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Comparing deliantra/server/common/button.C (file contents):
Revision 1.16 by elmex, Tue Dec 19 15:30:01 2006 UTC vs.
Revision 1.51 by root, Thu Jan 8 03:03:23 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26 25
27/* 26/*
28 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
29 */ 28 */
30 29
33 * This function takes a objectlink list with all the objects are going to be activated. 32 * This function takes a objectlink list with all the objects are going to be activated.
34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 33 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
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"));
116
109 tmp->speed = tmp->arch->clone.speed; 117 tmp->set_speed (tmp->arch->speed);
110 update_ob_speed (tmp); /* original values */
111 tmp->value = tmp->arch->clone.value; 118 tmp->value = tmp->arch->value;
112 tmp->stats.sp = 1; 119 tmp->stats.sp = 1;
113 tmp->stats.hp = tmp->stats.maxhp; 120 tmp->stats.hp = tmp->stats.maxhp;
114 /* Handle multipart gates. We copy the value for the other parts 121 /* Handle multipart gates. We copy the value for the other parts
115 * from the head - this ensures that the data will consistent 122 * from the head - this ensures that the data will consistent
116 */ 123 */
117 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 124 for (object *part = tmp->more; part; part = part->more)
118 { 125 {
119 tmp->speed = tmp->head->speed; 126 part->value = tmp->value;
120 tmp->value = tmp->head->value; 127 part->stats.sp = tmp->stats.sp;
121 tmp->stats.sp = tmp->head->stats.sp; 128 part->stats.hp = tmp->stats.hp;
122 tmp->stats.hp = tmp->head->stats.hp;
123 update_ob_speed (tmp); 129 part->set_speed (tmp->speed);
124 } 130 }
125 break; 131 break;
126 132
127 case DIRECTOR: 133 case DIRECTOR:
128 case FIREWALL: 134 case FIREWALL:
129 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 135 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
130 move_firewall (tmp); 136 move_firewall (tmp);
131 else 137 else
132 { 138 {
133 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 139 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
134 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 140 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
141
135 animate_turning (tmp); 142 animate_turning (tmp);
136 } 143 }
137 break; 144 break;
138 145
139 case TELEPORTER: 146 case TELEPORTER:
140 move_teleporter (tmp); 147 move_teleporter (tmp);
141 break; 148 break;
142 149
143 case CREATOR: 150 case CREATOR:
144 move_creator (tmp); 151 move_creator (tmp);
145 break; 152 break;
146 153
147 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
148 move_marker (tmp); 156 move_marker (tmp);
149 break; 157 break;
150 158
151 case DUPLICATOR: 159 case DUPLICATOR:
152 move_duplicator (tmp); 160 move_duplicator (tmp);
153 break; 161 break;
162
163 case MAPSCRIPT:
164 cfperl_mapscript_activate (tmp, source, state);
165 break;
154 } 166 }
155 } 167 }
156} 168}
157 169
158/* 170/*
168 * 180 *
169 */ 181 */
170void 182void
171push_button (object *op) 183push_button (object *op)
172{ 184{
173 oblinkpt *obp = get_button_links (op); 185 if (oblinkpt *obp = op->find_link ())
174 186 {
175 if (!obp) 187 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value)))
176 return; 188 return;
177 189
178 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
179 return;
180
181 activate_connection_link (obp->link, op->value, op); 190 activate_connection_link (obp->link, op->value, op);
191 }
182} 192}
183 193
184/* 194/*
185 * elmex: 195 * elmex:
186 * This activates a connection, similar to push_button (object *op) but it takes 196 * This activates a connection, similar to push_button (object *op) but it takes
188 * the connection was 'state' or 'released'. So that you can activate objects 198 * the connection was 'state' or 'released'. So that you can activate objects
189 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 199 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
190 * 200 *
191 */ 201 */
192void 202void
193activate_connection (maptile *map, long connection, bool state) 203maptile::trigger (shstr_tmp id, bool state, object *originator)
194{ 204{
195 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 205 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
196 return; 206 return;
197 207
198 oblinkpt *obp = get_connection_links (map, connection); 208 if (oblinkpt *obp = find_link (id))
199
200 if (obp)
201 activate_connection_link (obp->link, state); 209 activate_connection_link (obp->link, state, originator);
202} 210}
203 211
204/* 212/*
205 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
206 * After changing the state of a button, this function must be called 214 * 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 215 * to make sure that all gates and other buttons connected to the
208 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
209 */ 217 */
210
211void 218void
212update_button (object *op) 219update_button (object *op)
213{ 220{
214 object *ab, *tmp, *head;
215 int tot, any_down = 0, old_value = op->value; 221 int any_down = 0, old_value = op->value;
216 oblinkpt *obp = 0;
217 objectlink *ol;
218 222
219 obp = get_button_links (op); 223 if (oblinkpt *obp = op->find_link ())
220 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
221 if (obp)
222 for (ol = obp->link; ol; ol = ol->next) 224 for (objectlink *ol = obp->link; ol; ol = ol->next)
223 { 225 {
224 if (!ol->ob) 226 if (!ol->ob)
225 { 227 {
226 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 228 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
227 continue; 229 continue;
228 } 230 }
229 231
230 tmp = ol->ob; 232 object *tmp = ol->ob;
233
231 if (tmp->type == BUTTON) 234 if (tmp->type == BUTTON)
232 { 235 {
236 sint32 total = 0;
237
233 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 238 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 239 /* Basically, if the move_type matches that on what the
242 * button wants, we count it. The second check is so that 240 * button wants, we count it. The second check is so that
243 * objects don't move (swords, etc) will count. Note that 241 * objects who don't move (swords, etc) will count. Note that
244 * this means that more work is needed to make buttons 242 * this means that more work is needed to make buttons
245 * that are only triggered by flying objects. 243 * that are only triggered by flying objects.
246 */ 244 */
247 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
248 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 246 total += ab->head_ ()->total_weight ();
249 247
250 tmp->value = (tot >= tmp->weight) ? 1 : 0; 248 tmp->value = total >= tmp->weight;
251 if (tmp->value) 249
252 any_down = 1; 250 any_down = any_down || tmp->value;
253 } 251 }
254 else if (tmp->type == PEDESTAL) 252 else if (tmp->type == PEDESTAL)
255 { 253 {
256 tmp->value = 0; 254 tmp->value = 0;
255
257 for (ab = tmp->above; ab != NULL; ab = ab->above) 256 for (object *ab = tmp->above; ab; ab = ab->above)
258 { 257 {
259 head = ab->head ? ab->head : ab; 258 object *head = ab->head_ ();
259
260 /* Same note regarding move_type for buttons above apply here. */ 260 /* Same note regarding move_type for buttons above apply here. */
261 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 261 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
262 (head->race == tmp->slaying || 262 && (head->race == tmp->slaying
263 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 263 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
264 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 264 || (tmp->slaying == shstr_player && head->type == PLAYER)))
265 tmp->value = 1; 265 tmp->value = 1;
266 } 266 }
267 if (tmp->value) 267
268 any_down = 1; 268 any_down = any_down || tmp->value;
269 } 269 }
270 } 270 }
271
271 if (any_down) /* If any other buttons were down, force this to remain down */ 272 if (any_down) /* If any other buttons were down, force this to remain down */
272 op->value = 1; 273 op->value = 1;
274
275 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
273 276
274 /* If this button hasn't changed, don't do anything */ 277 /* If this button hasn't changed, don't do anything */
275 if (op->value != old_value) 278 if (op->value != old_value)
276 { 279 {
277 SET_ANIMATION (op, op->value); 280 SET_ANIMATION (op, op->value);
278 update_object (op, UP_OBJ_FACE); 281 update_object (op, UP_OBJ_FACE);
279 push_button (op); /* Make all other buttons the same */ 282 push_button (op); /* Make all other buttons the same */
280 } 283 }
281} 284}
282 285
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 286void
312use_trigger (object *op) 287use_trigger (object *op)
313{ 288{
314
315 /* Toggle value */ 289 /* Toggle value */
316 op->value = !op->value; 290 op->value = !op->value;
317 push_button (op); 291 push_button (op);
318} 292}
319 293
320/* 294/*
321 * Note: animate_object should be used instead of this, 295 * Note: animate_object should be used instead of this,
322 * but it can't handle animations in the 8 directions 296 * but it can't handle animations in the 8 directions
323 */ 297 */
324
325void 298void
326animate_turning (object *op) /* only one part objects */ 299animate_turning (object *op) /* only one part objects */
327{ 300{
328 if (++op->state >= NUM_ANIMATIONS (op) / 8) 301 if (++op->state >= NUM_ANIMATIONS (op) / 8)
329 op->state = 0; 302 op->state = 0;
346 */ 319 */
347 320
348int 321int
349check_altar_sacrifice (const object *altar, const object *sacrifice) 322check_altar_sacrifice (const object *altar, const object *sacrifice)
350{ 323{
351 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 324 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
325 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
326 && sacrifice->type != PLAYER)
352 { 327 {
353 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 328 if (ARCH_SACRIFICE (altar) == shstr_money
354 ARCH_SACRIFICE (altar) == sacrifice->name || 329 && sacrifice->type == MONEY
355 ARCH_SACRIFICE (altar) == sacrifice->slaying || 330 && 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; 331 return 1;
359 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 332
360 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 333 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
334 || ARCH_SACRIFICE (altar) == sacrifice->name
335 || ARCH_SACRIFICE (altar) == sacrifice->slaying
336 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
337 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
361 return 1; 338 return 1;
362 } 339 }
340
363 return 0; 341 return 0;
364} 342}
365 343
366/* 344/*
367 * operate_altar checks if sacrifice was accepted and removes sacrificed 345 * operate_altar checks if sacrifice was accepted and removes sacrificed
388 return 0; 366 return 0;
389 367
390 /* check_altar_sacrifice should have already verified that enough money 368 /* check_altar_sacrifice should have already verified that enough money
391 * has been dropped. 369 * has been dropped.
392 */ 370 */
393 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 371 if (ARCH_SACRIFICE (altar) == shstr_money)
394 { 372 {
395 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 373 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
396 374
397 /* Round up any sacrifices. Altars don't make change either */ 375 /* Round up any sacrifices. Altars don't make change either */
398 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 376 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
399 number++; 377 number++;
400 378
401 *sacrifice = decrease_ob_nr (*sacrifice, number); 379 if (!(*sacrifice)->decrease (number))
380 *sacrifice = 0;
402 } 381 }
403 else 382 else
404 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 383 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
384 *sacrifice = 0;
405 385
406 if (altar->msg) 386 if (altar->msg)
407 new_info_map (NDI_BLACK, altar->map, altar->msg); 387 new_info_map (NDI_BLACK, altar->map, altar->msg);
408 388
409 return 1; 389 return 1;
414{ 394{
415 op->stats.wc = state; 395 op->stats.wc = state;
416 if (state) 396 if (state)
417 { 397 {
418 use_trigger (op); 398 use_trigger (op);
419 if (op->stats.exp > 0) /* check sanity */ 399 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; 400 op->speed_left = -1;
425 } 401 }
426 else 402 else
427 { 403 {
428 use_trigger (op); 404 use_trigger (op);
429 op->speed = 0; 405 op->set_speed (0);
430 update_ob_speed (op);
431 } 406 }
432} 407}
433 408
434 409
435/* 410/*
451 int push = 0, tot = 0; 426 int push = 0, tot = 0;
452 int in_movement = op->stats.wc || op->speed; 427 int in_movement = op->stats.wc || op->speed;
453 428
454 switch (op->type) 429 switch (op->type)
455 { 430 {
456 case TRIGGER_BUTTON: 431 case TRIGGER_BUTTON:
457 if (op->weight > 0) 432 if (op->weight > 0)
458 { 433 {
459 if (cause) 434 if (cause)
460 { 435 {
461 for (tmp = op->above; tmp; tmp = tmp->above) 436 for (tmp = op->above; tmp; tmp = tmp->above)
462 /* Comment reproduced from update_buttons(): */ 437 /* Comment reproduced from update_buttons(): */
463 /* Basically, if the move_type matches that on what the 438 /* Basically, if the move_type matches that on what the
464 * button wants, we count it. The second check is so that 439 * button wants, we count it. The second check is so that
465 * objects that don't move (swords, etc) will count. Note that 440 * objects that don't move (swords, etc) will count. Note that
466 * this means that more work is needed to make buttons 441 * this means that more work is needed to make buttons
467 * that are only triggered by flying objects. 442 * that are only triggered by flying objects.
443 */
444 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
445 tot += tmp->head_ ()->total_weight ();
446
447 if (tot >= op->weight)
448 push = 1;
449
450 if (op->stats.ac == push)
451 return 0;
452
453 op->stats.ac = push;
454 if (NUM_ANIMATIONS (op) > 1)
455 {
456 SET_ANIMATION (op, push);
457 update_object (op, UP_OBJ_FACE);
458 }
459
460 if (in_movement || !push)
461 return 0;
462 }
463 trigger_move (op, push);
464 }
465
466 return 0;
467
468 case TRIGGER_PEDESTAL:
469 if (cause)
470 {
471 for (tmp = op->above; tmp; tmp = tmp->above)
472 {
473 object *head = tmp->head_ ();
474
475 /* See comment in TRIGGER_BUTTON about move_types */
476 if (((head->move_type & op->move_on) || head->move_type == 0)
477 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
478 {
479 push = 1;
480 break;
481 }
482 }
483
484 if (op->stats.ac == push)
485 return 0;
486
487 op->stats.ac = push;
488
489 if (NUM_ANIMATIONS (op) > 1)
490 {
491 SET_ANIMATION (op, push);
492 update_object (op, UP_OBJ_FACE);
493 }
494
495 update_object (op, UP_OBJ_FACE);
496
497 if (in_movement || !push)
498 return 0;
499 }
500
501 trigger_move (op, push);
502 return 0;
503
504 case TRIGGER_ALTAR:
505 if (cause)
506 {
507 if (in_movement)
508 return 0;
509
510 if (operate_altar (op, &cause))
511 {
512 if (NUM_ANIMATIONS (op) > 1)
513 {
514 SET_ANIMATION (op, 1);
515 update_object (op, UP_OBJ_FACE);
516 }
517
518 if (op->last_sp >= 0)
519 {
520 trigger_move (op, 1);
521 if (op->last_sp > 0)
522 op->last_sp = -op->last_sp;
523 }
524 else
525 {
526 /* for trigger altar with last_sp, the ON/OFF
527 * status (-> +/- value) is "simulated":
468 */ 528 */
469 529 op->value = !op->value;
470 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 530 trigger_move (op, 1);
471 { 531 op->last_sp = -op->last_sp;
472 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 532 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 } 533 }
484 if (in_movement || !push) 534
485 return 0; 535 return cause == NULL;
486 } 536 }
487 trigger_move (op, push);
488 } 537 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; 538 return 0;
508 op->stats.ac = push; 539 }
540 else
541 {
509 if (NUM_ANIMATIONS (op) > 1) 542 if (NUM_ANIMATIONS (op) > 1)
510 { 543 {
511 SET_ANIMATION (op, push); 544 SET_ANIMATION (op, 0);
512 update_object (op, UP_OBJ_FACE); 545 update_object (op, UP_OBJ_FACE);
513 } 546 }
514 update_object (op, UP_OBJ_FACE);
515 if (in_movement || !push)
516 return 0;
517 }
518 trigger_move (op, push);
519 return 0;
520 547
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, 548 /* If trigger_altar has "last_sp > 0" set on the map,
565 * it will push the connected value only once per sacrifice. 549 * it will push the connected value only once per sacrifice.
566 * Otherwise (default), the connected value will be 550 * Otherwise (default), the connected value will be
567 * pushed twice: First by sacrifice, second by reset! -AV 551 * pushed twice: First by sacrifice, second by reset! -AV
568 */ 552 */
569 if (!op->last_sp) 553 if (!op->last_sp)
570 trigger_move (op, 0); 554 trigger_move (op, 0);
571 else 555 else
572 { 556 {
573 op->stats.wc = 0; 557 op->stats.wc = 0;
574 op->value = !op->value; 558 op->value = !op->value;
575 op->speed = 0; 559 op->set_speed (0);
576 update_ob_speed (op);
577 } 560 }
578 } 561 }
579 return 0; 562 return 0;
580 563
581 case TRIGGER: 564 case TRIGGER:
582 if (cause) 565 if (cause)
583 { 566 {
584 if (in_movement) 567 if (in_movement)
585 return 0; 568 return 0;
569
586 push = 1; 570 push = 1;
587 } 571 }
572
588 if (NUM_ANIMATIONS (op) > 1) 573 if (NUM_ANIMATIONS (op) > 1)
589 { 574 {
590 SET_ANIMATION (op, push); 575 SET_ANIMATION (op, push);
591 update_object (op, UP_OBJ_FACE); 576 update_object (op, UP_OBJ_FACE);
592 } 577 }
578
593 trigger_move (op, push); 579 trigger_move (op, push);
594 return 1; 580 return 1;
595 581
596 default: 582 default:
597 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 583 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
598 return 0; 584 return 0;
599 } 585 }
600} 586}
601 587
602void 588void
603add_button_link (object *button, maptile *map, int connected) 589object::add_link (maptile *map, shstr_tmp id)
604{ 590{
605 oblinkpt *obp;
606 objectlink *ol = get_objectlink ();
607
608 if (!map) 591 if (!map)
609 { 592 {
610 LOG (llevError, "Tried to add button-link without map.\n"); 593 LOG (llevError, "Tried to add button-link without map.\n");
611 return; 594 return;
612 } 595 }
613 if (!editor)
614 button->path_attuned = connected; /* peterm: I need this so I can rebuild
615 a connected map from a template map. */
616 596
617/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 597 flag [FLAG_IS_LINKED] = true;
618 598
619 SET_FLAG (button, FLAG_IS_LINKED); 599 objectlink *ol = get_objectlink ();
620
621 ol->ob = button; 600 ol->ob = this;
622 601
623 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 602 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
624 603 if (obp->id == id)
625 if (obp)
626 { 604 {
627 ol->next = obp->link; 605 ol->next = obp->link;
628 obp->link = ol; 606 obp->link = ol;
607 return;
629 } 608 }
630 else 609
631 {
632 obp = get_objectlinkpt (); 610 oblinkpt *obp = get_objectlinkpt ();
633 obp->value = connected; 611 obp->id = id;
634 612
635 obp->next = map->buttons; 613 obp->next = map->buttons;
636 map->buttons = obp; 614 map->buttons = obp;
637 obp->link = ol; 615 obp->link = ol;
638 }
639} 616}
640 617
641/* 618/*
642 * Remove the object from the linked lists of buttons in the map. 619 * Remove the object from the linked lists of buttons in the map.
643 * This is only needed by editors. 620 * This is only needed by editors.
644 */ 621 */
645
646void 622void
647remove_button_link (object *op) 623object::remove_link ()
648{ 624{
649 oblinkpt *obp; 625 if (!map)
650 objectlink **olp, *ol;
651
652 if (op->map == NULL)
653 { 626 {
654 LOG (llevError, "remove_button_link() in object without map.\n"); 627 LOG (llevError, "remove_button_link() in object without map.\n");
655 return; 628 return;
656 } 629 }
657 630
658 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 631 if (!flag [FLAG_IS_LINKED])
659 { 632 {
660 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 633 LOG (llevError, "remove_button_linked() in unlinked object.\n");
661 return; 634 return;
662 } 635 }
663 636
637 flag [FLAG_IS_LINKED] = false;
638
664 for (obp = op->map->buttons; obp; obp = obp->next) 639 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
665 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 640 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
666 if (ol->ob == op) 641 if ((*olp)->ob == this)
667 { 642 {
668 643 objectlink *ol = *olp;
669/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
670 obp->value, op->name, op->map->path);
671*/
672 *olp = ol->next; 644 *olp = ol->next;
673 delete ol; 645 delete ol;
674 return; 646 return;
675 } 647 }
676 648
677 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 649 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
678 CLEAR_FLAG (op, FLAG_IS_LINKED); 650}
651
652/*
653 * Updates every button on the map (by calling update_button() for them).
654 */
655void
656maptile::update_buttons ()
657{
658 for (oblinkpt *obp = buttons; obp; obp = obp->next)
659 for (objectlink *ol = obp->link; ol; ol = ol->next)
660 {
661 if (!ol->ob)
662 {
663 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
664 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
665 continue;
666 }
667
668 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
669 {
670 update_button (ol->ob);
671 break;
672 }
673 }
679} 674}
680 675
681/* 676/*
682 * Gets the objectlink for this connection from the map. 677 * Gets the objectlink for this connection from the map.
683 */ 678 */
684oblinkpt * 679oblinkpt *
685get_connection_links (maptile *map, long connection) 680maptile::find_link (shstr_tmp id)
686{ 681{
687 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 682 for (oblinkpt *obp = buttons; obp; obp = obp->next)
688 if (obp->value == connection) 683 if (obp->id == id)
689 return obp; 684 return obp;
690 685
691 return 0; 686 return 0;
692} 687}
693 688
694/* 689/*
695 * Return the first objectlink in the objects linked to this one 690 * Return the first objectlink in the objects linked to this one
696 */ 691 */
697
698oblinkpt * 692oblinkpt *
699get_button_links (const object *button) 693object::find_link () const
700{ 694{
701 oblinkpt *obp; 695 if (map)
702 objectlink *ol;
703
704 if (!button->map)
705 return NULL;
706
707 for (obp = button->map->buttons; obp; obp = obp->next) 696 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
708 for (ol = obp->link; ol; ol = ol->next) 697 for (objectlink *ol = obp->link; ol; ol = ol->next)
709 if (ol->ob == button) 698 if (ol->ob == this)
710 return obp; 699 return obp;
711 700
712 return NULL;
713}
714
715/*
716 * Made as a separate function to increase efficiency
717 */
718
719int
720get_button_value (const object *button)
721{
722 oblinkpt *obp;
723 objectlink *ol;
724
725 if (!button->map)
726 return 0;
727 for (obp = button->map->buttons; obp; obp = obp->next)
728 for (ol = obp->link; ol; ol = ol->next)
729 if (ol->ob == button)
730 return obp->value;
731 return 0; 701 return 0;
732} 702}
733 703
734/* This routine makes monsters who are 704/* This routine makes monsters who are
735 * standing on the 'mood floor' change their 705 * standing on the 'mood floor' change their
737 * If floor is to be triggered must have 707 * If floor is to be triggered must have
738 * a speed of zero (default is 1 for all 708 * a speed of zero (default is 1 for all
739 * but the charm floor type). 709 * but the charm floor type).
740 * by b.t. thomas@nomad.astro.psu.edu 710 * by b.t. thomas@nomad.astro.psu.edu
741 */ 711 */
742
743void 712void
744do_mood_floor (object *op, object *source) 713do_mood_floor (object *op, object *source)
745{ 714{
746 object *tmp;
747 object *tmp2;
748
749 if (!source) 715 if (!source)
750 source = op; 716 source = op;
751 717
752 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 718 mapspace &ms = op->ms ();
719
720 if (!(ms.flags () & P_IS_ALIVE))
721 return;
722
723 object *tmp;
724
725 for (tmp = ms.top; tmp; tmp = tmp->below)
753 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 726 if (QUERY_FLAG (tmp, FLAG_MONSTER))
754 break; 727 break;
755 728
756 /* doesn't effect players, and if there is a player on this space, won't also 729 /* doesn't effect players, and if there is a player on this space, won't also
757 * be a monster here. 730 * be a monster here.
758 */ 731 */
732 //TODO: have players really FLAG_MONSTER? kept it for safety
759 if (!tmp || tmp->type == PLAYER) 733 if (!tmp || tmp->type == PLAYER)
760 return; 734 return;
761 735
762 switch (op->last_sp) 736 switch (op->last_sp)
763 { 737 {
764 case 0: /* furious--make all monsters mad */ 738 case 0: /* furious--make all monsters mad */
765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 739 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 740 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
741
767 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 742 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
768 { 743 {
769 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
770 remove_friendly_object (tmp);
771 tmp->attack_movement = 0; 744 tmp->attack_movement = 0;
772 /* lots of checks here, but want to make sure we don't 745 /* lots of checks here, but want to make sure we don't
773 * dereference a null value 746 * dereference a null value
774 */ 747 */
775 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 748 if (tmp->type == GOLEM
749 && tmp->owner
750 && tmp->owner->type == PLAYER
751 && tmp->owner->contr->golem == tmp)
776 tmp->owner->contr->ranges[range_golem] = 0; 752 tmp->owner->contr->golem = 0;
777 753
778 tmp->owner = 0; 754 tmp->owner = 0;
755
756 remove_friendly_object (tmp);
779 } 757 }
780 break; 758 break;
759
781 case 1: /* angry -- get neutral monsters mad */ 760 case 1: /* angry -- get neutral monsters mad */
782 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 761 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
783 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 762 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
784 break; 763 break;
764
785 case 2: /* calm -- pacify unfriendly monsters */ 765 case 2: /* calm -- pacify unfriendly monsters */
786 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
787 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 766 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
788 break; 767 break;
768
789 case 3: /* make all monsters fall asleep */ 769 case 3: /* make all monsters fall asleep */
790 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
791 SET_FLAG (tmp, FLAG_SLEEP); 770 SET_FLAG (tmp, FLAG_SLEEP);
792 break; 771 break;
772
793 case 4: /* charm all monsters */ 773 case 4: /* charm all monsters */
794 if (op == source) 774 if (op == source)
795 break; /* only if 'connected' */ 775 break; /* only if 'connected' */
796 776
797 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 777 if (object *pl = source->ms ().player ())
798 tmp2->type != PLAYER; tmp2 = tmp2->above) 778 {
799 if (tmp2->above == NULL) 779 tmp->set_owner (pl);
780 SET_FLAG (tmp, FLAG_MONSTER);
781
782 tmp->stats.exp = 0;
783
784 add_friendly_object (tmp);
785 tmp->attack_movement = PETMOVE;
786 }
800 break; 787 break;
801 788
802 if (tmp2->type != PLAYER) 789 case 6: // kill monsters
790 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
803 break; 791 break;
804 tmp->set_owner (tmp2); 792
805 SET_FLAG (tmp, FLAG_MONSTER); 793 // FALL THROUGH
806 tmp->stats.exp = 0; 794 case 5: // kill all alives
807 SET_FLAG (tmp, FLAG_FRIENDLY); 795 if (!tmp->flag [FLAG_PRECIOUS])
808 add_friendly_object (tmp); 796 {
809 tmp->attack_movement = PETMOVE; 797 archetype::get (shstr_burnout)->insert_at (tmp, source);
798 tmp->destroy ();
799 }
810 break; 800 break;
811 801
812 default: 802 default:
813 break; 803 break;
814 } 804 }
818 * It will descend through containers to find the object. 808 * It will descend through containers to find the object.
819 * slaying = match object slaying flag 809 * slaying = match object slaying flag
820 * race = match object archetype name flag 810 * race = match object archetype name flag
821 * hp = match object type (excpt type '0'== PLAYER) 811 * hp = match object type (excpt type '0'== PLAYER)
822 */ 812 */
823
824object * 813object *
825check_inv_recursive (object *op, const object *trig) 814check_inv_recursive (object *op, const object *trig)
826{ 815{
827 object *tmp, *ret = NULL; 816 object *tmp, *ret = NULL;
828 817
829 /* First check the object itself. */ 818 /* First check the object itself. */
830 if ((trig->stats.hp && (op->type == trig->stats.hp)) 819 if ((trig->stats.hp && (op->type == trig->stats.hp))
831 || (trig->slaying && (op->slaying == trig->slaying)) 820 || (trig->slaying && (op->slaying == trig->slaying))
832 || (trig->race && (op->arch->name == trig->race))) 821 || (trig->race && (op->arch->archname == trig->race)))
833 return op; 822 return op;
834 823
835 for (tmp = op->inv; tmp; tmp = tmp->below) 824 for (tmp = op->inv; tmp; tmp = tmp->below)
836 { 825 {
837 if (tmp->inv) 826 if (tmp->inv)
840 if (ret) 829 if (ret)
841 return ret; 830 return ret;
842 } 831 }
843 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 832 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
844 || (trig->slaying && (tmp->slaying == trig->slaying)) 833 || (trig->slaying && (tmp->slaying == trig->slaying))
845 || (trig->race && (tmp->arch->name == trig->race))) 834 || (trig->race && (tmp->arch->archname == trig->race)))
846 return tmp; 835 return tmp;
847 } 836 }
848 return NULL; 837 return NULL;
849} 838}
850 839
863 * and has a matching item. Imagine what happens if someone steps on the inventory 852 * and has a matching item. Imagine what happens if someone steps on the inventory
864 * checker with a matching item, has it, activates the connection, throws the item 853 * checker with a matching item, has it, activates the connection, throws the item
865 * away, and then leaves the inventory checker. That would've caused an always-enabled 854 * away, and then leaves the inventory checker. That would've caused an always-enabled
866 * state in the inventory checker. This won't happen anymore now. 855 * state in the inventory checker. This won't happen anymore now.
867 * 856 *
857 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
858 * whether op is on this mapspace or not, because the value (1|0) depends
859 * on this information. also make sure to only push_button if op has
860 * a matching item (because when we do a push_button with value=0 timed gates
861 * will still open)! (i hope i got the semantics right this time)
868 */ 862 *
869 863 */
870void 864void
871check_inv (object *op, object *trig) 865check_inv (object *op, object *trig)
872{ 866{
873 object *match = 0;
874
875 trig->value = 0; // deactivate if none of the following conditions apply 867 trig->value = 0; // deactivate if none of the following conditions apply
876 868
877 for (object *tmp = trig->above; tmp; tmp = tmp->above) 869 object *pl = trig->ms ().player ();
878 if (tmp->type == PLAYER)
879 {
880 object *match = check_inv_recursive (tmp, trig); 870 object *match = check_inv_recursive (op, trig);
881 871
872 // elmex: a note about (pl == op):
873 // if pl == 0 then the player has left this space
874 // if pl != 0 then a player is on this mapspace, but then
875 // we still have to check whether it's the player that triggered
876 // this inv-checker, because if not, then the op left this inv-checker
877 // and we have to set the value to 0
878
882 if (match && trig->last_sp) // match == having 879 if (match && trig->last_sp) // match == having
883 { 880 {
884 if (trig->last_heal) 881 if (trig->last_heal)
885 decrease_ob (match); 882 match->decrease ();
886 883
887 trig->value = 1; 884 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
888 } 885 push_button (trig);
886 }
889 else if (!match && !trig->last_sp) // match == not having 887 else if (!match && !trig->last_sp) // match == not having
890 trig->value = 1; 888 {
891 889 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
892 break;
893 }
894
895 push_button (trig); 890 push_button (trig);
891 }
896} 892}
897 893

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