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Comparing deliantra/server/common/button.C (file contents):
Revision 1.8 by root, Mon Sep 11 20:28:37 2006 UTC vs.
Revision 1.42 by root, Sun Apr 20 22:03:21 2008 UTC

1
2/* 1/*
3 * static char *rcsid_button_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: button.C,v 1.8 2006/09/11 20:28:37 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h> 25#include <funcpoint.h>
32 26
33/* 27/*
41 * The source argument can be 0 or the source object for this activation. 35 * The source argument can be 0 or the source object for this activation.
42 */ 36 */
43void 37void
44activate_connection_link (objectlink * ol, bool state, object *source = 0) 38activate_connection_link (objectlink * ol, bool state, object *source = 0)
45{ 39{
46 object *tmp = 0;
47
48 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
49 { 41 {
50 if (!ol->ob || ol->ob->count != ol->id) 42 if (!ol->ob)
51 { 43 {
52 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 44 LOG (llevError, "Internal error in activate_connection_link.\n");
53 continue; 45 continue;
54 } 46 }
47
55 /* a button link object can become freed when the map is saving. As 48 /* a button link object can become freed when the map is saving. As
56 * a map is saved, objects are removed and freed, and if an object is 49 * a map is saved, objects are removed and freed, and if an object is
57 * on top of a button, this function is eventually called. If a map 50 * on top of a button, this function is eventually called. If a map
58 * is getting moved out of memory, the status of buttons and levers 51 * is getting moved out of memory, the status of buttons and levers
59 * probably isn't important - it will get sorted out when the map is 52 * probably isn't important - it will get sorted out when the map is
60 * re-loaded. As such, just exit this function if that is the case. 53 * re-loaded. As such, just exit this function if that is the case.
61 */ 54 */
62 55
63 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 56 if (QUERY_FLAG (ol->ob, FLAG_FREED))
64 return; 57 return;
58
65 tmp = ol->ob; 59 object *tmp = ol->ob;
66 60
67 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
68 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
69 continue; 63 continue;
64
70 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
71 continue; 66 continue;
72 67
73 switch (tmp->type) 68 switch (tmp->type)
74 { 69 {
75 case GATE: 70 case GATE:
76 case HOLE: 71 case HOLE:
72 if (!tmp->active)
73 tmp->play_sound (tmp->sound
74 ? tmp->sound
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
77 tmp->value = tmp->stats.maxsp ? !state : state; 76 tmp->value = tmp->stats.maxsp ? !state : state;
78 tmp->speed = 0.5; 77 tmp->set_speed (0.5);
79 update_ob_speed (tmp);
80 break; 78 break;
81 79
82 case CF_HANDLE: 80 case CF_HANDLE:
83 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 81 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
84 update_object (tmp, UP_OBJ_FACE); 82 update_object (tmp, UP_OBJ_FACE);
85 break; 83 break;
86 84
87 case SIGN: 85 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 { 87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food) 90 if (tmp->stats.food)
92 tmp->last_eat++; 91 tmp->last_eat++;
93 } 92 }
94 break; 93 break;
95 94
96 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
97 tmp->value = 1; 97 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
100 break; 100 break;
101 101
102 case BUTTON: 102 case BUTTON:
103 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
104 tmp->value = state; 105 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
107 break; 108 break;
108 109
109 case MOOD_FLOOR: 110 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, source);
111 break; 112 break;
112 113
113 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
114 tmp->speed = tmp->arch->clone.speed; 117 tmp->set_speed (tmp->arch->speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 118 tmp->value = tmp->arch->value;
117 tmp->stats.sp = 1; 119 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 120 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 121 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 122 * from the head - this ensures that the data will consistent
121 */ 123 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 124 for (object *part = tmp->more; part; part = part->more)
123 { 125 {
124 tmp->speed = tmp->head->speed; 126 part->value = tmp->value;
125 tmp->value = tmp->head->value; 127 part->stats.sp = tmp->stats.sp;
126 tmp->stats.sp = tmp->head->stats.sp; 128 part->stats.hp = tmp->stats.hp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 129 part->set_speed (tmp->speed);
129 } 130 }
130 break; 131 break;
131 132
132 case DIRECTOR: 133 case DIRECTOR:
133 case FIREWALL: 134 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 135 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 136 move_firewall (tmp);
136 else 137 else
137 { 138 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 139 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 140 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
141
140 animate_turning (tmp); 142 animate_turning (tmp);
141 } 143 }
142 break; 144 break;
143 145
144 case TELEPORTER: 146 case TELEPORTER:
145 move_teleporter (tmp); 147 move_teleporter (tmp);
146 break; 148 break;
147 149
148 case CREATOR: 150 case CREATOR:
149 move_creator (tmp); 151 move_creator (tmp);
150 break; 152 break;
151 153
152 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
153 move_marker (tmp); 156 move_marker (tmp);
154 break; 157 break;
155 158
156 case DUPLICATOR: 159 case DUPLICATOR:
157 move_duplicator (tmp); 160 move_duplicator (tmp);
158 break; 161 break;
159 } 162 }
160 } 163 }
161} 164}
162 165
163/* 166/*
193 * the connection was 'state' or 'released'. So that you can activate objects 196 * the connection was 'state' or 'released'. So that you can activate objects
194 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 197 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
195 * 198 *
196 */ 199 */
197void 200void
198activate_connection (mapstruct *map, long connection, bool state) 201activate_connection (maptile *map, long connection, bool state)
199{ 202{
200 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 203 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
201 return; 204 return;
202 205
203 oblinkpt *obp = get_connection_links (map, connection); 206 oblinkpt *obp = get_connection_links (map, connection);
210 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
211 * After changing the state of a button, this function must be called 214 * After changing the state of a button, this function must be called
212 * to make sure that all gates and other buttons connected to the 215 * to make sure that all gates and other buttons connected to the
213 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
214 */ 217 */
215
216void 218void
217update_button (object *op) 219update_button (object *op)
218{ 220{
219 object *ab, *tmp, *head; 221 object *ab, *tmp, *head;
220 int tot, any_down = 0, old_value = op->value; 222 int tot, any_down = 0, old_value = op->value;
224 obp = get_button_links (op); 226 obp = get_button_links (op);
225 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 227 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
226 if (obp) 228 if (obp)
227 for (ol = obp->link; ol; ol = ol->next) 229 for (ol = obp->link; ol; ol = ol->next)
228 { 230 {
229 if (!ol->ob || ol->ob->count != ol->id) 231 if (!ol->ob)
230 { 232 {
231 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
232 continue; 234 continue;
233 } 235 }
236
234 tmp = ol->ob; 237 tmp = ol->ob;
235 if (tmp->type == BUTTON) 238 if (tmp->type == BUTTON)
236 { 239 {
237 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 240 for (ab = tmp->above, tot = 0; ab; ab = ab->above)
238 /* Bug? The pedestal code below looks for the head of
239 * the object, this bit doesn't. I'd think we should check
240 * for head here also. Maybe it also makese sense to
241 * make the for ab=tmp->above loop common, and alter
242 * behaviour based on object within that loop?
243 */ 241 {
242 head = ab->head_ ();
244 243
245 /* Basically, if the move_type matches that on what the 244 /* Basically, if the move_type matches that on what the
246 * button wants, we count it. The second check is so that 245 * button wants, we count it. The second check is so that
247 * objects don't move (swords, etc) will count. Note that 246 * objects who don't move (swords, etc) will count. Note that
248 * this means that more work is needed to make buttons 247 * this means that more work is needed to make buttons
249 * that are only triggered by flying objects. 248 * that are only triggered by flying objects.
250 */ 249 */
251 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 250 if ((head->move_type & tmp->move_on) || head->move_type == 0)
252 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 251 tot += head->total_weight ();
252 }
253 253
254 tmp->value = (tot >= tmp->weight) ? 1 : 0; 254 tmp->value = tot >= tmp->weight ? 1 : 0;
255 if (tmp->value)
256 any_down = 1;
257 } 255 }
258 else if (tmp->type == PEDESTAL) 256 else if (tmp->type == PEDESTAL)
259 { 257 {
260 tmp->value = 0; 258 tmp->value = 0;
259
261 for (ab = tmp->above; ab != NULL; ab = ab->above) 260 for (ab = tmp->above; ab; ab = ab->above)
262 { 261 {
263 head = ab->head ? ab->head : ab; 262 head = ab->head_ ();
263
264 /* Same note regarding move_type for buttons above apply here. */ 264 /* Same note regarding move_type for buttons above apply here. */
265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
266 (head->race == tmp->slaying || 266 (head->race == tmp->slaying ||
267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
269 tmp->value = 1; 269 tmp->value = 1;
270 } 270 }
271 if (tmp->value)
272 any_down = 1;
273 } 271 }
272
273 any_down = any_down || tmp->value;
274 } 274 }
275
275 if (any_down) /* If any other buttons were down, force this to remain down */ 276 if (any_down) /* If any other buttons were down, force this to remain down */
276 op->value = 1; 277 op->value = 1;
277 278
278 /* If this button hasn't changed, don't do anything */ 279 /* If this button hasn't changed, don't do anything */
279 if (op->value != old_value) 280 if (op->value != old_value)
282 update_object (op, UP_OBJ_FACE); 283 update_object (op, UP_OBJ_FACE);
283 push_button (op); /* Make all other buttons the same */ 284 push_button (op); /* Make all other buttons the same */
284 } 285 }
285} 286}
286 287
287/*
288 * Updates every button on the map (by calling update_button() for them).
289 */
290
291void
292update_buttons (mapstruct *m)
293{
294 objectlink *ol;
295 oblinkpt *obp;
296
297 for (obp = m->buttons; obp; obp = obp->next)
298 for (ol = obp->link; ol; ol = ol->next)
299 {
300 if (!ol->ob || ol->ob->count != ol->id)
301 {
302 LOG (llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
303 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, ol->id, obp->value);
304 continue;
305 }
306 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
307 {
308 update_button (ol->ob);
309 break;
310 }
311 }
312}
313
314void 288void
315use_trigger (object *op) 289use_trigger (object *op)
316{ 290{
317
318 /* Toggle value */ 291 /* Toggle value */
319 op->value = !op->value; 292 op->value = !op->value;
320 push_button (op); 293 push_button (op);
321} 294}
322 295
323/* 296/*
324 * Note: animate_object should be used instead of this, 297 * Note: animate_object should be used instead of this,
325 * but it can't handle animations in the 8 directions 298 * but it can't handle animations in the 8 directions
326 */ 299 */
327
328void 300void
329animate_turning (object *op) /* only one part objects */ 301animate_turning (object *op) /* only one part objects */
330{ 302{
331 if (++op->state >= NUM_ANIMATIONS (op) / 8) 303 if (++op->state >= NUM_ANIMATIONS (op) / 8)
332 op->state = 0; 304 op->state = 0;
349 */ 321 */
350 322
351int 323int
352check_altar_sacrifice (const object *altar, const object *sacrifice) 324check_altar_sacrifice (const object *altar, const object *sacrifice)
353{ 325{
354 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 326 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
327 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
328 && sacrifice->type != PLAYER)
355 { 329 {
356 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 330 if (ARCH_SACRIFICE (altar) == shstr_money
357 ARCH_SACRIFICE (altar) == sacrifice->name || 331 && sacrifice->type == MONEY
358 ARCH_SACRIFICE (altar) == sacrifice->slaying || 332 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
359 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
360 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
361 return 1; 333 return 1;
362 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 334
363 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 335 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
336 || ARCH_SACRIFICE (altar) == sacrifice->name
337 || ARCH_SACRIFICE (altar) == sacrifice->slaying
338 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
339 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
364 return 1; 340 return 1;
365 } 341 }
342
366 return 0; 343 return 0;
367} 344}
368
369 345
370/* 346/*
371 * operate_altar checks if sacrifice was accepted and removes sacrificed 347 * operate_altar checks if sacrifice was accepted and removes sacrificed
372 * objects. If sacrifice was succeed return 1 else 0. Might be better to 348 * objects. If sacrifice was succeed return 1 else 0. Might be better to
373 * call check_altar_sacrifice (above) than depend on the return value, 349 * call check_altar_sacrifice (above) than depend on the return value,
374 * since operate_altar will remove the sacrifice also. 350 * since operate_altar will remove the sacrifice also.
375 * 351 *
376 * If this function returns 1, '*sacrifice' is modified to point to the 352 * If this function returns 1, '*sacrifice' is modified to point to the
377 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 353 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
378 */ 354 */
379
380int 355int
381operate_altar (object *altar, object **sacrifice) 356operate_altar (object *altar, object **sacrifice)
382{ 357{
383
384 if (!altar->map) 358 if (!altar->map)
385 { 359 {
386 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 360 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
387 return 0; 361 return 0;
388 } 362 }
394 return 0; 368 return 0;
395 369
396 /* check_altar_sacrifice should have already verified that enough money 370 /* check_altar_sacrifice should have already verified that enough money
397 * has been dropped. 371 * has been dropped.
398 */ 372 */
399 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 373 if (ARCH_SACRIFICE (altar) == shstr_money)
400 { 374 {
401 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 375 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
402 376
403 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
404 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
405 number++; 379 number++;
380
406 *sacrifice = decrease_ob_nr (*sacrifice, number); 381 *sacrifice = decrease_ob_nr (*sacrifice, number);
407 } 382 }
408 else 383 else
409 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 384 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
410 385
411 if (altar->msg) 386 if (altar->msg)
412 new_info_map (NDI_BLACK, altar->map, altar->msg); 387 new_info_map (NDI_BLACK, altar->map, altar->msg);
388
413 return 1; 389 return 1;
414} 390}
415 391
416void 392void
417trigger_move (object *op, int state) /* 1 down and 0 up */ 393trigger_move (object *op, int state) /* 1 down and 0 up */
418{ 394{
419 op->stats.wc = state; 395 op->stats.wc = state;
420 if (state) 396 if (state)
421 { 397 {
422 use_trigger (op); 398 use_trigger (op);
423 if (op->stats.exp > 0) /* check sanity */ 399 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
424 op->speed = 1.0 / op->stats.exp;
425 else
426 op->speed = 1.0;
427 update_ob_speed (op);
428 op->speed_left = -1; 400 op->speed_left = -1;
429 } 401 }
430 else 402 else
431 { 403 {
432 use_trigger (op); 404 use_trigger (op);
433 op->speed = 0; 405 op->set_speed (0);
434 update_ob_speed (op);
435 } 406 }
436} 407}
437 408
438 409
439/* 410/*
468 * button wants, we count it. The second check is so that 439 * button wants, we count it. The second check is so that
469 * objects that don't move (swords, etc) will count. Note that 440 * objects that don't move (swords, etc) will count. Note that
470 * this means that more work is needed to make buttons 441 * this means that more work is needed to make buttons
471 * that are only triggered by flying objects. 442 * that are only triggered by flying objects.
472 */ 443 */
473
474 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 444 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
475 { 445 tot += tmp->head_ ()->total_weight ();
476 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 446
477 }
478 if (tot >= op->weight) 447 if (tot >= op->weight)
479 push = 1; 448 push = 1;
449
480 if (op->stats.ac == push) 450 if (op->stats.ac == push)
481 return 0; 451 return 0;
452
482 op->stats.ac = push; 453 op->stats.ac = push;
483 if (NUM_ANIMATIONS (op) > 1) 454 if (NUM_ANIMATIONS (op) > 1)
484 { 455 {
485 SET_ANIMATION (op, push); 456 SET_ANIMATION (op, push);
486 update_object (op, UP_OBJ_FACE); 457 update_object (op, UP_OBJ_FACE);
487 } 458 }
459
488 if (in_movement || !push) 460 if (in_movement || !push)
489 return 0; 461 return 0;
490 } 462 }
491 trigger_move (op, push); 463 trigger_move (op, push);
492 } 464 }
465
493 return 0; 466 return 0;
494 467
495 case TRIGGER_PEDESTAL: 468 case TRIGGER_PEDESTAL:
496 if (cause) 469 if (cause)
497 { 470 {
498 for (tmp = op->above; tmp; tmp = tmp->above) 471 for (tmp = op->above; tmp; tmp = tmp->above)
499 { 472 {
500 object *head = tmp->head ? tmp->head : tmp; 473 object *head = tmp->head_ ();
501 474
502 /* See comment in TRIGGER_BUTTON about move_types */ 475 /* See comment in TRIGGER_BUTTON about move_types */
503 if (((head->move_type & op->move_on) || head->move_type == 0) 476 if (((head->move_type & op->move_on) || head->move_type == 0)
504 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 477 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
505 { 478 {
506 push = 1; 479 push = 1;
507 break; 480 break;
508 } 481 }
509 } 482 }
483
510 if (op->stats.ac == push) 484 if (op->stats.ac == push)
511 return 0; 485 return 0;
486
512 op->stats.ac = push; 487 op->stats.ac = push;
488
513 if (NUM_ANIMATIONS (op) > 1) 489 if (NUM_ANIMATIONS (op) > 1)
514 { 490 {
515 SET_ANIMATION (op, push); 491 SET_ANIMATION (op, push);
516 update_object (op, UP_OBJ_FACE); 492 update_object (op, UP_OBJ_FACE);
517 } 493 }
494
518 update_object (op, UP_OBJ_FACE); 495 update_object (op, UP_OBJ_FACE);
496
519 if (in_movement || !push) 497 if (in_movement || !push)
520 return 0; 498 return 0;
521 } 499 }
500
522 trigger_move (op, push); 501 trigger_move (op, push);
523 return 0; 502 return 0;
524 503
525 case TRIGGER_ALTAR: 504 case TRIGGER_ALTAR:
526 if (cause) 505 if (cause)
527 { 506 {
528 if (in_movement) 507 if (in_movement)
529 return 0; 508 return 0;
509
530 if (operate_altar (op, &cause)) 510 if (operate_altar (op, &cause))
531 { 511 {
532 if (NUM_ANIMATIONS (op) > 1) 512 if (NUM_ANIMATIONS (op) > 1)
533 { 513 {
534 SET_ANIMATION (op, 1); 514 SET_ANIMATION (op, 1);
535 update_object (op, UP_OBJ_FACE); 515 update_object (op, UP_OBJ_FACE);
536 } 516 }
517
537 if (op->last_sp >= 0) 518 if (op->last_sp >= 0)
538 { 519 {
539 trigger_move (op, 1); 520 trigger_move (op, 1);
540 if (op->last_sp > 0) 521 if (op->last_sp > 0)
541 op->last_sp = -op->last_sp; 522 op->last_sp = -op->last_sp;
548 op->value = !op->value; 529 op->value = !op->value;
549 trigger_move (op, 1); 530 trigger_move (op, 1);
550 op->last_sp = -op->last_sp; 531 op->last_sp = -op->last_sp;
551 op->value = !op->value; 532 op->value = !op->value;
552 } 533 }
534
553 return cause == NULL; 535 return cause == NULL;
554 } 536 }
555 else 537 else
556 {
557 return 0; 538 return 0;
558 }
559 } 539 }
560 else 540 else
561 { 541 {
562 if (NUM_ANIMATIONS (op) > 1) 542 if (NUM_ANIMATIONS (op) > 1)
563 { 543 {
574 trigger_move (op, 0); 554 trigger_move (op, 0);
575 else 555 else
576 { 556 {
577 op->stats.wc = 0; 557 op->stats.wc = 0;
578 op->value = !op->value; 558 op->value = !op->value;
579 op->speed = 0; 559 op->set_speed (0);
580 update_ob_speed (op);
581 } 560 }
582 } 561 }
583 return 0; 562 return 0;
584 563
585 case TRIGGER: 564 case TRIGGER:
586 if (cause) 565 if (cause)
587 { 566 {
588 if (in_movement) 567 if (in_movement)
589 return 0; 568 return 0;
569
590 push = 1; 570 push = 1;
591 } 571 }
572
592 if (NUM_ANIMATIONS (op) > 1) 573 if (NUM_ANIMATIONS (op) > 1)
593 { 574 {
594 SET_ANIMATION (op, push); 575 SET_ANIMATION (op, push);
595 update_object (op, UP_OBJ_FACE); 576 update_object (op, UP_OBJ_FACE);
596 } 577 }
578
597 trigger_move (op, push); 579 trigger_move (op, push);
598 return 1; 580 return 1;
599 581
600 default: 582 default:
601 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 583 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
602 return 0; 584 return 0;
603 } 585 }
604} 586}
605 587
606void 588void
607add_button_link (object *button, mapstruct *map, int connected) 589add_button_link (object *button, maptile *map, int connected)
608{ 590{
609 oblinkpt *obp; 591 oblinkpt *obp;
610 objectlink *ol = get_objectlink (); 592 objectlink *ol = get_objectlink ();
611 593
612 if (!map) 594 if (!map)
613 { 595 {
614 LOG (llevError, "Tried to add button-link without map.\n"); 596 LOG (llevError, "Tried to add button-link without map.\n");
615 return; 597 return;
616 } 598 }
617 if (!editor) 599
618 button->path_attuned = connected; /* peterm: I need this so I can rebuild 600 button->path_attuned = connected; /* peterm: I need this so I can rebuild
619 a connected map from a template map. */ 601 a connected map from a template map. */
620
621/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
622 602
623 SET_FLAG (button, FLAG_IS_LINKED); 603 SET_FLAG (button, FLAG_IS_LINKED);
624 604
625 ol->ob = button; 605 ol->ob = button;
626 ol->id = button->count;
627 606
628 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 607 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
608 ;
629 609
630 if (obp) 610 if (obp)
631 { 611 {
632 ol->next = obp->link; 612 ol->next = obp->link;
633 obp->link = ol; 613 obp->link = ol;
657 if (op->map == NULL) 637 if (op->map == NULL)
658 { 638 {
659 LOG (llevError, "remove_button_link() in object without map.\n"); 639 LOG (llevError, "remove_button_link() in object without map.\n");
660 return; 640 return;
661 } 641 }
642
662 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 643 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
663 { 644 {
664 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 645 LOG (llevError, "remove_button_linked() in unlinked object.\n");
665 return; 646 return;
666 } 647 }
648
667 for (obp = op->map->buttons; obp; obp = obp->next) 649 for (obp = op->map->buttons; obp; obp = obp->next)
668 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 650 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
669 if (ol->ob == op) 651 if (ol->ob == op)
670 { 652 {
671 653
672/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 654/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
673 obp->value, op->name, op->map->path); 655 obp->value, op->name, op->map->path);
674*/ 656*/
675 *olp = ol->next; 657 *olp = ol->next;
676 free (ol); 658 delete ol;
677 return; 659 return;
678 } 660 }
661
679 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 662 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
680 CLEAR_FLAG (op, FLAG_IS_LINKED); 663 CLEAR_FLAG (op, FLAG_IS_LINKED);
681} 664}
682 665
683/* 666/*
684 * Gets the objectlink for this connection from the map. 667 * Gets the objectlink for this connection from the map.
685 */ 668 */
686oblinkpt * 669oblinkpt *
687get_connection_links (mapstruct *map, long connection) 670get_connection_links (maptile *map, long connection)
688{ 671{
689 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 672 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
690 if (obp->value == connection) 673 if (obp->value == connection)
691 return obp; 674 return obp;
675
692 return 0; 676 return 0;
693} 677}
694 678
695/* 679/*
696 * Return the first objectlink in the objects linked to this one 680 * Return the first objectlink in the objects linked to this one
702 oblinkpt *obp; 686 oblinkpt *obp;
703 objectlink *ol; 687 objectlink *ol;
704 688
705 if (!button->map) 689 if (!button->map)
706 return NULL; 690 return NULL;
691
707 for (obp = button->map->buttons; obp; obp = obp->next) 692 for (obp = button->map->buttons; obp; obp = obp->next)
708 for (ol = obp->link; ol; ol = ol->next) 693 for (ol = obp->link; ol; ol = ol->next)
709 if (ol->ob == button && ol->id == button->count) 694 if (ol->ob == button)
710 return obp; 695 return obp;
696
711 return NULL; 697 return NULL;
712} 698}
713 699
714/* 700/*
715 * Made as a separate function to increase efficiency 701 * Made as a separate function to increase efficiency
723 709
724 if (!button->map) 710 if (!button->map)
725 return 0; 711 return 0;
726 for (obp = button->map->buttons; obp; obp = obp->next) 712 for (obp = button->map->buttons; obp; obp = obp->next)
727 for (ol = obp->link; ol; ol = ol->next) 713 for (ol = obp->link; ol; ol = ol->next)
728 if (ol->ob == button && ol->id == button->count) 714 if (ol->ob == button)
729 return obp->value; 715 return obp->value;
730 return 0; 716 return 0;
731} 717}
732 718
733/* This routine makes monsters who are 719/* This routine makes monsters who are
740 */ 726 */
741 727
742void 728void
743do_mood_floor (object *op, object *source) 729do_mood_floor (object *op, object *source)
744{ 730{
745 object *tmp;
746 object *tmp2;
747
748 if (!source) 731 if (!source)
749 source = op; 732 source = op;
750 733
751 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 734 mapspace &ms = op->ms ();
735
736 if (!(ms.flags () & P_IS_ALIVE))
737 return;
738
739 object *tmp;
740
741 for (tmp = ms.top; tmp; tmp = tmp->below)
752 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 742 if (QUERY_FLAG (tmp, FLAG_MONSTER))
753 break; 743 break;
754 744
755 /* doesn't effect players, and if there is a player on this space, won't also 745 /* doesn't effect players, and if there is a player on this space, won't also
756 * be a monster here. 746 * be a monster here.
757 */ 747 */
748 //TODO: have players really FLAG_MONSTER? kept it for safety
758 if (!tmp || tmp->type == PLAYER) 749 if (!tmp || tmp->type == PLAYER)
759 return; 750 return;
760 751
761 switch (op->last_sp) 752 switch (op->last_sp)
762 { 753 {
763 case 0: /* furious--make all monsters mad */ 754 case 0: /* furious--make all monsters mad */
764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 755 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 756 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
757
766 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 758 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 { 759 {
768 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
769 remove_friendly_object (tmp);
770 tmp->attack_movement = 0; 760 tmp->attack_movement = 0;
771 /* lots of checks here, but want to make sure we don't 761 /* lots of checks here, but want to make sure we don't
772 * dereference a null value 762 * dereference a null value
773 */ 763 */
774 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 764 if (tmp->type == GOLEM
775 { 765 && tmp->owner
776 tmp->owner->contr->ranges[range_golem] = NULL; 766 && tmp->owner->type == PLAYER
767 && tmp->owner->contr->golem == tmp)
777 tmp->owner->contr->golem_count = 0; 768 tmp->owner->contr->golem = 0;
778 } 769
779 tmp->owner = 0; 770 tmp->owner = 0;
771
772 remove_friendly_object (tmp);
780 } 773 }
781 break; 774 break;
775
782 case 1: /* angry -- get neutral monsters mad */ 776 case 1: /* angry -- get neutral monsters mad */
783 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 777 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
784 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 778 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
785 break; 779 break;
780
786 case 2: /* calm -- pacify unfriendly monsters */ 781 case 2: /* calm -- pacify unfriendly monsters */
787 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
788 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 782 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
789 break; 783 break;
784
790 case 3: /* make all monsters fall asleep */ 785 case 3: /* make all monsters fall asleep */
791 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
792 SET_FLAG (tmp, FLAG_SLEEP); 786 SET_FLAG (tmp, FLAG_SLEEP);
793 break; 787 break;
788
794 case 4: /* charm all monsters */ 789 case 4: /* charm all monsters */
795 if (op == source) 790 if (op == source)
796 break; /* only if 'connected' */ 791 break; /* only if 'connected' */
797 792
798 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 793 if (object *pl = source->ms ().player ())
799 tmp2->type != PLAYER; tmp2 = tmp2->above) 794 {
800 if (tmp2->above == NULL) 795 tmp->set_owner (pl);
796 SET_FLAG (tmp, FLAG_MONSTER);
797
798 tmp->stats.exp = 0;
799
800 add_friendly_object (tmp);
801 tmp->attack_movement = PETMOVE;
802 }
801 break; 803 break;
802 804
803 if (tmp2->type != PLAYER) 805 case 6: // kill monsters
806 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
804 break; 807 break;
805 set_owner (tmp, tmp2); 808
806 SET_FLAG (tmp, FLAG_MONSTER); 809 // FALL THROUGH
807 tmp->stats.exp = 0; 810 case 5: // kill all alives
808 SET_FLAG (tmp, FLAG_FRIENDLY); 811 if (!tmp->flag [FLAG_PRECIOUS])
809 add_friendly_object (tmp); 812 {
810 tmp->attack_movement = PETMOVE; 813 get_archetype ("burnout")->insert_at (tmp, source);
814 tmp->destroy ();
815 }
811 break; 816 break;
812 817
813 default: 818 default:
814 break; 819 break;
815 } 820 }
819 * It will descend through containers to find the object. 824 * It will descend through containers to find the object.
820 * slaying = match object slaying flag 825 * slaying = match object slaying flag
821 * race = match object archetype name flag 826 * race = match object archetype name flag
822 * hp = match object type (excpt type '0'== PLAYER) 827 * hp = match object type (excpt type '0'== PLAYER)
823 */ 828 */
824
825object * 829object *
826check_inv_recursive (object *op, const object *trig) 830check_inv_recursive (object *op, const object *trig)
827{ 831{
828 object *tmp, *ret = NULL; 832 object *tmp, *ret = NULL;
829 833
830 /* First check the object itself. */ 834 /* First check the object itself. */
831 if ((trig->stats.hp && (op->type == trig->stats.hp)) 835 if ((trig->stats.hp && (op->type == trig->stats.hp))
832 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 836 || (trig->slaying && (op->slaying == trig->slaying))
837 || (trig->race && (op->arch->archname == trig->race)))
833 return op; 838 return op;
834 839
835 for (tmp = op->inv; tmp; tmp = tmp->below) 840 for (tmp = op->inv; tmp; tmp = tmp->below)
836 { 841 {
837 if (tmp->inv) 842 if (tmp->inv)
839 ret = check_inv_recursive (tmp, trig); 844 ret = check_inv_recursive (tmp, trig);
840 if (ret) 845 if (ret)
841 return ret; 846 return ret;
842 } 847 }
843 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 848 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
844 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 849 || (trig->slaying && (tmp->slaying == trig->slaying))
850 || (trig->race && (tmp->arch->archname == trig->race)))
845 return tmp; 851 return tmp;
846 } 852 }
847 return NULL; 853 return NULL;
848} 854}
849 855
852 * the square will activate connected items. 858 * the square will activate connected items.
853 * Monsters can't trigger this square (for now) 859 * Monsters can't trigger this square (for now)
854 * Values are: last_sp = 1/0 obj/no obj triggers 860 * Values are: last_sp = 1/0 obj/no obj triggers
855 * last_heal = 1/0 remove/dont remove obj if triggered 861 * last_heal = 1/0 remove/dont remove obj if triggered
856 * -b.t. (thomas@nomad.astro.psu.edu 862 * -b.t. (thomas@nomad.astro.psu.edu
857 */ 863 *
858 864 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
865 * because the check-inventory semantic essentially only applies when
866 * something is above the inventory checker.
867 * The semantic prior this change was: trigger if something has moved on or off
868 * and has a matching item. Imagine what happens if someone steps on the inventory
869 * checker with a matching item, has it, activates the connection, throws the item
870 * away, and then leaves the inventory checker. That would've caused an always-enabled
871 * state in the inventory checker. This won't happen anymore now.
872 *
873 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
874 * whether op is on this mapspace or not, because the value (1|0) depends
875 * on this information. also make sure to only push_button if op has
876 * a matching item (because when we do a push_button with value=0 timed gates
877 * will still open)! (i hope i got the semantics right this time)
878 *
879 */
859void 880void
860check_inv (object *op, object *trig) 881check_inv (object *op, object *trig)
861{ 882{
862 object *match; 883 trig->value = 0; // deactivate if none of the following conditions apply
863 884
864 if (op->type != PLAYER) 885 object *pl = trig->ms ().player ();
865 return;
866 match = check_inv_recursive (op, trig); 886 object *match = check_inv_recursive (op, trig);
887
888 // elmex: a note about (pl == op):
889 // if pl == 0 then the player has left this space
890 // if pl != 0 then a player is on this mapspace, but then
891 // we still have to check whether it's the player that triggered
892 // this inv-checker, because if not, then the op left this inv-checker
893 // and we have to set the value to 0
894
867 if (match && trig->last_sp) 895 if (match && trig->last_sp) // match == having
868 { 896 {
869 if (trig->last_heal) 897 if (trig->last_heal)
870 decrease_ob (match); 898 decrease_ob (match);
871 use_trigger (trig);
872 }
873 else if (!match && !trig->last_sp)
874 use_trigger (trig);
875}
876 899
877 900 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
878/* This does a minimal check of the button link consistency for object 901 push_button (trig);
879 * map. All it really does it much sure the object id link that is set
880 * matches what the object has.
881 */
882void
883verify_button_links (const mapstruct *map)
884{
885 oblinkpt *obp;
886 objectlink *ol;
887
888 if (!map)
889 return;
890
891 for (obp = map->buttons; obp; obp = obp->next)
892 { 902 }
893 for (ol = obp->link; ol; ol = ol->next) 903 else if (!match && !trig->last_sp) // match == not having
894 {
895 if (ol->id != ol->ob->count)
896 LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
897 }
898 } 904 {
905 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
906 push_button (trig);
907 }
899} 908}
909

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