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 1.18 by root, Thu Dec 21 01:33:49 2006 UTC vs.
Revision 1.49 by root, Mon Sep 29 10:32:50 2008 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) 41 if (!ol->ob)
45 { 42 {
46 LOG (llevError, "Internal error in activate_connection_link.\n"); 43 LOG (llevError, "Internal error in activate_connection_link.\n");
55 * 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.
56 */ 53 */
57 54
58 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 55 if (QUERY_FLAG (ol->ob, FLAG_FREED))
59 return; 56 return;
57
60 tmp = ol->ob; 58 object *tmp = ol->ob;
61 59
62 /* if the criteria isn't appropriate, don't do anything */ 60 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 61 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 62 continue;
63
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue; 65 continue;
67 66
68 switch (tmp->type) 67 switch (tmp->type)
69 { 68 {
70 case GATE: 69 case GATE:
71 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"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 75 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->speed = 0.5; 76 tmp->set_speed (0.5);
74 update_ob_speed (tmp);
75 break; 77 break;
76 78
77 case CF_HANDLE: 79 case CF_HANDLE:
78 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 80 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
79 update_object (tmp, UP_OBJ_FACE); 81 update_object (tmp, UP_OBJ_FACE);
80 break; 82 break;
81 83
82 case SIGN: 84 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 85 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
84 { 86 {
87 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 88 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food) 89 if (tmp->stats.food)
87 tmp->last_eat++; 90 tmp->last_eat++;
88 } 91 }
89 break; 92 break;
90 93
91 case ALTAR: 94 case ALTAR:
95 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
92 tmp->value = 1; 96 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 97 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 98 update_object (tmp, UP_OBJ_FACE);
95 break; 99 break;
96 100
97 case BUTTON: 101 case BUTTON:
98 case PEDESTAL: 102 case PEDESTAL:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
99 tmp->value = state; 104 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
102 break; 107 break;
103 108
104 case MOOD_FLOOR: 109 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 110 do_mood_floor (tmp, source);
106 break; 111 break;
107 112
108 case TIMED_GATE: 113 case TIMED_GATE:
114 if (!tmp->active)
115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
109 tmp->speed = tmp->arch->clone.speed; 116 tmp->set_speed (tmp->arch->speed);
110 update_ob_speed (tmp); /* original values */
111 tmp->value = tmp->arch->clone.value; 117 tmp->value = tmp->arch->value;
112 tmp->stats.sp = 1; 118 tmp->stats.sp = 1;
113 tmp->stats.hp = tmp->stats.maxhp; 119 tmp->stats.hp = tmp->stats.maxhp;
114 /* Handle multipart gates. We copy the value for the other parts 120 /* Handle multipart gates. We copy the value for the other parts
115 * from the head - this ensures that the data will consistent 121 * from the head - this ensures that the data will consistent
116 */ 122 */
117 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 123 for (object *part = tmp->more; part; part = part->more)
118 { 124 {
119 tmp->speed = tmp->head->speed; 125 part->value = tmp->value;
120 tmp->value = tmp->head->value; 126 part->stats.sp = tmp->stats.sp;
121 tmp->stats.sp = tmp->head->stats.sp; 127 part->stats.hp = tmp->stats.hp;
122 tmp->stats.hp = tmp->head->stats.hp;
123 update_ob_speed (tmp); 128 part->set_speed (tmp->speed);
124 } 129 }
125 break; 130 break;
126 131
127 case DIRECTOR: 132 case DIRECTOR:
128 case FIREWALL: 133 case FIREWALL:
129 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
130 move_firewall (tmp); 135 move_firewall (tmp);
131 else 136 else
132 { 137 {
133 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
134 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140
135 animate_turning (tmp); 141 animate_turning (tmp);
136 } 142 }
137 break; 143 break;
138 144
139 case TELEPORTER: 145 case TELEPORTER:
140 move_teleporter (tmp); 146 move_teleporter (tmp);
141 break; 147 break;
142 148
143 case CREATOR: 149 case CREATOR:
144 move_creator (tmp); 150 move_creator (tmp);
145 break; 151 break;
146 152
147 case TRIGGER_MARKER: 153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
148 move_marker (tmp); 155 move_marker (tmp);
149 break; 156 break;
150 157
151 case DUPLICATOR: 158 case DUPLICATOR:
152 move_duplicator (tmp); 159 move_duplicator (tmp);
153 break; 160 break;
154 } 161 }
155 } 162 }
156} 163}
157 164
158/* 165/*
208 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
209 */ 216 */
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) 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 }
228 233
229 tmp = ol->ob; 234 object *tmp = ol->ob;
235
230 if (tmp->type == BUTTON) 236 if (tmp->type == BUTTON)
231 { 237 {
238 sint32 total = 0;
239
232 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 240 for (object *ab = tmp->above; ab; ab = ab->above)
233 /* Bug? The pedestal code below looks for the head of
234 * the object, this bit doesn't. I'd think we should check
235 * for head here also. Maybe it also makese sense to
236 * make the for ab=tmp->above loop common, and alter
237 * behaviour based on object within that loop?
238 */
239
240 /* Basically, if the move_type matches that on what the 241 /* Basically, if the move_type matches that on what the
241 * button wants, we count it. The second check is so that 242 * button wants, we count it. The second check is so that
242 * objects don't move (swords, etc) will count. Note that 243 * objects who don't move (swords, etc) will count. Note that
243 * this means that more work is needed to make buttons 244 * this means that more work is needed to make buttons
244 * that are only triggered by flying objects. 245 * that are only triggered by flying objects.
245 */ 246 */
246 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 247 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
247 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 248 total += ab->head_ ()->total_weight ();
248 249
249 tmp->value = (tot >= tmp->weight) ? 1 : 0; 250 tmp->value = total >= tmp->weight;
250 if (tmp->value) 251
251 any_down = 1; 252 any_down = any_down || tmp->value;
252 } 253 }
253 else if (tmp->type == PEDESTAL) 254 else if (tmp->type == PEDESTAL)
254 { 255 {
255 tmp->value = 0; 256 tmp->value = 0;
257
256 for (ab = tmp->above; ab != NULL; ab = ab->above) 258 for (object *ab = tmp->above; ab; ab = ab->above)
257 { 259 {
258 head = ab->head ? ab->head : ab; 260 object *head = ab->head_ ();
261
259 /* Same note regarding move_type for buttons above apply here. */ 262 /* Same note regarding move_type for buttons above apply here. */
260 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 263 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
261 (head->race == tmp->slaying || 264 && (head->race == tmp->slaying
262 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 265 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
263 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 266 || (tmp->slaying == shstr_player && head->type == PLAYER)))
264 tmp->value = 1; 267 tmp->value = 1;
265 } 268 }
266 if (tmp->value) 269
267 any_down = 1; 270 any_down = any_down || tmp->value;
268 } 271 }
269 } 272 }
273
270 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 */
271 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);
272 278
273 /* If this button hasn't changed, don't do anything */ 279 /* If this button hasn't changed, don't do anything */
274 if (op->value != old_value) 280 if (op->value != old_value)
275 { 281 {
276 SET_ANIMATION (op, op->value); 282 SET_ANIMATION (op, op->value);
277 update_object (op, UP_OBJ_FACE); 283 update_object (op, UP_OBJ_FACE);
278 push_button (op); /* Make all other buttons the same */ 284 push_button (op); /* Make all other buttons the same */
279 } 285 }
280} 286}
281 287
282/*
283 * Updates every button on the map (by calling update_button() for them).
284 */
285
286void
287update_buttons (maptile *m)
288{
289 objectlink *ol;
290 oblinkpt *obp;
291
292 for (obp = m->buttons; obp; obp = obp->next)
293 for (ol = obp->link; ol; ol = ol->next)
294 {
295 if (!ol->ob)
296 {
297 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
298 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
299 continue;
300 }
301
302 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
303 {
304 update_button (ol->ob);
305 break;
306 }
307 }
308}
309
310void 288void
311use_trigger (object *op) 289use_trigger (object *op)
312{ 290{
313
314 /* Toggle value */ 291 /* Toggle value */
315 op->value = !op->value; 292 op->value = !op->value;
316 push_button (op); 293 push_button (op);
317} 294}
318 295
319/* 296/*
320 * Note: animate_object should be used instead of this, 297 * Note: animate_object should be used instead of this,
321 * but it can't handle animations in the 8 directions 298 * but it can't handle animations in the 8 directions
322 */ 299 */
323
324void 300void
325animate_turning (object *op) /* only one part objects */ 301animate_turning (object *op) /* only one part objects */
326{ 302{
327 if (++op->state >= NUM_ANIMATIONS (op) / 8) 303 if (++op->state >= NUM_ANIMATIONS (op) / 8)
328 op->state = 0; 304 op->state = 0;
345 */ 321 */
346 322
347int 323int
348check_altar_sacrifice (const object *altar, const object *sacrifice) 324check_altar_sacrifice (const object *altar, const object *sacrifice)
349{ 325{
350 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)
351 { 329 {
352 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 330 if (ARCH_SACRIFICE (altar) == shstr_money
353 ARCH_SACRIFICE (altar) == sacrifice->name || 331 && sacrifice->type == MONEY
354 ARCH_SACRIFICE (altar) == sacrifice->slaying || 332 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
355 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
356 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
357 return 1; 333 return 1;
358 334
359 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 335 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
360 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 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 ())
361 return 1; 340 return 1;
362 } 341 }
363 342
364 return 0; 343 return 0;
365} 344}
389 return 0; 368 return 0;
390 369
391 /* check_altar_sacrifice should have already verified that enough money 370 /* check_altar_sacrifice should have already verified that enough money
392 * has been dropped. 371 * has been dropped.
393 */ 372 */
394 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 373 if (ARCH_SACRIFICE (altar) == shstr_money)
395 { 374 {
396 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 375 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
397 376
398 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
399 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
400 number++; 379 number++;
401 380
402 *sacrifice = decrease_ob_nr (*sacrifice, number); 381 if (!(*sacrifice)->decrease (number))
382 *sacrifice = 0;
403 } 383 }
404 else 384 else
405 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 385 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
386 *sacrifice = 0;
406 387
407 if (altar->msg) 388 if (altar->msg)
408 new_info_map (NDI_BLACK, altar->map, altar->msg); 389 new_info_map (NDI_BLACK, altar->map, altar->msg);
409 390
410 return 1; 391 return 1;
415{ 396{
416 op->stats.wc = state; 397 op->stats.wc = state;
417 if (state) 398 if (state)
418 { 399 {
419 use_trigger (op); 400 use_trigger (op);
420 if (op->stats.exp > 0) /* check sanity */ 401 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
421 op->speed = 1.0 / op->stats.exp;
422 else
423 op->speed = 1.0;
424 update_ob_speed (op);
425 op->speed_left = -1; 402 op->speed_left = -1;
426 } 403 }
427 else 404 else
428 { 405 {
429 use_trigger (op); 406 use_trigger (op);
430 op->speed = 0; 407 op->set_speed (0);
431 update_ob_speed (op);
432 } 408 }
433} 409}
434 410
435 411
436/* 412/*
452 int push = 0, tot = 0; 428 int push = 0, tot = 0;
453 int in_movement = op->stats.wc || op->speed; 429 int in_movement = op->stats.wc || op->speed;
454 430
455 switch (op->type) 431 switch (op->type)
456 { 432 {
457 case TRIGGER_BUTTON: 433 case TRIGGER_BUTTON:
458 if (op->weight > 0) 434 if (op->weight > 0)
459 { 435 {
460 if (cause) 436 if (cause)
461 { 437 {
462 for (tmp = op->above; tmp; tmp = tmp->above) 438 for (tmp = op->above; tmp; tmp = tmp->above)
463 /* Comment reproduced from update_buttons(): */ 439 /* Comment reproduced from update_buttons(): */
464 /* Basically, if the move_type matches that on what the 440 /* Basically, if the move_type matches that on what the
465 * button wants, we count it. The second check is so that 441 * button wants, we count it. The second check is so that
466 * objects that don't move (swords, etc) will count. Note that 442 * objects that don't move (swords, etc) will count. Note that
467 * this means that more work is needed to make buttons 443 * this means that more work is needed to make buttons
468 * 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 || (!strcmp (op->slaying, "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":
469 */ 530 */
470 531 op->value = !op->value;
471 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 532 trigger_move (op, 1);
472 { 533 op->last_sp = -op->last_sp;
473 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 534 op->value = !op->value;
474 }
475 if (tot >= op->weight)
476 push = 1;
477 if (op->stats.ac == push)
478 return 0;
479 op->stats.ac = push;
480 if (NUM_ANIMATIONS (op) > 1)
481 {
482 SET_ANIMATION (op, push);
483 update_object (op, UP_OBJ_FACE);
484 } 535 }
485 if (in_movement || !push) 536
486 return 0; 537 return cause == NULL;
487 } 538 }
488 trigger_move (op, push);
489 } 539 else
490 return 0;
491
492 case TRIGGER_PEDESTAL:
493 if (cause)
494 {
495 for (tmp = op->above; tmp; tmp = tmp->above)
496 {
497 object *head = tmp->head ? tmp->head : tmp;
498
499 /* See comment in TRIGGER_BUTTON about move_types */
500 if (((head->move_type & op->move_on) || head->move_type == 0)
501 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
502 {
503 push = 1;
504 break;
505 }
506 }
507 if (op->stats.ac == push)
508 return 0; 540 return 0;
509 op->stats.ac = push; 541 }
542 else
543 {
510 if (NUM_ANIMATIONS (op) > 1) 544 if (NUM_ANIMATIONS (op) > 1)
511 { 545 {
512 SET_ANIMATION (op, push); 546 SET_ANIMATION (op, 0);
513 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
514 } 548 }
515 update_object (op, UP_OBJ_FACE);
516 if (in_movement || !push)
517 return 0;
518 }
519 trigger_move (op, push);
520 return 0;
521 549
522 case TRIGGER_ALTAR:
523 if (cause)
524 {
525 if (in_movement)
526 return 0;
527 if (operate_altar (op, &cause))
528 {
529 if (NUM_ANIMATIONS (op) > 1)
530 {
531 SET_ANIMATION (op, 1);
532 update_object (op, UP_OBJ_FACE);
533 }
534 if (op->last_sp >= 0)
535 {
536 trigger_move (op, 1);
537 if (op->last_sp > 0)
538 op->last_sp = -op->last_sp;
539 }
540 else
541 {
542 /* for trigger altar with last_sp, the ON/OFF
543 * status (-> +/- value) is "simulated":
544 */
545 op->value = !op->value;
546 trigger_move (op, 1);
547 op->last_sp = -op->last_sp;
548 op->value = !op->value;
549 }
550 return cause == NULL;
551 }
552 else
553 {
554 return 0;
555 }
556 }
557 else
558 {
559 if (NUM_ANIMATIONS (op) > 1)
560 {
561 SET_ANIMATION (op, 0);
562 update_object (op, UP_OBJ_FACE);
563 }
564
565 /* If trigger_altar has "last_sp > 0" set on the map, 550 /* If trigger_altar has "last_sp > 0" set on the map,
566 * it will push the connected value only once per sacrifice. 551 * it will push the connected value only once per sacrifice.
567 * Otherwise (default), the connected value will be 552 * Otherwise (default), the connected value will be
568 * pushed twice: First by sacrifice, second by reset! -AV 553 * pushed twice: First by sacrifice, second by reset! -AV
569 */ 554 */
570 if (!op->last_sp) 555 if (!op->last_sp)
571 trigger_move (op, 0); 556 trigger_move (op, 0);
572 else 557 else
573 { 558 {
574 op->stats.wc = 0; 559 op->stats.wc = 0;
575 op->value = !op->value; 560 op->value = !op->value;
576 op->speed = 0; 561 op->set_speed (0);
577 update_ob_speed (op);
578 } 562 }
579 } 563 }
580 return 0; 564 return 0;
581 565
582 case TRIGGER: 566 case TRIGGER:
583 if (cause) 567 if (cause)
584 { 568 {
585 if (in_movement) 569 if (in_movement)
586 return 0; 570 return 0;
571
587 push = 1; 572 push = 1;
588 } 573 }
574
589 if (NUM_ANIMATIONS (op) > 1) 575 if (NUM_ANIMATIONS (op) > 1)
590 { 576 {
591 SET_ANIMATION (op, push); 577 SET_ANIMATION (op, push);
592 update_object (op, UP_OBJ_FACE); 578 update_object (op, UP_OBJ_FACE);
593 } 579 }
580
594 trigger_move (op, push); 581 trigger_move (op, push);
595 return 1; 582 return 1;
596 583
597 default: 584 default:
598 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);
599 return 0; 586 return 0;
600 } 587 }
601} 588}
602 589
603void 590void
604add_button_link (object *button, maptile *map, int connected) 591add_button_link (object *button, maptile *map, int connected)
609 if (!map) 596 if (!map)
610 { 597 {
611 LOG (llevError, "Tried to add button-link without map.\n"); 598 LOG (llevError, "Tried to add button-link without map.\n");
612 return; 599 return;
613 } 600 }
614 if (!editor) 601
615 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
616 a connected map from a template map. */ 603 a connected map from a template map. */
617
618/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
619 604
620 SET_FLAG (button, FLAG_IS_LINKED); 605 SET_FLAG (button, FLAG_IS_LINKED);
621 606
622 ol->ob = button; 607 ol->ob = button;
623 608
624 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 609 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
610 ;
625 611
626 if (obp) 612 if (obp)
627 { 613 {
628 ol->next = obp->link; 614 ol->next = obp->link;
629 obp->link = ol; 615 obp->link = ol;
742 */ 728 */
743 729
744void 730void
745do_mood_floor (object *op, object *source) 731do_mood_floor (object *op, object *source)
746{ 732{
747 object *tmp;
748 object *tmp2;
749
750 if (!source) 733 if (!source)
751 source = op; 734 source = op;
752 735
753 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)
754 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 744 if (QUERY_FLAG (tmp, FLAG_MONSTER))
755 break; 745 break;
756 746
757 /* 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
758 * be a monster here. 748 * be a monster here.
759 */ 749 */
750 //TODO: have players really FLAG_MONSTER? kept it for safety
760 if (!tmp || tmp->type == PLAYER) 751 if (!tmp || tmp->type == PLAYER)
761 return; 752 return;
762 753
763 switch (op->last_sp) 754 switch (op->last_sp)
764 { 755 {
765 case 0: /* furious--make all monsters mad */ 756 case 0: /* furious--make all monsters mad */
766 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 757 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
767 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 758 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
759
768 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 760 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
769 { 761 {
770 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
771 remove_friendly_object (tmp);
772 tmp->attack_movement = 0; 762 tmp->attack_movement = 0;
773 /* 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
774 * dereference a null value 764 * dereference a null value
775 */ 765 */
776 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 766 if (tmp->type == GOLEM
767 && tmp->owner
768 && tmp->owner->type == PLAYER
769 && tmp->owner->contr->golem == tmp)
777 tmp->owner->contr->ranges[range_golem] = 0; 770 tmp->owner->contr->golem = 0;
778 771
779 tmp->owner = 0; 772 tmp->owner = 0;
773
774 remove_friendly_object (tmp);
780 } 775 }
781 break; 776 break;
777
782 case 1: /* angry -- get neutral monsters mad */ 778 case 1: /* angry -- get neutral monsters mad */
783 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 779 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
784 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 780 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
785 break; 781 break;
782
786 case 2: /* calm -- pacify unfriendly monsters */ 783 case 2: /* calm -- pacify unfriendly monsters */
787 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
788 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 784 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
789 break; 785 break;
786
790 case 3: /* make all monsters fall asleep */ 787 case 3: /* make all monsters fall asleep */
791 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
792 SET_FLAG (tmp, FLAG_SLEEP); 788 SET_FLAG (tmp, FLAG_SLEEP);
793 break; 789 break;
790
794 case 4: /* charm all monsters */ 791 case 4: /* charm all monsters */
795 if (op == source) 792 if (op == source)
796 break; /* only if 'connected' */ 793 break; /* only if 'connected' */
797 794
798 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 795 if (object *pl = source->ms ().player ())
799 tmp2->type != PLAYER; tmp2 = tmp2->above) 796 {
800 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 }
801 break; 805 break;
802 806
803 if (tmp2->type != PLAYER) 807 case 6: // kill monsters
808 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
804 break; 809 break;
805 810
806 tmp->set_owner (tmp2); 811 // FALL THROUGH
807 SET_FLAG (tmp, FLAG_MONSTER); 812 case 5: // kill all alives
808 813 if (!tmp->flag [FLAG_PRECIOUS])
809 tmp->stats.exp = 0; 814 {
810 SET_FLAG (tmp, FLAG_FRIENDLY); 815 archetype::get (shstr_burnout)->insert_at (tmp, source);
811 816 tmp->destroy ();
812 add_friendly_object (tmp); 817 }
813 tmp->attack_movement = PETMOVE;
814 break; 818 break;
815 819
816 default: 820 default:
817 break; 821 break;
818 } 822 }
830 object *tmp, *ret = NULL; 834 object *tmp, *ret = NULL;
831 835
832 /* First check the object itself. */ 836 /* First check the object itself. */
833 if ((trig->stats.hp && (op->type == trig->stats.hp)) 837 if ((trig->stats.hp && (op->type == trig->stats.hp))
834 || (trig->slaying && (op->slaying == trig->slaying)) 838 || (trig->slaying && (op->slaying == trig->slaying))
835 || (trig->race && (op->arch->name == trig->race))) 839 || (trig->race && (op->arch->archname == trig->race)))
836 return op; 840 return op;
837 841
838 for (tmp = op->inv; tmp; tmp = tmp->below) 842 for (tmp = op->inv; tmp; tmp = tmp->below)
839 { 843 {
840 if (tmp->inv) 844 if (tmp->inv)
843 if (ret) 847 if (ret)
844 return ret; 848 return ret;
845 } 849 }
846 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 850 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
847 || (trig->slaying && (tmp->slaying == trig->slaying)) 851 || (trig->slaying && (tmp->slaying == trig->slaying))
848 || (trig->race && (tmp->arch->name == trig->race))) 852 || (trig->race && (tmp->arch->archname == trig->race)))
849 return tmp; 853 return tmp;
850 } 854 }
851 return NULL; 855 return NULL;
852} 856}
853 857
866 * and has a matching item. Imagine what happens if someone steps on the inventory 870 * and has a matching item. Imagine what happens if someone steps on the inventory
867 * checker with a matching item, has it, activates the connection, throws the item 871 * checker with a matching item, has it, activates the connection, throws the item
868 * away, and then leaves the inventory checker. That would've caused an always-enabled 872 * away, and then leaves the inventory checker. That would've caused an always-enabled
869 * state in the inventory checker. This won't happen anymore now. 873 * state in the inventory checker. This won't happen anymore now.
870 * 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 *
871 */ 881 */
872void 882void
873check_inv (object *op, object *trig) 883check_inv (object *op, object *trig)
874{ 884{
875 trig->value = 0; // deactivate if none of the following conditions apply 885 trig->value = 0; // deactivate if none of the following conditions apply
876 886
877 if (object *pl = trig->ms ().player ()) 887 object *pl = trig->ms ().player ();
878 {
879 object *match = check_inv_recursive (pl, trig); 888 object *match = check_inv_recursive (op, trig);
880 889
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
881 if (match && trig->last_sp) // match == having 897 if (match && trig->last_sp) // match == having
882 { 898 {
883 if (trig->last_heal) 899 if (trig->last_heal)
884 decrease_ob (match); 900 match->decrease ();
885 901
886 trig->value = 1; 902 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
887 } 903 push_button (trig);
904 }
888 else if (!match && !trig->last_sp) // match == not having 905 else if (!match && !trig->last_sp) // match == not having
889 trig->value = 1;
890 } 906 {
891 907 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
892 push_button (trig); 908 push_button (trig);
909 }
893} 910}
894 911

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines