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Comparing deliantra/server/common/button.C (file contents):
Revision 1.20 by root, Tue Dec 26 08:54:58 2006 UTC vs.
Revision 1.45 by root, Tue Apr 22 01:06:22 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 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
59 object *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->set_speed (0.5); 76 tmp->set_speed (0.5);
73 break; 77 break;
74 78
75 case CF_HANDLE: 79 case CF_HANDLE:
78 break; 82 break;
79 83
80 case SIGN: 84 case SIGN:
81 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 85 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
82 { 86 {
87 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
83 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 88 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
84 if (tmp->stats.food) 89 if (tmp->stats.food)
85 tmp->last_eat++; 90 tmp->last_eat++;
86 } 91 }
87 break; 92 break;
88 93
89 case ALTAR: 94 case ALTAR:
95 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
90 tmp->value = 1; 96 tmp->value = 1;
91 SET_ANIMATION (tmp, tmp->value); 97 SET_ANIMATION (tmp, tmp->value);
92 update_object (tmp, UP_OBJ_FACE); 98 update_object (tmp, UP_OBJ_FACE);
93 break; 99 break;
94 100
95 case BUTTON: 101 case BUTTON:
96 case PEDESTAL: 102 case PEDESTAL:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
97 tmp->value = state; 104 tmp->value = state;
98 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
100 break; 107 break;
101 108
102 case MOOD_FLOOR: 109 case MOOD_FLOOR:
103 do_mood_floor (tmp, source); 110 do_mood_floor (tmp, source);
104 break; 111 break;
105 112
106 case TIMED_GATE: 113 case TIMED_GATE:
114 if (!tmp->active)
115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
107 tmp->set_speed (tmp->arch->clone.speed); 116 tmp->set_speed (tmp->arch->speed);
108 tmp->value = tmp->arch->clone.value; 117 tmp->value = tmp->arch->value;
109 tmp->stats.sp = 1; 118 tmp->stats.sp = 1;
110 tmp->stats.hp = tmp->stats.maxhp; 119 tmp->stats.hp = tmp->stats.maxhp;
111 /* Handle multipart gates. We copy the value for the other parts 120 /* Handle multipart gates. We copy the value for the other parts
112 * from the head - this ensures that the data will consistent 121 * from the head - this ensures that the data will consistent
113 */ 122 */
114 for (tmp = tmp->more; tmp; tmp = tmp->more) 123 for (object *part = tmp->more; part; part = part->more)
115 { 124 {
116 tmp->value = tmp->head->value; 125 part->value = tmp->value;
117 tmp->stats.sp = tmp->head->stats.sp; 126 part->stats.sp = tmp->stats.sp;
118 tmp->stats.hp = tmp->head->stats.hp; 127 part->stats.hp = tmp->stats.hp;
119 tmp->set_speed (tmp->head->speed); 128 part->set_speed (tmp->speed);
120 } 129 }
121 break; 130 break;
122 131
123 case DIRECTOR: 132 case DIRECTOR:
124 case FIREWALL: 133 case FIREWALL:
126 move_firewall (tmp); 135 move_firewall (tmp);
127 else 136 else
128 { 137 {
129 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
130 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140
131 animate_turning (tmp); 141 animate_turning (tmp);
132 } 142 }
133 break; 143 break;
134 144
135 case TELEPORTER: 145 case TELEPORTER:
139 case CREATOR: 149 case CREATOR:
140 move_creator (tmp); 150 move_creator (tmp);
141 break; 151 break;
142 152
143 case TRIGGER_MARKER: 153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
144 move_marker (tmp); 155 move_marker (tmp);
145 break; 156 break;
146 157
147 case DUPLICATOR: 158 case DUPLICATOR:
148 move_duplicator (tmp); 159 move_duplicator (tmp);
204 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
205 */ 216 */
206void 217void
207update_button (object *op) 218update_button (object *op)
208{ 219{
209 object *ab, *tmp, *head;
210 int tot, any_down = 0, old_value = op->value; 220 int any_down = 0, old_value = op->value;
211 oblinkpt *obp = 0; 221 oblinkpt *obp = 0;
212 objectlink *ol; 222 objectlink *ol;
213 223
214 obp = get_button_links (op); 224 obp = get_button_links (op);
215 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
216 if (obp) 225 if (obp)
217 for (ol = obp->link; ol; ol = ol->next) 226 for (ol = obp->link; ol; ol = ol->next)
218 { 227 {
219 if (!ol->ob) 228 if (!ol->ob)
220 { 229 {
221 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 230 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
222 continue; 231 continue;
223 } 232 }
224 233
225 tmp = ol->ob; 234 object *tmp = ol->ob;
235
226 if (tmp->type == BUTTON) 236 if (tmp->type == BUTTON)
227 { 237 {
238 sint32 total = 0;
239
228 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 240 for (object *ab = tmp->above; ab; ab = ab->above)
229 /* Bug? The pedestal code below looks for the head of
230 * the object, this bit doesn't. I'd think we should check
231 * for head here also. Maybe it also makese sense to
232 * make the for ab=tmp->above loop common, and alter
233 * behaviour based on object within that loop?
234 */
235
236 /* Basically, if the move_type matches that on what the 241 /* Basically, if the move_type matches that on what the
237 * button wants, we count it. The second check is so that 242 * button wants, we count it. The second check is so that
238 * objects don't move (swords, etc) will count. Note that 243 * objects who don't move (swords, etc) will count. Note that
239 * this means that more work is needed to make buttons 244 * this means that more work is needed to make buttons
240 * that are only triggered by flying objects. 245 * that are only triggered by flying objects.
241 */ 246 */
242 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 247 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
243 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 248 total += ab->head_ ()->total_weight ();
244 249
245 tmp->value = (tot >= tmp->weight) ? 1 : 0; 250 tmp->value = total >= tmp->weight;
246 if (tmp->value) 251
247 any_down = 1; 252 any_down = any_down || tmp->value;
248 } 253 }
249 else if (tmp->type == PEDESTAL) 254 else if (tmp->type == PEDESTAL)
250 { 255 {
251 tmp->value = 0; 256 tmp->value = 0;
257
252 for (ab = tmp->above; ab != NULL; ab = ab->above) 258 for (object *ab = tmp->above; ab; ab = ab->above)
253 { 259 {
254 head = ab->head ? ab->head : ab; 260 object *head = ab->head_ ();
261
255 /* Same note regarding move_type for buttons above apply here. */ 262 /* Same note regarding move_type for buttons above apply here. */
256 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 263 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
257 (head->race == tmp->slaying || 264 && (head->race == tmp->slaying
258 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 265 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
259 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 266 || (tmp->slaying == shstr_player && head->type == PLAYER)))
260 tmp->value = 1; 267 tmp->value = 1;
261 } 268 }
262 if (tmp->value) 269
263 any_down = 1; 270 any_down = any_down || tmp->value;
264 } 271 }
265 } 272 }
273
266 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 */
267 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);
268 278
269 /* If this button hasn't changed, don't do anything */ 279 /* If this button hasn't changed, don't do anything */
270 if (op->value != old_value) 280 if (op->value != old_value)
271 { 281 {
272 SET_ANIMATION (op, op->value); 282 SET_ANIMATION (op, op->value);
273 update_object (op, UP_OBJ_FACE); 283 update_object (op, UP_OBJ_FACE);
274 push_button (op); /* Make all other buttons the same */ 284 push_button (op); /* Make all other buttons the same */
275 } 285 }
276} 286}
277 287
278/*
279 * Updates every button on the map (by calling update_button() for them).
280 */
281
282void
283update_buttons (maptile *m)
284{
285 objectlink *ol;
286 oblinkpt *obp;
287
288 for (obp = m->buttons; obp; obp = obp->next)
289 for (ol = obp->link; ol; ol = ol->next)
290 {
291 if (!ol->ob)
292 {
293 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
294 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
295 continue;
296 }
297
298 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
299 {
300 update_button (ol->ob);
301 break;
302 }
303 }
304}
305
306void 288void
307use_trigger (object *op) 289use_trigger (object *op)
308{ 290{
309
310 /* Toggle value */ 291 /* Toggle value */
311 op->value = !op->value; 292 op->value = !op->value;
312 push_button (op); 293 push_button (op);
313} 294}
314 295
315/* 296/*
316 * Note: animate_object should be used instead of this, 297 * Note: animate_object should be used instead of this,
317 * but it can't handle animations in the 8 directions 298 * but it can't handle animations in the 8 directions
318 */ 299 */
319
320void 300void
321animate_turning (object *op) /* only one part objects */ 301animate_turning (object *op) /* only one part objects */
322{ 302{
323 if (++op->state >= NUM_ANIMATIONS (op) / 8) 303 if (++op->state >= NUM_ANIMATIONS (op) / 8)
324 op->state = 0; 304 op->state = 0;
341 */ 321 */
342 322
343int 323int
344check_altar_sacrifice (const object *altar, const object *sacrifice) 324check_altar_sacrifice (const object *altar, const object *sacrifice)
345{ 325{
346 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)
347 { 329 {
348 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 330 if (ARCH_SACRIFICE (altar) == shstr_money
349 ARCH_SACRIFICE (altar) == sacrifice->name || 331 && sacrifice->type == MONEY
350 ARCH_SACRIFICE (altar) == sacrifice->slaying || 332 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
351 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
352 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
353 return 1; 333 return 1;
354 334
355 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 335 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
356 && 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 ())
357 return 1; 340 return 1;
358 } 341 }
359 342
360 return 0; 343 return 0;
361} 344}
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;
443 int push = 0, tot = 0; 428 int push = 0, tot = 0;
444 int in_movement = op->stats.wc || op->speed; 429 int in_movement = op->stats.wc || op->speed;
445 430
446 switch (op->type) 431 switch (op->type)
447 { 432 {
448 case TRIGGER_BUTTON: 433 case TRIGGER_BUTTON:
449 if (op->weight > 0) 434 if (op->weight > 0)
450 { 435 {
451 if (cause) 436 if (cause)
452 { 437 {
453 for (tmp = op->above; tmp; tmp = tmp->above) 438 for (tmp = op->above; tmp; tmp = tmp->above)
454 /* Comment reproduced from update_buttons(): */ 439 /* Comment reproduced from update_buttons(): */
455 /* Basically, if the move_type matches that on what the 440 /* Basically, if the move_type matches that on what the
456 * button wants, we count it. The second check is so that 441 * button wants, we count it. The second check is so that
457 * objects that don't move (swords, etc) will count. Note that 442 * objects that don't move (swords, etc) will count. Note that
458 * this means that more work is needed to make buttons 443 * this means that more work is needed to make buttons
459 * 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":
460 */ 530 */
461 531 op->value = !op->value;
462 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 532 trigger_move (op, 1);
463 { 533 op->last_sp = -op->last_sp;
464 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 534 op->value = !op->value;
465 }
466 if (tot >= op->weight)
467 push = 1;
468 if (op->stats.ac == push)
469 return 0;
470 op->stats.ac = push;
471 if (NUM_ANIMATIONS (op) > 1)
472 {
473 SET_ANIMATION (op, push);
474 update_object (op, UP_OBJ_FACE);
475 } 535 }
476 if (in_movement || !push) 536
477 return 0; 537 return cause == NULL;
478 } 538 }
479 trigger_move (op, push);
480 } 539 else
481 return 0;
482
483 case TRIGGER_PEDESTAL:
484 if (cause)
485 {
486 for (tmp = op->above; tmp; tmp = tmp->above)
487 {
488 object *head = tmp->head ? tmp->head : tmp;
489
490 /* See comment in TRIGGER_BUTTON about move_types */
491 if (((head->move_type & op->move_on) || head->move_type == 0)
492 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
493 {
494 push = 1;
495 break;
496 }
497 }
498 if (op->stats.ac == push)
499 return 0; 540 return 0;
500 op->stats.ac = push; 541 }
542 else
543 {
501 if (NUM_ANIMATIONS (op) > 1) 544 if (NUM_ANIMATIONS (op) > 1)
502 { 545 {
503 SET_ANIMATION (op, push); 546 SET_ANIMATION (op, 0);
504 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
505 } 548 }
506 update_object (op, UP_OBJ_FACE);
507 if (in_movement || !push)
508 return 0;
509 }
510 trigger_move (op, push);
511 return 0;
512 549
513 case TRIGGER_ALTAR:
514 if (cause)
515 {
516 if (in_movement)
517 return 0;
518 if (operate_altar (op, &cause))
519 {
520 if (NUM_ANIMATIONS (op) > 1)
521 {
522 SET_ANIMATION (op, 1);
523 update_object (op, UP_OBJ_FACE);
524 }
525 if (op->last_sp >= 0)
526 {
527 trigger_move (op, 1);
528 if (op->last_sp > 0)
529 op->last_sp = -op->last_sp;
530 }
531 else
532 {
533 /* for trigger altar with last_sp, the ON/OFF
534 * status (-> +/- value) is "simulated":
535 */
536 op->value = !op->value;
537 trigger_move (op, 1);
538 op->last_sp = -op->last_sp;
539 op->value = !op->value;
540 }
541 return cause == NULL;
542 }
543 else
544 {
545 return 0;
546 }
547 }
548 else
549 {
550 if (NUM_ANIMATIONS (op) > 1)
551 {
552 SET_ANIMATION (op, 0);
553 update_object (op, UP_OBJ_FACE);
554 }
555
556 /* If trigger_altar has "last_sp > 0" set on the map, 550 /* If trigger_altar has "last_sp > 0" set on the map,
557 * it will push the connected value only once per sacrifice. 551 * it will push the connected value only once per sacrifice.
558 * Otherwise (default), the connected value will be 552 * Otherwise (default), the connected value will be
559 * pushed twice: First by sacrifice, second by reset! -AV 553 * pushed twice: First by sacrifice, second by reset! -AV
560 */ 554 */
561 if (!op->last_sp) 555 if (!op->last_sp)
562 trigger_move (op, 0); 556 trigger_move (op, 0);
563 else 557 else
564 { 558 {
565 op->stats.wc = 0; 559 op->stats.wc = 0;
566 op->value = !op->value; 560 op->value = !op->value;
567 op->set_speed (0); 561 op->set_speed (0);
568 } 562 }
569 } 563 }
570 return 0; 564 return 0;
571 565
572 case TRIGGER: 566 case TRIGGER:
573 if (cause) 567 if (cause)
574 { 568 {
575 if (in_movement) 569 if (in_movement)
576 return 0; 570 return 0;
577 571
578 push = 1; 572 push = 1;
579 } 573 }
580 574
581 if (NUM_ANIMATIONS (op) > 1) 575 if (NUM_ANIMATIONS (op) > 1)
582 { 576 {
583 SET_ANIMATION (op, push); 577 SET_ANIMATION (op, push);
584 update_object (op, UP_OBJ_FACE); 578 update_object (op, UP_OBJ_FACE);
585 } 579 }
586 580
587 trigger_move (op, push); 581 trigger_move (op, push);
588 return 1; 582 return 1;
589 583
590 default: 584 default:
591 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);
592 return 0; 586 return 0;
593 } 587 }
594} 588}
595 589
596void 590void
597add_button_link (object *button, maptile *map, int connected) 591add_button_link (object *button, maptile *map, int connected)
734 */ 728 */
735 729
736void 730void
737do_mood_floor (object *op, object *source) 731do_mood_floor (object *op, object *source)
738{ 732{
739 object *tmp;
740 object *tmp2;
741
742 if (!source) 733 if (!source)
743 source = op; 734 source = op;
744 735
745 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)
746 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 744 if (QUERY_FLAG (tmp, FLAG_MONSTER))
747 break; 745 break;
748 746
749 /* 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
750 * be a monster here. 748 * be a monster here.
751 */ 749 */
750 //TODO: have players really FLAG_MONSTER? kept it for safety
752 if (!tmp || tmp->type == PLAYER) 751 if (!tmp || tmp->type == PLAYER)
753 return; 752 return;
754 753
755 switch (op->last_sp) 754 switch (op->last_sp)
756 { 755 {
757 case 0: /* furious--make all monsters mad */ 756 case 0: /* furious--make all monsters mad */
758 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 757 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
759 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 758 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
759
760 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 760 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
761 { 761 {
762 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
763 remove_friendly_object (tmp);
764 tmp->attack_movement = 0; 762 tmp->attack_movement = 0;
765 /* 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
766 * dereference a null value 764 * dereference a null value
767 */ 765 */
768 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)
769 tmp->owner->contr->ranges[range_golem] = 0; 770 tmp->owner->contr->golem = 0;
770 771
771 tmp->owner = 0; 772 tmp->owner = 0;
773
774 remove_friendly_object (tmp);
772 } 775 }
773 break; 776 break;
777
774 case 1: /* angry -- get neutral monsters mad */ 778 case 1: /* angry -- get neutral monsters mad */
775 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 779 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
776 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 780 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
777 break; 781 break;
782
778 case 2: /* calm -- pacify unfriendly monsters */ 783 case 2: /* calm -- pacify unfriendly monsters */
779 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
780 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 784 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
781 break; 785 break;
786
782 case 3: /* make all monsters fall asleep */ 787 case 3: /* make all monsters fall asleep */
783 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
784 SET_FLAG (tmp, FLAG_SLEEP); 788 SET_FLAG (tmp, FLAG_SLEEP);
785 break; 789 break;
790
786 case 4: /* charm all monsters */ 791 case 4: /* charm all monsters */
787 if (op == source) 792 if (op == source)
788 break; /* only if 'connected' */ 793 break; /* only if 'connected' */
789 794
790 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 795 if (object *pl = source->ms ().player ())
791 tmp2->type != PLAYER; tmp2 = tmp2->above) 796 {
792 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 }
793 break; 805 break;
794 806
795 if (tmp2->type != PLAYER) 807 case 6: // kill monsters
808 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
796 break; 809 break;
797 810
798 tmp->set_owner (tmp2); 811 // FALL THROUGH
799 SET_FLAG (tmp, FLAG_MONSTER); 812 case 5: // kill all alives
800 813 if (!tmp->flag [FLAG_PRECIOUS])
801 tmp->stats.exp = 0; 814 {
802 SET_FLAG (tmp, FLAG_FRIENDLY); 815 get_archetype ("burnout")->insert_at (tmp, source);
803 816 tmp->destroy ();
804 add_friendly_object (tmp); 817 }
805 tmp->attack_movement = PETMOVE;
806 break; 818 break;
807 819
808 default: 820 default:
809 break; 821 break;
810 } 822 }
822 object *tmp, *ret = NULL; 834 object *tmp, *ret = NULL;
823 835
824 /* First check the object itself. */ 836 /* First check the object itself. */
825 if ((trig->stats.hp && (op->type == trig->stats.hp)) 837 if ((trig->stats.hp && (op->type == trig->stats.hp))
826 || (trig->slaying && (op->slaying == trig->slaying)) 838 || (trig->slaying && (op->slaying == trig->slaying))
827 || (trig->race && (op->arch->name == trig->race))) 839 || (trig->race && (op->arch->archname == trig->race)))
828 return op; 840 return op;
829 841
830 for (tmp = op->inv; tmp; tmp = tmp->below) 842 for (tmp = op->inv; tmp; tmp = tmp->below)
831 { 843 {
832 if (tmp->inv) 844 if (tmp->inv)
835 if (ret) 847 if (ret)
836 return ret; 848 return ret;
837 } 849 }
838 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 850 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
839 || (trig->slaying && (tmp->slaying == trig->slaying)) 851 || (trig->slaying && (tmp->slaying == trig->slaying))
840 || (trig->race && (tmp->arch->name == trig->race))) 852 || (trig->race && (tmp->arch->archname == trig->race)))
841 return tmp; 853 return tmp;
842 } 854 }
843 return NULL; 855 return NULL;
844} 856}
845 857
858 * 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
859 * 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
860 * 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
861 * state in the inventory checker. This won't happen anymore now. 873 * state in the inventory checker. This won't happen anymore now.
862 * 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 *
863 */ 881 */
864void 882void
865check_inv (object *op, object *trig) 883check_inv (object *op, object *trig)
866{ 884{
867 trig->value = 0; // deactivate if none of the following conditions apply 885 trig->value = 0; // deactivate if none of the following conditions apply
868 886
869 if (object *pl = trig->ms ().player ()) 887 object *pl = trig->ms ().player ();
870 {
871 object *match = check_inv_recursive (pl, trig); 888 object *match = check_inv_recursive (op, trig);
872 889
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
873 if (match && trig->last_sp) // match == having 897 if (match && trig->last_sp) // match == having
874 { 898 {
875 if (trig->last_heal) 899 if (trig->last_heal)
876 decrease_ob (match); 900 match->decrease ();
877 901
878 trig->value = 1; 902 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
879 } 903 push_button (trig);
904 }
880 else if (!match && !trig->last_sp) // match == not having 905 else if (!match && !trig->last_sp) // match == not having
881 trig->value = 1;
882 } 906 {
883 907 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
884 push_button (trig); 908 push_button (trig);
909 }
885} 910}
886 911

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