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Comparing deliantra/server/common/button.C (file contents):
Revision 1.21 by root, Sat Dec 30 10:16:10 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 for (; ol; ol = ol->next) 39 for (; ol; ol = ol->next)
41 { 40 {
42 if (!ol->ob) 41 if (!ol->ob)
43 { 42 {
59 object *tmp = ol->ob; 58 object *tmp = ol->ob;
60 59
61 /* if the criteria isn't appropriate, don't do anything */ 60 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 61 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63 continue; 62 continue;
63
64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
65 continue; 65 continue;
66 66
67 switch (tmp->type) 67 switch (tmp->type)
68 { 68 {
69 case GATE: 69 case GATE:
70 case HOLE: 70 case HOLE:
71 if (!tmp->active)
72 tmp->play_sound (tmp->sound
73 ? tmp->sound
74 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
71 tmp->value = tmp->stats.maxsp ? !state : state; 75 tmp->value = tmp->stats.maxsp ? !state : state;
72 tmp->set_speed (0.5); 76 tmp->set_speed (0.5);
73 break; 77 break;
74 78
75 case CF_HANDLE: 79 case CF_HANDLE:
78 break; 82 break;
79 83
80 case SIGN: 84 case SIGN:
81 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 85 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
82 { 86 {
87 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
83 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 88 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
84 if (tmp->stats.food) 89 if (tmp->stats.food)
85 tmp->last_eat++; 90 tmp->last_eat++;
86 } 91 }
87 break; 92 break;
88 93
89 case ALTAR: 94 case ALTAR:
95 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
90 tmp->value = 1; 96 tmp->value = 1;
91 SET_ANIMATION (tmp, tmp->value); 97 SET_ANIMATION (tmp, tmp->value);
92 update_object (tmp, UP_OBJ_FACE); 98 update_object (tmp, UP_OBJ_FACE);
93 break; 99 break;
94 100
95 case BUTTON: 101 case BUTTON:
96 case PEDESTAL: 102 case PEDESTAL:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
97 tmp->value = state; 104 tmp->value = state;
98 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
100 break; 107 break;
101 108
102 case MOOD_FLOOR: 109 case MOOD_FLOOR:
103 do_mood_floor (tmp, source); 110 do_mood_floor (tmp, source);
104 break; 111 break;
105 112
106 case TIMED_GATE: 113 case TIMED_GATE:
114 if (!tmp->active)
115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
116
107 tmp->set_speed (tmp->arch->clone.speed); 117 tmp->set_speed (tmp->arch->speed);
108 tmp->value = tmp->arch->clone.value; 118 tmp->value = tmp->arch->value;
109 tmp->stats.sp = 1; 119 tmp->stats.sp = 1;
110 tmp->stats.hp = tmp->stats.maxhp; 120 tmp->stats.hp = tmp->stats.maxhp;
111 /* Handle multipart gates. We copy the value for the other parts 121 /* Handle multipart gates. We copy the value for the other parts
112 * from the head - this ensures that the data will consistent 122 * from the head - this ensures that the data will consistent
113 */ 123 */
114 for (tmp = tmp->more; tmp; tmp = tmp->more) 124 for (object *part = tmp->more; part; part = part->more)
115 { 125 {
116 tmp->value = tmp->head->value; 126 part->value = tmp->value;
117 tmp->stats.sp = tmp->head->stats.sp; 127 part->stats.sp = tmp->stats.sp;
118 tmp->stats.hp = tmp->head->stats.hp; 128 part->stats.hp = tmp->stats.hp;
119 tmp->set_speed (tmp->head->speed); 129 part->set_speed (tmp->speed);
120 } 130 }
121 break; 131 break;
122 132
123 case DIRECTOR: 133 case DIRECTOR:
124 case FIREWALL: 134 case FIREWALL:
126 move_firewall (tmp); 136 move_firewall (tmp);
127 else 137 else
128 { 138 {
129 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 139 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
130 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 140 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
141
131 animate_turning (tmp); 142 animate_turning (tmp);
132 } 143 }
133 break; 144 break;
134 145
135 case TELEPORTER: 146 case TELEPORTER:
139 case CREATOR: 150 case CREATOR:
140 move_creator (tmp); 151 move_creator (tmp);
141 break; 152 break;
142 153
143 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
144 move_marker (tmp); 156 move_marker (tmp);
145 break; 157 break;
146 158
147 case DUPLICATOR: 159 case DUPLICATOR:
148 move_duplicator (tmp); 160 move_duplicator (tmp);
161 break;
162
163 case MAPSCRIPT:
164 cfperl_mapscript_activate (tmp, source, state);
149 break; 165 break;
150 } 166 }
151 } 167 }
152} 168}
153 169
164 * 180 *
165 */ 181 */
166void 182void
167push_button (object *op) 183push_button (object *op)
168{ 184{
169 oblinkpt *obp = get_button_links (op); 185 if (oblinkpt *obp = op->find_link ())
170 186 {
171 if (!obp) 187 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value)))
172 return; 188 return;
173 189
174 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
175 return;
176
177 activate_connection_link (obp->link, op->value, op); 190 activate_connection_link (obp->link, op->value, op);
191 }
178} 192}
179 193
180/* 194/*
181 * elmex: 195 * elmex:
182 * 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
184 * 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
185 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 199 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
186 * 200 *
187 */ 201 */
188void 202void
189activate_connection (maptile *map, long connection, bool state) 203maptile::trigger (shstr_tmp id, bool state, object *originator)
190{ 204{
191 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)))
192 return; 206 return;
193 207
194 oblinkpt *obp = get_connection_links (map, connection); 208 if (oblinkpt *obp = find_link (id))
195
196 if (obp)
197 activate_connection_link (obp->link, state); 209 activate_connection_link (obp->link, state, originator);
198} 210}
199 211
200/* 212/*
201 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
202 * 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
204 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
205 */ 217 */
206void 218void
207update_button (object *op) 219update_button (object *op)
208{ 220{
209 object *ab, *tmp, *head;
210 int tot, any_down = 0, old_value = op->value; 221 int any_down = 0, old_value = op->value;
211 oblinkpt *obp = 0;
212 objectlink *ol;
213 222
214 obp = get_button_links (op); 223 if (oblinkpt *obp = op->find_link ())
215 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
216 if (obp)
217 for (ol = obp->link; ol; ol = ol->next) 224 for (objectlink *ol = obp->link; ol; ol = ol->next)
218 { 225 {
219 if (!ol->ob) 226 if (!ol->ob)
220 { 227 {
221 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 228 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
222 continue; 229 continue;
223 } 230 }
224 231
225 tmp = ol->ob; 232 object *tmp = ol->ob;
233
226 if (tmp->type == BUTTON) 234 if (tmp->type == BUTTON)
227 { 235 {
236 sint32 total = 0;
237
228 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 238 for (object *ab = tmp->above; ab; ab = ab->above)
229 /* Bug? The pedestal code below looks for the head of
230 * the object, this bit doesn't. I'd think we should check
231 * for head here also. Maybe it also makese sense to
232 * make the for ab=tmp->above loop common, and alter
233 * behaviour based on object within that loop?
234 */
235
236 /* Basically, if the move_type matches that on what the 239 /* Basically, if the move_type matches that on what the
237 * button wants, we count it. The second check is so that 240 * button wants, we count it. The second check is so that
238 * objects don't move (swords, etc) will count. Note that 241 * objects who don't move (swords, etc) will count. Note that
239 * this means that more work is needed to make buttons 242 * this means that more work is needed to make buttons
240 * that are only triggered by flying objects. 243 * that are only triggered by flying objects.
241 */ 244 */
242 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
243 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 246 total += ab->head_ ()->total_weight ();
244 247
245 tmp->value = (tot >= tmp->weight) ? 1 : 0; 248 tmp->value = total >= tmp->weight;
246 if (tmp->value) 249
247 any_down = 1; 250 any_down = any_down || tmp->value;
248 } 251 }
249 else if (tmp->type == PEDESTAL) 252 else if (tmp->type == PEDESTAL)
250 { 253 {
251 tmp->value = 0; 254 tmp->value = 0;
255
252 for (ab = tmp->above; ab != NULL; ab = ab->above) 256 for (object *ab = tmp->above; ab; ab = ab->above)
253 { 257 {
254 head = ab->head ? ab->head : ab; 258 object *head = ab->head_ ();
259
255 /* Same note regarding move_type for buttons above apply here. */ 260 /* Same note regarding move_type for buttons above apply here. */
256 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 261 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
257 (head->race == tmp->slaying || 262 && (head->race == tmp->slaying
258 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 263 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
259 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 264 || (tmp->slaying == shstr_player && head->type == PLAYER)))
260 tmp->value = 1; 265 tmp->value = 1;
261 } 266 }
262 if (tmp->value) 267
263 any_down = 1; 268 any_down = any_down || tmp->value;
264 } 269 }
265 } 270 }
271
266 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 */
267 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);
268 276
269 /* If this button hasn't changed, don't do anything */ 277 /* If this button hasn't changed, don't do anything */
270 if (op->value != old_value) 278 if (op->value != old_value)
271 { 279 {
272 SET_ANIMATION (op, op->value); 280 SET_ANIMATION (op, op->value);
311 */ 319 */
312 320
313int 321int
314check_altar_sacrifice (const object *altar, const object *sacrifice) 322check_altar_sacrifice (const object *altar, const object *sacrifice)
315{ 323{
316 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)
317 { 327 {
318 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 328 if (ARCH_SACRIFICE (altar) == shstr_money
319 ARCH_SACRIFICE (altar) == sacrifice->name || 329 && sacrifice->type == MONEY
320 ARCH_SACRIFICE (altar) == sacrifice->slaying || 330 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
321 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
322 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
323 return 1; 331 return 1;
324 332
325 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 333 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
326 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 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 ())
327 return 1; 338 return 1;
328 } 339 }
329 340
330 return 0; 341 return 0;
331} 342}
355 return 0; 366 return 0;
356 367
357 /* check_altar_sacrifice should have already verified that enough money 368 /* check_altar_sacrifice should have already verified that enough money
358 * has been dropped. 369 * has been dropped.
359 */ 370 */
360 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 371 if (ARCH_SACRIFICE (altar) == shstr_money)
361 { 372 {
362 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 373 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
363 374
364 /* Round up any sacrifices. Altars don't make change either */ 375 /* Round up any sacrifices. Altars don't make change either */
365 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 376 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
366 number++; 377 number++;
367 378
368 *sacrifice = decrease_ob_nr (*sacrifice, number); 379 if (!(*sacrifice)->decrease (number))
380 *sacrifice = 0;
369 } 381 }
370 else 382 else
371 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 383 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
384 *sacrifice = 0;
372 385
373 if (altar->msg) 386 if (altar->msg)
374 new_info_map (NDI_BLACK, altar->map, altar->msg); 387 new_info_map (NDI_BLACK, altar->map, altar->msg);
375 388
376 return 1; 389 return 1;
413 int push = 0, tot = 0; 426 int push = 0, tot = 0;
414 int in_movement = op->stats.wc || op->speed; 427 int in_movement = op->stats.wc || op->speed;
415 428
416 switch (op->type) 429 switch (op->type)
417 { 430 {
418 case TRIGGER_BUTTON: 431 case TRIGGER_BUTTON:
419 if (op->weight > 0) 432 if (op->weight > 0)
420 { 433 {
421 if (cause) 434 if (cause)
422 { 435 {
423 for (tmp = op->above; tmp; tmp = tmp->above) 436 for (tmp = op->above; tmp; tmp = tmp->above)
424 /* Comment reproduced from update_buttons(): */ 437 /* Comment reproduced from update_buttons(): */
425 /* Basically, if the move_type matches that on what the 438 /* Basically, if the move_type matches that on what the
426 * button wants, we count it. The second check is so that 439 * button wants, we count it. The second check is so that
427 * objects that don't move (swords, etc) will count. Note that 440 * objects that don't move (swords, etc) will count. Note that
428 * this means that more work is needed to make buttons 441 * this means that more work is needed to make buttons
429 * 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":
430 */ 528 */
431 529 op->value = !op->value;
432 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 530 trigger_move (op, 1);
433 { 531 op->last_sp = -op->last_sp;
434 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 532 op->value = !op->value;
435 }
436 if (tot >= op->weight)
437 push = 1;
438 if (op->stats.ac == push)
439 return 0;
440 op->stats.ac = push;
441 if (NUM_ANIMATIONS (op) > 1)
442 {
443 SET_ANIMATION (op, push);
444 update_object (op, UP_OBJ_FACE);
445 } 533 }
446 if (in_movement || !push) 534
447 return 0; 535 return cause == NULL;
448 } 536 }
449 trigger_move (op, push);
450 } 537 else
451 return 0;
452
453 case TRIGGER_PEDESTAL:
454 if (cause)
455 {
456 for (tmp = op->above; tmp; tmp = tmp->above)
457 {
458 object *head = tmp->head ? tmp->head : tmp;
459
460 /* See comment in TRIGGER_BUTTON about move_types */
461 if (((head->move_type & op->move_on) || head->move_type == 0)
462 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
463 {
464 push = 1;
465 break;
466 }
467 }
468 if (op->stats.ac == push)
469 return 0; 538 return 0;
470 op->stats.ac = push; 539 }
540 else
541 {
471 if (NUM_ANIMATIONS (op) > 1) 542 if (NUM_ANIMATIONS (op) > 1)
472 { 543 {
473 SET_ANIMATION (op, push); 544 SET_ANIMATION (op, 0);
474 update_object (op, UP_OBJ_FACE); 545 update_object (op, UP_OBJ_FACE);
475 } 546 }
476 update_object (op, UP_OBJ_FACE);
477 if (in_movement || !push)
478 return 0;
479 }
480 trigger_move (op, push);
481 return 0;
482 547
483 case TRIGGER_ALTAR:
484 if (cause)
485 {
486 if (in_movement)
487 return 0;
488 if (operate_altar (op, &cause))
489 {
490 if (NUM_ANIMATIONS (op) > 1)
491 {
492 SET_ANIMATION (op, 1);
493 update_object (op, UP_OBJ_FACE);
494 }
495 if (op->last_sp >= 0)
496 {
497 trigger_move (op, 1);
498 if (op->last_sp > 0)
499 op->last_sp = -op->last_sp;
500 }
501 else
502 {
503 /* for trigger altar with last_sp, the ON/OFF
504 * status (-> +/- value) is "simulated":
505 */
506 op->value = !op->value;
507 trigger_move (op, 1);
508 op->last_sp = -op->last_sp;
509 op->value = !op->value;
510 }
511 return cause == NULL;
512 }
513 else
514 {
515 return 0;
516 }
517 }
518 else
519 {
520 if (NUM_ANIMATIONS (op) > 1)
521 {
522 SET_ANIMATION (op, 0);
523 update_object (op, UP_OBJ_FACE);
524 }
525
526 /* If trigger_altar has "last_sp > 0" set on the map, 548 /* If trigger_altar has "last_sp > 0" set on the map,
527 * it will push the connected value only once per sacrifice. 549 * it will push the connected value only once per sacrifice.
528 * Otherwise (default), the connected value will be 550 * Otherwise (default), the connected value will be
529 * pushed twice: First by sacrifice, second by reset! -AV 551 * pushed twice: First by sacrifice, second by reset! -AV
530 */ 552 */
531 if (!op->last_sp) 553 if (!op->last_sp)
532 trigger_move (op, 0); 554 trigger_move (op, 0);
533 else 555 else
534 { 556 {
535 op->stats.wc = 0; 557 op->stats.wc = 0;
536 op->value = !op->value; 558 op->value = !op->value;
537 op->set_speed (0); 559 op->set_speed (0);
538 } 560 }
539 } 561 }
540 return 0; 562 return 0;
541 563
542 case TRIGGER: 564 case TRIGGER:
543 if (cause) 565 if (cause)
544 { 566 {
545 if (in_movement) 567 if (in_movement)
546 return 0; 568 return 0;
547 569
548 push = 1; 570 push = 1;
549 } 571 }
550 572
551 if (NUM_ANIMATIONS (op) > 1) 573 if (NUM_ANIMATIONS (op) > 1)
552 { 574 {
553 SET_ANIMATION (op, push); 575 SET_ANIMATION (op, push);
554 update_object (op, UP_OBJ_FACE); 576 update_object (op, UP_OBJ_FACE);
555 } 577 }
556 578
557 trigger_move (op, push); 579 trigger_move (op, push);
558 return 1; 580 return 1;
559 581
560 default: 582 default:
561 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);
562 return 0; 584 return 0;
563 } 585 }
564} 586}
565 587
566void 588void
567add_button_link (object *button, maptile *map, int connected) 589object::add_link (maptile *map, shstr_tmp id)
568{ 590{
569 oblinkpt *obp;
570 objectlink *ol = get_objectlink ();
571
572 if (!map) 591 if (!map)
573 { 592 {
574 LOG (llevError, "Tried to add button-link without map.\n"); 593 LOG (llevError, "Tried to add button-link without map.\n");
575 return; 594 return;
576 } 595 }
577 596
578 button->path_attuned = connected; /* peterm: I need this so I can rebuild 597 flag [FLAG_IS_LINKED] = true;
579 a connected map from a template map. */
580 598
581 SET_FLAG (button, FLAG_IS_LINKED); 599 objectlink *ol = get_objectlink ();
582
583 ol->ob = button; 600 ol->ob = this;
584 601
585 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 602 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
586 ; 603 if (obp->id == id)
587
588 if (obp)
589 { 604 {
590 ol->next = obp->link; 605 ol->next = obp->link;
591 obp->link = ol; 606 obp->link = ol;
607 return;
592 } 608 }
593 else 609
594 {
595 obp = get_objectlinkpt (); 610 oblinkpt *obp = get_objectlinkpt ();
596 obp->value = connected; 611 obp->id = id;
597 612
598 obp->next = map->buttons; 613 obp->next = map->buttons;
599 map->buttons = obp; 614 map->buttons = obp;
600 obp->link = ol; 615 obp->link = ol;
601 }
602} 616}
603 617
604/* 618/*
605 * 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.
606 * This is only needed by editors. 620 * This is only needed by editors.
607 */ 621 */
608
609void 622void
610remove_button_link (object *op) 623object::remove_link ()
611{ 624{
612 oblinkpt *obp; 625 if (!map)
613 objectlink **olp, *ol;
614
615 if (op->map == NULL)
616 { 626 {
617 LOG (llevError, "remove_button_link() in object without map.\n"); 627 LOG (llevError, "remove_button_link() in object without map.\n");
618 return; 628 return;
619 } 629 }
620 630
621 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 631 if (!flag [FLAG_IS_LINKED])
622 { 632 {
623 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 633 LOG (llevError, "remove_button_linked() in unlinked object.\n");
624 return; 634 return;
625 } 635 }
626 636
637 flag [FLAG_IS_LINKED] = false;
638
627 for (obp = op->map->buttons; obp; obp = obp->next) 639 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
628 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 640 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
629 if (ol->ob == op) 641 if ((*olp)->ob == this)
630 { 642 {
631 643 objectlink *ol = *olp;
632/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
633 obp->value, op->name, op->map->path);
634*/
635 *olp = ol->next; 644 *olp = ol->next;
636 delete ol; 645 delete ol;
637 return; 646 return;
638 } 647 }
639 648
640 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 649 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
641 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 }
642} 674}
643 675
644/* 676/*
645 * Gets the objectlink for this connection from the map. 677 * Gets the objectlink for this connection from the map.
646 */ 678 */
647oblinkpt * 679oblinkpt *
648get_connection_links (maptile *map, long connection) 680maptile::find_link (shstr_tmp id)
649{ 681{
650 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 682 for (oblinkpt *obp = buttons; obp; obp = obp->next)
651 if (obp->value == connection) 683 if (obp->id == id)
652 return obp; 684 return obp;
653 685
654 return 0; 686 return 0;
655} 687}
656 688
657/* 689/*
658 * Return the first objectlink in the objects linked to this one 690 * Return the first objectlink in the objects linked to this one
659 */ 691 */
660
661oblinkpt * 692oblinkpt *
662get_button_links (const object *button) 693object::find_link () const
663{ 694{
664 oblinkpt *obp; 695 if (map)
665 objectlink *ol;
666
667 if (!button->map)
668 return NULL;
669
670 for (obp = button->map->buttons; obp; obp = obp->next) 696 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
671 for (ol = obp->link; ol; ol = ol->next) 697 for (objectlink *ol = obp->link; ol; ol = ol->next)
672 if (ol->ob == button) 698 if (ol->ob == this)
673 return obp; 699 return obp;
674 700
675 return NULL;
676}
677
678/*
679 * Made as a separate function to increase efficiency
680 */
681
682int
683get_button_value (const object *button)
684{
685 oblinkpt *obp;
686 objectlink *ol;
687
688 if (!button->map)
689 return 0;
690 for (obp = button->map->buttons; obp; obp = obp->next)
691 for (ol = obp->link; ol; ol = ol->next)
692 if (ol->ob == button)
693 return obp->value;
694 return 0; 701 return 0;
695} 702}
696 703
697/* This routine makes monsters who are 704/* This routine makes monsters who are
698 * standing on the 'mood floor' change their 705 * standing on the 'mood floor' change their
700 * If floor is to be triggered must have 707 * If floor is to be triggered must have
701 * a speed of zero (default is 1 for all 708 * a speed of zero (default is 1 for all
702 * but the charm floor type). 709 * but the charm floor type).
703 * by b.t. thomas@nomad.astro.psu.edu 710 * by b.t. thomas@nomad.astro.psu.edu
704 */ 711 */
705
706void 712void
707do_mood_floor (object *op, object *source) 713do_mood_floor (object *op, object *source)
708{ 714{
709 object *tmp;
710 object *tmp2;
711
712 if (!source) 715 if (!source)
713 source = op; 716 source = op;
714 717
715 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)
716 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 726 if (QUERY_FLAG (tmp, FLAG_MONSTER))
717 break; 727 break;
718 728
719 /* 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
720 * be a monster here. 730 * be a monster here.
721 */ 731 */
732 //TODO: have players really FLAG_MONSTER? kept it for safety
722 if (!tmp || tmp->type == PLAYER) 733 if (!tmp || tmp->type == PLAYER)
723 return; 734 return;
724 735
725 switch (op->last_sp) 736 switch (op->last_sp)
726 { 737 {
727 case 0: /* furious--make all monsters mad */ 738 case 0: /* furious--make all monsters mad */
728 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 739 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
729 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 740 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
741
730 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 742 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
731 { 743 {
732 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
733 remove_friendly_object (tmp);
734 tmp->attack_movement = 0; 744 tmp->attack_movement = 0;
735 /* 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
736 * dereference a null value 746 * dereference a null value
737 */ 747 */
738 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)
739 tmp->owner->contr->ranges[range_golem] = 0; 752 tmp->owner->contr->golem = 0;
740 753
741 tmp->owner = 0; 754 tmp->owner = 0;
755
756 remove_friendly_object (tmp);
742 } 757 }
743 break; 758 break;
759
744 case 1: /* angry -- get neutral monsters mad */ 760 case 1: /* angry -- get neutral monsters mad */
745 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 761 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
746 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 762 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
747 break; 763 break;
764
748 case 2: /* calm -- pacify unfriendly monsters */ 765 case 2: /* calm -- pacify unfriendly monsters */
749 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
750 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 766 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
751 break; 767 break;
768
752 case 3: /* make all monsters fall asleep */ 769 case 3: /* make all monsters fall asleep */
753 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
754 SET_FLAG (tmp, FLAG_SLEEP); 770 SET_FLAG (tmp, FLAG_SLEEP);
755 break; 771 break;
772
756 case 4: /* charm all monsters */ 773 case 4: /* charm all monsters */
757 if (op == source) 774 if (op == source)
758 break; /* only if 'connected' */ 775 break; /* only if 'connected' */
759 776
760 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 777 if (object *pl = source->ms ().player ())
761 tmp2->type != PLAYER; tmp2 = tmp2->above) 778 {
762 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 }
763 break; 787 break;
764 788
765 if (tmp2->type != PLAYER) 789 case 6: // kill monsters
790 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
766 break; 791 break;
767 792
768 tmp->set_owner (tmp2); 793 // FALL THROUGH
769 SET_FLAG (tmp, FLAG_MONSTER); 794 case 5: // kill all alives
770 795 if (!tmp->flag [FLAG_PRECIOUS])
771 tmp->stats.exp = 0; 796 {
772 SET_FLAG (tmp, FLAG_FRIENDLY); 797 archetype::get (shstr_burnout)->insert_at (tmp, source);
773 798 tmp->destroy ();
774 add_friendly_object (tmp); 799 }
775 tmp->attack_movement = PETMOVE;
776 break; 800 break;
777 801
778 default: 802 default:
779 break; 803 break;
780 } 804 }
792 object *tmp, *ret = NULL; 816 object *tmp, *ret = NULL;
793 817
794 /* First check the object itself. */ 818 /* First check the object itself. */
795 if ((trig->stats.hp && (op->type == trig->stats.hp)) 819 if ((trig->stats.hp && (op->type == trig->stats.hp))
796 || (trig->slaying && (op->slaying == trig->slaying)) 820 || (trig->slaying && (op->slaying == trig->slaying))
797 || (trig->race && (op->arch->name == trig->race))) 821 || (trig->race && (op->arch->archname == trig->race)))
798 return op; 822 return op;
799 823
800 for (tmp = op->inv; tmp; tmp = tmp->below) 824 for (tmp = op->inv; tmp; tmp = tmp->below)
801 { 825 {
802 if (tmp->inv) 826 if (tmp->inv)
805 if (ret) 829 if (ret)
806 return ret; 830 return ret;
807 } 831 }
808 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 832 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
809 || (trig->slaying && (tmp->slaying == trig->slaying)) 833 || (trig->slaying && (tmp->slaying == trig->slaying))
810 || (trig->race && (tmp->arch->name == trig->race))) 834 || (trig->race && (tmp->arch->archname == trig->race)))
811 return tmp; 835 return tmp;
812 } 836 }
813 return NULL; 837 return NULL;
814} 838}
815 839
828 * 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
829 * 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
830 * 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
831 * state in the inventory checker. This won't happen anymore now. 855 * state in the inventory checker. This won't happen anymore now.
832 * 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)
862 *
833 */ 863 */
834void 864void
835check_inv (object *op, object *trig) 865check_inv (object *op, object *trig)
836{ 866{
837 trig->value = 0; // deactivate if none of the following conditions apply 867 trig->value = 0; // deactivate if none of the following conditions apply
838 868
839 if (object *pl = trig->ms ().player ()) 869 object *pl = trig->ms ().player ();
840 {
841 object *match = check_inv_recursive (pl, trig); 870 object *match = check_inv_recursive (op, trig);
842 871
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
843 if (match && trig->last_sp) // match == having 879 if (match && trig->last_sp) // match == having
844 { 880 {
845 if (trig->last_heal) 881 if (trig->last_heal)
846 decrease_ob (match); 882 match->decrease ();
847 883
848 trig->value = 1; 884 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
849 } 885 push_button (trig);
886 }
850 else if (!match && !trig->last_sp) // match == not having 887 else if (!match && !trig->last_sp) // match == not having
851 trig->value = 1;
852 } 888 {
853 889 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
854 push_button (trig); 890 push_button (trig);
891 }
855} 892}
856 893

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