--- deliantra/server/common/button.C 2007/01/29 15:36:25 1.28 +++ deliantra/server/common/button.C 2018/11/17 23:39:59 1.74 @@ -1,29 +1,29 @@ /* - * CrossFire, A Multiplayer game for X-windows - * - * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - * Copyright (C) 2002 Mark Wedel & Crossfire Development Team - * Copyright (C) 1992 Frank Tore Johansen - * - * This program is free software; you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation; either version 2 of the License, or - * (at your option) any later version. - * + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. + * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software - * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. * - * The authors can be reached via e-mail at + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * + * The authors can be reached via e-mail to */ #include -#include /* * This code is no longer highly inefficient 8) @@ -33,10 +33,11 @@ * elmex: * This function takes a objectlink list with all the objects are going to be activated. * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. - * The source argument can be 0 or the source object for this activation. + * The activator argument can be 0 or the source object for this activation. + * the originator is the player or monster who did something. */ -void -activate_connection_link (objectlink * ol, bool state, object *source = 0) +static void +activate_connection_link (objectlink *ol, int state, object *activator, object *originator) { for (; ol; ol = ol->next) { @@ -54,26 +55,31 @@ * re-loaded. As such, just exit this function if that is the case. */ - if (QUERY_FLAG (ol->ob, FLAG_FREED)) + if (ol->ob->flag [FLAG_FREED]) return; object *tmp = ol->ob; /* if the criteria isn't appropriate, don't do anything */ - if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) + if (state && !tmp->flag [FLAG_ACTIVATE_ON_PUSH]) continue; - if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) + + if (!state && !tmp->flag [FLAG_ACTIVATE_ON_RELEASE]) continue; switch (tmp->type) { case GATE: case HOLE: + if (!tmp->active) + tmp->play_sound (tmp->sound + ? tmp->sound + : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole")); tmp->value = tmp->stats.maxsp ? !state : state; tmp->set_speed (0.5); break; - case CF_HANDLE: + case T_HANDLE: SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); update_object (tmp, UP_OBJ_FACE); break; @@ -81,13 +87,20 @@ case SIGN: if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) { - new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); + tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("msg_voice")); + + if (originator && originator->contr) + originator->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &tmp->name, &tmp->msg)); + + new_info_map_except (NDI_UNIQUE | NDI_NAVY, tmp->map, originator, tmp->msg); + if (tmp->stats.food) tmp->last_eat++; } break; case ALTAR: + tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar")); tmp->value = 1; SET_ANIMATION (tmp, tmp->value); update_object (tmp, UP_OBJ_FACE); @@ -95,40 +108,43 @@ case BUTTON: case PEDESTAL: + tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button")); tmp->value = state; SET_ANIMATION (tmp, tmp->value); update_object (tmp, UP_OBJ_FACE); break; case MOOD_FLOOR: - do_mood_floor (tmp, source); + do_mood_floor (tmp, activator); break; case TIMED_GATE: - tmp->set_speed (tmp->arch->clone.speed); - tmp->value = tmp->arch->clone.value; + if (!tmp->active) + tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); + + tmp->set_speed (tmp->arch->speed); + tmp->value = tmp->arch->value; tmp->stats.sp = 1; tmp->stats.hp = tmp->stats.maxhp; /* Handle multipart gates. We copy the value for the other parts * from the head - this ensures that the data will consistent */ - for (tmp = tmp->more; tmp; tmp = tmp->more) + for (object *part = tmp->more; part; part = part->more) { - tmp->value = tmp->head->value; - tmp->stats.sp = tmp->head->stats.sp; - tmp->stats.hp = tmp->head->stats.hp; - tmp->set_speed (tmp->head->speed); + part->value = tmp->value; + part->stats.sp = tmp->stats.sp; + part->stats.hp = tmp->stats.hp; + part->set_speed (tmp->speed); } break; case DIRECTOR: case FIREWALL: - if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) + if (!tmp->flag [FLAG_ANIMATE] && tmp->type == FIREWALL) move_firewall (tmp); else { - if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ - tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; + tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */ animate_turning (tmp); } break; @@ -142,12 +158,17 @@ break; case TRIGGER_MARKER: + //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker")); move_marker (tmp); break; case DUPLICATOR: move_duplicator (tmp); break; + + case MAPSCRIPT: + cfperl_mapscript_activate (tmp, state, activator, originator); + break; } } } @@ -165,17 +186,15 @@ * */ void -push_button (object *op) +push_button (object *op, object *originator) { - oblinkpt *obp = get_button_links (op); - - if (!obp) - return; - - if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value))) - return; + if (oblinkpt *obp = op->find_link ()) + { + if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator))) + return; - activate_connection_link (obp->link, op->value, op); + activate_connection_link (obp->link, op->value, op, originator); + } } /* @@ -187,15 +206,13 @@ * */ void -activate_connection (maptile *map, long connection, bool state) +maptile::trigger (shstr_tmp id, int state, object *activator, object *originator) { - if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) + if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator))) return; - oblinkpt *obp = get_connection_links (map, connection); - - if (obp) - activate_connection_link (obp->link, state); + if (oblinkpt *obp = find_link (id)) + activate_connection_link (obp->link, state, activator, originator); } /* @@ -205,17 +222,12 @@ * button reacts to the (eventual) change of state. */ void -update_button (object *op) +update_button (object *op, object *originator) { - object *ab, *tmp, *head; - int tot, any_down = 0, old_value = op->value; - oblinkpt *obp = 0; - objectlink *ol; - - obp = get_button_links (op); - /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ - if (obp) - for (ol = obp->link; ol; ol = ol->next) + int any_down = 0, old_value = op->value; + + if (oblinkpt *obp = op->find_link ()) + for (objectlink *ol = obp->link; ol; ol = ol->next) { if (!ol->ob) { @@ -223,65 +235,92 @@ continue; } - tmp = ol->ob; + object *tmp = ol->ob; + if (tmp->type == BUTTON) { - for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) - /* Bug? The pedestal code below looks for the head of - * the object, this bit doesn't. I'd think we should check - * for head here also. Maybe it also makese sense to - * make the for ab=tmp->above loop common, and alter - * behaviour based on object within that loop? - */ + weight_t total = 0; + for (object *ab = tmp->above; ab; ab = ab->above) /* Basically, if the move_type matches that on what the - * button wants, we count it. The second check is so that - * objects don't move (swords, etc) will count. Note that + * button wants, we count it. The second check is so that + * objects who don't move (swords, etc) will count. Note that * this means that more work is needed to make buttons * that are only triggered by flying objects. */ if ((ab->move_type & tmp->move_on) || ab->move_type == 0) - tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; + total += ab->head_ ()->total_weight (); - tmp->value = (tot >= tmp->weight) ? 1 : 0; - if (tmp->value) - any_down = 1; + tmp->value = total >= tmp->weight; + + any_down = any_down || tmp->value; } else if (tmp->type == PEDESTAL) { + bool is_match = is_match_expr (tmp->slaying); tmp->value = 0; - for (ab = tmp->above; ab != NULL; ab = ab->above) + + for (object *ab = tmp->above; ab; ab = ab->above) { - head = ab->head ? ab->head : ab; + object *head = ab->head_ (); + /* Same note regarding move_type for buttons above apply here. */ - if (((head->move_type & tmp->move_on) || ab->move_type == 0) && - (head->race == tmp->slaying || - ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || - (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) - tmp->value = 1; + if (((ab->move_type & tmp->move_on) || ab->move_type == 0)) + if (is_match + ? match (tmp->slaying, head, tmp, originator) + : (head->race == tmp->slaying + || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying) + || (tmp->slaying == shstr_player && head->type == PLAYER))) + { + tmp->value = 1; + break; + } } - if (tmp->value) - any_down = 1; + + any_down = any_down || tmp->value; + } + else if (tmp->type == T_MATCH) + { + tmp->value = 0; + + for (object *ab = tmp->above; ab; ab = ab->above) + { + object *head = ab->head_ (); + + /* Same note regarding move_type for buttons above apply here. */ + if (((ab->move_type & tmp->move_on) || ab->move_type == 0)) + if (match (tmp->slaying, head, tmp, originator)) + { + tmp->value = 1; + break; + } + } + + any_down = any_down || tmp->value; } } + if (any_down) /* If any other buttons were down, force this to remain down */ op->value = 1; + //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value); + /* If this button hasn't changed, don't do anything */ if (op->value != old_value) { SET_ANIMATION (op, op->value); update_object (op, UP_OBJ_FACE); - push_button (op); /* Make all other buttons the same */ + push_button (op, originator); /* Make all other buttons the same */ } } void -use_trigger (object *op) +use_trigger (object *op, object *originator) { /* Toggle value */ op->value = !op->value; - push_button (op); + + push_button (op, originator); } /* @@ -310,21 +349,29 @@ * sacrificed. This fixes a bug of trying to put multiple altars/related * objects on the same space that take the same sacrifice. */ - int -check_altar_sacrifice (const object *altar, const object *sacrifice) +check_altar_sacrifice (object *altar, object *sacrifice, object *originator) { - if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) + if (sacrifice->flag [FLAG_UNPAID] + || sacrifice->flag [FLAG_IS_LINKED] + || sacrifice->is_player ()) + return 0; + + if (is_match_expr (ARCH_SACRIFICE (altar))) + return match (ARCH_SACRIFICE (altar), sacrifice, altar, originator); + + if (!sacrifice->flag [FLAG_ALIVE]) { - if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || - ARCH_SACRIFICE (altar) == sacrifice->name || - ARCH_SACRIFICE (altar) == sacrifice->slaying || - (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) - && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) + if (ARCH_SACRIFICE (altar) == shstr_money + && sacrifice->type == MONEY + && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) return 1; - if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 - && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) + if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname + || ARCH_SACRIFICE (altar) == sacrifice->name + || ARCH_SACRIFICE (altar) == sacrifice->slaying + || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) + && NROF_SACRIFICE (altar) <= sacrifice->number_of ()) return 1; } @@ -341,7 +388,7 @@ * remaining sacrifice, or is set to NULL if the sacrifice was used up. */ int -operate_altar (object *altar, object **sacrifice) +operate_altar (object *altar, object **sacrifice, object *originator) { if (!altar->map) { @@ -352,13 +399,13 @@ if (!altar->slaying || altar->value) return 0; - if (!check_altar_sacrifice (altar, *sacrifice)) + if (!check_altar_sacrifice (altar, *sacrifice, originator)) return 0; /* check_altar_sacrifice should have already verified that enough money * has been dropped. */ - if (!strcmp (ARCH_SACRIFICE (altar), "money")) + if (ARCH_SACRIFICE (altar) == shstr_money) { int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; @@ -366,10 +413,12 @@ if (NROF_SACRIFICE (altar) % (*sacrifice)->value) number++; - *sacrifice = decrease_ob_nr (*sacrifice, number); + if (!(*sacrifice)->decrease (number)) + *sacrifice = 0; } else - *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); + if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar))) + *sacrifice = 0; if (altar->msg) new_info_map (NDI_BLACK, altar->map, altar->msg); @@ -377,19 +426,20 @@ return 1; } -void -trigger_move (object *op, int state) /* 1 down and 0 up */ +static void +trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */ { op->stats.wc = state; + if (state) { - use_trigger (op); + use_trigger (op, originator); op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); op->speed_left = -1; } else { - use_trigger (op); + use_trigger (op, originator); op->set_speed (0); } } @@ -408,302 +458,297 @@ * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. */ int -check_trigger (object *op, object *cause) +check_trigger (object *op, object *cause, object *originator) { object *tmp; int push = 0, tot = 0; - int in_movement = op->stats.wc || op->speed; + int in_movement = op->stats.wc || op->has_active_speed (); switch (op->type) { - case TRIGGER_BUTTON: - if (op->weight > 0) - { - if (cause) - { - for (tmp = op->above; tmp; tmp = tmp->above) - /* Comment reproduced from update_buttons(): */ - /* Basically, if the move_type matches that on what the - * button wants, we count it. The second check is so that - * objects that don't move (swords, etc) will count. Note that - * this means that more work is needed to make buttons - * that are only triggered by flying objects. - */ + case TRIGGER_BUTTON: + if (op->weight > 0) + { + if (cause) + { + for (tmp = op->above; tmp; tmp = tmp->above) + /* Comment reproduced from update_buttons(): */ + /* Basically, if the move_type matches that on what the + * button wants, we count it. The second check is so that + * objects that don't move (swords, etc) will count. Note that + * this means that more work is needed to make buttons + * that are only triggered by flying objects. + */ + if ((tmp->move_type & op->move_on) || tmp->move_type == 0) + tot += tmp->head_ ()->total_weight (); + + if (tot >= op->weight) + push = 1; + + if (op->stats.ac == push) + return 0; + + op->stats.ac = push; + if (NUM_ANIMATIONS (op) > 1) + { + SET_ANIMATION (op, push); + update_object (op, UP_OBJ_FACE); + } + + if (in_movement || !push) + return 0; + } + + trigger_move (op, push, cause); + } + + return 0; + + case TRIGGER_PEDESTAL: + if (cause) + { + for (tmp = op->above; tmp; tmp = tmp->above) + { + object *head = tmp->head_ (); - if ((tmp->move_type & op->move_on) || tmp->move_type == 0) - { - tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; - } - if (tot >= op->weight) + /* See comment in TRIGGER_BUTTON about move_types */ + if (((head->move_type & op->move_on) || head->move_type == 0) + && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER))) + { push = 1; - if (op->stats.ac == push) - return 0; - op->stats.ac = push; - if (NUM_ANIMATIONS (op) > 1) - { - SET_ANIMATION (op, push); - update_object (op, UP_OBJ_FACE); - } - if (in_movement || !push) - return 0; - } - trigger_move (op, push); - } - return 0; - - case TRIGGER_PEDESTAL: - if (cause) - { - for (tmp = op->above; tmp; tmp = tmp->above) - { - object *head = tmp->head ? tmp->head : tmp; - - /* See comment in TRIGGER_BUTTON about move_types */ - if (((head->move_type & op->move_on) || head->move_type == 0) - && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) - { - push = 1; - break; - } - } - if (op->stats.ac == push) - return 0; - op->stats.ac = push; - if (NUM_ANIMATIONS (op) > 1) - { - SET_ANIMATION (op, push); - update_object (op, UP_OBJ_FACE); - } - update_object (op, UP_OBJ_FACE); - if (in_movement || !push) - return 0; - } - trigger_move (op, push); - return 0; - - case TRIGGER_ALTAR: - if (cause) - { - if (in_movement) - return 0; - if (operate_altar (op, &cause)) - { - if (NUM_ANIMATIONS (op) > 1) - { - SET_ANIMATION (op, 1); - update_object (op, UP_OBJ_FACE); - } - if (op->last_sp >= 0) - { - trigger_move (op, 1); - if (op->last_sp > 0) - op->last_sp = -op->last_sp; - } - else - { - /* for trigger altar with last_sp, the ON/OFF - * status (-> +/- value) is "simulated": - */ - op->value = !op->value; - trigger_move (op, 1); + break; + } + } + + if (op->stats.ac == push) + return 0; + + op->stats.ac = push; + + if (NUM_ANIMATIONS (op) > 1) + { + SET_ANIMATION (op, push); + update_object (op, UP_OBJ_FACE); + } + + update_object (op, UP_OBJ_FACE); + + if (in_movement || !push) + return 0; + } + + trigger_move (op, push, cause); + return 0; + + case TRIGGER_ALTAR: + if (cause) + { + if (in_movement) + return 0; + + if (operate_altar (op, &cause)) /* TODO: originator? */ + { + if (NUM_ANIMATIONS (op) > 1) + { + SET_ANIMATION (op, 1); + update_object (op, UP_OBJ_FACE); + } + + if (op->last_sp >= 0) + { + trigger_move (op, 1, cause); + + if (op->last_sp > 0) op->last_sp = -op->last_sp; - op->value = !op->value; - } - return cause == NULL; - } - else - { - return 0; - } - } - else - { - if (NUM_ANIMATIONS (op) > 1) - { - SET_ANIMATION (op, 0); - update_object (op, UP_OBJ_FACE); - } - - /* If trigger_altar has "last_sp > 0" set on the map, - * it will push the connected value only once per sacrifice. - * Otherwise (default), the connected value will be - * pushed twice: First by sacrifice, second by reset! -AV - */ - if (!op->last_sp) - trigger_move (op, 0); - else - { - op->stats.wc = 0; - op->value = !op->value; - op->set_speed (0); - } - } - return 0; - - case TRIGGER: - if (cause) - { - if (in_movement) - return 0; - - push = 1; - } - - if (NUM_ANIMATIONS (op) > 1) - { - SET_ANIMATION (op, push); - update_object (op, UP_OBJ_FACE); - } - - trigger_move (op, push); - return 1; - - default: - LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); - return 0; + } + else + { + /* for trigger altar with last_sp, the ON/OFF + * status (-> +/- value) is "simulated": + */ + op->value = !op->value; + trigger_move (op, 1, cause); + op->last_sp = -op->last_sp; + op->value = !op->value; + } + + return cause == NULL; + } + else + return 0; + } + else + { + if (NUM_ANIMATIONS (op) > 1) + { + SET_ANIMATION (op, 0); + update_object (op, UP_OBJ_FACE); + } + + /* If trigger_altar has "last_sp > 0" set on the map, + * it will push the connected value only once per sacrifice. + * Otherwise (default), the connected value will be + * pushed twice: First by sacrifice, second by reset! -AV + */ + if (!op->last_sp) + trigger_move (op, 0, cause); + else + { + op->stats.wc = 0; + op->value = !op->value; + op->set_speed (0); + } + } + return 0; + + case TRIGGER: + if (cause) + { + if (in_movement) + return 0; + + push = 1; + } + + if (NUM_ANIMATIONS (op) > 1) + { + SET_ANIMATION (op, push); + update_object (op, UP_OBJ_FACE); + } + + trigger_move (op, push, cause); + return 1; + + default: + LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); + return 0; } } void -add_button_link (object *button, maptile *map, int connected) +object::add_link (maptile *map, shstr_tmp id) { - oblinkpt *obp; - objectlink *ol = get_objectlink (); - if (!map) { LOG (llevError, "Tried to add button-link without map.\n"); return; } - button->path_attuned = connected; /* peterm: I need this so I can rebuild - a connected map from a template map. */ + flag [FLAG_IS_LINKED] = true; - SET_FLAG (button, FLAG_IS_LINKED); + objectlink *ol = get_objectlink (); + ol->ob = this; - ol->ob = button; + for (oblinkpt *obp = map->buttons; obp; obp = obp->next) + if (obp->id == id) + { + ol->next = obp->link; + obp->link = ol; + return; + } - for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) - ; + oblinkpt *obp = get_objectlinkpt (); + obp->id = id; - if (obp) - { - ol->next = obp->link; - obp->link = ol; - } - else - { - obp = get_objectlinkpt (); - obp->value = connected; - - obp->next = map->buttons; - map->buttons = obp; - obp->link = ol; - } + obp->next = map->buttons; + map->buttons = obp; + obp->link = ol; } /* * Remove the object from the linked lists of buttons in the map. * This is only needed by editors. */ - void -remove_button_link (object *op) +object::remove_link () { - oblinkpt *obp; - objectlink **olp, *ol; - - if (op->map == NULL) + if (!map) { LOG (llevError, "remove_button_link() in object without map.\n"); return; } - if (!QUERY_FLAG (op, FLAG_IS_LINKED)) + if (!flag [FLAG_IS_LINKED]) { LOG (llevError, "remove_button_linked() in unlinked object.\n"); return; } - for (obp = op->map->buttons; obp; obp = obp->next) - for (olp = &obp->link; (ol = *olp); olp = &ol->next) - if (ol->ob == op) - { + flag [FLAG_IS_LINKED] = false; -/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", - obp->value, op->name, op->map->path); -*/ + for (oblinkpt *obp = map->buttons; obp; obp = obp->next) + for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next) + if ((*olp)->ob == this) + { + objectlink *ol = *olp; *olp = ol->next; delete ol; return; } LOG (llevError, "remove_button_linked(): couldn't find object.\n"); - CLEAR_FLAG (op, FLAG_IS_LINKED); } /* - * Gets the objectlink for this connection from the map. + * Updates every button on the map (by calling update_button() for them). */ -oblinkpt * -get_connection_links (maptile *map, long connection) +void +maptile::update_buttons () { - for (oblinkpt * obp = map->buttons; obp; obp = obp->next) - if (obp->value == connection) - return obp; + for (oblinkpt *obp = buttons; obp; obp = obp->next) + for (objectlink *ol = obp->link; ol; ol = ol->next) + { + if (!ol->ob) + { + LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", + ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id); + continue; + } - return 0; + if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) + { + update_button (ol->ob, 0); + break; + } + } } /* - * Return the first objectlink in the objects linked to this one + * Gets the objectlink for this connection from the map. */ - oblinkpt * -get_button_links (const object *button) +maptile::find_link (shstr_tmp id) { - oblinkpt *obp; - objectlink *ol; - - if (!button->map) - return NULL; - - for (obp = button->map->buttons; obp; obp = obp->next) - for (ol = obp->link; ol; ol = ol->next) - if (ol->ob == button) - return obp; + for (oblinkpt *obp = buttons; obp; obp = obp->next) + if (obp->id == id) + return obp; - return NULL; + return 0; } /* - * Made as a separate function to increase efficiency + * Return the first objectlink in the objects linked to this one */ - -int -get_button_value (const object *button) +oblinkpt * +object::find_link () const { - oblinkpt *obp; - objectlink *ol; + if (map) + for (oblinkpt *obp = map->buttons; obp; obp = obp->next) + for (objectlink *ol = obp->link; ol; ol = ol->next) + if (ol->ob == this) + return obp; - if (!button->map) - return 0; - for (obp = button->map->buttons; obp; obp = obp->next) - for (ol = obp->link; ol; ol = ol->next) - if (ol->ob == button) - return obp->value; return 0; } -/* This routine makes monsters who are +/* This routine makes monsters who are * standing on the 'mood floor' change their - * disposition if it is different. + * disposition if it is different. * If floor is to be triggered must have * a speed of zero (default is 1 for all * but the charm floor type). * by b.t. thomas@nomad.astro.psu.edu */ - void do_mood_floor (object *op, object *source) { @@ -718,7 +763,7 @@ object *tmp; for (tmp = ms.top; tmp; tmp = tmp->below) - if (QUERY_FLAG (tmp, FLAG_MONSTER)) + if (tmp->flag [FLAG_MONSTER]) break; /* doesn't effect players, and if there is a player on this space, won't also @@ -731,35 +776,38 @@ switch (op->last_sp) { case 0: /* furious--make all monsters mad */ - if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) - CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); + if (tmp->flag [FLAG_UNAGGRESSIVE]) + tmp->clr_flag (FLAG_UNAGGRESSIVE); - if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) + if (tmp->flag [FLAG_FRIENDLY]) { - remove_friendly_object (tmp); - tmp->attack_movement = 0; /* lots of checks here, but want to make sure we don't * dereference a null value */ - if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) - tmp->owner->contr->ranges[range_golem] = 0; + if (tmp->type == GOLEM + && tmp->owner + && tmp->owner->type == PLAYER + && tmp->owner->contr->golem == tmp) + tmp->owner->contr->golem = 0; tmp->owner = 0; + + remove_friendly_object (tmp); } break; case 1: /* angry -- get neutral monsters mad */ - if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) - CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); + if (tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY]) + tmp->clr_flag (FLAG_UNAGGRESSIVE); break; case 2: /* calm -- pacify unfriendly monsters */ - SET_FLAG (tmp, FLAG_UNAGGRESSIVE); + tmp->set_flag (FLAG_UNAGGRESSIVE); break; case 3: /* make all monsters fall asleep */ - SET_FLAG (tmp, FLAG_SLEEP); + tmp->set_flag (FLAG_SLEEP); break; case 4: /* charm all monsters */ @@ -769,7 +817,7 @@ if (object *pl = source->ms ().player ()) { tmp->set_owner (pl); - SET_FLAG (tmp, FLAG_MONSTER); + tmp->set_flag (FLAG_MONSTER); tmp->stats.exp = 0; @@ -778,14 +826,17 @@ } break; - case 6: - if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) + case 6: // kill monsters + if (!tmp->flag [FLAG_FRIENDLY]) break; // FALL THROUGH - case 5: - get_archetype ("burnout")->insert_at (tmp, source); - tmp->destroy (); + case 5: // kill all alives + if (!tmp->flag [FLAG_PRECIOUS]) + { + archetype::get (shstr_burnout)->insert_at (tmp, source); + tmp->destroy (); + } break; default: @@ -807,7 +858,7 @@ /* First check the object itself. */ if ((trig->stats.hp && (op->type == trig->stats.hp)) || (trig->slaying && (op->slaying == trig->slaying)) - || (trig->race && (op->arch->name == trig->race))) + || (trig->race && (op->arch->archname == trig->race))) return op; for (tmp = op->inv; tmp; tmp = tmp->below) @@ -820,19 +871,19 @@ } else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) || (trig->slaying && (tmp->slaying == trig->slaying)) - || (trig->race && (tmp->arch->name == trig->race))) + || (trig->race && (tmp->arch->archname == trig->race))) return tmp; } return NULL; } -/* check_inv(), a function to search the inventory, +/* check_inv(), a function to search the inventory, * of a player and then based on a set of conditions, - * the square will activate connected items. + * the square will activate connected items. * Monsters can't trigger this square (for now) - * Values are: last_sp = 1/0 obj/no obj triggers + * Values are: last_sp = 1/0 obj/no obj triggers * last_heal = 1/0 remove/dont remove obj if triggered - * -b.t. (thomas@nomad.astro.psu.edu + * -b.t. (thomas@nomad.astro.psu.edu * * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op * because the check-inventory semantic essentially only applies when @@ -845,7 +896,7 @@ * * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check * whether op is on this mapspace or not, because the value (1|0) depends - * on this information. also make sure to only push_button if op has + * on this information. also make sure to only push_button if op has * a matching item (because when we do a push_button with value=0 timed gates * will still open)! (i hope i got the semantics right this time) * @@ -868,15 +919,15 @@ if (match && trig->last_sp) // match == having { if (trig->last_heal) - decrease_ob (match); + match->decrease (); trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left - push_button (trig); + push_button (trig, op); } else if (!match && !trig->last_sp) // match == not having { trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left - push_button (trig); + push_button (trig, op); } }