1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * 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 |
… | |
… | |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
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 | |
31 | /* |
30 | /* |
32 | * elmex: |
31 | * elmex: |
33 | * This function takes a objectlink list with all the objects are going to be activated. |
32 | * This function takes a objectlink list with all the objects are going to be activated. |
34 | * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. |
33 | * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. |
35 | * The source argument can be 0 or the source object for this activation. |
34 | * The activator argument can be 0 or the source object for this activation. |
|
|
35 | * the originator is the player or monster who did something. |
36 | */ |
36 | */ |
37 | void |
37 | static void |
38 | activate_connection_link (objectlink * ol, bool state, object *source = 0) |
38 | activate_connection_link (objectlink *ol, bool state, object *activator, object *originator) |
39 | { |
39 | { |
40 | for (; ol; ol = ol->next) |
40 | for (; ol; ol = ol->next) |
41 | { |
41 | { |
42 | if (!ol->ob) |
42 | if (!ol->ob) |
43 | { |
43 | { |
… | |
… | |
106 | SET_ANIMATION (tmp, tmp->value); |
106 | SET_ANIMATION (tmp, tmp->value); |
107 | update_object (tmp, UP_OBJ_FACE); |
107 | update_object (tmp, UP_OBJ_FACE); |
108 | break; |
108 | break; |
109 | |
109 | |
110 | case MOOD_FLOOR: |
110 | case MOOD_FLOOR: |
111 | do_mood_floor (tmp, source); |
111 | do_mood_floor (tmp, activator); |
112 | break; |
112 | break; |
113 | |
113 | |
114 | case TIMED_GATE: |
114 | case TIMED_GATE: |
115 | if (!tmp->active) |
115 | if (!tmp->active) |
116 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); |
116 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); |
|
|
117 | |
117 | tmp->set_speed (tmp->arch->speed); |
118 | tmp->set_speed (tmp->arch->speed); |
118 | tmp->value = tmp->arch->value; |
119 | tmp->value = tmp->arch->value; |
119 | tmp->stats.sp = 1; |
120 | tmp->stats.sp = 1; |
120 | tmp->stats.hp = tmp->stats.maxhp; |
121 | tmp->stats.hp = tmp->stats.maxhp; |
121 | /* Handle multipart gates. We copy the value for the other parts |
122 | /* Handle multipart gates. We copy the value for the other parts |
… | |
… | |
157 | break; |
158 | break; |
158 | |
159 | |
159 | case DUPLICATOR: |
160 | case DUPLICATOR: |
160 | move_duplicator (tmp); |
161 | move_duplicator (tmp); |
161 | break; |
162 | break; |
|
|
163 | |
|
|
164 | case MAPSCRIPT: |
|
|
165 | cfperl_mapscript_activate (tmp, state, activator, originator); |
|
|
166 | break; |
162 | } |
167 | } |
163 | } |
168 | } |
164 | } |
169 | } |
165 | |
170 | |
166 | /* |
171 | /* |
… | |
… | |
174 | * Changed the routine to loop through _all_ objects. |
179 | * Changed the routine to loop through _all_ objects. |
175 | * Better hurry with that linked list... |
180 | * Better hurry with that linked list... |
176 | * |
181 | * |
177 | */ |
182 | */ |
178 | void |
183 | void |
179 | push_button (object *op) |
184 | push_button (object *op, object *originator) |
180 | { |
185 | { |
181 | oblinkpt *obp = get_button_links (op); |
186 | if (oblinkpt *obp = op->find_link ()) |
182 | |
187 | { |
183 | if (!obp) |
188 | if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator))) |
184 | return; |
189 | return; |
185 | |
190 | |
186 | if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value))) |
|
|
187 | return; |
|
|
188 | |
|
|
189 | activate_connection_link (obp->link, op->value, op); |
191 | activate_connection_link (obp->link, op->value, op, originator); |
|
|
192 | } |
190 | } |
193 | } |
191 | |
194 | |
192 | /* |
195 | /* |
193 | * elmex: |
196 | * elmex: |
194 | * This activates a connection, similar to push_button (object *op) but it takes |
197 | * This activates a connection, similar to push_button (object *op) but it takes |
… | |
… | |
196 | * the connection was 'state' or 'released'. So that you can activate objects |
199 | * the connection was 'state' or 'released'. So that you can activate objects |
197 | * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. |
200 | * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. |
198 | * |
201 | * |
199 | */ |
202 | */ |
200 | void |
203 | void |
201 | activate_connection (maptile *map, long connection, bool state) |
204 | maptile::trigger (shstr_tmp id, bool state, object *activator, object *originator) |
202 | { |
205 | { |
203 | if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) |
206 | if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator))) |
204 | return; |
207 | return; |
205 | |
208 | |
206 | oblinkpt *obp = get_connection_links (map, connection); |
209 | if (oblinkpt *obp = find_link (id)) |
207 | |
|
|
208 | if (obp) |
|
|
209 | activate_connection_link (obp->link, state); |
210 | activate_connection_link (obp->link, state, activator, originator); |
210 | } |
211 | } |
211 | |
212 | |
212 | /* |
213 | /* |
213 | * Updates everything connected with the button op. |
214 | * Updates everything connected with the button op. |
214 | * After changing the state of a button, this function must be called |
215 | * After changing the state of a button, this function must be called |
215 | * to make sure that all gates and other buttons connected to the |
216 | * to make sure that all gates and other buttons connected to the |
216 | * button reacts to the (eventual) change of state. |
217 | * button reacts to the (eventual) change of state. |
217 | */ |
218 | */ |
218 | void |
219 | void |
219 | update_button (object *op) |
220 | update_button (object *op, object *originator) |
220 | { |
221 | { |
221 | object *ab, *tmp, *head; |
|
|
222 | int tot, any_down = 0, old_value = op->value; |
222 | int any_down = 0, old_value = op->value; |
223 | oblinkpt *obp = 0; |
|
|
224 | objectlink *ol; |
|
|
225 | |
223 | |
226 | obp = get_button_links (op); |
224 | if (oblinkpt *obp = op->find_link ()) |
227 | /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ |
|
|
228 | if (obp) |
|
|
229 | for (ol = obp->link; ol; ol = ol->next) |
225 | for (objectlink *ol = obp->link; ol; ol = ol->next) |
230 | { |
226 | { |
231 | if (!ol->ob) |
227 | if (!ol->ob) |
232 | { |
228 | { |
233 | LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); |
229 | LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); |
234 | continue; |
230 | continue; |
235 | } |
231 | } |
236 | |
232 | |
237 | tmp = ol->ob; |
233 | object *tmp = ol->ob; |
|
|
234 | |
238 | if (tmp->type == BUTTON) |
235 | if (tmp->type == BUTTON) |
239 | { |
236 | { |
|
|
237 | sint32 total = 0; |
|
|
238 | |
240 | for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) |
239 | for (object *ab = tmp->above; ab; ab = ab->above) |
241 | /* Bug? The pedestal code below looks for the head of |
|
|
242 | * the object, this bit doesn't. I'd think we should check |
|
|
243 | * for head here also. Maybe it also makese sense to |
|
|
244 | * make the for ab=tmp->above loop common, and alter |
|
|
245 | * behaviour based on object within that loop? |
|
|
246 | */ |
|
|
247 | |
|
|
248 | /* Basically, if the move_type matches that on what the |
240 | /* Basically, if the move_type matches that on what the |
249 | * button wants, we count it. The second check is so that |
241 | * button wants, we count it. The second check is so that |
250 | * objects don't move (swords, etc) will count. Note that |
242 | * objects who don't move (swords, etc) will count. Note that |
251 | * this means that more work is needed to make buttons |
243 | * this means that more work is needed to make buttons |
252 | * that are only triggered by flying objects. |
244 | * that are only triggered by flying objects. |
253 | */ |
245 | */ |
254 | if ((ab->move_type & tmp->move_on) || ab->move_type == 0) |
246 | if ((ab->move_type & tmp->move_on) || ab->move_type == 0) |
255 | tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; |
247 | total += ab->head_ ()->total_weight (); |
256 | |
248 | |
257 | tmp->value = (tot >= tmp->weight) ? 1 : 0; |
249 | tmp->value = total >= tmp->weight; |
258 | if (tmp->value) |
250 | |
259 | any_down = 1; |
251 | any_down = any_down || tmp->value; |
260 | } |
252 | } |
261 | else if (tmp->type == PEDESTAL) |
253 | else if (tmp->type == PEDESTAL) |
262 | { |
254 | { |
263 | tmp->value = 0; |
255 | tmp->value = 0; |
|
|
256 | |
264 | for (ab = tmp->above; ab != NULL; ab = ab->above) |
257 | for (object *ab = tmp->above; ab; ab = ab->above) |
265 | { |
258 | { |
266 | head = ab->head_ (); |
259 | object *head = ab->head_ (); |
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|
260 | |
267 | /* Same note regarding move_type for buttons above apply here. */ |
261 | /* Same note regarding move_type for buttons above apply here. */ |
268 | if (((head->move_type & tmp->move_on) || ab->move_type == 0) && |
262 | if (((ab->move_type & tmp->move_on) || ab->move_type == 0) |
269 | (head->race == tmp->slaying || |
263 | && (head->race == tmp->slaying |
270 | ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || |
264 | || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying) |
271 | (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) |
265 | || (tmp->slaying == shstr_player && head->type == PLAYER))) |
272 | tmp->value = 1; |
266 | tmp->value = 1; |
273 | } |
267 | } |
274 | |
268 | |
275 | if (tmp->value) |
269 | any_down = any_down || tmp->value; |
276 | any_down = 1; |
|
|
277 | } |
270 | } |
278 | } |
271 | } |
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|
272 | |
279 | if (any_down) /* If any other buttons were down, force this to remain down */ |
273 | if (any_down) /* If any other buttons were down, force this to remain down */ |
280 | op->value = 1; |
274 | op->value = 1; |
281 | |
275 | |
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|
276 | //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value); |
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|
277 | |
282 | /* If this button hasn't changed, don't do anything */ |
278 | /* If this button hasn't changed, don't do anything */ |
283 | if (op->value != old_value) |
279 | if (op->value != old_value) |
284 | { |
280 | { |
285 | SET_ANIMATION (op, op->value); |
281 | SET_ANIMATION (op, op->value); |
286 | update_object (op, UP_OBJ_FACE); |
282 | update_object (op, UP_OBJ_FACE); |
287 | push_button (op); /* Make all other buttons the same */ |
283 | push_button (op, originator); /* Make all other buttons the same */ |
288 | } |
284 | } |
289 | } |
285 | } |
290 | |
286 | |
291 | void |
287 | void |
292 | use_trigger (object *op) |
288 | use_trigger (object *op, object *originator) |
293 | { |
289 | { |
294 | /* Toggle value */ |
290 | /* Toggle value */ |
295 | op->value = !op->value; |
291 | op->value = !op->value; |
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|
292 | |
296 | push_button (op); |
293 | push_button (op, originator); |
297 | } |
294 | } |
298 | |
295 | |
299 | /* |
296 | /* |
300 | * Note: animate_object should be used instead of this, |
297 | * Note: animate_object should be used instead of this, |
301 | * but it can't handle animations in the 8 directions |
298 | * but it can't handle animations in the 8 directions |
… | |
… | |
328 | { |
325 | { |
329 | if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) |
326 | if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) |
330 | && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) |
327 | && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) |
331 | && sacrifice->type != PLAYER) |
328 | && sacrifice->type != PLAYER) |
332 | { |
329 | { |
333 | if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 |
330 | if (ARCH_SACRIFICE (altar) == shstr_money |
334 | && sacrifice->type == MONEY |
331 | && sacrifice->type == MONEY |
335 | && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
332 | && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
336 | return 1; |
333 | return 1; |
337 | |
334 | |
338 | if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname |
335 | if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname |
339 | || ARCH_SACRIFICE (altar) == sacrifice->name |
336 | || ARCH_SACRIFICE (altar) == sacrifice->name |
340 | || ARCH_SACRIFICE (altar) == sacrifice->slaying |
337 | || ARCH_SACRIFICE (altar) == sacrifice->slaying |
341 | || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) |
338 | || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) |
342 | && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) |
339 | && NROF_SACRIFICE (altar) <= sacrifice->number_of ()) |
343 | return 1; |
340 | return 1; |
344 | } |
341 | } |
345 | |
342 | |
346 | return 0; |
343 | return 0; |
347 | } |
344 | } |
… | |
… | |
371 | return 0; |
368 | return 0; |
372 | |
369 | |
373 | /* check_altar_sacrifice should have already verified that enough money |
370 | /* check_altar_sacrifice should have already verified that enough money |
374 | * has been dropped. |
371 | * has been dropped. |
375 | */ |
372 | */ |
376 | if (!strcmp (ARCH_SACRIFICE (altar), "money")) |
373 | if (ARCH_SACRIFICE (altar) == shstr_money) |
377 | { |
374 | { |
378 | int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
375 | int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
379 | |
376 | |
380 | /* Round up any sacrifices. Altars don't make change either */ |
377 | /* Round up any sacrifices. Altars don't make change either */ |
381 | if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
378 | if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
382 | number++; |
379 | number++; |
383 | |
380 | |
384 | *sacrifice = decrease_ob_nr (*sacrifice, number); |
381 | if (!(*sacrifice)->decrease (number)) |
|
|
382 | *sacrifice = 0; |
385 | } |
383 | } |
386 | else |
384 | else |
387 | *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); |
385 | if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar))) |
|
|
386 | *sacrifice = 0; |
388 | |
387 | |
389 | if (altar->msg) |
388 | if (altar->msg) |
390 | new_info_map (NDI_BLACK, altar->map, altar->msg); |
389 | new_info_map (NDI_BLACK, altar->map, altar->msg); |
391 | |
390 | |
392 | return 1; |
391 | return 1; |
393 | } |
392 | } |
394 | |
393 | |
395 | void |
394 | void |
396 | trigger_move (object *op, int state) /* 1 down and 0 up */ |
395 | trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */ |
397 | { |
396 | { |
398 | op->stats.wc = state; |
397 | op->stats.wc = state; |
|
|
398 | |
399 | if (state) |
399 | if (state) |
400 | { |
400 | { |
401 | use_trigger (op); |
401 | use_trigger (op, originator); |
402 | op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); |
402 | op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); |
403 | op->speed_left = -1; |
403 | op->speed_left = -1; |
404 | } |
404 | } |
405 | else |
405 | else |
406 | { |
406 | { |
407 | use_trigger (op); |
407 | use_trigger (op, originator); |
408 | op->set_speed (0); |
408 | op->set_speed (0); |
409 | } |
409 | } |
410 | } |
410 | } |
411 | |
411 | |
412 | |
412 | |
… | |
… | |
429 | int push = 0, tot = 0; |
429 | int push = 0, tot = 0; |
430 | int in_movement = op->stats.wc || op->speed; |
430 | int in_movement = op->stats.wc || op->speed; |
431 | |
431 | |
432 | switch (op->type) |
432 | switch (op->type) |
433 | { |
433 | { |
434 | case TRIGGER_BUTTON: |
434 | case TRIGGER_BUTTON: |
435 | if (op->weight > 0) |
435 | if (op->weight > 0) |
436 | { |
436 | { |
437 | if (cause) |
437 | if (cause) |
438 | { |
438 | { |
439 | for (tmp = op->above; tmp; tmp = tmp->above) |
439 | for (tmp = op->above; tmp; tmp = tmp->above) |
440 | /* Comment reproduced from update_buttons(): */ |
440 | /* Comment reproduced from update_buttons(): */ |
441 | /* Basically, if the move_type matches that on what the |
441 | /* Basically, if the move_type matches that on what the |
442 | * button wants, we count it. The second check is so that |
442 | * button wants, we count it. The second check is so that |
443 | * objects that don't move (swords, etc) will count. Note that |
443 | * objects that don't move (swords, etc) will count. Note that |
444 | * this means that more work is needed to make buttons |
444 | * this means that more work is needed to make buttons |
445 | * that are only triggered by flying objects. |
445 | * that are only triggered by flying objects. |
|
|
446 | */ |
|
|
447 | if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
|
|
448 | tot += tmp->head_ ()->total_weight (); |
|
|
449 | |
|
|
450 | if (tot >= op->weight) |
|
|
451 | push = 1; |
|
|
452 | |
|
|
453 | if (op->stats.ac == push) |
|
|
454 | return 0; |
|
|
455 | |
|
|
456 | op->stats.ac = push; |
|
|
457 | if (NUM_ANIMATIONS (op) > 1) |
|
|
458 | { |
|
|
459 | SET_ANIMATION (op, push); |
|
|
460 | update_object (op, UP_OBJ_FACE); |
|
|
461 | } |
|
|
462 | |
|
|
463 | if (in_movement || !push) |
|
|
464 | return 0; |
|
|
465 | } |
|
|
466 | |
|
|
467 | trigger_move (op, push, cause); |
|
|
468 | } |
|
|
469 | |
|
|
470 | return 0; |
|
|
471 | |
|
|
472 | case TRIGGER_PEDESTAL: |
|
|
473 | if (cause) |
|
|
474 | { |
|
|
475 | for (tmp = op->above; tmp; tmp = tmp->above) |
|
|
476 | { |
|
|
477 | object *head = tmp->head_ (); |
|
|
478 | |
|
|
479 | /* See comment in TRIGGER_BUTTON about move_types */ |
|
|
480 | if (((head->move_type & op->move_on) || head->move_type == 0) |
|
|
481 | && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER))) |
|
|
482 | { |
|
|
483 | push = 1; |
|
|
484 | break; |
|
|
485 | } |
|
|
486 | } |
|
|
487 | |
|
|
488 | if (op->stats.ac == push) |
|
|
489 | return 0; |
|
|
490 | |
|
|
491 | op->stats.ac = push; |
|
|
492 | |
|
|
493 | if (NUM_ANIMATIONS (op) > 1) |
|
|
494 | { |
|
|
495 | SET_ANIMATION (op, push); |
|
|
496 | update_object (op, UP_OBJ_FACE); |
|
|
497 | } |
|
|
498 | |
|
|
499 | update_object (op, UP_OBJ_FACE); |
|
|
500 | |
|
|
501 | if (in_movement || !push) |
|
|
502 | return 0; |
|
|
503 | } |
|
|
504 | |
|
|
505 | trigger_move (op, push, cause); |
|
|
506 | return 0; |
|
|
507 | |
|
|
508 | case TRIGGER_ALTAR: |
|
|
509 | if (cause) |
|
|
510 | { |
|
|
511 | if (in_movement) |
|
|
512 | return 0; |
|
|
513 | |
|
|
514 | if (operate_altar (op, &cause)) |
|
|
515 | { |
|
|
516 | if (NUM_ANIMATIONS (op) > 1) |
|
|
517 | { |
|
|
518 | SET_ANIMATION (op, 1); |
|
|
519 | update_object (op, UP_OBJ_FACE); |
|
|
520 | } |
|
|
521 | |
|
|
522 | if (op->last_sp >= 0) |
|
|
523 | { |
|
|
524 | trigger_move (op, 1, cause); |
|
|
525 | |
|
|
526 | if (op->last_sp > 0) |
|
|
527 | op->last_sp = -op->last_sp; |
|
|
528 | } |
|
|
529 | else |
|
|
530 | { |
|
|
531 | /* for trigger altar with last_sp, the ON/OFF |
|
|
532 | * status (-> +/- value) is "simulated": |
446 | */ |
533 | */ |
447 | |
534 | op->value = !op->value; |
448 | if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
535 | trigger_move (op, 1, cause); |
449 | { |
536 | op->last_sp = -op->last_sp; |
450 | tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; |
537 | op->value = !op->value; |
451 | } |
|
|
452 | if (tot >= op->weight) |
|
|
453 | push = 1; |
|
|
454 | if (op->stats.ac == push) |
|
|
455 | return 0; |
|
|
456 | op->stats.ac = push; |
|
|
457 | if (NUM_ANIMATIONS (op) > 1) |
|
|
458 | { |
|
|
459 | SET_ANIMATION (op, push); |
|
|
460 | update_object (op, UP_OBJ_FACE); |
|
|
461 | } |
538 | } |
462 | if (in_movement || !push) |
539 | |
463 | return 0; |
540 | return cause == NULL; |
464 | } |
541 | } |
465 | trigger_move (op, push); |
|
|
466 | } |
542 | else |
467 | return 0; |
|
|
468 | |
|
|
469 | case TRIGGER_PEDESTAL: |
|
|
470 | if (cause) |
|
|
471 | { |
|
|
472 | for (tmp = op->above; tmp; tmp = tmp->above) |
|
|
473 | { |
|
|
474 | object *head = tmp->head_ (); |
|
|
475 | |
|
|
476 | /* See comment in TRIGGER_BUTTON about move_types */ |
|
|
477 | if (((head->move_type & op->move_on) || head->move_type == 0) |
|
|
478 | && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) |
|
|
479 | { |
|
|
480 | push = 1; |
|
|
481 | break; |
|
|
482 | } |
|
|
483 | } |
|
|
484 | |
|
|
485 | if (op->stats.ac == push) |
|
|
486 | return 0; |
543 | return 0; |
487 | |
544 | } |
488 | op->stats.ac = push; |
545 | else |
489 | |
546 | { |
490 | if (NUM_ANIMATIONS (op) > 1) |
547 | if (NUM_ANIMATIONS (op) > 1) |
491 | { |
548 | { |
492 | SET_ANIMATION (op, push); |
549 | SET_ANIMATION (op, 0); |
493 | update_object (op, UP_OBJ_FACE); |
550 | update_object (op, UP_OBJ_FACE); |
494 | } |
551 | } |
495 | |
552 | |
496 | update_object (op, UP_OBJ_FACE); |
|
|
497 | |
|
|
498 | if (in_movement || !push) |
|
|
499 | return 0; |
|
|
500 | } |
|
|
501 | |
|
|
502 | trigger_move (op, push); |
|
|
503 | return 0; |
|
|
504 | |
|
|
505 | case TRIGGER_ALTAR: |
|
|
506 | if (cause) |
|
|
507 | { |
|
|
508 | if (in_movement) |
|
|
509 | return 0; |
|
|
510 | |
|
|
511 | if (operate_altar (op, &cause)) |
|
|
512 | { |
|
|
513 | if (NUM_ANIMATIONS (op) > 1) |
|
|
514 | { |
|
|
515 | SET_ANIMATION (op, 1); |
|
|
516 | update_object (op, UP_OBJ_FACE); |
|
|
517 | } |
|
|
518 | |
|
|
519 | if (op->last_sp >= 0) |
|
|
520 | { |
|
|
521 | trigger_move (op, 1); |
|
|
522 | if (op->last_sp > 0) |
|
|
523 | op->last_sp = -op->last_sp; |
|
|
524 | } |
|
|
525 | else |
|
|
526 | { |
|
|
527 | /* for trigger altar with last_sp, the ON/OFF |
|
|
528 | * status (-> +/- value) is "simulated": |
|
|
529 | */ |
|
|
530 | op->value = !op->value; |
|
|
531 | trigger_move (op, 1); |
|
|
532 | op->last_sp = -op->last_sp; |
|
|
533 | op->value = !op->value; |
|
|
534 | } |
|
|
535 | |
|
|
536 | return cause == NULL; |
|
|
537 | } |
|
|
538 | else |
|
|
539 | return 0; |
|
|
540 | } |
|
|
541 | else |
|
|
542 | { |
|
|
543 | if (NUM_ANIMATIONS (op) > 1) |
|
|
544 | { |
|
|
545 | SET_ANIMATION (op, 0); |
|
|
546 | update_object (op, UP_OBJ_FACE); |
|
|
547 | } |
|
|
548 | |
|
|
549 | /* If trigger_altar has "last_sp > 0" set on the map, |
553 | /* If trigger_altar has "last_sp > 0" set on the map, |
550 | * it will push the connected value only once per sacrifice. |
554 | * it will push the connected value only once per sacrifice. |
551 | * Otherwise (default), the connected value will be |
555 | * Otherwise (default), the connected value will be |
552 | * pushed twice: First by sacrifice, second by reset! -AV |
556 | * pushed twice: First by sacrifice, second by reset! -AV |
553 | */ |
557 | */ |
554 | if (!op->last_sp) |
558 | if (!op->last_sp) |
555 | trigger_move (op, 0); |
559 | trigger_move (op, 0, cause); |
556 | else |
560 | else |
557 | { |
561 | { |
558 | op->stats.wc = 0; |
562 | op->stats.wc = 0; |
559 | op->value = !op->value; |
563 | op->value = !op->value; |
560 | op->set_speed (0); |
564 | op->set_speed (0); |
561 | } |
565 | } |
562 | } |
566 | } |
563 | return 0; |
567 | return 0; |
564 | |
568 | |
565 | case TRIGGER: |
569 | case TRIGGER: |
566 | if (cause) |
570 | if (cause) |
567 | { |
571 | { |
568 | if (in_movement) |
572 | if (in_movement) |
569 | return 0; |
573 | return 0; |
570 | |
574 | |
571 | push = 1; |
575 | push = 1; |
572 | } |
576 | } |
573 | |
577 | |
574 | if (NUM_ANIMATIONS (op) > 1) |
578 | if (NUM_ANIMATIONS (op) > 1) |
575 | { |
579 | { |
576 | SET_ANIMATION (op, push); |
580 | SET_ANIMATION (op, push); |
577 | update_object (op, UP_OBJ_FACE); |
581 | update_object (op, UP_OBJ_FACE); |
578 | } |
582 | } |
579 | |
583 | |
580 | trigger_move (op, push); |
584 | trigger_move (op, push, cause); |
581 | return 1; |
585 | return 1; |
582 | |
586 | |
583 | default: |
587 | default: |
584 | LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); |
588 | LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); |
585 | return 0; |
589 | return 0; |
586 | } |
590 | } |
587 | } |
591 | } |
588 | |
592 | |
589 | void |
593 | void |
590 | add_button_link (object *button, maptile *map, int connected) |
594 | object::add_link (maptile *map, shstr_tmp id) |
591 | { |
595 | { |
592 | oblinkpt *obp; |
|
|
593 | objectlink *ol = get_objectlink (); |
|
|
594 | |
|
|
595 | if (!map) |
596 | if (!map) |
596 | { |
597 | { |
597 | LOG (llevError, "Tried to add button-link without map.\n"); |
598 | LOG (llevError, "Tried to add button-link without map.\n"); |
598 | return; |
599 | return; |
599 | } |
600 | } |
600 | |
601 | |
601 | button->path_attuned = connected; /* peterm: I need this so I can rebuild |
602 | flag [FLAG_IS_LINKED] = true; |
602 | a connected map from a template map. */ |
|
|
603 | |
603 | |
604 | SET_FLAG (button, FLAG_IS_LINKED); |
604 | objectlink *ol = get_objectlink (); |
605 | |
|
|
606 | ol->ob = button; |
605 | ol->ob = this; |
607 | |
606 | |
608 | for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) |
607 | for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
609 | ; |
608 | if (obp->id == id) |
610 | |
|
|
611 | if (obp) |
|
|
612 | { |
609 | { |
613 | ol->next = obp->link; |
610 | ol->next = obp->link; |
614 | obp->link = ol; |
611 | obp->link = ol; |
|
|
612 | return; |
615 | } |
613 | } |
616 | else |
614 | |
617 | { |
|
|
618 | obp = get_objectlinkpt (); |
615 | oblinkpt *obp = get_objectlinkpt (); |
619 | obp->value = connected; |
616 | obp->id = id; |
620 | |
617 | |
621 | obp->next = map->buttons; |
618 | obp->next = map->buttons; |
622 | map->buttons = obp; |
619 | map->buttons = obp; |
623 | obp->link = ol; |
620 | obp->link = ol; |
624 | } |
|
|
625 | } |
621 | } |
626 | |
622 | |
627 | /* |
623 | /* |
628 | * Remove the object from the linked lists of buttons in the map. |
624 | * Remove the object from the linked lists of buttons in the map. |
629 | * This is only needed by editors. |
625 | * This is only needed by editors. |
630 | */ |
626 | */ |
631 | |
|
|
632 | void |
627 | void |
633 | remove_button_link (object *op) |
628 | object::remove_link () |
634 | { |
629 | { |
635 | oblinkpt *obp; |
630 | if (!map) |
636 | objectlink **olp, *ol; |
|
|
637 | |
|
|
638 | if (op->map == NULL) |
|
|
639 | { |
631 | { |
640 | LOG (llevError, "remove_button_link() in object without map.\n"); |
632 | LOG (llevError, "remove_button_link() in object without map.\n"); |
641 | return; |
633 | return; |
642 | } |
634 | } |
643 | |
635 | |
644 | if (!QUERY_FLAG (op, FLAG_IS_LINKED)) |
636 | if (!flag [FLAG_IS_LINKED]) |
645 | { |
637 | { |
646 | LOG (llevError, "remove_button_linked() in unlinked object.\n"); |
638 | LOG (llevError, "remove_button_linked() in unlinked object.\n"); |
647 | return; |
639 | return; |
648 | } |
640 | } |
649 | |
641 | |
|
|
642 | flag [FLAG_IS_LINKED] = false; |
|
|
643 | |
650 | for (obp = op->map->buttons; obp; obp = obp->next) |
644 | for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
651 | for (olp = &obp->link; (ol = *olp); olp = &ol->next) |
645 | for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next) |
652 | if (ol->ob == op) |
646 | if ((*olp)->ob == this) |
653 | { |
647 | { |
654 | |
648 | objectlink *ol = *olp; |
655 | /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", |
|
|
656 | obp->value, op->name, op->map->path); |
|
|
657 | */ |
|
|
658 | *olp = ol->next; |
649 | *olp = ol->next; |
659 | delete ol; |
650 | delete ol; |
660 | return; |
651 | return; |
661 | } |
652 | } |
662 | |
653 | |
663 | LOG (llevError, "remove_button_linked(): couldn't find object.\n"); |
654 | LOG (llevError, "remove_button_linked(): couldn't find object.\n"); |
664 | CLEAR_FLAG (op, FLAG_IS_LINKED); |
655 | } |
|
|
656 | |
|
|
657 | /* |
|
|
658 | * Updates every button on the map (by calling update_button() for them). |
|
|
659 | */ |
|
|
660 | void |
|
|
661 | maptile::update_buttons () |
|
|
662 | { |
|
|
663 | for (oblinkpt *obp = buttons; obp; obp = obp->next) |
|
|
664 | for (objectlink *ol = obp->link; ol; ol = ol->next) |
|
|
665 | { |
|
|
666 | if (!ol->ob) |
|
|
667 | { |
|
|
668 | LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", |
|
|
669 | ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id); |
|
|
670 | continue; |
|
|
671 | } |
|
|
672 | |
|
|
673 | if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) |
|
|
674 | { |
|
|
675 | update_button (ol->ob, 0); |
|
|
676 | break; |
|
|
677 | } |
|
|
678 | } |
665 | } |
679 | } |
666 | |
680 | |
667 | /* |
681 | /* |
668 | * Gets the objectlink for this connection from the map. |
682 | * Gets the objectlink for this connection from the map. |
669 | */ |
683 | */ |
670 | oblinkpt * |
684 | oblinkpt * |
671 | get_connection_links (maptile *map, long connection) |
685 | maptile::find_link (shstr_tmp id) |
672 | { |
686 | { |
673 | for (oblinkpt * obp = map->buttons; obp; obp = obp->next) |
687 | for (oblinkpt *obp = buttons; obp; obp = obp->next) |
674 | if (obp->value == connection) |
688 | if (obp->id == id) |
675 | return obp; |
689 | return obp; |
676 | |
690 | |
677 | return 0; |
691 | return 0; |
678 | } |
692 | } |
679 | |
693 | |
680 | /* |
694 | /* |
681 | * Return the first objectlink in the objects linked to this one |
695 | * Return the first objectlink in the objects linked to this one |
682 | */ |
696 | */ |
683 | |
|
|
684 | oblinkpt * |
697 | oblinkpt * |
685 | get_button_links (const object *button) |
698 | object::find_link () const |
686 | { |
699 | { |
687 | oblinkpt *obp; |
700 | if (map) |
688 | objectlink *ol; |
|
|
689 | |
|
|
690 | if (!button->map) |
|
|
691 | return NULL; |
|
|
692 | |
|
|
693 | for (obp = button->map->buttons; obp; obp = obp->next) |
701 | for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
694 | for (ol = obp->link; ol; ol = ol->next) |
702 | for (objectlink *ol = obp->link; ol; ol = ol->next) |
695 | if (ol->ob == button) |
703 | if (ol->ob == this) |
696 | return obp; |
704 | return obp; |
697 | |
705 | |
698 | return NULL; |
|
|
699 | } |
|
|
700 | |
|
|
701 | /* |
|
|
702 | * Made as a separate function to increase efficiency |
|
|
703 | */ |
|
|
704 | |
|
|
705 | int |
|
|
706 | get_button_value (const object *button) |
|
|
707 | { |
|
|
708 | oblinkpt *obp; |
|
|
709 | objectlink *ol; |
|
|
710 | |
|
|
711 | if (!button->map) |
|
|
712 | return 0; |
|
|
713 | for (obp = button->map->buttons; obp; obp = obp->next) |
|
|
714 | for (ol = obp->link; ol; ol = ol->next) |
|
|
715 | if (ol->ob == button) |
|
|
716 | return obp->value; |
|
|
717 | return 0; |
706 | return 0; |
718 | } |
707 | } |
719 | |
708 | |
720 | /* This routine makes monsters who are |
709 | /* This routine makes monsters who are |
721 | * standing on the 'mood floor' change their |
710 | * standing on the 'mood floor' change their |
… | |
… | |
723 | * If floor is to be triggered must have |
712 | * If floor is to be triggered must have |
724 | * a speed of zero (default is 1 for all |
713 | * a speed of zero (default is 1 for all |
725 | * but the charm floor type). |
714 | * but the charm floor type). |
726 | * by b.t. thomas@nomad.astro.psu.edu |
715 | * by b.t. thomas@nomad.astro.psu.edu |
727 | */ |
716 | */ |
728 | |
|
|
729 | void |
717 | void |
730 | do_mood_floor (object *op, object *source) |
718 | do_mood_floor (object *op, object *source) |
731 | { |
719 | { |
732 | if (!source) |
720 | if (!source) |
733 | source = op; |
721 | source = op; |
… | |
… | |
809 | |
797 | |
810 | // FALL THROUGH |
798 | // FALL THROUGH |
811 | case 5: // kill all alives |
799 | case 5: // kill all alives |
812 | if (!tmp->flag [FLAG_PRECIOUS]) |
800 | if (!tmp->flag [FLAG_PRECIOUS]) |
813 | { |
801 | { |
814 | get_archetype ("burnout")->insert_at (tmp, source); |
802 | archetype::get (shstr_burnout)->insert_at (tmp, source); |
815 | tmp->destroy (); |
803 | tmp->destroy (); |
816 | } |
804 | } |
817 | break; |
805 | break; |
818 | |
806 | |
819 | default: |
807 | default: |
… | |
… | |
894 | // and we have to set the value to 0 |
882 | // and we have to set the value to 0 |
895 | |
883 | |
896 | if (match && trig->last_sp) // match == having |
884 | if (match && trig->last_sp) // match == having |
897 | { |
885 | { |
898 | if (trig->last_heal) |
886 | if (trig->last_heal) |
899 | decrease_ob (match); |
887 | match->decrease (); |
900 | |
888 | |
901 | trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
889 | trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
902 | push_button (trig); |
890 | push_button (trig, op); |
903 | } |
891 | } |
904 | else if (!match && !trig->last_sp) // match == not having |
892 | else if (!match && !trig->last_sp) // match == not having |
905 | { |
893 | { |
906 | trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
894 | trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
907 | push_button (trig); |
895 | push_button (trig, op); |
908 | } |
896 | } |
909 | } |
897 | } |
910 | |
898 | |