 855 *
851 856 * 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 */
852void 872void
853check_inv (object *op, object *trig) 873check_inv (object *op, object *trig)
854{ 874{
855 object *match; 875 trig->value = 0; // deactivate if none of the following conditions apply
856 876
857 if (op->type != PLAYER) 877 object *pl = trig->ms ().player ();
858 return;
859 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
860 if (match && trig->last_sp) 887 if (match && trig->last_sp) // match == having
861 { 888 {
862 if (trig->last_heal) 889 if (trig->last_heal)
863 decrease_ob (match); 890 decrease_ob (match);
864 use_trigger (trig);
865 }
866 else if (!match && !trig->last_sp)
867 use_trigger (trig);
868}
869 891
870 892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
871/* This does a minimal check of the button link consistency for object 893 push_button (trig);
872 * map. All it really does it much sure the object id link that is set
873 * matches what the object has.
874 */
875void
876verify_button_links (const maptile *map)
877{
878 oblinkpt *obp;
879 objectlink *ol;
880
881 if (!map)
882 return;
883
884 for (obp = map->buttons; obp; obp = obp->next)
885 { 894 }
886 for (ol = obp->link; ol; ol = ol->next) 895 else if (!match && !trig->last_sp) // match == not having
887 {
888 if (ol->id != ol->ob->count)
889 LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
890 }
891 } 896 {
897 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
898 push_button (trig);
899 }
892} 900}
901

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