ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/button.C
(Generate patch)

Comparing deliantra/server/common/button.C (file contents):
Revision 1.10 by root, Thu Sep 14 22:33:58 2006 UTC vs.
Revision 1.33 by root, Mon May 28 21:21:40 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
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 it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* 28/*
35 * The source argument can be 0 or the source object for this activation. 36 * The source argument can be 0 or the source object for this activation.
36 */ 37 */
37void 38void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 39activate_connection_link (objectlink * ol, bool state, object *source = 0)
39{ 40{
40 object *tmp = 0;
41
42 for (; ol; ol = ol->next) 41 for (; ol; ol = ol->next)
43 { 42 {
44 if (!ol->ob || ol->ob->count != ol->id) 43 if (!ol->ob)
45 { 44 {
46 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 45 LOG (llevError, "Internal error in activate_connection_link.\n");
47 continue; 46 continue;
48 } 47 }
48
49 /* a button link object can become freed when the map is saving. As 49 /* 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 50 * 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 51 * 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 52 * 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 53 * 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. 54 * re-loaded. As such, just exit this function if that is the case.
55 */ 55 */
56 56
57 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 57 if (QUERY_FLAG (ol->ob, FLAG_FREED))
58 return; 58 return;
59
59 tmp = ol->ob; 60 object *tmp = ol->ob;
60 61
61 /* if the criteria isn't appropriate, don't do anything */ 62 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63 continue; 64 continue;
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 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food) 85 if (tmp->stats.food)
86 tmp->last_eat++; 86 tmp->last_eat++;
87 } 87 }
88 break; 88 break;
89 89
90 case ALTAR: 90 case ALTAR:
91 tmp->value = 1; 91 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 92 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 93 update_object (tmp, UP_OBJ_FACE);
94 break; 94 break;
95 95
96 case BUTTON: 96 case BUTTON:
97 case PEDESTAL: 97 case PEDESTAL:
98 tmp->value = state; 98 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 99 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 100 update_object (tmp, UP_OBJ_FACE);
101 break; 101 break;
102 102
103 case MOOD_FLOOR: 103 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 104 do_mood_floor (tmp, source);
105 break; 105 break;
106 106
107 case TIMED_GATE: 107 case TIMED_GATE:
108 tmp->speed = tmp->arch->clone.speed; 108 tmp->set_speed (tmp->arch->clone.speed);
109 update_ob_speed (tmp); /* original values */
110 tmp->value = tmp->arch->clone.value; 109 tmp->value = tmp->arch->clone.value;
111 tmp->stats.sp = 1; 110 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp; 111 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts 112 /* Handle multipart gates. We copy the value for the other parts
114 * from the head - this ensures that the data will consistent 113 * from the head - this ensures that the data will consistent
115 */ 114 */
116 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 115 for (object *part = tmp->more; part; part = part->more)
117 { 116 {
118 tmp->speed = tmp->head->speed; 117 part->value = tmp->value;
119 tmp->value = tmp->head->value; 118 part->stats.sp = tmp->stats.sp;
120 tmp->stats.sp = tmp->head->stats.sp; 119 part->stats.hp = tmp->stats.hp;
121 tmp->stats.hp = tmp->head->stats.hp;
122 update_ob_speed (tmp); 120 part->set_speed (tmp->speed);
123 } 121 }
124 break; 122 break;
125 123
126 case DIRECTOR: 124 case DIRECTOR:
127 case FIREWALL: 125 case FIREWALL:
128 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 126 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
129 move_firewall (tmp); 127 move_firewall (tmp);
130 else 128 else
131 { 129 {
132 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
133 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
132
134 animate_turning (tmp); 133 animate_turning (tmp);
135 } 134 }
136 break; 135 break;
137 136
138 case TELEPORTER: 137 case TELEPORTER:
139 move_teleporter (tmp); 138 move_teleporter (tmp);
140 break; 139 break;
141 140
142 case CREATOR: 141 case CREATOR:
143 move_creator (tmp); 142 move_creator (tmp);
144 break; 143 break;
145 144
146 case TRIGGER_MARKER: 145 case TRIGGER_MARKER:
147 move_marker (tmp); 146 move_marker (tmp);
148 break; 147 break;
149 148
150 case DUPLICATOR: 149 case DUPLICATOR:
151 move_duplicator (tmp); 150 move_duplicator (tmp);
152 break; 151 break;
153 } 152 }
154 } 153 }
155} 154}
156 155
157/* 156/*
187 * the connection was 'state' or 'released'. So that you can activate objects 186 * the connection was 'state' or 'released'. So that you can activate objects
188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 187 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
189 * 188 *
190 */ 189 */
191void 190void
192activate_connection (mapstruct *map, long connection, bool state) 191activate_connection (maptile *map, long connection, bool state)
193{ 192{
194 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 193 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
195 return; 194 return;
196 195
197 oblinkpt *obp = get_connection_links (map, connection); 196 oblinkpt *obp = get_connection_links (map, connection);
204 * Updates everything connected with the button op. 203 * Updates everything connected with the button op.
205 * After changing the state of a button, this function must be called 204 * 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 205 * to make sure that all gates and other buttons connected to the
207 * button reacts to the (eventual) change of state. 206 * button reacts to the (eventual) change of state.
208 */ 207 */
209
210void 208void
211update_button (object *op) 209update_button (object *op)
212{ 210{
213 object *ab, *tmp, *head; 211 object *ab, *tmp, *head;
214 int tot, any_down = 0, old_value = op->value; 212 int tot, any_down = 0, old_value = op->value;
218 obp = get_button_links (op); 216 obp = get_button_links (op);
219 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 217 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
220 if (obp) 218 if (obp)
221 for (ol = obp->link; ol; ol = ol->next) 219 for (ol = obp->link; ol; ol = ol->next)
222 { 220 {
223 if (!ol->ob || ol->ob->count != ol->id) 221 if (!ol->ob)
224 { 222 {
225 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 223 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
226 continue; 224 continue;
227 } 225 }
226
228 tmp = ol->ob; 227 tmp = ol->ob;
229 if (tmp->type == BUTTON) 228 if (tmp->type == BUTTON)
230 { 229 {
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 230 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
232 /* Bug? The pedestal code below looks for the head of 231 /* Bug? The pedestal code below looks for the head of
252 else if (tmp->type == PEDESTAL) 251 else if (tmp->type == PEDESTAL)
253 { 252 {
254 tmp->value = 0; 253 tmp->value = 0;
255 for (ab = tmp->above; ab != NULL; ab = ab->above) 254 for (ab = tmp->above; ab != NULL; ab = ab->above)
256 { 255 {
257 head = ab->head ? ab->head : ab; 256 head = ab->head_ ();
258 /* Same note regarding move_type for buttons above apply here. */ 257 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 258 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
260 (head->race == tmp->slaying || 259 (head->race == tmp->slaying ||
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 260 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 261 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
263 tmp->value = 1; 262 tmp->value = 1;
264 } 263 }
264
265 if (tmp->value) 265 if (tmp->value)
266 any_down = 1; 266 any_down = 1;
267 } 267 }
268 } 268 }
269 if (any_down) /* If any other buttons were down, force this to remain down */ 269 if (any_down) /* If any other buttons were down, force this to remain down */
276 update_object (op, UP_OBJ_FACE); 276 update_object (op, UP_OBJ_FACE);
277 push_button (op); /* Make all other buttons the same */ 277 push_button (op); /* Make all other buttons the same */
278 } 278 }
279} 279}
280 280
281/*
282 * Updates every button on the map (by calling update_button() for them).
283 */
284
285void
286update_buttons (mapstruct *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 281void
309use_trigger (object *op) 282use_trigger (object *op)
310{ 283{
311
312 /* Toggle value */ 284 /* Toggle value */
313 op->value = !op->value; 285 op->value = !op->value;
314 push_button (op); 286 push_button (op);
315} 287}
316 288
317/* 289/*
318 * Note: animate_object should be used instead of this, 290 * Note: animate_object should be used instead of this,
319 * but it can't handle animations in the 8 directions 291 * but it can't handle animations in the 8 directions
320 */ 292 */
321
322void 293void
323animate_turning (object *op) /* only one part objects */ 294animate_turning (object *op) /* only one part objects */
324{ 295{
325 if (++op->state >= NUM_ANIMATIONS (op) / 8) 296 if (++op->state >= NUM_ANIMATIONS (op) / 8)
326 op->state = 0; 297 op->state = 0;
351 ARCH_SACRIFICE (altar) == sacrifice->name || 322 ARCH_SACRIFICE (altar) == sacrifice->name ||
352 ARCH_SACRIFICE (altar) == sacrifice->slaying || 323 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
353 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 324 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
354 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 325 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
355 return 1; 326 return 1;
327
356 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 328 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
357 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 329 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
358 return 1; 330 return 1;
359 } 331 }
332
360 return 0; 333 return 0;
361} 334}
362 335
363/* 336/*
364 * operate_altar checks if sacrifice was accepted and removes sacrificed 337 * operate_altar checks if sacrifice was accepted and removes sacrificed
411{ 384{
412 op->stats.wc = state; 385 op->stats.wc = state;
413 if (state) 386 if (state)
414 { 387 {
415 use_trigger (op); 388 use_trigger (op);
416 if (op->stats.exp > 0) /* check sanity */ 389 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; 390 op->speed_left = -1;
422 } 391 }
423 else 392 else
424 { 393 {
425 use_trigger (op); 394 use_trigger (op);
426 op->speed = 0; 395 op->set_speed (0);
427 update_ob_speed (op);
428 } 396 }
429} 397}
430 398
431 399
432/* 400/*
488 case TRIGGER_PEDESTAL: 456 case TRIGGER_PEDESTAL:
489 if (cause) 457 if (cause)
490 { 458 {
491 for (tmp = op->above; tmp; tmp = tmp->above) 459 for (tmp = op->above; tmp; tmp = tmp->above)
492 { 460 {
493 object *head = tmp->head ? tmp->head : tmp; 461 object *head = tmp->head_ ();
494 462
495 /* See comment in TRIGGER_BUTTON about move_types */ 463 /* See comment in TRIGGER_BUTTON about move_types */
496 if (((head->move_type & op->move_on) || head->move_type == 0) 464 if (((head->move_type & op->move_on) || head->move_type == 0)
497 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 465 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
498 { 466 {
499 push = 1; 467 push = 1;
500 break; 468 break;
501 } 469 }
502 } 470 }
471
503 if (op->stats.ac == push) 472 if (op->stats.ac == push)
504 return 0; 473 return 0;
474
505 op->stats.ac = push; 475 op->stats.ac = push;
476
506 if (NUM_ANIMATIONS (op) > 1) 477 if (NUM_ANIMATIONS (op) > 1)
507 { 478 {
508 SET_ANIMATION (op, push); 479 SET_ANIMATION (op, push);
509 update_object (op, UP_OBJ_FACE); 480 update_object (op, UP_OBJ_FACE);
510 } 481 }
482
511 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
484
512 if (in_movement || !push) 485 if (in_movement || !push)
513 return 0; 486 return 0;
514 } 487 }
488
515 trigger_move (op, push); 489 trigger_move (op, push);
516 return 0; 490 return 0;
517 491
518 case TRIGGER_ALTAR: 492 case TRIGGER_ALTAR:
519 if (cause) 493 if (cause)
520 { 494 {
521 if (in_movement) 495 if (in_movement)
522 return 0; 496 return 0;
497
523 if (operate_altar (op, &cause)) 498 if (operate_altar (op, &cause))
524 { 499 {
525 if (NUM_ANIMATIONS (op) > 1) 500 if (NUM_ANIMATIONS (op) > 1)
526 { 501 {
527 SET_ANIMATION (op, 1); 502 SET_ANIMATION (op, 1);
528 update_object (op, UP_OBJ_FACE); 503 update_object (op, UP_OBJ_FACE);
529 } 504 }
505
530 if (op->last_sp >= 0) 506 if (op->last_sp >= 0)
531 { 507 {
532 trigger_move (op, 1); 508 trigger_move (op, 1);
533 if (op->last_sp > 0) 509 if (op->last_sp > 0)
534 op->last_sp = -op->last_sp; 510 op->last_sp = -op->last_sp;
541 op->value = !op->value; 517 op->value = !op->value;
542 trigger_move (op, 1); 518 trigger_move (op, 1);
543 op->last_sp = -op->last_sp; 519 op->last_sp = -op->last_sp;
544 op->value = !op->value; 520 op->value = !op->value;
545 } 521 }
522
546 return cause == NULL; 523 return cause == NULL;
547 } 524 }
548 else 525 else
549 {
550 return 0; 526 return 0;
551 }
552 } 527 }
553 else 528 else
554 { 529 {
555 if (NUM_ANIMATIONS (op) > 1) 530 if (NUM_ANIMATIONS (op) > 1)
556 { 531 {
567 trigger_move (op, 0); 542 trigger_move (op, 0);
568 else 543 else
569 { 544 {
570 op->stats.wc = 0; 545 op->stats.wc = 0;
571 op->value = !op->value; 546 op->value = !op->value;
572 op->speed = 0; 547 op->set_speed (0);
573 update_ob_speed (op);
574 } 548 }
575 } 549 }
576 return 0; 550 return 0;
577 551
578 case TRIGGER: 552 case TRIGGER:
579 if (cause) 553 if (cause)
580 { 554 {
581 if (in_movement) 555 if (in_movement)
582 return 0; 556 return 0;
557
583 push = 1; 558 push = 1;
584 } 559 }
560
585 if (NUM_ANIMATIONS (op) > 1) 561 if (NUM_ANIMATIONS (op) > 1)
586 { 562 {
587 SET_ANIMATION (op, push); 563 SET_ANIMATION (op, push);
588 update_object (op, UP_OBJ_FACE); 564 update_object (op, UP_OBJ_FACE);
589 } 565 }
566
590 trigger_move (op, push); 567 trigger_move (op, push);
591 return 1; 568 return 1;
592 569
593 default: 570 default:
594 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 571 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
595 return 0; 572 return 0;
596 } 573 }
597} 574}
598 575
599void 576void
600add_button_link (object *button, mapstruct *map, int connected) 577add_button_link (object *button, maptile *map, int connected)
601{ 578{
602 oblinkpt *obp; 579 oblinkpt *obp;
603 objectlink *ol = get_objectlink (); 580 objectlink *ol = get_objectlink ();
604 581
605 if (!map) 582 if (!map)
606 { 583 {
607 LOG (llevError, "Tried to add button-link without map.\n"); 584 LOG (llevError, "Tried to add button-link without map.\n");
608 return; 585 return;
609 } 586 }
610 if (!editor) 587
611 button->path_attuned = connected; /* peterm: I need this so I can rebuild 588 button->path_attuned = connected; /* peterm: I need this so I can rebuild
612 a connected map from a template map. */ 589 a connected map from a template map. */
613
614/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
615 590
616 SET_FLAG (button, FLAG_IS_LINKED); 591 SET_FLAG (button, FLAG_IS_LINKED);
617 592
618 ol->ob = button; 593 ol->ob = button;
619 ol->id = button->count;
620 594
621 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 595 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
596 ;
622 597
623 if (obp) 598 if (obp)
624 { 599 {
625 ol->next = obp->link; 600 ol->next = obp->link;
626 obp->link = ol; 601 obp->link = ol;
650 if (op->map == NULL) 625 if (op->map == NULL)
651 { 626 {
652 LOG (llevError, "remove_button_link() in object without map.\n"); 627 LOG (llevError, "remove_button_link() in object without map.\n");
653 return; 628 return;
654 } 629 }
630
655 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 631 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
656 { 632 {
657 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 633 LOG (llevError, "remove_button_linked() in unlinked object.\n");
658 return; 634 return;
659 } 635 }
636
660 for (obp = op->map->buttons; obp; obp = obp->next) 637 for (obp = op->map->buttons; obp; obp = obp->next)
661 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 638 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
662 if (ol->ob == op) 639 if (ol->ob == op)
663 { 640 {
664 641
665/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 642/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
666 obp->value, op->name, op->map->path); 643 obp->value, op->name, op->map->path);
667*/ 644*/
668 *olp = ol->next; 645 *olp = ol->next;
669 free (ol); 646 delete ol;
670 return; 647 return;
671 } 648 }
649
672 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 650 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
673 CLEAR_FLAG (op, FLAG_IS_LINKED); 651 CLEAR_FLAG (op, FLAG_IS_LINKED);
674} 652}
675 653
676/* 654/*
677 * Gets the objectlink for this connection from the map. 655 * Gets the objectlink for this connection from the map.
678 */ 656 */
679oblinkpt * 657oblinkpt *
680get_connection_links (mapstruct *map, long connection) 658get_connection_links (maptile *map, long connection)
681{ 659{
682 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 660 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
683 if (obp->value == connection) 661 if (obp->value == connection)
684 return obp; 662 return obp;
663
685 return 0; 664 return 0;
686} 665}
687 666
688/* 667/*
689 * Return the first objectlink in the objects linked to this one 668 * Return the first objectlink in the objects linked to this one
695 oblinkpt *obp; 674 oblinkpt *obp;
696 objectlink *ol; 675 objectlink *ol;
697 676
698 if (!button->map) 677 if (!button->map)
699 return NULL; 678 return NULL;
679
700 for (obp = button->map->buttons; obp; obp = obp->next) 680 for (obp = button->map->buttons; obp; obp = obp->next)
701 for (ol = obp->link; ol; ol = ol->next) 681 for (ol = obp->link; ol; ol = ol->next)
702 if (ol->ob == button && ol->id == button->count) 682 if (ol->ob == button)
703 return obp; 683 return obp;
684
704 return NULL; 685 return NULL;
705} 686}
706 687
707/* 688/*
708 * Made as a separate function to increase efficiency 689 * Made as a separate function to increase efficiency
716 697
717 if (!button->map) 698 if (!button->map)
718 return 0; 699 return 0;
719 for (obp = button->map->buttons; obp; obp = obp->next) 700 for (obp = button->map->buttons; obp; obp = obp->next)
720 for (ol = obp->link; ol; ol = ol->next) 701 for (ol = obp->link; ol; ol = ol->next)
721 if (ol->ob == button && ol->id == button->count) 702 if (ol->ob == button)
722 return obp->value; 703 return obp->value;
723 return 0; 704 return 0;
724} 705}
725 706
726/* This routine makes monsters who are 707/* This routine makes monsters who are
733 */ 714 */
734 715
735void 716void
736do_mood_floor (object *op, object *source) 717do_mood_floor (object *op, object *source)
737{ 718{
738 object *tmp;
739 object *tmp2;
740
741 if (!source) 719 if (!source)
742 source = op; 720 source = op;
743 721
744 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 722 mapspace &ms = op->ms ();
723
724 if (!(ms.flags () & P_IS_ALIVE))
725 return;
726
727 object *tmp;
728
729 for (tmp = ms.top; tmp; tmp = tmp->below)
745 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 730 if (QUERY_FLAG (tmp, FLAG_MONSTER))
746 break; 731 break;
747 732
748 /* doesn't effect players, and if there is a player on this space, won't also 733 /* doesn't effect players, and if there is a player on this space, won't also
749 * be a monster here. 734 * be a monster here.
750 */ 735 */
736 //TODO: have players really FLAG_MONSTER? kept it for safety
751 if (!tmp || tmp->type == PLAYER) 737 if (!tmp || tmp->type == PLAYER)
752 return; 738 return;
753 739
754 switch (op->last_sp) 740 switch (op->last_sp)
755 { 741 {
756 case 0: /* furious--make all monsters mad */ 742 case 0: /* furious--make all monsters mad */
757 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 743 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
758 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 744 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
745
759 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 746 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
760 { 747 {
761 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
762 remove_friendly_object (tmp);
763 tmp->attack_movement = 0; 748 tmp->attack_movement = 0;
764 /* lots of checks here, but want to make sure we don't 749 /* lots of checks here, but want to make sure we don't
765 * dereference a null value 750 * dereference a null value
766 */ 751 */
767 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 752 if (tmp->type == GOLEM
768 { 753 && tmp->owner
769 tmp->owner->contr->ranges[range_golem] = NULL; 754 && tmp->owner->type == PLAYER
755 && tmp->owner->contr->golem == tmp)
770 tmp->owner->contr->golem_count = 0; 756 tmp->owner->contr->golem = 0;
771 } 757
772 tmp->owner = 0; 758 tmp->owner = 0;
759
760 remove_friendly_object (tmp);
773 } 761 }
774 break; 762 break;
763
775 case 1: /* angry -- get neutral monsters mad */ 764 case 1: /* angry -- get neutral monsters mad */
776 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
777 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
778 break; 767 break;
768
779 case 2: /* calm -- pacify unfriendly monsters */ 769 case 2: /* calm -- pacify unfriendly monsters */
780 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
781 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 770 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
782 break; 771 break;
772
783 case 3: /* make all monsters fall asleep */ 773 case 3: /* make all monsters fall asleep */
784 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
785 SET_FLAG (tmp, FLAG_SLEEP); 774 SET_FLAG (tmp, FLAG_SLEEP);
786 break; 775 break;
776
787 case 4: /* charm all monsters */ 777 case 4: /* charm all monsters */
788 if (op == source) 778 if (op == source)
789 break; /* only if 'connected' */ 779 break; /* only if 'connected' */
790 780
791 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 781 if (object *pl = source->ms ().player ())
792 tmp2->type != PLAYER; tmp2 = tmp2->above) 782 {
793 if (tmp2->above == NULL) 783 tmp->set_owner (pl);
784 SET_FLAG (tmp, FLAG_MONSTER);
785
786 tmp->stats.exp = 0;
787
788 add_friendly_object (tmp);
789 tmp->attack_movement = PETMOVE;
790 }
794 break; 791 break;
795 792
796 if (tmp2->type != PLAYER) 793 case 6: // kill monsters
794 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
797 break; 795 break;
798 set_owner (tmp, tmp2); 796
799 SET_FLAG (tmp, FLAG_MONSTER); 797 // FALL THROUGH
800 tmp->stats.exp = 0; 798 case 5: // kill all alives
801 SET_FLAG (tmp, FLAG_FRIENDLY); 799 if (!tmp->flag [FLAG_PRECIOUS])
802 add_friendly_object (tmp); 800 {
803 tmp->attack_movement = PETMOVE; 801 get_archetype ("burnout")->insert_at (tmp, source);
802 tmp->destroy ();
803 }
804 break; 804 break;
805 805
806 default: 806 default:
807 break; 807 break;
808 } 808 }
812 * It will descend through containers to find the object. 812 * It will descend through containers to find the object.
813 * slaying = match object slaying flag 813 * slaying = match object slaying flag
814 * race = match object archetype name flag 814 * race = match object archetype name flag
815 * hp = match object type (excpt type '0'== PLAYER) 815 * hp = match object type (excpt type '0'== PLAYER)
816 */ 816 */
817
818object * 817object *
819check_inv_recursive (object *op, const object *trig) 818check_inv_recursive (object *op, const object *trig)
820{ 819{
821 object *tmp, *ret = NULL; 820 object *tmp, *ret = NULL;
822 821
823 /* First check the object itself. */ 822 /* First check the object itself. */
824 if ((trig->stats.hp && (op->type == trig->stats.hp)) 823 if ((trig->stats.hp && (op->type == trig->stats.hp))
825 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 824 || (trig->slaying && (op->slaying == trig->slaying))
825 || (trig->race && (op->arch->name == trig->race)))
826 return op; 826 return op;
827 827
828 for (tmp = op->inv; tmp; tmp = tmp->below) 828 for (tmp = op->inv; tmp; tmp = tmp->below)
829 { 829 {
830 if (tmp->inv) 830 if (tmp->inv)
832 ret = check_inv_recursive (tmp, trig); 832 ret = check_inv_recursive (tmp, trig);
833 if (ret) 833 if (ret)
834 return ret; 834 return ret;
835 } 835 }
836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
837 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 837 || (trig->slaying && (tmp->slaying == trig->slaying))
838 || (trig->race && (tmp->arch->name == trig->race)))
838 return tmp; 839 return tmp;
839 } 840 }
840 return NULL; 841 return NULL;
841} 842}
842 843
845 * the square will activate connected items. 846 * the square will activate connected items.
846 * Monsters can't trigger this square (for now) 847 * Monsters can't trigger this square (for now)
847 * Values are: last_sp = 1/0 obj/no obj triggers 848 * Values are: last_sp = 1/0 obj/no obj triggers
848 * last_heal = 1/0 remove/dont remove obj if triggered 849 * last_heal = 1/0 remove/dont remove obj if triggered
849 * -b.t. (thomas@nomad.astro.psu.edu 850 * -b.t. (thomas@nomad.astro.psu.edu
850 */ 851 *
851 852 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
853 * because the check-inventory semantic essentially only applies when
854 * something is above the inventory checker.
855 * The semantic prior this change was: trigger if something has moved on or off
856 * and has a matching item. Imagine what happens if someone steps on the inventory
857 * checker with a matching item, has it, activates the connection, throws the item
858 * away, and then leaves the inventory checker. That would've caused an always-enabled
859 * state in the inventory checker. This won't happen anymore now.
860 *
861 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
862 * whether op is on this mapspace or not, because the value (1|0) depends
863 * on this information. also make sure to only push_button if op has
864 * a matching item (because when we do a push_button with value=0 timed gates
865 * will still open)! (i hope i got the semantics right this time)
866 *
867 */
852void 868void
853check_inv (object *op, object *trig) 869check_inv (object *op, object *trig)
854{ 870{
855 object *match; 871 trig->value = 0; // deactivate if none of the following conditions apply
856 872
857 if (op->type != PLAYER) 873 object *pl = trig->ms ().player ();
858 return;
859 match = check_inv_recursive (op, trig); 874 object *match = check_inv_recursive (op, trig);
875
876 // elmex: a note about (pl == op):
877 // if pl == 0 then the player has left this space
878 // if pl != 0 then a player is on this mapspace, but then
879 // we still have to check whether it's the player that triggered
880 // this inv-checker, because if not, then the op left this inv-checker
881 // and we have to set the value to 0
882
860 if (match && trig->last_sp) 883 if (match && trig->last_sp) // match == having
861 { 884 {
862 if (trig->last_heal) 885 if (trig->last_heal)
863 decrease_ob (match); 886 decrease_ob (match);
864 use_trigger (trig);
865 }
866 else if (!match && !trig->last_sp)
867 use_trigger (trig);
868}
869 887
870 888 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 889 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 mapstruct *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 { 890 }
886 for (ol = obp->link; ol; ol = ol->next) 891 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 } 892 {
893 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
894 push_button (trig);
895 }
892} 896}
897

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines