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Comparing deliantra/server/common/button.C (file contents):
Revision 1.11 by root, Sat Sep 16 22:24:12 2006 UTC vs.
Revision 1.36 by root, Sun Jul 1 05:00:17 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h> 25#include <funcpoint.h>
26 26
27/* 27/*
35 * The source argument can be 0 or the source object for this activation. 35 * The source argument can be 0 or the source object for this activation.
36 */ 36 */
37void 37void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 38activate_connection_link (objectlink * ol, bool state, object *source = 0)
39{ 39{
40 object *tmp = 0;
41
42 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
43 { 41 {
44 if (!ol->ob || ol->ob->count != ol->id) 42 if (!ol->ob)
45 { 43 {
46 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 44 LOG (llevError, "Internal error in activate_connection_link.\n");
47 continue; 45 continue;
48 } 46 }
47
49 /* a button link object can become freed when the map is saving. As 48 /* a button link object can become freed when the map is saving. As
50 * a map is saved, objects are removed and freed, and if an object is 49 * a map is saved, objects are removed and freed, and if an object is
51 * on top of a button, this function is eventually called. If a map 50 * on top of a button, this function is eventually called. If a map
52 * is getting moved out of memory, the status of buttons and levers 51 * is getting moved out of memory, the status of buttons and levers
53 * probably isn't important - it will get sorted out when the map is 52 * probably isn't important - it will get sorted out when the map is
54 * re-loaded. As such, just exit this function if that is the case. 53 * re-loaded. As such, just exit this function if that is the case.
55 */ 54 */
56 55
57 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 56 if (QUERY_FLAG (ol->ob, FLAG_FREED))
58 return; 57 return;
58
59 tmp = ol->ob; 59 object *tmp = ol->ob;
60 60
61 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63 continue; 63 continue;
64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
65 continue; 65 continue;
66 66
67 switch (tmp->type) 67 switch (tmp->type)
68 { 68 {
69 case GATE: 69 case GATE:
70 case HOLE: 70 case HOLE:
71 tmp->value = tmp->stats.maxsp ? !state : state; 71 tmp->value = tmp->stats.maxsp ? !state : state;
72 tmp->speed = 0.5; 72 tmp->set_speed (0.5);
73 update_ob_speed (tmp);
74 break; 73 break;
75 74
76 case CF_HANDLE: 75 case CF_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 76 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE); 77 update_object (tmp, UP_OBJ_FACE);
79 break; 78 break;
80 79
81 case SIGN: 80 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 81 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 82 {
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 83 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food) 84 if (tmp->stats.food)
86 tmp->last_eat++; 85 tmp->last_eat++;
87 } 86 }
88 break; 87 break;
89 88
90 case ALTAR: 89 case ALTAR:
91 tmp->value = 1; 90 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 91 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 92 update_object (tmp, UP_OBJ_FACE);
94 break; 93 break;
95 94
96 case BUTTON: 95 case BUTTON:
97 case PEDESTAL: 96 case PEDESTAL:
98 tmp->value = state; 97 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
101 break; 100 break;
102 101
103 case MOOD_FLOOR: 102 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 103 do_mood_floor (tmp, source);
105 break; 104 break;
106 105
107 case TIMED_GATE: 106 case TIMED_GATE:
108 tmp->speed = tmp->arch->clone.speed; 107 tmp->set_speed (tmp->arch->speed);
109 update_ob_speed (tmp); /* original values */
110 tmp->value = tmp->arch->clone.value; 108 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1; 109 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp; 110 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts 111 /* Handle multipart gates. We copy the value for the other parts
114 * from the head - this ensures that the data will consistent 112 * from the head - this ensures that the data will consistent
115 */ 113 */
116 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 114 for (object *part = tmp->more; part; part = part->more)
117 { 115 {
118 tmp->speed = tmp->head->speed; 116 part->value = tmp->value;
119 tmp->value = tmp->head->value; 117 part->stats.sp = tmp->stats.sp;
120 tmp->stats.sp = tmp->head->stats.sp; 118 part->stats.hp = tmp->stats.hp;
121 tmp->stats.hp = tmp->head->stats.hp;
122 update_ob_speed (tmp); 119 part->set_speed (tmp->speed);
123 } 120 }
124 break; 121 break;
125 122
126 case DIRECTOR: 123 case DIRECTOR:
127 case FIREWALL: 124 case FIREWALL:
128 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 125 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
129 move_firewall (tmp); 126 move_firewall (tmp);
130 else 127 else
131 { 128 {
132 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 129 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
133 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 130 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
131
134 animate_turning (tmp); 132 animate_turning (tmp);
135 } 133 }
136 break; 134 break;
137 135
138 case TELEPORTER: 136 case TELEPORTER:
139 move_teleporter (tmp); 137 move_teleporter (tmp);
140 break; 138 break;
141 139
142 case CREATOR: 140 case CREATOR:
143 move_creator (tmp); 141 move_creator (tmp);
144 break; 142 break;
145 143
146 case TRIGGER_MARKER: 144 case TRIGGER_MARKER:
147 move_marker (tmp); 145 move_marker (tmp);
148 break; 146 break;
149 147
150 case DUPLICATOR: 148 case DUPLICATOR:
151 move_duplicator (tmp); 149 move_duplicator (tmp);
152 break; 150 break;
153 } 151 }
154 } 152 }
155} 153}
156 154
157/* 155/*
204 * Updates everything connected with the button op. 202 * Updates everything connected with the button op.
205 * After changing the state of a button, this function must be called 203 * 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 204 * to make sure that all gates and other buttons connected to the
207 * button reacts to the (eventual) change of state. 205 * button reacts to the (eventual) change of state.
208 */ 206 */
209
210void 207void
211update_button (object *op) 208update_button (object *op)
212{ 209{
213 object *ab, *tmp, *head; 210 object *ab, *tmp, *head;
214 int tot, any_down = 0, old_value = op->value; 211 int tot, any_down = 0, old_value = op->value;
218 obp = get_button_links (op); 215 obp = get_button_links (op);
219 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 216 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
220 if (obp) 217 if (obp)
221 for (ol = obp->link; ol; ol = ol->next) 218 for (ol = obp->link; ol; ol = ol->next)
222 { 219 {
223 if (!ol->ob || ol->ob->count != ol->id) 220 if (!ol->ob)
224 { 221 {
225 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 222 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
226 continue; 223 continue;
227 } 224 }
225
228 tmp = ol->ob; 226 tmp = ol->ob;
229 if (tmp->type == BUTTON) 227 if (tmp->type == BUTTON)
230 { 228 {
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 229 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
232 /* Bug? The pedestal code below looks for the head of 230 /* Bug? The pedestal code below looks for the head of
252 else if (tmp->type == PEDESTAL) 250 else if (tmp->type == PEDESTAL)
253 { 251 {
254 tmp->value = 0; 252 tmp->value = 0;
255 for (ab = tmp->above; ab != NULL; ab = ab->above) 253 for (ab = tmp->above; ab != NULL; ab = ab->above)
256 { 254 {
257 head = ab->head ? ab->head : ab; 255 head = ab->head_ ();
258 /* Same note regarding move_type for buttons above apply here. */ 256 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
260 (head->race == tmp->slaying || 258 (head->race == tmp->slaying ||
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
263 tmp->value = 1; 261 tmp->value = 1;
264 } 262 }
263
265 if (tmp->value) 264 if (tmp->value)
266 any_down = 1; 265 any_down = 1;
267 } 266 }
268 } 267 }
269 if (any_down) /* If any other buttons were down, force this to remain down */ 268 if (any_down) /* If any other buttons were down, force this to remain down */
276 update_object (op, UP_OBJ_FACE); 275 update_object (op, UP_OBJ_FACE);
277 push_button (op); /* Make all other buttons the same */ 276 push_button (op); /* Make all other buttons the same */
278 } 277 }
279} 278}
280 279
281/*
282 * Updates every button on the map (by calling update_button() for them).
283 */
284
285void
286update_buttons (maptile *m)
287{
288 objectlink *ol;
289 oblinkpt *obp;
290
291 for (obp = m->buttons; obp; obp = obp->next)
292 for (ol = obp->link; ol; ol = ol->next)
293 {
294 if (!ol->ob || ol->ob->count != ol->id)
295 {
296 LOG (llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
297 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, ol->id, obp->value);
298 continue;
299 }
300 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
301 {
302 update_button (ol->ob);
303 break;
304 }
305 }
306}
307
308void 280void
309use_trigger (object *op) 281use_trigger (object *op)
310{ 282{
311
312 /* Toggle value */ 283 /* Toggle value */
313 op->value = !op->value; 284 op->value = !op->value;
314 push_button (op); 285 push_button (op);
315} 286}
316 287
317/* 288/*
318 * Note: animate_object should be used instead of this, 289 * Note: animate_object should be used instead of this,
319 * but it can't handle animations in the 8 directions 290 * but it can't handle animations in the 8 directions
320 */ 291 */
321
322void 292void
323animate_turning (object *op) /* only one part objects */ 293animate_turning (object *op) /* only one part objects */
324{ 294{
325 if (++op->state >= NUM_ANIMATIONS (op) / 8) 295 if (++op->state >= NUM_ANIMATIONS (op) / 8)
326 op->state = 0; 296 op->state = 0;
345int 315int
346check_altar_sacrifice (const object *altar, const object *sacrifice) 316check_altar_sacrifice (const object *altar, const object *sacrifice)
347{ 317{
348 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 318 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
349 { 319 {
350 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 320 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
351 ARCH_SACRIFICE (altar) == sacrifice->name || 321 || ARCH_SACRIFICE (altar) == sacrifice->name
352 ARCH_SACRIFICE (altar) == sacrifice->slaying || 322 || ARCH_SACRIFICE (altar) == sacrifice->slaying
353 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 323 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
354 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 324 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
355 return 1; 325 return 1;
326
356 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 327 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
357 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 328 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
358 return 1; 329 return 1;
359 } 330 }
331
360 return 0; 332 return 0;
361} 333}
362 334
363/* 335/*
364 * operate_altar checks if sacrifice was accepted and removes sacrificed 336 * operate_altar checks if sacrifice was accepted and removes sacrificed
411{ 383{
412 op->stats.wc = state; 384 op->stats.wc = state;
413 if (state) 385 if (state)
414 { 386 {
415 use_trigger (op); 387 use_trigger (op);
416 if (op->stats.exp > 0) /* check sanity */ 388 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; 389 op->speed_left = -1;
422 } 390 }
423 else 391 else
424 { 392 {
425 use_trigger (op); 393 use_trigger (op);
426 op->speed = 0; 394 op->set_speed (0);
427 update_ob_speed (op);
428 } 395 }
429} 396}
430 397
431 398
432/* 399/*
488 case TRIGGER_PEDESTAL: 455 case TRIGGER_PEDESTAL:
489 if (cause) 456 if (cause)
490 { 457 {
491 for (tmp = op->above; tmp; tmp = tmp->above) 458 for (tmp = op->above; tmp; tmp = tmp->above)
492 { 459 {
493 object *head = tmp->head ? tmp->head : tmp; 460 object *head = tmp->head_ ();
494 461
495 /* See comment in TRIGGER_BUTTON about move_types */ 462 /* See comment in TRIGGER_BUTTON about move_types */
496 if (((head->move_type & op->move_on) || head->move_type == 0) 463 if (((head->move_type & op->move_on) || head->move_type == 0)
497 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 464 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
498 { 465 {
499 push = 1; 466 push = 1;
500 break; 467 break;
501 } 468 }
502 } 469 }
470
503 if (op->stats.ac == push) 471 if (op->stats.ac == push)
504 return 0; 472 return 0;
473
505 op->stats.ac = push; 474 op->stats.ac = push;
475
506 if (NUM_ANIMATIONS (op) > 1) 476 if (NUM_ANIMATIONS (op) > 1)
507 { 477 {
508 SET_ANIMATION (op, push); 478 SET_ANIMATION (op, push);
509 update_object (op, UP_OBJ_FACE); 479 update_object (op, UP_OBJ_FACE);
510 } 480 }
481
511 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
483
512 if (in_movement || !push) 484 if (in_movement || !push)
513 return 0; 485 return 0;
514 } 486 }
487
515 trigger_move (op, push); 488 trigger_move (op, push);
516 return 0; 489 return 0;
517 490
518 case TRIGGER_ALTAR: 491 case TRIGGER_ALTAR:
519 if (cause) 492 if (cause)
520 { 493 {
521 if (in_movement) 494 if (in_movement)
522 return 0; 495 return 0;
496
523 if (operate_altar (op, &cause)) 497 if (operate_altar (op, &cause))
524 { 498 {
525 if (NUM_ANIMATIONS (op) > 1) 499 if (NUM_ANIMATIONS (op) > 1)
526 { 500 {
527 SET_ANIMATION (op, 1); 501 SET_ANIMATION (op, 1);
528 update_object (op, UP_OBJ_FACE); 502 update_object (op, UP_OBJ_FACE);
529 } 503 }
504
530 if (op->last_sp >= 0) 505 if (op->last_sp >= 0)
531 { 506 {
532 trigger_move (op, 1); 507 trigger_move (op, 1);
533 if (op->last_sp > 0) 508 if (op->last_sp > 0)
534 op->last_sp = -op->last_sp; 509 op->last_sp = -op->last_sp;
541 op->value = !op->value; 516 op->value = !op->value;
542 trigger_move (op, 1); 517 trigger_move (op, 1);
543 op->last_sp = -op->last_sp; 518 op->last_sp = -op->last_sp;
544 op->value = !op->value; 519 op->value = !op->value;
545 } 520 }
521
546 return cause == NULL; 522 return cause == NULL;
547 } 523 }
548 else 524 else
549 {
550 return 0; 525 return 0;
551 }
552 } 526 }
553 else 527 else
554 { 528 {
555 if (NUM_ANIMATIONS (op) > 1) 529 if (NUM_ANIMATIONS (op) > 1)
556 { 530 {
567 trigger_move (op, 0); 541 trigger_move (op, 0);
568 else 542 else
569 { 543 {
570 op->stats.wc = 0; 544 op->stats.wc = 0;
571 op->value = !op->value; 545 op->value = !op->value;
572 op->speed = 0; 546 op->set_speed (0);
573 update_ob_speed (op);
574 } 547 }
575 } 548 }
576 return 0; 549 return 0;
577 550
578 case TRIGGER: 551 case TRIGGER:
579 if (cause) 552 if (cause)
580 { 553 {
581 if (in_movement) 554 if (in_movement)
582 return 0; 555 return 0;
556
583 push = 1; 557 push = 1;
584 } 558 }
559
585 if (NUM_ANIMATIONS (op) > 1) 560 if (NUM_ANIMATIONS (op) > 1)
586 { 561 {
587 SET_ANIMATION (op, push); 562 SET_ANIMATION (op, push);
588 update_object (op, UP_OBJ_FACE); 563 update_object (op, UP_OBJ_FACE);
589 } 564 }
565
590 trigger_move (op, push); 566 trigger_move (op, push);
591 return 1; 567 return 1;
592 568
593 default: 569 default:
594 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 570 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
605 if (!map) 581 if (!map)
606 { 582 {
607 LOG (llevError, "Tried to add button-link without map.\n"); 583 LOG (llevError, "Tried to add button-link without map.\n");
608 return; 584 return;
609 } 585 }
610 if (!editor) 586
611 button->path_attuned = connected; /* peterm: I need this so I can rebuild 587 button->path_attuned = connected; /* peterm: I need this so I can rebuild
612 a connected map from a template map. */ 588 a connected map from a template map. */
613
614/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
615 589
616 SET_FLAG (button, FLAG_IS_LINKED); 590 SET_FLAG (button, FLAG_IS_LINKED);
617 591
618 ol->ob = button; 592 ol->ob = button;
619 ol->id = button->count;
620 593
621 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 594 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
595 ;
622 596
623 if (obp) 597 if (obp)
624 { 598 {
625 ol->next = obp->link; 599 ol->next = obp->link;
626 obp->link = ol; 600 obp->link = ol;
650 if (op->map == NULL) 624 if (op->map == NULL)
651 { 625 {
652 LOG (llevError, "remove_button_link() in object without map.\n"); 626 LOG (llevError, "remove_button_link() in object without map.\n");
653 return; 627 return;
654 } 628 }
629
655 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 630 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
656 { 631 {
657 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 632 LOG (llevError, "remove_button_linked() in unlinked object.\n");
658 return; 633 return;
659 } 634 }
635
660 for (obp = op->map->buttons; obp; obp = obp->next) 636 for (obp = op->map->buttons; obp; obp = obp->next)
661 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 637 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
662 if (ol->ob == op) 638 if (ol->ob == op)
663 { 639 {
664 640
665/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 641/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
666 obp->value, op->name, op->map->path); 642 obp->value, op->name, op->map->path);
667*/ 643*/
668 *olp = ol->next; 644 *olp = ol->next;
669 free (ol); 645 delete ol;
670 return; 646 return;
671 } 647 }
648
672 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 649 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
673 CLEAR_FLAG (op, FLAG_IS_LINKED); 650 CLEAR_FLAG (op, FLAG_IS_LINKED);
674} 651}
675 652
676/* 653/*
680get_connection_links (maptile *map, long connection) 657get_connection_links (maptile *map, long connection)
681{ 658{
682 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 659 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
683 if (obp->value == connection) 660 if (obp->value == connection)
684 return obp; 661 return obp;
662
685 return 0; 663 return 0;
686} 664}
687 665
688/* 666/*
689 * Return the first objectlink in the objects linked to this one 667 * Return the first objectlink in the objects linked to this one
695 oblinkpt *obp; 673 oblinkpt *obp;
696 objectlink *ol; 674 objectlink *ol;
697 675
698 if (!button->map) 676 if (!button->map)
699 return NULL; 677 return NULL;
678
700 for (obp = button->map->buttons; obp; obp = obp->next) 679 for (obp = button->map->buttons; obp; obp = obp->next)
701 for (ol = obp->link; ol; ol = ol->next) 680 for (ol = obp->link; ol; ol = ol->next)
702 if (ol->ob == button && ol->id == button->count) 681 if (ol->ob == button)
703 return obp; 682 return obp;
683
704 return NULL; 684 return NULL;
705} 685}
706 686
707/* 687/*
708 * Made as a separate function to increase efficiency 688 * Made as a separate function to increase efficiency
716 696
717 if (!button->map) 697 if (!button->map)
718 return 0; 698 return 0;
719 for (obp = button->map->buttons; obp; obp = obp->next) 699 for (obp = button->map->buttons; obp; obp = obp->next)
720 for (ol = obp->link; ol; ol = ol->next) 700 for (ol = obp->link; ol; ol = ol->next)
721 if (ol->ob == button && ol->id == button->count) 701 if (ol->ob == button)
722 return obp->value; 702 return obp->value;
723 return 0; 703 return 0;
724} 704}
725 705
726/* This routine makes monsters who are 706/* This routine makes monsters who are
733 */ 713 */
734 714
735void 715void
736do_mood_floor (object *op, object *source) 716do_mood_floor (object *op, object *source)
737{ 717{
738 object *tmp;
739 object *tmp2;
740
741 if (!source) 718 if (!source)
742 source = op; 719 source = op;
743 720
744 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 721 mapspace &ms = op->ms ();
722
723 if (!(ms.flags () & P_IS_ALIVE))
724 return;
725
726 object *tmp;
727
728 for (tmp = ms.top; tmp; tmp = tmp->below)
745 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 729 if (QUERY_FLAG (tmp, FLAG_MONSTER))
746 break; 730 break;
747 731
748 /* doesn't effect players, and if there is a player on this space, won't also 732 /* doesn't effect players, and if there is a player on this space, won't also
749 * be a monster here. 733 * be a monster here.
750 */ 734 */
735 //TODO: have players really FLAG_MONSTER? kept it for safety
751 if (!tmp || tmp->type == PLAYER) 736 if (!tmp || tmp->type == PLAYER)
752 return; 737 return;
753 738
754 switch (op->last_sp) 739 switch (op->last_sp)
755 { 740 {
756 case 0: /* furious--make all monsters mad */ 741 case 0: /* furious--make all monsters mad */
757 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 742 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
758 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 743 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
744
759 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 745 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
760 { 746 {
761 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
762 remove_friendly_object (tmp);
763 tmp->attack_movement = 0; 747 tmp->attack_movement = 0;
764 /* lots of checks here, but want to make sure we don't 748 /* lots of checks here, but want to make sure we don't
765 * dereference a null value 749 * dereference a null value
766 */ 750 */
767 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 751 if (tmp->type == GOLEM
768 { 752 && tmp->owner
769 tmp->owner->contr->ranges[range_golem] = NULL; 753 && tmp->owner->type == PLAYER
754 && tmp->owner->contr->golem == tmp)
770 tmp->owner->contr->golem_count = 0; 755 tmp->owner->contr->golem = 0;
771 } 756
772 tmp->owner = 0; 757 tmp->owner = 0;
758
759 remove_friendly_object (tmp);
773 } 760 }
774 break; 761 break;
762
775 case 1: /* angry -- get neutral monsters mad */ 763 case 1: /* angry -- get neutral monsters mad */
776 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
777 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
778 break; 766 break;
767
779 case 2: /* calm -- pacify unfriendly monsters */ 768 case 2: /* calm -- pacify unfriendly monsters */
780 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
781 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 769 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
782 break; 770 break;
771
783 case 3: /* make all monsters fall asleep */ 772 case 3: /* make all monsters fall asleep */
784 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
785 SET_FLAG (tmp, FLAG_SLEEP); 773 SET_FLAG (tmp, FLAG_SLEEP);
786 break; 774 break;
775
787 case 4: /* charm all monsters */ 776 case 4: /* charm all monsters */
788 if (op == source) 777 if (op == source)
789 break; /* only if 'connected' */ 778 break; /* only if 'connected' */
790 779
791 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 780 if (object *pl = source->ms ().player ())
792 tmp2->type != PLAYER; tmp2 = tmp2->above) 781 {
793 if (tmp2->above == NULL) 782 tmp->set_owner (pl);
783 SET_FLAG (tmp, FLAG_MONSTER);
784
785 tmp->stats.exp = 0;
786
787 add_friendly_object (tmp);
788 tmp->attack_movement = PETMOVE;
789 }
794 break; 790 break;
795 791
796 if (tmp2->type != PLAYER) 792 case 6: // kill monsters
793 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
797 break; 794 break;
798 set_owner (tmp, tmp2); 795
799 SET_FLAG (tmp, FLAG_MONSTER); 796 // FALL THROUGH
800 tmp->stats.exp = 0; 797 case 5: // kill all alives
801 SET_FLAG (tmp, FLAG_FRIENDLY); 798 if (!tmp->flag [FLAG_PRECIOUS])
802 add_friendly_object (tmp); 799 {
803 tmp->attack_movement = PETMOVE; 800 get_archetype ("burnout")->insert_at (tmp, source);
801 tmp->destroy ();
802 }
804 break; 803 break;
805 804
806 default: 805 default:
807 break; 806 break;
808 } 807 }
812 * It will descend through containers to find the object. 811 * It will descend through containers to find the object.
813 * slaying = match object slaying flag 812 * slaying = match object slaying flag
814 * race = match object archetype name flag 813 * race = match object archetype name flag
815 * hp = match object type (excpt type '0'== PLAYER) 814 * hp = match object type (excpt type '0'== PLAYER)
816 */ 815 */
817
818object * 816object *
819check_inv_recursive (object *op, const object *trig) 817check_inv_recursive (object *op, const object *trig)
820{ 818{
821 object *tmp, *ret = NULL; 819 object *tmp, *ret = NULL;
822 820
823 /* First check the object itself. */ 821 /* First check the object itself. */
824 if ((trig->stats.hp && (op->type == trig->stats.hp)) 822 if ((trig->stats.hp && (op->type == trig->stats.hp))
825 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 823 || (trig->slaying && (op->slaying == trig->slaying))
824 || (trig->race && (op->arch->archname == trig->race)))
826 return op; 825 return op;
827 826
828 for (tmp = op->inv; tmp; tmp = tmp->below) 827 for (tmp = op->inv; tmp; tmp = tmp->below)
829 { 828 {
830 if (tmp->inv) 829 if (tmp->inv)
832 ret = check_inv_recursive (tmp, trig); 831 ret = check_inv_recursive (tmp, trig);
833 if (ret) 832 if (ret)
834 return ret; 833 return ret;
835 } 834 }
836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 835 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
837 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 836 || (trig->slaying && (tmp->slaying == trig->slaying))
837 || (trig->race && (tmp->arch->archname == trig->race)))
838 return tmp; 838 return tmp;
839 } 839 }
840 return NULL; 840 return NULL;
841} 841}
842 842
845 * the square will activate connected items. 845 * the square will activate connected items.
846 * Monsters can't trigger this square (for now) 846 * Monsters can't trigger this square (for now)
847 * Values are: last_sp = 1/0 obj/no obj triggers 847 * Values are: last_sp = 1/0 obj/no obj triggers
848 * last_heal = 1/0 remove/dont remove obj if triggered 848 * last_heal = 1/0 remove/dont remove obj if triggered
849 * -b.t. (thomas@nomad.astro.psu.edu 849 * -b.t. (thomas@nomad.astro.psu.edu
850 */ 850 *
851 851 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
852 * because the check-inventory semantic essentially only applies when
853 * something is above the inventory checker.
854 * The semantic prior this change was: trigger if something has moved on or off
855 * and has a matching item. Imagine what happens if someone steps on the inventory
856 * checker with a matching item, has it, activates the connection, throws the item
857 * away, and then leaves the inventory checker. That would've caused an always-enabled
858 * state in the inventory checker. This won't happen anymore now.
859 *
860 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
861 * whether op is on this mapspace or not, because the value (1|0) depends
862 * on this information. also make sure to only push_button if op has
863 * a matching item (because when we do a push_button with value=0 timed gates
864 * will still open)! (i hope i got the semantics right this time)
865 *
866 */
852void 867void
853check_inv (object *op, object *trig) 868check_inv (object *op, object *trig)
854{ 869{
855 object *match; 870 trig->value = 0; // deactivate if none of the following conditions apply
856 871
857 if (op->type != PLAYER) 872 object *pl = trig->ms ().player ();
858 return;
859 match = check_inv_recursive (op, trig); 873 object *match = check_inv_recursive (op, trig);
874
875 // elmex: a note about (pl == op):
876 // if pl == 0 then the player has left this space
877 // if pl != 0 then a player is on this mapspace, but then
878 // we still have to check whether it's the player that triggered
879 // this inv-checker, because if not, then the op left this inv-checker
880 // and we have to set the value to 0
881
860 if (match && trig->last_sp) 882 if (match && trig->last_sp) // match == having
861 { 883 {
862 if (trig->last_heal) 884 if (trig->last_heal)
863 decrease_ob (match); 885 decrease_ob (match);
864 use_trigger (trig);
865 }
866 else if (!match && !trig->last_sp)
867 use_trigger (trig);
868}
869 886
870 887 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 888 push_button (trig);
872 * map. All it really does it much sure the object id link that is set
873 * matches what the object has.
874 */
875void
876verify_button_links (const maptile *map)
877{
878 oblinkpt *obp;
879 objectlink *ol;
880
881 if (!map)
882 return;
883
884 for (obp = map->buttons; obp; obp = obp->next)
885 { 889 }
886 for (ol = obp->link; ol; ol = ol->next) 890 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 } 891 {
892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
893 push_button (trig);
894 }
892} 895}
896

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