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Comparing deliantra/server/common/button.C (file contents):
Revision 1.34 by root, Mon Jun 4 12:19:08 2007 UTC vs.
Revision 1.72 by root, Wed Nov 16 23:41:59 2016 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27 26
28/* 27/*
29 * This code is no longer highly inefficient 8) 28 * This code is no longer highly inefficient 8)
30 */ 29 */
31 30
32/* 31/*
33 * elmex: 32 * elmex:
34 * This function takes a objectlink list with all the objects are going to be activated. 33 * This function takes a objectlink list with all the objects are going to be activated.
35 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
36 * The source argument can be 0 or the source object for this activation. 35 * The activator argument can be 0 or the source object for this activation.
36 * the originator is the player or monster who did something.
37 */ 37 */
38void 38static void
39activate_connection_link (objectlink * ol, bool state, object *source = 0) 39activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
40{ 40{
41 for (; ol; ol = ol->next) 41 for (; ol; ol = ol->next)
42 { 42 {
43 if (!ol->ob) 43 if (!ol->ob)
44 { 44 {
52 * is getting moved out of memory, the status of buttons and levers 52 * is getting moved out of memory, the status of buttons and levers
53 * probably isn't important - it will get sorted out when the map is 53 * probably isn't important - it will get sorted out when the map is
54 * re-loaded. As such, just exit this function if that is the case. 54 * re-loaded. As such, just exit this function if that is the case.
55 */ 55 */
56 56
57 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 57 if (ol->ob->flag [FLAG_FREED])
58 return; 58 return;
59 59
60 object *tmp = ol->ob; 60 object *tmp = ol->ob;
61 61
62 /* if the criteria isn't appropriate, don't do anything */ 62 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 63 if (state && !tmp->flag [FLAG_ACTIVATE_ON_PUSH])
64 continue; 64 continue;
65
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 66 if (!state && !tmp->flag [FLAG_ACTIVATE_ON_RELEASE])
66 continue; 67 continue;
67 68
68 switch (tmp->type) 69 switch (tmp->type)
69 { 70 {
70 case GATE: 71 case GATE:
71 case HOLE: 72 case HOLE:
73 if (!tmp->active)
74 tmp->play_sound (tmp->sound
75 ? tmp->sound
76 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 77 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->set_speed (0.5); 78 tmp->set_speed (0.5);
74 break; 79 break;
75 80
76 case CF_HANDLE: 81 case T_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE); 83 update_object (tmp, UP_OBJ_FACE);
79 break; 84 break;
80 85
81 case SIGN: 86 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 87 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 88 {
89 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("msg_voice"));
90
91 if (originator && originator->contr)
92 originator->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &tmp->name, &tmp->msg));
93
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 94 new_info_map_except (NDI_UNIQUE | NDI_NAVY, tmp->map, originator, tmp->msg);
95
85 if (tmp->stats.food) 96 if (tmp->stats.food)
86 tmp->last_eat++; 97 tmp->last_eat++;
87 } 98 }
88 break; 99 break;
89 100
90 case ALTAR: 101 case ALTAR:
102 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
91 tmp->value = 1; 103 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 104 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 105 update_object (tmp, UP_OBJ_FACE);
94 break; 106 break;
95 107
96 case BUTTON: 108 case BUTTON:
97 case PEDESTAL: 109 case PEDESTAL:
110 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
98 tmp->value = state; 111 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 112 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 113 update_object (tmp, UP_OBJ_FACE);
101 break; 114 break;
102 115
103 case MOOD_FLOOR: 116 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 117 do_mood_floor (tmp, activator);
105 break; 118 break;
106 119
107 case TIMED_GATE: 120 case TIMED_GATE:
121 if (!tmp->active)
122 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
123
108 tmp->set_speed (tmp->arch->clone.speed); 124 tmp->set_speed (tmp->arch->speed);
109 tmp->value = tmp->arch->clone.value; 125 tmp->value = tmp->arch->value;
110 tmp->stats.sp = 1; 126 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp; 127 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts 128 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent 129 * from the head - this ensures that the data will consistent
114 */ 130 */
121 } 137 }
122 break; 138 break;
123 139
124 case DIRECTOR: 140 case DIRECTOR:
125 case FIREWALL: 141 case FIREWALL:
126 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 142 if (!tmp->flag [FLAG_ANIMATE] && tmp->type == FIREWALL)
127 move_firewall (tmp); 143 move_firewall (tmp);
128 else 144 else
129 { 145 {
130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 146 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
132
133 animate_turning (tmp); 147 animate_turning (tmp);
134 } 148 }
135 break; 149 break;
136 150
137 case TELEPORTER: 151 case TELEPORTER:
141 case CREATOR: 155 case CREATOR:
142 move_creator (tmp); 156 move_creator (tmp);
143 break; 157 break;
144 158
145 case TRIGGER_MARKER: 159 case TRIGGER_MARKER:
160 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
146 move_marker (tmp); 161 move_marker (tmp);
147 break; 162 break;
148 163
149 case DUPLICATOR: 164 case DUPLICATOR:
150 move_duplicator (tmp); 165 move_duplicator (tmp);
166 break;
167
168 case MAPSCRIPT:
169 cfperl_mapscript_activate (tmp, state, activator, originator);
151 break; 170 break;
152 } 171 }
153 } 172 }
154} 173}
155 174
164 * Changed the routine to loop through _all_ objects. 183 * Changed the routine to loop through _all_ objects.
165 * Better hurry with that linked list... 184 * Better hurry with that linked list...
166 * 185 *
167 */ 186 */
168void 187void
169push_button (object *op) 188push_button (object *op, object *originator)
170{ 189{
171 oblinkpt *obp = get_button_links (op); 190 if (oblinkpt *obp = op->find_link ())
172 191 {
173 if (!obp) 192 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
174 return; 193 return;
175 194
176 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
177 return;
178
179 activate_connection_link (obp->link, op->value, op); 195 activate_connection_link (obp->link, op->value, op, originator);
196 }
180} 197}
181 198
182/* 199/*
183 * elmex: 200 * elmex:
184 * This activates a connection, similar to push_button (object *op) but it takes 201 * This activates a connection, similar to push_button (object *op) but it takes
186 * the connection was 'state' or 'released'. So that you can activate objects 203 * the connection was 'state' or 'released'. So that you can activate objects
187 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 204 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
188 * 205 *
189 */ 206 */
190void 207void
191activate_connection (maptile *map, long connection, bool state) 208maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
192{ 209{
193 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 210 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
194 return; 211 return;
195 212
196 oblinkpt *obp = get_connection_links (map, connection); 213 if (oblinkpt *obp = find_link (id))
197
198 if (obp)
199 activate_connection_link (obp->link, state); 214 activate_connection_link (obp->link, state, activator, originator);
200} 215}
201 216
202/* 217/*
203 * Updates everything connected with the button op. 218 * Updates everything connected with the button op.
204 * After changing the state of a button, this function must be called 219 * After changing the state of a button, this function must be called
205 * to make sure that all gates and other buttons connected to the 220 * to make sure that all gates and other buttons connected to the
206 * button reacts to the (eventual) change of state. 221 * button reacts to the (eventual) change of state.
207 */ 222 */
208void 223void
209update_button (object *op) 224update_button (object *op, object *originator)
210{ 225{
211 object *ab, *tmp, *head;
212 int tot, any_down = 0, old_value = op->value; 226 int any_down = 0, old_value = op->value;
213 oblinkpt *obp = 0;
214 objectlink *ol;
215 227
216 obp = get_button_links (op); 228 if (oblinkpt *obp = op->find_link ())
217 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
218 if (obp)
219 for (ol = obp->link; ol; ol = ol->next) 229 for (objectlink *ol = obp->link; ol; ol = ol->next)
220 { 230 {
221 if (!ol->ob) 231 if (!ol->ob)
222 { 232 {
223 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
224 continue; 234 continue;
225 } 235 }
226 236
227 tmp = ol->ob; 237 object *tmp = ol->ob;
238
228 if (tmp->type == BUTTON) 239 if (tmp->type == BUTTON)
229 { 240 {
241 weight_t total = 0;
242
230 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 243 for (object *ab = tmp->above; ab; ab = ab->above)
231 /* Bug? The pedestal code below looks for the head of
232 * the object, this bit doesn't. I'd think we should check
233 * for head here also. Maybe it also makese sense to
234 * make the for ab=tmp->above loop common, and alter
235 * behaviour based on object within that loop?
236 */
237
238 /* Basically, if the move_type matches that on what the 244 /* Basically, if the move_type matches that on what the
239 * button wants, we count it. The second check is so that 245 * button wants, we count it. The second check is so that
240 * objects don't move (swords, etc) will count. Note that 246 * objects who don't move (swords, etc) will count. Note that
241 * this means that more work is needed to make buttons 247 * this means that more work is needed to make buttons
242 * that are only triggered by flying objects. 248 * that are only triggered by flying objects.
243 */ 249 */
244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 250 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
245 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 251 total += ab->head_ ()->total_weight ();
246 252
247 tmp->value = (tot >= tmp->weight) ? 1 : 0; 253 tmp->value = total >= tmp->weight;
248 if (tmp->value) 254
249 any_down = 1; 255 any_down = any_down || tmp->value;
250 } 256 }
251 else if (tmp->type == PEDESTAL) 257 else if (tmp->type == PEDESTAL)
252 { 258 {
259 bool is_match = is_match_expr (tmp->slaying);
253 tmp->value = 0; 260 tmp->value = 0;
261
254 for (ab = tmp->above; ab != NULL; ab = ab->above) 262 for (object *ab = tmp->above; ab; ab = ab->above)
255 { 263 {
256 head = ab->head_ (); 264 object *head = ab->head_ ();
265
257 /* Same note regarding move_type for buttons above apply here. */ 266 /* Same note regarding move_type for buttons above apply here. */
258 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 267 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
268 if (is_match
269 ? match (tmp->slaying, head, tmp, originator)
259 (head->race == tmp->slaying || 270 : (head->race == tmp->slaying
260 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 271 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
261 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 272 || (tmp->slaying == shstr_player && head->type == PLAYER)))
273 {
262 tmp->value = 1; 274 tmp->value = 1;
275 break;
276 }
277 }
278
279 any_down = any_down || tmp->value;
280 }
281 else if (tmp->type == T_MATCH)
282 {
283 tmp->value = 0;
284
285 for (object *ab = tmp->above; ab; ab = ab->above)
263 } 286 {
287 object *head = ab->head_ ();
264 288
265 if (tmp->value) 289 /* Same note regarding move_type for buttons above apply here. */
266 any_down = 1; 290 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
291 if (match (tmp->slaying, head, tmp, originator))
292 {
293 tmp->value = 1;
294 break;
295 }
296 }
297
298 any_down = any_down || tmp->value;
267 } 299 }
268 } 300 }
301
269 if (any_down) /* If any other buttons were down, force this to remain down */ 302 if (any_down) /* If any other buttons were down, force this to remain down */
270 op->value = 1; 303 op->value = 1;
271 304
305 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
306
272 /* If this button hasn't changed, don't do anything */ 307 /* If this button hasn't changed, don't do anything */
273 if (op->value != old_value) 308 if (op->value != old_value)
274 { 309 {
275 SET_ANIMATION (op, op->value); 310 SET_ANIMATION (op, op->value);
276 update_object (op, UP_OBJ_FACE); 311 update_object (op, UP_OBJ_FACE);
277 push_button (op); /* Make all other buttons the same */ 312 push_button (op, originator); /* Make all other buttons the same */
278 } 313 }
279} 314}
280 315
281void 316void
282use_trigger (object *op) 317use_trigger (object *op, object *originator)
283{ 318{
284 /* Toggle value */ 319 /* Toggle value */
285 op->value = !op->value; 320 op->value = !op->value;
321
286 push_button (op); 322 push_button (op, originator);
287} 323}
288 324
289/* 325/*
290 * Note: animate_object should be used instead of this, 326 * Note: animate_object should be used instead of this,
291 * but it can't handle animations in the 8 directions 327 * but it can't handle animations in the 8 directions
310 * 346 *
311 * 0.93.4: Linked objects (ie, objects that are connected) can not be 347 * 0.93.4: Linked objects (ie, objects that are connected) can not be
312 * sacrificed. This fixes a bug of trying to put multiple altars/related 348 * sacrificed. This fixes a bug of trying to put multiple altars/related
313 * objects on the same space that take the same sacrifice. 349 * objects on the same space that take the same sacrifice.
314 */ 350 */
315
316int 351int
317check_altar_sacrifice (const object *altar, const object *sacrifice) 352check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
318{ 353{
319 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 354 if (sacrifice->flag [FLAG_UNPAID]
355 || sacrifice->flag [FLAG_IS_LINKED]
356 || sacrifice->is_player ())
357 return 0;
358
359 if (is_match_expr (ARCH_SACRIFICE (altar)))
360 return match (ARCH_SACRIFICE (altar), sacrifice, altar, originator);
361
362 if (!sacrifice->flag [FLAG_ALIVE])
320 { 363 {
364 if (ARCH_SACRIFICE (altar) == shstr_money
365 && sacrifice->type == MONEY
366 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
367 return 1;
368
321 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname 369 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
322 || ARCH_SACRIFICE (altar) == sacrifice->name 370 || ARCH_SACRIFICE (altar) == sacrifice->name
323 || ARCH_SACRIFICE (altar) == sacrifice->slaying 371 || ARCH_SACRIFICE (altar) == sacrifice->slaying
324 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 372 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
325 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 373 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
326 return 1;
327
328 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
329 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
330 return 1; 374 return 1;
331 } 375 }
332 376
333 return 0; 377 return 0;
334} 378}
341 * 385 *
342 * If this function returns 1, '*sacrifice' is modified to point to the 386 * If this function returns 1, '*sacrifice' is modified to point to the
343 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 387 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
344 */ 388 */
345int 389int
346operate_altar (object *altar, object **sacrifice) 390operate_altar (object *altar, object **sacrifice, object *originator)
347{ 391{
348 if (!altar->map) 392 if (!altar->map)
349 { 393 {
350 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 394 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
351 return 0; 395 return 0;
352 } 396 }
353 397
354 if (!altar->slaying || altar->value) 398 if (!altar->slaying || altar->value)
355 return 0; 399 return 0;
356 400
357 if (!check_altar_sacrifice (altar, *sacrifice)) 401 if (!check_altar_sacrifice (altar, *sacrifice, originator))
358 return 0; 402 return 0;
359 403
360 /* check_altar_sacrifice should have already verified that enough money 404 /* check_altar_sacrifice should have already verified that enough money
361 * has been dropped. 405 * has been dropped.
362 */ 406 */
363 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 407 if (ARCH_SACRIFICE (altar) == shstr_money)
364 { 408 {
365 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 409 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
366 410
367 /* Round up any sacrifices. Altars don't make change either */ 411 /* Round up any sacrifices. Altars don't make change either */
368 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 412 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
369 number++; 413 number++;
370 414
371 *sacrifice = decrease_ob_nr (*sacrifice, number); 415 if (!(*sacrifice)->decrease (number))
416 *sacrifice = 0;
372 } 417 }
373 else 418 else
374 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 419 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
420 *sacrifice = 0;
375 421
376 if (altar->msg) 422 if (altar->msg)
377 new_info_map (NDI_BLACK, altar->map, altar->msg); 423 new_info_map (NDI_BLACK, altar->map, altar->msg);
378 424
379 return 1; 425 return 1;
380} 426}
381 427
382void 428static void
383trigger_move (object *op, int state) /* 1 down and 0 up */ 429trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
384{ 430{
385 op->stats.wc = state; 431 op->stats.wc = state;
432
386 if (state) 433 if (state)
387 { 434 {
388 use_trigger (op); 435 use_trigger (op, originator);
389 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 436 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
390 op->speed_left = -1; 437 op->speed_left = -1;
391 } 438 }
392 else 439 else
393 { 440 {
394 use_trigger (op); 441 use_trigger (op, originator);
395 op->set_speed (0); 442 op->set_speed (0);
396 } 443 }
397} 444}
398 445
399 446
408 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 455 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
409 * 456 *
410 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 457 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
411 */ 458 */
412int 459int
413check_trigger (object *op, object *cause) 460check_trigger (object *op, object *cause, object *originator)
414{ 461{
415 object *tmp; 462 object *tmp;
416 int push = 0, tot = 0; 463 int push = 0, tot = 0;
417 int in_movement = op->stats.wc || op->speed; 464 int in_movement = op->stats.wc || op->has_active_speed ();
418 465
419 switch (op->type) 466 switch (op->type)
420 { 467 {
421 case TRIGGER_BUTTON: 468 case TRIGGER_BUTTON:
422 if (op->weight > 0) 469 if (op->weight > 0)
423 { 470 {
424 if (cause) 471 if (cause)
425 { 472 {
426 for (tmp = op->above; tmp; tmp = tmp->above) 473 for (tmp = op->above; tmp; tmp = tmp->above)
427 /* Comment reproduced from update_buttons(): */ 474 /* Comment reproduced from update_buttons(): */
428 /* Basically, if the move_type matches that on what the 475 /* Basically, if the move_type matches that on what the
429 * button wants, we count it. The second check is so that 476 * button wants, we count it. The second check is so that
430 * objects that don't move (swords, etc) will count. Note that 477 * objects that don't move (swords, etc) will count. Note that
431 * this means that more work is needed to make buttons 478 * this means that more work is needed to make buttons
432 * that are only triggered by flying objects. 479 * that are only triggered by flying objects.
480 */
481 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
482 tot += tmp->head_ ()->total_weight ();
483
484 if (tot >= op->weight)
485 push = 1;
486
487 if (op->stats.ac == push)
488 return 0;
489
490 op->stats.ac = push;
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, push);
494 update_object (op, UP_OBJ_FACE);
495 }
496
497 if (in_movement || !push)
498 return 0;
499 }
500
501 trigger_move (op, push, cause);
502 }
503
504 return 0;
505
506 case TRIGGER_PEDESTAL:
507 if (cause)
508 {
509 for (tmp = op->above; tmp; tmp = tmp->above)
510 {
511 object *head = tmp->head_ ();
512
513 /* See comment in TRIGGER_BUTTON about move_types */
514 if (((head->move_type & op->move_on) || head->move_type == 0)
515 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
516 {
517 push = 1;
518 break;
519 }
520 }
521
522 if (op->stats.ac == push)
523 return 0;
524
525 op->stats.ac = push;
526
527 if (NUM_ANIMATIONS (op) > 1)
528 {
529 SET_ANIMATION (op, push);
530 update_object (op, UP_OBJ_FACE);
531 }
532
533 update_object (op, UP_OBJ_FACE);
534
535 if (in_movement || !push)
536 return 0;
537 }
538
539 trigger_move (op, push, cause);
540 return 0;
541
542 case TRIGGER_ALTAR:
543 if (cause)
544 {
545 if (in_movement)
546 return 0;
547
548 if (operate_altar (op, &cause)) /* TODO: originator? */
549 {
550 if (NUM_ANIMATIONS (op) > 1)
551 {
552 SET_ANIMATION (op, 1);
553 update_object (op, UP_OBJ_FACE);
554 }
555
556 if (op->last_sp >= 0)
557 {
558 trigger_move (op, 1, cause);
559
560 if (op->last_sp > 0)
561 op->last_sp = -op->last_sp;
562 }
563 else
564 {
565 /* for trigger altar with last_sp, the ON/OFF
566 * status (-> +/- value) is "simulated":
433 */ 567 */
434 568 op->value = !op->value;
435 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 569 trigger_move (op, 1, cause);
436 { 570 op->last_sp = -op->last_sp;
437 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 571 op->value = !op->value;
438 }
439 if (tot >= op->weight)
440 push = 1;
441 if (op->stats.ac == push)
442 return 0;
443 op->stats.ac = push;
444 if (NUM_ANIMATIONS (op) > 1)
445 {
446 SET_ANIMATION (op, push);
447 update_object (op, UP_OBJ_FACE);
448 } 572 }
449 if (in_movement || !push) 573
450 return 0; 574 return cause == NULL;
451 } 575 }
452 trigger_move (op, push);
453 } 576 else
454 return 0;
455
456 case TRIGGER_PEDESTAL:
457 if (cause)
458 {
459 for (tmp = op->above; tmp; tmp = tmp->above)
460 {
461 object *head = tmp->head_ ();
462
463 /* See comment in TRIGGER_BUTTON about move_types */
464 if (((head->move_type & op->move_on) || head->move_type == 0)
465 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
466 {
467 push = 1;
468 break;
469 }
470 }
471
472 if (op->stats.ac == push)
473 return 0; 577 return 0;
474 578 }
475 op->stats.ac = push; 579 else
476 580 {
477 if (NUM_ANIMATIONS (op) > 1) 581 if (NUM_ANIMATIONS (op) > 1)
478 { 582 {
479 SET_ANIMATION (op, push); 583 SET_ANIMATION (op, 0);
480 update_object (op, UP_OBJ_FACE); 584 update_object (op, UP_OBJ_FACE);
481 } 585 }
482 586
483 update_object (op, UP_OBJ_FACE);
484
485 if (in_movement || !push)
486 return 0;
487 }
488
489 trigger_move (op, push);
490 return 0;
491
492 case TRIGGER_ALTAR:
493 if (cause)
494 {
495 if (in_movement)
496 return 0;
497
498 if (operate_altar (op, &cause))
499 {
500 if (NUM_ANIMATIONS (op) > 1)
501 {
502 SET_ANIMATION (op, 1);
503 update_object (op, UP_OBJ_FACE);
504 }
505
506 if (op->last_sp >= 0)
507 {
508 trigger_move (op, 1);
509 if (op->last_sp > 0)
510 op->last_sp = -op->last_sp;
511 }
512 else
513 {
514 /* for trigger altar with last_sp, the ON/OFF
515 * status (-> +/- value) is "simulated":
516 */
517 op->value = !op->value;
518 trigger_move (op, 1);
519 op->last_sp = -op->last_sp;
520 op->value = !op->value;
521 }
522
523 return cause == NULL;
524 }
525 else
526 return 0;
527 }
528 else
529 {
530 if (NUM_ANIMATIONS (op) > 1)
531 {
532 SET_ANIMATION (op, 0);
533 update_object (op, UP_OBJ_FACE);
534 }
535
536 /* If trigger_altar has "last_sp > 0" set on the map, 587 /* If trigger_altar has "last_sp > 0" set on the map,
537 * it will push the connected value only once per sacrifice. 588 * it will push the connected value only once per sacrifice.
538 * Otherwise (default), the connected value will be 589 * Otherwise (default), the connected value will be
539 * pushed twice: First by sacrifice, second by reset! -AV 590 * pushed twice: First by sacrifice, second by reset! -AV
540 */ 591 */
541 if (!op->last_sp) 592 if (!op->last_sp)
542 trigger_move (op, 0); 593 trigger_move (op, 0, cause);
543 else 594 else
544 { 595 {
545 op->stats.wc = 0; 596 op->stats.wc = 0;
546 op->value = !op->value; 597 op->value = !op->value;
547 op->set_speed (0); 598 op->set_speed (0);
548 } 599 }
549 } 600 }
550 return 0; 601 return 0;
551 602
552 case TRIGGER: 603 case TRIGGER:
553 if (cause) 604 if (cause)
554 { 605 {
555 if (in_movement) 606 if (in_movement)
556 return 0; 607 return 0;
557 608
558 push = 1; 609 push = 1;
559 } 610 }
560 611
561 if (NUM_ANIMATIONS (op) > 1) 612 if (NUM_ANIMATIONS (op) > 1)
562 { 613 {
563 SET_ANIMATION (op, push); 614 SET_ANIMATION (op, push);
564 update_object (op, UP_OBJ_FACE); 615 update_object (op, UP_OBJ_FACE);
565 } 616 }
566 617
567 trigger_move (op, push); 618 trigger_move (op, push, cause);
568 return 1; 619 return 1;
569 620
570 default: 621 default:
571 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 622 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
572 return 0; 623 return 0;
573 } 624 }
574} 625}
575 626
576void 627void
577add_button_link (object *button, maptile *map, int connected) 628object::add_link (maptile *map, shstr_tmp id)
578{ 629{
579 oblinkpt *obp;
580 objectlink *ol = get_objectlink ();
581
582 if (!map) 630 if (!map)
583 { 631 {
584 LOG (llevError, "Tried to add button-link without map.\n"); 632 LOG (llevError, "Tried to add button-link without map.\n");
585 return; 633 return;
586 } 634 }
587 635
588 button->path_attuned = connected; /* peterm: I need this so I can rebuild 636 flag [FLAG_IS_LINKED] = true;
589 a connected map from a template map. */
590 637
591 SET_FLAG (button, FLAG_IS_LINKED); 638 objectlink *ol = get_objectlink ();
592
593 ol->ob = button; 639 ol->ob = this;
594 640
595 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 641 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
596 ; 642 if (obp->id == id)
597
598 if (obp)
599 { 643 {
600 ol->next = obp->link; 644 ol->next = obp->link;
601 obp->link = ol; 645 obp->link = ol;
646 return;
602 } 647 }
603 else 648
604 {
605 obp = get_objectlinkpt (); 649 oblinkpt *obp = get_objectlinkpt ();
606 obp->value = connected; 650 obp->id = id;
607 651
608 obp->next = map->buttons; 652 obp->next = map->buttons;
609 map->buttons = obp; 653 map->buttons = obp;
610 obp->link = ol; 654 obp->link = ol;
611 }
612} 655}
613 656
614/* 657/*
615 * Remove the object from the linked lists of buttons in the map. 658 * Remove the object from the linked lists of buttons in the map.
616 * This is only needed by editors. 659 * This is only needed by editors.
617 */ 660 */
618
619void 661void
620remove_button_link (object *op) 662object::remove_link ()
621{ 663{
622 oblinkpt *obp; 664 if (!map)
623 objectlink **olp, *ol;
624
625 if (op->map == NULL)
626 { 665 {
627 LOG (llevError, "remove_button_link() in object without map.\n"); 666 LOG (llevError, "remove_button_link() in object without map.\n");
628 return; 667 return;
629 } 668 }
630 669
631 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 670 if (!flag [FLAG_IS_LINKED])
632 { 671 {
633 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 672 LOG (llevError, "remove_button_linked() in unlinked object.\n");
634 return; 673 return;
635 } 674 }
636 675
676 flag [FLAG_IS_LINKED] = false;
677
637 for (obp = op->map->buttons; obp; obp = obp->next) 678 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
638 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 679 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
639 if (ol->ob == op) 680 if ((*olp)->ob == this)
640 { 681 {
641 682 objectlink *ol = *olp;
642/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
643 obp->value, op->name, op->map->path);
644*/
645 *olp = ol->next; 683 *olp = ol->next;
646 delete ol; 684 delete ol;
647 return; 685 return;
648 } 686 }
649 687
650 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 688 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
651 CLEAR_FLAG (op, FLAG_IS_LINKED); 689}
690
691/*
692 * Updates every button on the map (by calling update_button() for them).
693 */
694void
695maptile::update_buttons ()
696{
697 for (oblinkpt *obp = buttons; obp; obp = obp->next)
698 for (objectlink *ol = obp->link; ol; ol = ol->next)
699 {
700 if (!ol->ob)
701 {
702 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
703 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
704 continue;
705 }
706
707 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
708 {
709 update_button (ol->ob, 0);
710 break;
711 }
712 }
652} 713}
653 714
654/* 715/*
655 * Gets the objectlink for this connection from the map. 716 * Gets the objectlink for this connection from the map.
656 */ 717 */
657oblinkpt * 718oblinkpt *
658get_connection_links (maptile *map, long connection) 719maptile::find_link (shstr_tmp id)
659{ 720{
660 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 721 for (oblinkpt *obp = buttons; obp; obp = obp->next)
661 if (obp->value == connection) 722 if (obp->id == id)
662 return obp; 723 return obp;
663 724
664 return 0; 725 return 0;
665} 726}
666 727
667/* 728/*
668 * Return the first objectlink in the objects linked to this one 729 * Return the first objectlink in the objects linked to this one
669 */ 730 */
670
671oblinkpt * 731oblinkpt *
672get_button_links (const object *button) 732object::find_link () const
673{ 733{
674 oblinkpt *obp; 734 if (map)
675 objectlink *ol;
676
677 if (!button->map)
678 return NULL;
679
680 for (obp = button->map->buttons; obp; obp = obp->next) 735 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
681 for (ol = obp->link; ol; ol = ol->next) 736 for (objectlink *ol = obp->link; ol; ol = ol->next)
682 if (ol->ob == button) 737 if (ol->ob == this)
683 return obp; 738 return obp;
684 739
685 return NULL;
686}
687
688/*
689 * Made as a separate function to increase efficiency
690 */
691
692int
693get_button_value (const object *button)
694{
695 oblinkpt *obp;
696 objectlink *ol;
697
698 if (!button->map)
699 return 0;
700 for (obp = button->map->buttons; obp; obp = obp->next)
701 for (ol = obp->link; ol; ol = ol->next)
702 if (ol->ob == button)
703 return obp->value;
704 return 0; 740 return 0;
705} 741}
706 742
707/* This routine makes monsters who are 743/* This routine makes monsters who are
708 * standing on the 'mood floor' change their 744 * standing on the 'mood floor' change their
710 * If floor is to be triggered must have 746 * If floor is to be triggered must have
711 * a speed of zero (default is 1 for all 747 * a speed of zero (default is 1 for all
712 * but the charm floor type). 748 * but the charm floor type).
713 * by b.t. thomas@nomad.astro.psu.edu 749 * by b.t. thomas@nomad.astro.psu.edu
714 */ 750 */
715
716void 751void
717do_mood_floor (object *op, object *source) 752do_mood_floor (object *op, object *source)
718{ 753{
719 if (!source) 754 if (!source)
720 source = op; 755 source = op;
725 return; 760 return;
726 761
727 object *tmp; 762 object *tmp;
728 763
729 for (tmp = ms.top; tmp; tmp = tmp->below) 764 for (tmp = ms.top; tmp; tmp = tmp->below)
730 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 765 if (tmp->flag [FLAG_MONSTER])
731 break; 766 break;
732 767
733 /* doesn't effect players, and if there is a player on this space, won't also 768 /* doesn't effect players, and if there is a player on this space, won't also
734 * be a monster here. 769 * be a monster here.
735 */ 770 */
738 return; 773 return;
739 774
740 switch (op->last_sp) 775 switch (op->last_sp)
741 { 776 {
742 case 0: /* furious--make all monsters mad */ 777 case 0: /* furious--make all monsters mad */
743 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 778 if (tmp->flag [FLAG_UNAGGRESSIVE])
744 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 779 tmp->clr_flag (FLAG_UNAGGRESSIVE);
745 780
746 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 781 if (tmp->flag [FLAG_FRIENDLY])
747 { 782 {
748 tmp->attack_movement = 0; 783 tmp->attack_movement = 0;
749 /* lots of checks here, but want to make sure we don't 784 /* lots of checks here, but want to make sure we don't
750 * dereference a null value 785 * dereference a null value
751 */ 786 */
760 remove_friendly_object (tmp); 795 remove_friendly_object (tmp);
761 } 796 }
762 break; 797 break;
763 798
764 case 1: /* angry -- get neutral monsters mad */ 799 case 1: /* angry -- get neutral monsters mad */
765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 800 if (tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 801 tmp->clr_flag (FLAG_UNAGGRESSIVE);
767 break; 802 break;
768 803
769 case 2: /* calm -- pacify unfriendly monsters */ 804 case 2: /* calm -- pacify unfriendly monsters */
770 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 805 tmp->set_flag (FLAG_UNAGGRESSIVE);
771 break; 806 break;
772 807
773 case 3: /* make all monsters fall asleep */ 808 case 3: /* make all monsters fall asleep */
774 SET_FLAG (tmp, FLAG_SLEEP); 809 tmp->set_flag (FLAG_SLEEP);
775 break; 810 break;
776 811
777 case 4: /* charm all monsters */ 812 case 4: /* charm all monsters */
778 if (op == source) 813 if (op == source)
779 break; /* only if 'connected' */ 814 break; /* only if 'connected' */
780 815
781 if (object *pl = source->ms ().player ()) 816 if (object *pl = source->ms ().player ())
782 { 817 {
783 tmp->set_owner (pl); 818 tmp->set_owner (pl);
784 SET_FLAG (tmp, FLAG_MONSTER); 819 tmp->set_flag (FLAG_MONSTER);
785 820
786 tmp->stats.exp = 0; 821 tmp->stats.exp = 0;
787 822
788 add_friendly_object (tmp); 823 add_friendly_object (tmp);
789 tmp->attack_movement = PETMOVE; 824 tmp->attack_movement = PETMOVE;
790 } 825 }
791 break; 826 break;
792 827
793 case 6: // kill monsters 828 case 6: // kill monsters
794 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) 829 if (!tmp->flag [FLAG_FRIENDLY])
795 break; 830 break;
796 831
797 // FALL THROUGH 832 // FALL THROUGH
798 case 5: // kill all alives 833 case 5: // kill all alives
799 if (!tmp->flag [FLAG_PRECIOUS]) 834 if (!tmp->flag [FLAG_PRECIOUS])
800 { 835 {
801 get_archetype ("burnout")->insert_at (tmp, source); 836 archetype::get (shstr_burnout)->insert_at (tmp, source);
802 tmp->destroy (); 837 tmp->destroy ();
803 } 838 }
804 break; 839 break;
805 840
806 default: 841 default:
881 // and we have to set the value to 0 916 // and we have to set the value to 0
882 917
883 if (match && trig->last_sp) // match == having 918 if (match && trig->last_sp) // match == having
884 { 919 {
885 if (trig->last_heal) 920 if (trig->last_heal)
886 decrease_ob (match); 921 match->decrease ();
887 922
888 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 923 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
889 push_button (trig); 924 push_button (trig, op);
890 } 925 }
891 else if (!match && !trig->last_sp) // match == not having 926 else if (!match && !trig->last_sp) // match == not having
892 { 927 {
893 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 928 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
894 push_button (trig); 929 push_button (trig, op);
895 } 930 }
896} 931}
897 932

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