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Comparing deliantra/server/common/button.C (file contents):
Revision 1.12 by root, Sun Oct 15 02:16:34 2006 UTC vs.
Revision 1.46 by root, Sun May 4 18:24:11 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
35 * The source argument can be 0 or the source object for this activation. 34 * The source argument can be 0 or the source object for this activation.
36 */ 35 */
37void 36void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 37activate_connection_link (objectlink * ol, bool state, object *source = 0)
39{ 38{
40 object *tmp = 0;
41
42 for (; ol; ol = ol->next) 39 for (; ol; ol = ol->next)
43 { 40 {
44 if (!ol->ob) 41 if (!ol->ob)
45 { 42 {
46 LOG (llevError, "Internal error in activate_connection_link.\n"); 43 LOG (llevError, "Internal error in activate_connection_link.\n");
55 * re-loaded. As such, just exit this function if that is the case. 52 * re-loaded. As such, just exit this function if that is the case.
56 */ 53 */
57 54
58 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 55 if (QUERY_FLAG (ol->ob, FLAG_FREED))
59 return; 56 return;
57
60 tmp = ol->ob; 58 object *tmp = ol->ob;
61 59
62 /* if the criteria isn't appropriate, don't do anything */ 60 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 61 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 62 continue;
63
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue; 65 continue;
67 66
68 switch (tmp->type) 67 switch (tmp->type)
69 { 68 {
70 case GATE: 69 case GATE:
71 case HOLE: 70 case HOLE:
71 if (!tmp->active)
72 tmp->play_sound (tmp->sound
73 ? tmp->sound
74 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 75 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->speed = 0.5; 76 tmp->set_speed (0.5);
74 update_ob_speed (tmp);
75 break; 77 break;
76 78
77 case CF_HANDLE: 79 case CF_HANDLE:
78 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 80 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
79 update_object (tmp, UP_OBJ_FACE); 81 update_object (tmp, UP_OBJ_FACE);
80 break; 82 break;
81 83
82 case SIGN: 84 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 85 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
84 { 86 {
87 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 88 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food) 89 if (tmp->stats.food)
87 tmp->last_eat++; 90 tmp->last_eat++;
88 } 91 }
89 break; 92 break;
90 93
91 case ALTAR: 94 case ALTAR:
95 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
92 tmp->value = 1; 96 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 97 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 98 update_object (tmp, UP_OBJ_FACE);
95 break; 99 break;
96 100
97 case BUTTON: 101 case BUTTON:
98 case PEDESTAL: 102 case PEDESTAL:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
99 tmp->value = state; 104 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
102 break; 107 break;
103 108
104 case MOOD_FLOOR: 109 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 110 do_mood_floor (tmp, source);
106 break; 111 break;
107 112
108 case TIMED_GATE: 113 case TIMED_GATE:
114 if (!tmp->active)
115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
109 tmp->speed = tmp->arch->clone.speed; 116 tmp->set_speed (tmp->arch->speed);
110 update_ob_speed (tmp); /* original values */
111 tmp->value = tmp->arch->clone.value; 117 tmp->value = tmp->arch->value;
112 tmp->stats.sp = 1; 118 tmp->stats.sp = 1;
113 tmp->stats.hp = tmp->stats.maxhp; 119 tmp->stats.hp = tmp->stats.maxhp;
114 /* Handle multipart gates. We copy the value for the other parts 120 /* Handle multipart gates. We copy the value for the other parts
115 * from the head - this ensures that the data will consistent 121 * from the head - this ensures that the data will consistent
116 */ 122 */
117 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 123 for (object *part = tmp->more; part; part = part->more)
118 { 124 {
119 tmp->speed = tmp->head->speed; 125 part->value = tmp->value;
120 tmp->value = tmp->head->value; 126 part->stats.sp = tmp->stats.sp;
121 tmp->stats.sp = tmp->head->stats.sp; 127 part->stats.hp = tmp->stats.hp;
122 tmp->stats.hp = tmp->head->stats.hp;
123 update_ob_speed (tmp); 128 part->set_speed (tmp->speed);
124 } 129 }
125 break; 130 break;
126 131
127 case DIRECTOR: 132 case DIRECTOR:
128 case FIREWALL: 133 case FIREWALL:
129 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
130 move_firewall (tmp); 135 move_firewall (tmp);
131 else 136 else
132 { 137 {
133 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
134 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140
135 animate_turning (tmp); 141 animate_turning (tmp);
136 } 142 }
137 break; 143 break;
138 144
139 case TELEPORTER: 145 case TELEPORTER:
140 move_teleporter (tmp); 146 move_teleporter (tmp);
141 break; 147 break;
142 148
143 case CREATOR: 149 case CREATOR:
144 move_creator (tmp); 150 move_creator (tmp);
145 break; 151 break;
146 152
147 case TRIGGER_MARKER: 153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
148 move_marker (tmp); 155 move_marker (tmp);
149 break; 156 break;
150 157
151 case DUPLICATOR: 158 case DUPLICATOR:
152 move_duplicator (tmp); 159 move_duplicator (tmp);
153 break; 160 break;
154 } 161 }
155 } 162 }
156} 163}
157 164
158/* 165/*
205 * Updates everything connected with the button op. 212 * Updates everything connected with the button op.
206 * After changing the state of a button, this function must be called 213 * After changing the state of a button, this function must be called
207 * to make sure that all gates and other buttons connected to the 214 * to make sure that all gates and other buttons connected to the
208 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
209 */ 216 */
210
211void 217void
212update_button (object *op) 218update_button (object *op)
213{ 219{
214 object *ab, *tmp, *head;
215 int tot, any_down = 0, old_value = op->value; 220 int any_down = 0, old_value = op->value;
216 oblinkpt *obp = 0; 221 oblinkpt *obp = 0;
217 objectlink *ol; 222 objectlink *ol;
218 223
219 obp = get_button_links (op); 224 obp = get_button_links (op);
220 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
221 if (obp) 225 if (obp)
222 for (ol = obp->link; ol; ol = ol->next) 226 for (ol = obp->link; ol; ol = ol->next)
223 { 227 {
224 if (!ol->ob) 228 if (!ol->ob)
225 { 229 {
226 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 230 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
227 continue; 231 continue;
228 } 232 }
229 233
230 tmp = ol->ob; 234 object *tmp = ol->ob;
235
231 if (tmp->type == BUTTON) 236 if (tmp->type == BUTTON)
232 { 237 {
238 sint32 total = 0;
239
233 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 240 for (object *ab = tmp->above; ab; ab = ab->above)
234 /* Bug? The pedestal code below looks for the head of
235 * the object, this bit doesn't. I'd think we should check
236 * for head here also. Maybe it also makese sense to
237 * make the for ab=tmp->above loop common, and alter
238 * behaviour based on object within that loop?
239 */
240
241 /* Basically, if the move_type matches that on what the 241 /* Basically, if the move_type matches that on what the
242 * button wants, we count it. The second check is so that 242 * button wants, we count it. The second check is so that
243 * objects don't move (swords, etc) will count. Note that 243 * objects who don't move (swords, etc) will count. Note that
244 * this means that more work is needed to make buttons 244 * this means that more work is needed to make buttons
245 * that are only triggered by flying objects. 245 * that are only triggered by flying objects.
246 */ 246 */
247 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 247 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
248 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 248 total += ab->head_ ()->total_weight ();
249 249
250 tmp->value = (tot >= tmp->weight) ? 1 : 0; 250 tmp->value = total >= tmp->weight;
251 if (tmp->value) 251
252 any_down = 1; 252 any_down = any_down || tmp->value;
253 } 253 }
254 else if (tmp->type == PEDESTAL) 254 else if (tmp->type == PEDESTAL)
255 { 255 {
256 tmp->value = 0; 256 tmp->value = 0;
257
257 for (ab = tmp->above; ab != NULL; ab = ab->above) 258 for (object *ab = tmp->above; ab; ab = ab->above)
258 { 259 {
259 head = ab->head ? ab->head : ab; 260 object *head = ab->head_ ();
261
260 /* Same note regarding move_type for buttons above apply here. */ 262 /* Same note regarding move_type for buttons above apply here. */
261 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 263 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
262 (head->race == tmp->slaying || 264 && (head->race == tmp->slaying
263 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 265 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
264 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 266 || (tmp->slaying == shstr_player && head->type == PLAYER)))
265 tmp->value = 1; 267 tmp->value = 1;
266 } 268 }
267 if (tmp->value) 269
268 any_down = 1; 270 any_down = any_down || tmp->value;
269 } 271 }
270 } 272 }
273
271 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 */
272 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);
273 278
274 /* If this button hasn't changed, don't do anything */ 279 /* If this button hasn't changed, don't do anything */
275 if (op->value != old_value) 280 if (op->value != old_value)
276 { 281 {
277 SET_ANIMATION (op, op->value); 282 SET_ANIMATION (op, op->value);
278 update_object (op, UP_OBJ_FACE); 283 update_object (op, UP_OBJ_FACE);
279 push_button (op); /* Make all other buttons the same */ 284 push_button (op); /* Make all other buttons the same */
280 } 285 }
281} 286}
282 287
283/*
284 * Updates every button on the map (by calling update_button() for them).
285 */
286
287void
288update_buttons (maptile *m)
289{
290 objectlink *ol;
291 oblinkpt *obp;
292
293 for (obp = m->buttons; obp; obp = obp->next)
294 for (ol = obp->link; ol; ol = ol->next)
295 {
296 if (!ol->ob)
297 {
298 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
299 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
300 continue;
301 }
302
303 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
304 {
305 update_button (ol->ob);
306 break;
307 }
308 }
309}
310
311void 288void
312use_trigger (object *op) 289use_trigger (object *op)
313{ 290{
314
315 /* Toggle value */ 291 /* Toggle value */
316 op->value = !op->value; 292 op->value = !op->value;
317 push_button (op); 293 push_button (op);
318} 294}
319 295
320/* 296/*
321 * Note: animate_object should be used instead of this, 297 * Note: animate_object should be used instead of this,
322 * but it can't handle animations in the 8 directions 298 * but it can't handle animations in the 8 directions
323 */ 299 */
324
325void 300void
326animate_turning (object *op) /* only one part objects */ 301animate_turning (object *op) /* only one part objects */
327{ 302{
328 if (++op->state >= NUM_ANIMATIONS (op) / 8) 303 if (++op->state >= NUM_ANIMATIONS (op) / 8)
329 op->state = 0; 304 op->state = 0;
346 */ 321 */
347 322
348int 323int
349check_altar_sacrifice (const object *altar, const object *sacrifice) 324check_altar_sacrifice (const object *altar, const object *sacrifice)
350{ 325{
351 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)
352 { 329 {
353 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 330 if (ARCH_SACRIFICE (altar) == shstr_money
354 ARCH_SACRIFICE (altar) == sacrifice->name || 331 && sacrifice->type == MONEY
355 ARCH_SACRIFICE (altar) == sacrifice->slaying || 332 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
356 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
357 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
358 return 1; 333 return 1;
359 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 334
360 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 335 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
336 || ARCH_SACRIFICE (altar) == sacrifice->name
337 || ARCH_SACRIFICE (altar) == sacrifice->slaying
338 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
339 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
361 return 1; 340 return 1;
362 } 341 }
342
363 return 0; 343 return 0;
364} 344}
365 345
366/* 346/*
367 * operate_altar checks if sacrifice was accepted and removes sacrificed 347 * operate_altar checks if sacrifice was accepted and removes sacrificed
388 return 0; 368 return 0;
389 369
390 /* check_altar_sacrifice should have already verified that enough money 370 /* check_altar_sacrifice should have already verified that enough money
391 * has been dropped. 371 * has been dropped.
392 */ 372 */
393 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 373 if (ARCH_SACRIFICE (altar) == shstr_money)
394 { 374 {
395 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 375 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
396 376
397 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
398 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
399 number++; 379 number++;
400 380
401 *sacrifice = decrease_ob_nr (*sacrifice, number); 381 if (!(*sacrifice)->decrease (number))
382 *sacrifice = 0;
402 } 383 }
403 else 384 else
404 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 385 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
386 *sacrifice = 0;
405 387
406 if (altar->msg) 388 if (altar->msg)
407 new_info_map (NDI_BLACK, altar->map, altar->msg); 389 new_info_map (NDI_BLACK, altar->map, altar->msg);
408 390
409 return 1; 391 return 1;
414{ 396{
415 op->stats.wc = state; 397 op->stats.wc = state;
416 if (state) 398 if (state)
417 { 399 {
418 use_trigger (op); 400 use_trigger (op);
419 if (op->stats.exp > 0) /* check sanity */ 401 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
420 op->speed = 1.0 / op->stats.exp;
421 else
422 op->speed = 1.0;
423 update_ob_speed (op);
424 op->speed_left = -1; 402 op->speed_left = -1;
425 } 403 }
426 else 404 else
427 { 405 {
428 use_trigger (op); 406 use_trigger (op);
429 op->speed = 0; 407 op->set_speed (0);
430 update_ob_speed (op);
431 } 408 }
432} 409}
433 410
434 411
435/* 412/*
451 int push = 0, tot = 0; 428 int push = 0, tot = 0;
452 int in_movement = op->stats.wc || op->speed; 429 int in_movement = op->stats.wc || op->speed;
453 430
454 switch (op->type) 431 switch (op->type)
455 { 432 {
456 case TRIGGER_BUTTON: 433 case TRIGGER_BUTTON:
457 if (op->weight > 0) 434 if (op->weight > 0)
458 { 435 {
459 if (cause) 436 if (cause)
460 { 437 {
461 for (tmp = op->above; tmp; tmp = tmp->above) 438 for (tmp = op->above; tmp; tmp = tmp->above)
462 /* Comment reproduced from update_buttons(): */ 439 /* Comment reproduced from update_buttons(): */
463 /* Basically, if the move_type matches that on what the 440 /* Basically, if the move_type matches that on what the
464 * button wants, we count it. The second check is so that 441 * button wants, we count it. The second check is so that
465 * objects that don't move (swords, etc) will count. Note that 442 * objects that don't move (swords, etc) will count. Note that
466 * this means that more work is needed to make buttons 443 * this means that more work is needed to make buttons
467 * 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":
468 */ 530 */
469 531 op->value = !op->value;
470 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 532 trigger_move (op, 1);
471 { 533 op->last_sp = -op->last_sp;
472 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 534 op->value = !op->value;
473 }
474 if (tot >= op->weight)
475 push = 1;
476 if (op->stats.ac == push)
477 return 0;
478 op->stats.ac = push;
479 if (NUM_ANIMATIONS (op) > 1)
480 {
481 SET_ANIMATION (op, push);
482 update_object (op, UP_OBJ_FACE);
483 } 535 }
484 if (in_movement || !push) 536
485 return 0; 537 return cause == NULL;
486 } 538 }
487 trigger_move (op, push);
488 } 539 else
489 return 0;
490
491 case TRIGGER_PEDESTAL:
492 if (cause)
493 {
494 for (tmp = op->above; tmp; tmp = tmp->above)
495 {
496 object *head = tmp->head ? tmp->head : tmp;
497
498 /* See comment in TRIGGER_BUTTON about move_types */
499 if (((head->move_type & op->move_on) || head->move_type == 0)
500 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
501 {
502 push = 1;
503 break;
504 }
505 }
506 if (op->stats.ac == push)
507 return 0; 540 return 0;
508 op->stats.ac = push; 541 }
542 else
543 {
509 if (NUM_ANIMATIONS (op) > 1) 544 if (NUM_ANIMATIONS (op) > 1)
510 { 545 {
511 SET_ANIMATION (op, push); 546 SET_ANIMATION (op, 0);
512 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
513 } 548 }
514 update_object (op, UP_OBJ_FACE);
515 if (in_movement || !push)
516 return 0;
517 }
518 trigger_move (op, push);
519 return 0;
520 549
521 case TRIGGER_ALTAR:
522 if (cause)
523 {
524 if (in_movement)
525 return 0;
526 if (operate_altar (op, &cause))
527 {
528 if (NUM_ANIMATIONS (op) > 1)
529 {
530 SET_ANIMATION (op, 1);
531 update_object (op, UP_OBJ_FACE);
532 }
533 if (op->last_sp >= 0)
534 {
535 trigger_move (op, 1);
536 if (op->last_sp > 0)
537 op->last_sp = -op->last_sp;
538 }
539 else
540 {
541 /* for trigger altar with last_sp, the ON/OFF
542 * status (-> +/- value) is "simulated":
543 */
544 op->value = !op->value;
545 trigger_move (op, 1);
546 op->last_sp = -op->last_sp;
547 op->value = !op->value;
548 }
549 return cause == NULL;
550 }
551 else
552 {
553 return 0;
554 }
555 }
556 else
557 {
558 if (NUM_ANIMATIONS (op) > 1)
559 {
560 SET_ANIMATION (op, 0);
561 update_object (op, UP_OBJ_FACE);
562 }
563
564 /* If trigger_altar has "last_sp > 0" set on the map, 550 /* If trigger_altar has "last_sp > 0" set on the map,
565 * it will push the connected value only once per sacrifice. 551 * it will push the connected value only once per sacrifice.
566 * Otherwise (default), the connected value will be 552 * Otherwise (default), the connected value will be
567 * pushed twice: First by sacrifice, second by reset! -AV 553 * pushed twice: First by sacrifice, second by reset! -AV
568 */ 554 */
569 if (!op->last_sp) 555 if (!op->last_sp)
570 trigger_move (op, 0); 556 trigger_move (op, 0);
571 else 557 else
572 { 558 {
573 op->stats.wc = 0; 559 op->stats.wc = 0;
574 op->value = !op->value; 560 op->value = !op->value;
575 op->speed = 0; 561 op->set_speed (0);
576 update_ob_speed (op);
577 } 562 }
578 } 563 }
579 return 0; 564 return 0;
580 565
581 case TRIGGER: 566 case TRIGGER:
582 if (cause) 567 if (cause)
583 { 568 {
584 if (in_movement) 569 if (in_movement)
585 return 0; 570 return 0;
571
586 push = 1; 572 push = 1;
587 } 573 }
574
588 if (NUM_ANIMATIONS (op) > 1) 575 if (NUM_ANIMATIONS (op) > 1)
589 { 576 {
590 SET_ANIMATION (op, push); 577 SET_ANIMATION (op, push);
591 update_object (op, UP_OBJ_FACE); 578 update_object (op, UP_OBJ_FACE);
592 } 579 }
580
593 trigger_move (op, push); 581 trigger_move (op, push);
594 return 1; 582 return 1;
595 583
596 default: 584 default:
597 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);
598 return 0; 586 return 0;
599 } 587 }
600} 588}
601 589
602void 590void
603add_button_link (object *button, maptile *map, int connected) 591add_button_link (object *button, maptile *map, int connected)
608 if (!map) 596 if (!map)
609 { 597 {
610 LOG (llevError, "Tried to add button-link without map.\n"); 598 LOG (llevError, "Tried to add button-link without map.\n");
611 return; 599 return;
612 } 600 }
613 if (!editor) 601
614 button->path_attuned = connected; /* peterm: I need this so I can rebuild 602 button->path_attuned = connected; /* peterm: I need this so I can rebuild
615 a connected map from a template map. */ 603 a connected map from a template map. */
616
617/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
618 604
619 SET_FLAG (button, FLAG_IS_LINKED); 605 SET_FLAG (button, FLAG_IS_LINKED);
620 606
621 ol->ob = button; 607 ol->ob = button;
622 608
623 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 609 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
610 ;
624 611
625 if (obp) 612 if (obp)
626 { 613 {
627 ol->next = obp->link; 614 ol->next = obp->link;
628 obp->link = ol; 615 obp->link = ol;
741 */ 728 */
742 729
743void 730void
744do_mood_floor (object *op, object *source) 731do_mood_floor (object *op, object *source)
745{ 732{
746 object *tmp;
747 object *tmp2;
748
749 if (!source) 733 if (!source)
750 source = op; 734 source = op;
751 735
752 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)
753 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 744 if (QUERY_FLAG (tmp, FLAG_MONSTER))
754 break; 745 break;
755 746
756 /* 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
757 * be a monster here. 748 * be a monster here.
758 */ 749 */
750 //TODO: have players really FLAG_MONSTER? kept it for safety
759 if (!tmp || tmp->type == PLAYER) 751 if (!tmp || tmp->type == PLAYER)
760 return; 752 return;
761 753
762 switch (op->last_sp) 754 switch (op->last_sp)
763 { 755 {
764 case 0: /* furious--make all monsters mad */ 756 case 0: /* furious--make all monsters mad */
765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 757 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 758 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
759
767 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 760 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
768 { 761 {
769 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
770 remove_friendly_object (tmp);
771 tmp->attack_movement = 0; 762 tmp->attack_movement = 0;
772 /* 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
773 * dereference a null value 764 * dereference a null value
774 */ 765 */
775 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 766 if (tmp->type == GOLEM
776 { 767 && tmp->owner
777 tmp->owner->contr->ranges[range_golem] = NULL; 768 && tmp->owner->type == PLAYER
769 && tmp->owner->contr->golem == tmp)
778 tmp->owner->contr->golem_count = 0; 770 tmp->owner->contr->golem = 0;
779 } 771
780 tmp->owner = 0; 772 tmp->owner = 0;
773
774 remove_friendly_object (tmp);
781 } 775 }
782 break; 776 break;
777
783 case 1: /* angry -- get neutral monsters mad */ 778 case 1: /* angry -- get neutral monsters mad */
784 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 779 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
785 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 780 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
786 break; 781 break;
782
787 case 2: /* calm -- pacify unfriendly monsters */ 783 case 2: /* calm -- pacify unfriendly monsters */
788 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
789 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 784 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
790 break; 785 break;
786
791 case 3: /* make all monsters fall asleep */ 787 case 3: /* make all monsters fall asleep */
792 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
793 SET_FLAG (tmp, FLAG_SLEEP); 788 SET_FLAG (tmp, FLAG_SLEEP);
794 break; 789 break;
790
795 case 4: /* charm all monsters */ 791 case 4: /* charm all monsters */
796 if (op == source) 792 if (op == source)
797 break; /* only if 'connected' */ 793 break; /* only if 'connected' */
798 794
799 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 795 if (object *pl = source->ms ().player ())
800 tmp2->type != PLAYER; tmp2 = tmp2->above) 796 {
801 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 }
802 break; 805 break;
803 806
804 if (tmp2->type != PLAYER) 807 case 6: // kill monsters
808 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
805 break; 809 break;
806 set_owner (tmp, tmp2); 810
807 SET_FLAG (tmp, FLAG_MONSTER); 811 // FALL THROUGH
808 tmp->stats.exp = 0; 812 case 5: // kill all alives
809 SET_FLAG (tmp, FLAG_FRIENDLY); 813 if (!tmp->flag [FLAG_PRECIOUS])
810 add_friendly_object (tmp); 814 {
811 tmp->attack_movement = PETMOVE; 815 archetype::get (shstr_burnout)->insert_at (tmp, source);
816 tmp->destroy ();
817 }
812 break; 818 break;
813 819
814 default: 820 default:
815 break; 821 break;
816 } 822 }
820 * It will descend through containers to find the object. 826 * It will descend through containers to find the object.
821 * slaying = match object slaying flag 827 * slaying = match object slaying flag
822 * race = match object archetype name flag 828 * race = match object archetype name flag
823 * hp = match object type (excpt type '0'== PLAYER) 829 * hp = match object type (excpt type '0'== PLAYER)
824 */ 830 */
825
826object * 831object *
827check_inv_recursive (object *op, const object *trig) 832check_inv_recursive (object *op, const object *trig)
828{ 833{
829 object *tmp, *ret = NULL; 834 object *tmp, *ret = NULL;
830 835
831 /* First check the object itself. */ 836 /* First check the object itself. */
832 if ((trig->stats.hp && (op->type == trig->stats.hp)) 837 if ((trig->stats.hp && (op->type == trig->stats.hp))
833 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 838 || (trig->slaying && (op->slaying == trig->slaying))
839 || (trig->race && (op->arch->archname == trig->race)))
834 return op; 840 return op;
835 841
836 for (tmp = op->inv; tmp; tmp = tmp->below) 842 for (tmp = op->inv; tmp; tmp = tmp->below)
837 { 843 {
838 if (tmp->inv) 844 if (tmp->inv)
840 ret = check_inv_recursive (tmp, trig); 846 ret = check_inv_recursive (tmp, trig);
841 if (ret) 847 if (ret)
842 return ret; 848 return ret;
843 } 849 }
844 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 850 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
845 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 851 || (trig->slaying && (tmp->slaying == trig->slaying))
852 || (trig->race && (tmp->arch->archname == trig->race)))
846 return tmp; 853 return tmp;
847 } 854 }
848 return NULL; 855 return NULL;
849} 856}
850 857
853 * the square will activate connected items. 860 * the square will activate connected items.
854 * Monsters can't trigger this square (for now) 861 * Monsters can't trigger this square (for now)
855 * Values are: last_sp = 1/0 obj/no obj triggers 862 * Values are: last_sp = 1/0 obj/no obj triggers
856 * last_heal = 1/0 remove/dont remove obj if triggered 863 * last_heal = 1/0 remove/dont remove obj if triggered
857 * -b.t. (thomas@nomad.astro.psu.edu 864 * -b.t. (thomas@nomad.astro.psu.edu
858 */ 865 *
859 866 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
867 * because the check-inventory semantic essentially only applies when
868 * something is above the inventory checker.
869 * The semantic prior this change was: trigger if something has moved on or off
870 * and has a matching item. Imagine what happens if someone steps on the inventory
871 * checker with a matching item, has it, activates the connection, throws the item
872 * away, and then leaves the inventory checker. That would've caused an always-enabled
873 * state in the inventory checker. This won't happen anymore now.
874 *
875 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
876 * whether op is on this mapspace or not, because the value (1|0) depends
877 * on this information. also make sure to only push_button if op has
878 * a matching item (because when we do a push_button with value=0 timed gates
879 * will still open)! (i hope i got the semantics right this time)
880 *
881 */
860void 882void
861check_inv (object *op, object *trig) 883check_inv (object *op, object *trig)
862{ 884{
863 object *match; 885 trig->value = 0; // deactivate if none of the following conditions apply
864 886
865 if (op->type != PLAYER) 887 object *pl = trig->ms ().player ();
866 return;
867 match = check_inv_recursive (op, trig); 888 object *match = check_inv_recursive (op, trig);
889
890 // elmex: a note about (pl == op):
891 // if pl == 0 then the player has left this space
892 // if pl != 0 then a player is on this mapspace, but then
893 // we still have to check whether it's the player that triggered
894 // this inv-checker, because if not, then the op left this inv-checker
895 // and we have to set the value to 0
896
868 if (match && trig->last_sp) 897 if (match && trig->last_sp) // match == having
869 { 898 {
870 if (trig->last_heal) 899 if (trig->last_heal)
871 decrease_ob (match); 900 match->decrease ();
872 use_trigger (trig); 901
902 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
903 push_button (trig);
904 }
905 else if (!match && !trig->last_sp) // match == not having
873 } 906 {
874 else if (!match && !trig->last_sp) 907 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
875 use_trigger (trig); 908 push_button (trig);
909 }
876} 910}
877 911

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