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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 1.50 by root, Thu Jan 1 11:41:17 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26 25
27/* 26/*
28 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
29 */ 28 */
30 29
35 * The source argument can be 0 or the source object for this activation. 34 * The source argument can be 0 or the source object for this activation.
36 */ 35 */
37void 36void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 37activate_connection_link (objectlink * ol, bool state, object *source = 0)
39{ 38{
40 object *tmp = 0;
41
42 for (; ol; ol = ol->next) 39 for (; ol; ol = ol->next)
43 { 40 {
44 if (!ol->ob || ol->ob->count != ol->id) 41 if (!ol->ob)
45 { 42 {
46 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 43 LOG (llevError, "Internal error in activate_connection_link.\n");
47 continue; 44 continue;
48 } 45 }
46
49 /* a button link object can become freed when the map is saving. As 47 /* 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 48 * 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 49 * 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 50 * 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 51 * 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. 52 * re-loaded. As such, just exit this function if that is the case.
55 */ 53 */
56 54
57 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 55 if (QUERY_FLAG (ol->ob, FLAG_FREED))
58 return; 56 return;
57
59 tmp = ol->ob; 58 object *tmp = ol->ob;
60 59
61 /* if the criteria isn't appropriate, don't do anything */ 60 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 61 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63 continue; 62 continue;
63
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 if (!tmp->active)
72 tmp->play_sound (tmp->sound
73 ? tmp->sound
74 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
71 tmp->value = tmp->stats.maxsp ? !state : state; 75 tmp->value = tmp->stats.maxsp ? !state : state;
72 tmp->speed = 0.5; 76 tmp->set_speed (0.5);
73 update_ob_speed (tmp);
74 break; 77 break;
75 78
76 case CF_HANDLE: 79 case CF_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 80 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE); 81 update_object (tmp, UP_OBJ_FACE);
79 break; 82 break;
80 83
81 case SIGN: 84 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 85 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 86 {
87 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 88 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food) 89 if (tmp->stats.food)
86 tmp->last_eat++; 90 tmp->last_eat++;
87 } 91 }
88 break; 92 break;
89 93
90 case ALTAR: 94 case ALTAR:
95 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
91 tmp->value = 1; 96 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 97 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 98 update_object (tmp, UP_OBJ_FACE);
94 break; 99 break;
95 100
96 case BUTTON: 101 case BUTTON:
97 case PEDESTAL: 102 case PEDESTAL:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
98 tmp->value = state; 104 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
101 break; 107 break;
102 108
103 case MOOD_FLOOR: 109 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 110 do_mood_floor (tmp, source);
105 break; 111 break;
106 112
107 case TIMED_GATE: 113 case TIMED_GATE:
114 if (!tmp->active)
115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
108 tmp->speed = tmp->arch->clone.speed; 116 tmp->set_speed (tmp->arch->speed);
109 update_ob_speed (tmp); /* original values */
110 tmp->value = tmp->arch->clone.value; 117 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1; 118 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp; 119 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts 120 /* Handle multipart gates. We copy the value for the other parts
114 * from the head - this ensures that the data will consistent 121 * from the head - this ensures that the data will consistent
115 */ 122 */
116 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 123 for (object *part = tmp->more; part; part = part->more)
117 { 124 {
118 tmp->speed = tmp->head->speed; 125 part->value = tmp->value;
119 tmp->value = tmp->head->value; 126 part->stats.sp = tmp->stats.sp;
120 tmp->stats.sp = tmp->head->stats.sp; 127 part->stats.hp = tmp->stats.hp;
121 tmp->stats.hp = tmp->head->stats.hp;
122 update_ob_speed (tmp); 128 part->set_speed (tmp->speed);
123 } 129 }
124 break; 130 break;
125 131
126 case DIRECTOR: 132 case DIRECTOR:
127 case FIREWALL: 133 case FIREWALL:
128 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
129 move_firewall (tmp); 135 move_firewall (tmp);
130 else 136 else
131 { 137 {
132 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
133 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140
134 animate_turning (tmp); 141 animate_turning (tmp);
135 } 142 }
136 break; 143 break;
137 144
138 case TELEPORTER: 145 case TELEPORTER:
139 move_teleporter (tmp); 146 move_teleporter (tmp);
140 break; 147 break;
141 148
142 case CREATOR: 149 case CREATOR:
143 move_creator (tmp); 150 move_creator (tmp);
144 break; 151 break;
145 152
146 case TRIGGER_MARKER: 153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
147 move_marker (tmp); 155 move_marker (tmp);
148 break; 156 break;
149 157
150 case DUPLICATOR: 158 case DUPLICATOR:
151 move_duplicator (tmp); 159 move_duplicator (tmp);
152 break; 160 break;
153 } 161 }
154 } 162 }
155} 163}
156 164
157/* 165/*
204 * Updates everything connected with the button op. 212 * Updates everything connected with the button op.
205 * After changing the state of a button, this function must be called 213 * 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 214 * to make sure that all gates and other buttons connected to the
207 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
208 */ 216 */
209
210void 217void
211update_button (object *op) 218update_button (object *op)
212{ 219{
213 object *ab, *tmp, *head;
214 int tot, any_down = 0, old_value = op->value; 220 int any_down = 0, old_value = op->value;
215 oblinkpt *obp = 0; 221 oblinkpt *obp = 0;
216 objectlink *ol; 222 objectlink *ol;
217 223
218 obp = get_button_links (op); 224 obp = get_button_links (op);
219 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
220 if (obp) 225 if (obp)
221 for (ol = obp->link; ol; ol = ol->next) 226 for (ol = obp->link; ol; ol = ol->next)
222 { 227 {
223 if (!ol->ob || ol->ob->count != ol->id) 228 if (!ol->ob)
224 { 229 {
225 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 230 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
226 continue; 231 continue;
227 } 232 }
233
228 tmp = ol->ob; 234 object *tmp = ol->ob;
235
229 if (tmp->type == BUTTON) 236 if (tmp->type == BUTTON)
230 { 237 {
238 sint32 total = 0;
239
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 240 for (object *ab = tmp->above; ab; ab = ab->above)
232 /* Bug? The pedestal code below looks for the head of
233 * the object, this bit doesn't. I'd think we should check
234 * for head here also. Maybe it also makese sense to
235 * make the for ab=tmp->above loop common, and alter
236 * behaviour based on object within that loop?
237 */
238
239 /* Basically, if the move_type matches that on what the 241 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that 242 * button wants, we count it. The second check is so that
241 * objects don't move (swords, etc) will count. Note that 243 * objects who don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons 244 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects. 245 * that are only triggered by flying objects.
244 */ 246 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 247 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 248 total += ab->head_ ()->total_weight ();
247 249
248 tmp->value = (tot >= tmp->weight) ? 1 : 0; 250 tmp->value = total >= tmp->weight;
249 if (tmp->value) 251
250 any_down = 1; 252 any_down = any_down || tmp->value;
251 } 253 }
252 else if (tmp->type == PEDESTAL) 254 else if (tmp->type == PEDESTAL)
253 { 255 {
254 tmp->value = 0; 256 tmp->value = 0;
257
255 for (ab = tmp->above; ab != NULL; ab = ab->above) 258 for (object *ab = tmp->above; ab; ab = ab->above)
256 { 259 {
257 head = ab->head ? ab->head : ab; 260 object *head = ab->head_ ();
261
258 /* Same note regarding move_type for buttons above apply here. */ 262 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 263 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
260 (head->race == tmp->slaying || 264 && (head->race == tmp->slaying
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 265 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 266 || (tmp->slaying == shstr_player && head->type == PLAYER)))
263 tmp->value = 1; 267 tmp->value = 1;
264 } 268 }
265 if (tmp->value) 269
266 any_down = 1; 270 any_down = any_down || tmp->value;
267 } 271 }
268 } 272 }
273
269 if (any_down) /* If any other buttons were down, force this to remain down */ 274 if (any_down) /* If any other buttons were down, force this to remain down */
270 op->value = 1; 275 op->value = 1;
276
277 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
271 278
272 /* If this button hasn't changed, don't do anything */ 279 /* If this button hasn't changed, don't do anything */
273 if (op->value != old_value) 280 if (op->value != old_value)
274 { 281 {
275 SET_ANIMATION (op, op->value); 282 SET_ANIMATION (op, op->value);
276 update_object (op, UP_OBJ_FACE); 283 update_object (op, UP_OBJ_FACE);
277 push_button (op); /* Make all other buttons the same */ 284 push_button (op); /* Make all other buttons the same */
278 } 285 }
279} 286}
280 287
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 288void
309use_trigger (object *op) 289use_trigger (object *op)
310{ 290{
311
312 /* Toggle value */ 291 /* Toggle value */
313 op->value = !op->value; 292 op->value = !op->value;
314 push_button (op); 293 push_button (op);
315} 294}
316 295
317/* 296/*
318 * Note: animate_object should be used instead of this, 297 * Note: animate_object should be used instead of this,
319 * but it can't handle animations in the 8 directions 298 * but it can't handle animations in the 8 directions
320 */ 299 */
321
322void 300void
323animate_turning (object *op) /* only one part objects */ 301animate_turning (object *op) /* only one part objects */
324{ 302{
325 if (++op->state >= NUM_ANIMATIONS (op) / 8) 303 if (++op->state >= NUM_ANIMATIONS (op) / 8)
326 op->state = 0; 304 op->state = 0;
343 */ 321 */
344 322
345int 323int
346check_altar_sacrifice (const object *altar, const object *sacrifice) 324check_altar_sacrifice (const object *altar, const object *sacrifice)
347{ 325{
348 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)
349 { 329 {
350 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 330 if (ARCH_SACRIFICE (altar) == shstr_money
351 ARCH_SACRIFICE (altar) == sacrifice->name || 331 && sacrifice->type == MONEY
352 ARCH_SACRIFICE (altar) == sacrifice->slaying || 332 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
353 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
354 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
355 return 1; 333 return 1;
356 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 334
357 && 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 ())
358 return 1; 340 return 1;
359 } 341 }
342
360 return 0; 343 return 0;
361} 344}
362 345
363/* 346/*
364 * operate_altar checks if sacrifice was accepted and removes sacrificed 347 * operate_altar checks if sacrifice was accepted and removes sacrificed
385 return 0; 368 return 0;
386 369
387 /* check_altar_sacrifice should have already verified that enough money 370 /* check_altar_sacrifice should have already verified that enough money
388 * has been dropped. 371 * has been dropped.
389 */ 372 */
390 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 373 if (ARCH_SACRIFICE (altar) == shstr_money)
391 { 374 {
392 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 375 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
393 376
394 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
395 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
396 number++; 379 number++;
397 380
398 *sacrifice = decrease_ob_nr (*sacrifice, number); 381 if (!(*sacrifice)->decrease (number))
382 *sacrifice = 0;
399 } 383 }
400 else 384 else
401 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 385 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
386 *sacrifice = 0;
402 387
403 if (altar->msg) 388 if (altar->msg)
404 new_info_map (NDI_BLACK, altar->map, altar->msg); 389 new_info_map (NDI_BLACK, altar->map, altar->msg);
405 390
406 return 1; 391 return 1;
411{ 396{
412 op->stats.wc = state; 397 op->stats.wc = state;
413 if (state) 398 if (state)
414 { 399 {
415 use_trigger (op); 400 use_trigger (op);
416 if (op->stats.exp > 0) /* check sanity */ 401 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; 402 op->speed_left = -1;
422 } 403 }
423 else 404 else
424 { 405 {
425 use_trigger (op); 406 use_trigger (op);
426 op->speed = 0; 407 op->set_speed (0);
427 update_ob_speed (op);
428 } 408 }
429} 409}
430 410
431 411
432/* 412/*
448 int push = 0, tot = 0; 428 int push = 0, tot = 0;
449 int in_movement = op->stats.wc || op->speed; 429 int in_movement = op->stats.wc || op->speed;
450 430
451 switch (op->type) 431 switch (op->type)
452 { 432 {
453 case TRIGGER_BUTTON: 433 case TRIGGER_BUTTON:
454 if (op->weight > 0) 434 if (op->weight > 0)
455 { 435 {
456 if (cause) 436 if (cause)
457 { 437 {
458 for (tmp = op->above; tmp; tmp = tmp->above) 438 for (tmp = op->above; tmp; tmp = tmp->above)
459 /* Comment reproduced from update_buttons(): */ 439 /* Comment reproduced from update_buttons(): */
460 /* Basically, if the move_type matches that on what the 440 /* Basically, if the move_type matches that on what the
461 * button wants, we count it. The second check is so that 441 * button wants, we count it. The second check is so that
462 * objects that don't move (swords, etc) will count. Note that 442 * objects that don't move (swords, etc) will count. Note that
463 * this means that more work is needed to make buttons 443 * this means that more work is needed to make buttons
464 * that are only triggered by flying objects. 444 * that are only triggered by flying objects.
445 */
446 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
447 tot += tmp->head_ ()->total_weight ();
448
449 if (tot >= op->weight)
450 push = 1;
451
452 if (op->stats.ac == push)
453 return 0;
454
455 op->stats.ac = push;
456 if (NUM_ANIMATIONS (op) > 1)
457 {
458 SET_ANIMATION (op, push);
459 update_object (op, UP_OBJ_FACE);
460 }
461
462 if (in_movement || !push)
463 return 0;
464 }
465 trigger_move (op, push);
466 }
467
468 return 0;
469
470 case TRIGGER_PEDESTAL:
471 if (cause)
472 {
473 for (tmp = op->above; tmp; tmp = tmp->above)
474 {
475 object *head = tmp->head_ ();
476
477 /* See comment in TRIGGER_BUTTON about move_types */
478 if (((head->move_type & op->move_on) || head->move_type == 0)
479 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
480 {
481 push = 1;
482 break;
483 }
484 }
485
486 if (op->stats.ac == push)
487 return 0;
488
489 op->stats.ac = push;
490
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, push);
494 update_object (op, UP_OBJ_FACE);
495 }
496
497 update_object (op, UP_OBJ_FACE);
498
499 if (in_movement || !push)
500 return 0;
501 }
502
503 trigger_move (op, push);
504 return 0;
505
506 case TRIGGER_ALTAR:
507 if (cause)
508 {
509 if (in_movement)
510 return 0;
511
512 if (operate_altar (op, &cause))
513 {
514 if (NUM_ANIMATIONS (op) > 1)
515 {
516 SET_ANIMATION (op, 1);
517 update_object (op, UP_OBJ_FACE);
518 }
519
520 if (op->last_sp >= 0)
521 {
522 trigger_move (op, 1);
523 if (op->last_sp > 0)
524 op->last_sp = -op->last_sp;
525 }
526 else
527 {
528 /* for trigger altar with last_sp, the ON/OFF
529 * status (-> +/- value) is "simulated":
465 */ 530 */
466 531 op->value = !op->value;
467 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 532 trigger_move (op, 1);
468 { 533 op->last_sp = -op->last_sp;
469 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 534 op->value = !op->value;
470 }
471 if (tot >= op->weight)
472 push = 1;
473 if (op->stats.ac == push)
474 return 0;
475 op->stats.ac = push;
476 if (NUM_ANIMATIONS (op) > 1)
477 {
478 SET_ANIMATION (op, push);
479 update_object (op, UP_OBJ_FACE);
480 } 535 }
481 if (in_movement || !push) 536
482 return 0; 537 return cause == NULL;
483 } 538 }
484 trigger_move (op, push);
485 } 539 else
486 return 0;
487
488 case TRIGGER_PEDESTAL:
489 if (cause)
490 {
491 for (tmp = op->above; tmp; tmp = tmp->above)
492 {
493 object *head = tmp->head ? tmp->head : tmp;
494
495 /* See comment in TRIGGER_BUTTON about move_types */
496 if (((head->move_type & op->move_on) || head->move_type == 0)
497 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
498 {
499 push = 1;
500 break;
501 }
502 }
503 if (op->stats.ac == push)
504 return 0; 540 return 0;
505 op->stats.ac = push; 541 }
542 else
543 {
506 if (NUM_ANIMATIONS (op) > 1) 544 if (NUM_ANIMATIONS (op) > 1)
507 { 545 {
508 SET_ANIMATION (op, push); 546 SET_ANIMATION (op, 0);
509 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
510 } 548 }
511 update_object (op, UP_OBJ_FACE);
512 if (in_movement || !push)
513 return 0;
514 }
515 trigger_move (op, push);
516 return 0;
517 549
518 case TRIGGER_ALTAR:
519 if (cause)
520 {
521 if (in_movement)
522 return 0;
523 if (operate_altar (op, &cause))
524 {
525 if (NUM_ANIMATIONS (op) > 1)
526 {
527 SET_ANIMATION (op, 1);
528 update_object (op, UP_OBJ_FACE);
529 }
530 if (op->last_sp >= 0)
531 {
532 trigger_move (op, 1);
533 if (op->last_sp > 0)
534 op->last_sp = -op->last_sp;
535 }
536 else
537 {
538 /* for trigger altar with last_sp, the ON/OFF
539 * status (-> +/- value) is "simulated":
540 */
541 op->value = !op->value;
542 trigger_move (op, 1);
543 op->last_sp = -op->last_sp;
544 op->value = !op->value;
545 }
546 return cause == NULL;
547 }
548 else
549 {
550 return 0;
551 }
552 }
553 else
554 {
555 if (NUM_ANIMATIONS (op) > 1)
556 {
557 SET_ANIMATION (op, 0);
558 update_object (op, UP_OBJ_FACE);
559 }
560
561 /* If trigger_altar has "last_sp > 0" set on the map, 550 /* If trigger_altar has "last_sp > 0" set on the map,
562 * it will push the connected value only once per sacrifice. 551 * it will push the connected value only once per sacrifice.
563 * Otherwise (default), the connected value will be 552 * Otherwise (default), the connected value will be
564 * pushed twice: First by sacrifice, second by reset! -AV 553 * pushed twice: First by sacrifice, second by reset! -AV
565 */ 554 */
566 if (!op->last_sp) 555 if (!op->last_sp)
567 trigger_move (op, 0); 556 trigger_move (op, 0);
568 else 557 else
569 { 558 {
570 op->stats.wc = 0; 559 op->stats.wc = 0;
571 op->value = !op->value; 560 op->value = !op->value;
572 op->speed = 0; 561 op->set_speed (0);
573 update_ob_speed (op);
574 } 562 }
575 } 563 }
576 return 0; 564 return 0;
577 565
578 case TRIGGER: 566 case TRIGGER:
579 if (cause) 567 if (cause)
580 { 568 {
581 if (in_movement) 569 if (in_movement)
582 return 0; 570 return 0;
571
583 push = 1; 572 push = 1;
584 } 573 }
574
585 if (NUM_ANIMATIONS (op) > 1) 575 if (NUM_ANIMATIONS (op) > 1)
586 { 576 {
587 SET_ANIMATION (op, push); 577 SET_ANIMATION (op, push);
588 update_object (op, UP_OBJ_FACE); 578 update_object (op, UP_OBJ_FACE);
589 } 579 }
580
590 trigger_move (op, push); 581 trigger_move (op, push);
591 return 1; 582 return 1;
592 583
593 default: 584 default:
594 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 585 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
595 return 0; 586 return 0;
596 } 587 }
597} 588}
598 589
599void 590void
600add_button_link (object *button, maptile *map, int connected) 591add_button_link (object *button, maptile *map, int connected)
605 if (!map) 596 if (!map)
606 { 597 {
607 LOG (llevError, "Tried to add button-link without map.\n"); 598 LOG (llevError, "Tried to add button-link without map.\n");
608 return; 599 return;
609 } 600 }
610 if (!editor) 601
611 button->path_attuned = connected; /* peterm: I need this so I can rebuild 602 button->path_attuned = connected; /* peterm: I need this so I can rebuild
612 a connected map from a template map. */ 603 a connected map from a template map. */
613
614/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
615 604
616 SET_FLAG (button, FLAG_IS_LINKED); 605 SET_FLAG (button, FLAG_IS_LINKED);
617 606
618 ol->ob = button; 607 ol->ob = button;
619 ol->id = button->count;
620 608
621 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 609 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
610 ;
622 611
623 if (obp) 612 if (obp)
624 { 613 {
625 ol->next = obp->link; 614 ol->next = obp->link;
626 obp->link = ol; 615 obp->link = ol;
650 if (op->map == NULL) 639 if (op->map == NULL)
651 { 640 {
652 LOG (llevError, "remove_button_link() in object without map.\n"); 641 LOG (llevError, "remove_button_link() in object without map.\n");
653 return; 642 return;
654 } 643 }
644
655 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 645 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
656 { 646 {
657 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 647 LOG (llevError, "remove_button_linked() in unlinked object.\n");
658 return; 648 return;
659 } 649 }
650
660 for (obp = op->map->buttons; obp; obp = obp->next) 651 for (obp = op->map->buttons; obp; obp = obp->next)
661 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 652 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
662 if (ol->ob == op) 653 if (ol->ob == op)
663 { 654 {
664 655
665/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 656/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
666 obp->value, op->name, op->map->path); 657 obp->value, op->name, op->map->path);
667*/ 658*/
668 *olp = ol->next; 659 *olp = ol->next;
669 free (ol); 660 delete ol;
670 return; 661 return;
671 } 662 }
663
672 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 664 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
673 CLEAR_FLAG (op, FLAG_IS_LINKED); 665 CLEAR_FLAG (op, FLAG_IS_LINKED);
674} 666}
675 667
676/* 668/*
680get_connection_links (maptile *map, long connection) 672get_connection_links (maptile *map, long connection)
681{ 673{
682 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 674 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
683 if (obp->value == connection) 675 if (obp->value == connection)
684 return obp; 676 return obp;
677
685 return 0; 678 return 0;
686} 679}
687 680
688/* 681/*
689 * Return the first objectlink in the objects linked to this one 682 * Return the first objectlink in the objects linked to this one
695 oblinkpt *obp; 688 oblinkpt *obp;
696 objectlink *ol; 689 objectlink *ol;
697 690
698 if (!button->map) 691 if (!button->map)
699 return NULL; 692 return NULL;
693
700 for (obp = button->map->buttons; obp; obp = obp->next) 694 for (obp = button->map->buttons; obp; obp = obp->next)
701 for (ol = obp->link; ol; ol = ol->next) 695 for (ol = obp->link; ol; ol = ol->next)
702 if (ol->ob == button && ol->id == button->count) 696 if (ol->ob == button)
703 return obp; 697 return obp;
698
704 return NULL; 699 return NULL;
705} 700}
706 701
707/* 702/*
708 * Made as a separate function to increase efficiency 703 * Made as a separate function to increase efficiency
716 711
717 if (!button->map) 712 if (!button->map)
718 return 0; 713 return 0;
719 for (obp = button->map->buttons; obp; obp = obp->next) 714 for (obp = button->map->buttons; obp; obp = obp->next)
720 for (ol = obp->link; ol; ol = ol->next) 715 for (ol = obp->link; ol; ol = ol->next)
721 if (ol->ob == button && ol->id == button->count) 716 if (ol->ob == button)
722 return obp->value; 717 return obp->value;
723 return 0; 718 return 0;
724} 719}
725 720
726/* This routine makes monsters who are 721/* This routine makes monsters who are
733 */ 728 */
734 729
735void 730void
736do_mood_floor (object *op, object *source) 731do_mood_floor (object *op, object *source)
737{ 732{
738 object *tmp;
739 object *tmp2;
740
741 if (!source) 733 if (!source)
742 source = op; 734 source = op;
743 735
744 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 736 mapspace &ms = op->ms ();
737
738 if (!(ms.flags () & P_IS_ALIVE))
739 return;
740
741 object *tmp;
742
743 for (tmp = ms.top; tmp; tmp = tmp->below)
745 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 744 if (QUERY_FLAG (tmp, FLAG_MONSTER))
746 break; 745 break;
747 746
748 /* doesn't effect players, and if there is a player on this space, won't also 747 /* doesn't effect players, and if there is a player on this space, won't also
749 * be a monster here. 748 * be a monster here.
750 */ 749 */
750 //TODO: have players really FLAG_MONSTER? kept it for safety
751 if (!tmp || tmp->type == PLAYER) 751 if (!tmp || tmp->type == PLAYER)
752 return; 752 return;
753 753
754 switch (op->last_sp) 754 switch (op->last_sp)
755 { 755 {
756 case 0: /* furious--make all monsters mad */ 756 case 0: /* furious--make all monsters mad */
757 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 757 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
758 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 758 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
759
759 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 760 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
760 { 761 {
761 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
762 remove_friendly_object (tmp);
763 tmp->attack_movement = 0; 762 tmp->attack_movement = 0;
764 /* lots of checks here, but want to make sure we don't 763 /* lots of checks here, but want to make sure we don't
765 * dereference a null value 764 * dereference a null value
766 */ 765 */
767 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 766 if (tmp->type == GOLEM
768 { 767 && tmp->owner
769 tmp->owner->contr->ranges[range_golem] = NULL; 768 && tmp->owner->type == PLAYER
769 && tmp->owner->contr->golem == tmp)
770 tmp->owner->contr->golem_count = 0; 770 tmp->owner->contr->golem = 0;
771 } 771
772 tmp->owner = 0; 772 tmp->owner = 0;
773
774 remove_friendly_object (tmp);
773 } 775 }
774 break; 776 break;
777
775 case 1: /* angry -- get neutral monsters mad */ 778 case 1: /* angry -- get neutral monsters mad */
776 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 779 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
777 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 780 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
778 break; 781 break;
782
779 case 2: /* calm -- pacify unfriendly monsters */ 783 case 2: /* calm -- pacify unfriendly monsters */
780 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
781 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 784 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
782 break; 785 break;
786
783 case 3: /* make all monsters fall asleep */ 787 case 3: /* make all monsters fall asleep */
784 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
785 SET_FLAG (tmp, FLAG_SLEEP); 788 SET_FLAG (tmp, FLAG_SLEEP);
786 break; 789 break;
790
787 case 4: /* charm all monsters */ 791 case 4: /* charm all monsters */
788 if (op == source) 792 if (op == source)
789 break; /* only if 'connected' */ 793 break; /* only if 'connected' */
790 794
791 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 795 if (object *pl = source->ms ().player ())
792 tmp2->type != PLAYER; tmp2 = tmp2->above) 796 {
793 if (tmp2->above == NULL) 797 tmp->set_owner (pl);
798 SET_FLAG (tmp, FLAG_MONSTER);
799
800 tmp->stats.exp = 0;
801
802 add_friendly_object (tmp);
803 tmp->attack_movement = PETMOVE;
804 }
794 break; 805 break;
795 806
796 if (tmp2->type != PLAYER) 807 case 6: // kill monsters
808 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
797 break; 809 break;
798 set_owner (tmp, tmp2); 810
799 SET_FLAG (tmp, FLAG_MONSTER); 811 // FALL THROUGH
800 tmp->stats.exp = 0; 812 case 5: // kill all alives
801 SET_FLAG (tmp, FLAG_FRIENDLY); 813 if (!tmp->flag [FLAG_PRECIOUS])
802 add_friendly_object (tmp); 814 {
803 tmp->attack_movement = PETMOVE; 815 archetype::get (shstr_burnout)->insert_at (tmp, source);
816 tmp->destroy ();
817 }
804 break; 818 break;
805 819
806 default: 820 default:
807 break; 821 break;
808 } 822 }
812 * It will descend through containers to find the object. 826 * It will descend through containers to find the object.
813 * slaying = match object slaying flag 827 * slaying = match object slaying flag
814 * race = match object archetype name flag 828 * race = match object archetype name flag
815 * hp = match object type (excpt type '0'== PLAYER) 829 * hp = match object type (excpt type '0'== PLAYER)
816 */ 830 */
817
818object * 831object *
819check_inv_recursive (object *op, const object *trig) 832check_inv_recursive (object *op, const object *trig)
820{ 833{
821 object *tmp, *ret = NULL; 834 object *tmp, *ret = NULL;
822 835
823 /* First check the object itself. */ 836 /* First check the object itself. */
824 if ((trig->stats.hp && (op->type == trig->stats.hp)) 837 if ((trig->stats.hp && (op->type == trig->stats.hp))
825 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 838 || (trig->slaying && (op->slaying == trig->slaying))
839 || (trig->race && (op->arch->archname == trig->race)))
826 return op; 840 return op;
827 841
828 for (tmp = op->inv; tmp; tmp = tmp->below) 842 for (tmp = op->inv; tmp; tmp = tmp->below)
829 { 843 {
830 if (tmp->inv) 844 if (tmp->inv)
832 ret = check_inv_recursive (tmp, trig); 846 ret = check_inv_recursive (tmp, trig);
833 if (ret) 847 if (ret)
834 return ret; 848 return ret;
835 } 849 }
836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 850 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
837 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 851 || (trig->slaying && (tmp->slaying == trig->slaying))
852 || (trig->race && (tmp->arch->archname == trig->race)))
838 return tmp; 853 return tmp;
839 } 854 }
840 return NULL; 855 return NULL;
841} 856}
842 857
845 * the square will activate connected items. 860 * the square will activate connected items.
846 * Monsters can't trigger this square (for now) 861 * Monsters can't trigger this square (for now)
847 * Values are: last_sp = 1/0 obj/no obj triggers 862 * Values are: last_sp = 1/0 obj/no obj triggers
848 * last_heal = 1/0 remove/dont remove obj if triggered 863 * last_heal = 1/0 remove/dont remove obj if triggered
849 * -b.t. (thomas@nomad.astro.psu.edu 864 * -b.t. (thomas@nomad.astro.psu.edu
850 */ 865 *
851 866 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
867 * because the check-inventory semantic essentially only applies when
868 * something is above the inventory checker.
869 * The semantic prior this change was: trigger if something has moved on or off
870 * and has a matching item. Imagine what happens if someone steps on the inventory
871 * checker with a matching item, has it, activates the connection, throws the item
872 * away, and then leaves the inventory checker. That would've caused an always-enabled
873 * state in the inventory checker. This won't happen anymore now.
874 *
875 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
876 * whether op is on this mapspace or not, because the value (1|0) depends
877 * on this information. also make sure to only push_button if op has
878 * a matching item (because when we do a push_button with value=0 timed gates
879 * will still open)! (i hope i got the semantics right this time)
880 *
881 */
852void 882void
853check_inv (object *op, object *trig) 883check_inv (object *op, object *trig)
854{ 884{
855 object *match; 885 trig->value = 0; // deactivate if none of the following conditions apply
856 886
857 if (op->type != PLAYER) 887 object *pl = trig->ms ().player ();
858 return;
859 match = check_inv_recursive (op, trig); 888 object *match = check_inv_recursive (op, trig);
889
890 // elmex: a note about (pl == op):
891 // if pl == 0 then the player has left this space
892 // if pl != 0 then a player is on this mapspace, but then
893 // we still have to check whether it's the player that triggered
894 // this inv-checker, because if not, then the op left this inv-checker
895 // and we have to set the value to 0
896
860 if (match && trig->last_sp) 897 if (match && trig->last_sp) // match == having
861 { 898 {
862 if (trig->last_heal) 899 if (trig->last_heal)
863 decrease_ob (match); 900 match->decrease ();
864 use_trigger (trig);
865 }
866 else if (!match && !trig->last_sp)
867 use_trigger (trig);
868}
869 901
870 902 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 903 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 { 904 }
886 for (ol = obp->link; ol; ol = ol->next) 905 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 } 906 {
907 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
908 push_button (trig);
909 }
892} 910}
911

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