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Comparing deliantra/server/common/button.C (file contents):
Revision 1.27 by pippijn, Mon Jan 15 21:06:18 2007 UTC vs.
Revision 1.52 by root, Thu Jan 8 04:35:03 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27 25
28/* 26/*
29 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
30 */ 28 */
31 29
32/* 30/*
33 * elmex: 31 * elmex:
34 * 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.
35 * 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.
36 * The source argument can be 0 or the source object for this activation. 34 * The activator argument can be 0 or the source object for this activation.
35 * the originator is the player or monster who did something.
37 */ 36 */
38void 37static void
39activate_connection_link (objectlink * ol, bool state, object *source = 0) 38activate_connection_link (objectlink *ol, bool state, object *activator, object *originator)
40{ 39{
41 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
42 { 41 {
43 if (!ol->ob) 42 if (!ol->ob)
44 { 43 {
60 object *tmp = ol->ob; 59 object *tmp = ol->ob;
61 60
62 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 63 continue;
64
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue; 66 continue;
67 67
68 switch (tmp->type) 68 switch (tmp->type)
69 { 69 {
70 case GATE: 70 case GATE:
71 case HOLE: 71 case HOLE:
72 if (!tmp->active)
73 tmp->play_sound (tmp->sound
74 ? tmp->sound
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 76 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->set_speed (0.5); 77 tmp->set_speed (0.5);
74 break; 78 break;
75 79
76 case CF_HANDLE: 80 case CF_HANDLE:
79 break; 83 break;
80 84
81 case SIGN: 85 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food) 90 if (tmp->stats.food)
86 tmp->last_eat++; 91 tmp->last_eat++;
87 } 92 }
88 break; 93 break;
89 94
90 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
91 tmp->value = 1; 97 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
94 break; 100 break;
95 101
96 case BUTTON: 102 case BUTTON:
97 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
98 tmp->value = state; 105 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
101 break; 108 break;
102 109
103 case MOOD_FLOOR: 110 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, activator);
105 break; 112 break;
106 113
107 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
117
108 tmp->set_speed (tmp->arch->clone.speed); 118 tmp->set_speed (tmp->arch->speed);
109 tmp->value = tmp->arch->clone.value; 119 tmp->value = tmp->arch->value;
110 tmp->stats.sp = 1; 120 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp; 121 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts 122 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent 123 * from the head - this ensures that the data will consistent
114 */ 124 */
115 for (tmp = tmp->more; tmp; tmp = tmp->more) 125 for (object *part = tmp->more; part; part = part->more)
116 { 126 {
117 tmp->value = tmp->head->value; 127 part->value = tmp->value;
118 tmp->stats.sp = tmp->head->stats.sp; 128 part->stats.sp = tmp->stats.sp;
119 tmp->stats.hp = tmp->head->stats.hp; 129 part->stats.hp = tmp->stats.hp;
120 tmp->set_speed (tmp->head->speed); 130 part->set_speed (tmp->speed);
121 } 131 }
122 break; 132 break;
123 133
124 case DIRECTOR: 134 case DIRECTOR:
125 case FIREWALL: 135 case FIREWALL:
127 move_firewall (tmp); 137 move_firewall (tmp);
128 else 138 else
129 { 139 {
130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 140 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 141 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
142
132 animate_turning (tmp); 143 animate_turning (tmp);
133 } 144 }
134 break; 145 break;
135 146
136 case TELEPORTER: 147 case TELEPORTER:
140 case CREATOR: 151 case CREATOR:
141 move_creator (tmp); 152 move_creator (tmp);
142 break; 153 break;
143 154
144 case TRIGGER_MARKER: 155 case TRIGGER_MARKER:
156 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
145 move_marker (tmp); 157 move_marker (tmp);
146 break; 158 break;
147 159
148 case DUPLICATOR: 160 case DUPLICATOR:
149 move_duplicator (tmp); 161 move_duplicator (tmp);
162 break;
163
164 case MAPSCRIPT:
165 cfperl_mapscript_activate (tmp, state, activator, originator);
150 break; 166 break;
151 } 167 }
152 } 168 }
153} 169}
154 170
163 * Changed the routine to loop through _all_ objects. 179 * Changed the routine to loop through _all_ objects.
164 * Better hurry with that linked list... 180 * Better hurry with that linked list...
165 * 181 *
166 */ 182 */
167void 183void
168push_button (object *op) 184push_button (object *op, object *originator)
169{ 185{
170 oblinkpt *obp = get_button_links (op); 186 if (oblinkpt *obp = op->find_link ())
171 187 {
172 if (!obp) 188 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
173 return; 189 return;
174 190
175 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
176 return;
177
178 activate_connection_link (obp->link, op->value, op); 191 activate_connection_link (obp->link, op->value, op, originator);
192 }
179} 193}
180 194
181/* 195/*
182 * elmex: 196 * elmex:
183 * This activates a connection, similar to push_button (object *op) but it takes 197 * This activates a connection, similar to push_button (object *op) but it takes
185 * the connection was 'state' or 'released'. So that you can activate objects 199 * the connection was 'state' or 'released'. So that you can activate objects
186 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 200 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
187 * 201 *
188 */ 202 */
189void 203void
190activate_connection (maptile *map, long connection, bool state) 204maptile::trigger (shstr_tmp id, bool state, object *activator, object *originator)
191{ 205{
192 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 206 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
193 return; 207 return;
194 208
195 oblinkpt *obp = get_connection_links (map, connection); 209 if (oblinkpt *obp = find_link (id))
196
197 if (obp)
198 activate_connection_link (obp->link, state); 210 activate_connection_link (obp->link, state, activator, originator);
199} 211}
200 212
201/* 213/*
202 * Updates everything connected with the button op. 214 * Updates everything connected with the button op.
203 * After changing the state of a button, this function must be called 215 * After changing the state of a button, this function must be called
204 * to make sure that all gates and other buttons connected to the 216 * to make sure that all gates and other buttons connected to the
205 * button reacts to the (eventual) change of state. 217 * button reacts to the (eventual) change of state.
206 */ 218 */
207void 219void
208update_button (object *op) 220update_button (object *op, object *originator)
209{ 221{
210 object *ab, *tmp, *head;
211 int tot, any_down = 0, old_value = op->value; 222 int any_down = 0, old_value = op->value;
212 oblinkpt *obp = 0;
213 objectlink *ol;
214 223
215 obp = get_button_links (op); 224 if (oblinkpt *obp = op->find_link ())
216 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
217 if (obp)
218 for (ol = obp->link; ol; ol = ol->next) 225 for (objectlink *ol = obp->link; ol; ol = ol->next)
219 { 226 {
220 if (!ol->ob) 227 if (!ol->ob)
221 { 228 {
222 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 229 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
223 continue; 230 continue;
224 } 231 }
225 232
226 tmp = ol->ob; 233 object *tmp = ol->ob;
234
227 if (tmp->type == BUTTON) 235 if (tmp->type == BUTTON)
228 { 236 {
237 sint32 total = 0;
238
229 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 239 for (object *ab = tmp->above; ab; ab = ab->above)
230 /* Bug? The pedestal code below looks for the head of
231 * the object, this bit doesn't. I'd think we should check
232 * for head here also. Maybe it also makese sense to
233 * make the for ab=tmp->above loop common, and alter
234 * behaviour based on object within that loop?
235 */
236
237 /* Basically, if the move_type matches that on what the 240 /* Basically, if the move_type matches that on what the
238 * button wants, we count it. The second check is so that 241 * button wants, we count it. The second check is so that
239 * objects don't move (swords, etc) will count. Note that 242 * objects who don't move (swords, etc) will count. Note that
240 * this means that more work is needed to make buttons 243 * this means that more work is needed to make buttons
241 * that are only triggered by flying objects. 244 * that are only triggered by flying objects.
242 */ 245 */
243 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 246 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
244 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 247 total += ab->head_ ()->total_weight ();
245 248
246 tmp->value = (tot >= tmp->weight) ? 1 : 0; 249 tmp->value = total >= tmp->weight;
247 if (tmp->value) 250
248 any_down = 1; 251 any_down = any_down || tmp->value;
249 } 252 }
250 else if (tmp->type == PEDESTAL) 253 else if (tmp->type == PEDESTAL)
251 { 254 {
252 tmp->value = 0; 255 tmp->value = 0;
256
253 for (ab = tmp->above; ab != NULL; ab = ab->above) 257 for (object *ab = tmp->above; ab; ab = ab->above)
254 { 258 {
255 head = ab->head ? ab->head : ab; 259 object *head = ab->head_ ();
260
256 /* Same note regarding move_type for buttons above apply here. */ 261 /* Same note regarding move_type for buttons above apply here. */
257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 262 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
258 (head->race == tmp->slaying || 263 && (head->race == tmp->slaying
259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 264 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 265 || (tmp->slaying == shstr_player && head->type == PLAYER)))
261 tmp->value = 1; 266 tmp->value = 1;
262 } 267 }
263 if (tmp->value) 268
264 any_down = 1; 269 any_down = any_down || tmp->value;
265 } 270 }
266 } 271 }
272
267 if (any_down) /* If any other buttons were down, force this to remain down */ 273 if (any_down) /* If any other buttons were down, force this to remain down */
268 op->value = 1; 274 op->value = 1;
269 275
276 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
277
270 /* If this button hasn't changed, don't do anything */ 278 /* If this button hasn't changed, don't do anything */
271 if (op->value != old_value) 279 if (op->value != old_value)
272 { 280 {
273 SET_ANIMATION (op, op->value); 281 SET_ANIMATION (op, op->value);
274 update_object (op, UP_OBJ_FACE); 282 update_object (op, UP_OBJ_FACE);
275 push_button (op); /* Make all other buttons the same */ 283 push_button (op, originator); /* Make all other buttons the same */
276 } 284 }
277} 285}
278 286
279void 287void
280use_trigger (object *op) 288use_trigger (object *op, object *originator)
281{ 289{
282 /* Toggle value */ 290 /* Toggle value */
283 op->value = !op->value; 291 op->value = !op->value;
292
284 push_button (op); 293 push_button (op, originator);
285} 294}
286 295
287/* 296/*
288 * Note: animate_object should be used instead of this, 297 * Note: animate_object should be used instead of this,
289 * but it can't handle animations in the 8 directions 298 * but it can't handle animations in the 8 directions
312 */ 321 */
313 322
314int 323int
315check_altar_sacrifice (const object *altar, const object *sacrifice) 324check_altar_sacrifice (const object *altar, const object *sacrifice)
316{ 325{
317 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)
318 { 329 {
319 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 330 if (ARCH_SACRIFICE (altar) == shstr_money
320 ARCH_SACRIFICE (altar) == sacrifice->name || 331 && sacrifice->type == MONEY
321 ARCH_SACRIFICE (altar) == sacrifice->slaying || 332 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
322 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
323 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
324 return 1; 333 return 1;
325 334
326 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 335 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
327 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 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 ())
328 return 1; 340 return 1;
329 } 341 }
330 342
331 return 0; 343 return 0;
332} 344}
356 return 0; 368 return 0;
357 369
358 /* check_altar_sacrifice should have already verified that enough money 370 /* check_altar_sacrifice should have already verified that enough money
359 * has been dropped. 371 * has been dropped.
360 */ 372 */
361 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 373 if (ARCH_SACRIFICE (altar) == shstr_money)
362 { 374 {
363 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 375 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
364 376
365 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
366 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
367 number++; 379 number++;
368 380
369 *sacrifice = decrease_ob_nr (*sacrifice, number); 381 if (!(*sacrifice)->decrease (number))
382 *sacrifice = 0;
370 } 383 }
371 else 384 else
372 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 385 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
386 *sacrifice = 0;
373 387
374 if (altar->msg) 388 if (altar->msg)
375 new_info_map (NDI_BLACK, altar->map, altar->msg); 389 new_info_map (NDI_BLACK, altar->map, altar->msg);
376 390
377 return 1; 391 return 1;
378} 392}
379 393
380void 394void
381trigger_move (object *op, int state) /* 1 down and 0 up */ 395trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
382{ 396{
383 op->stats.wc = state; 397 op->stats.wc = state;
398
384 if (state) 399 if (state)
385 { 400 {
386 use_trigger (op); 401 use_trigger (op, originator);
387 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 402 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
388 op->speed_left = -1; 403 op->speed_left = -1;
389 } 404 }
390 else 405 else
391 { 406 {
392 use_trigger (op); 407 use_trigger (op, originator);
393 op->set_speed (0); 408 op->set_speed (0);
394 } 409 }
395} 410}
396 411
397 412
414 int push = 0, tot = 0; 429 int push = 0, tot = 0;
415 int in_movement = op->stats.wc || op->speed; 430 int in_movement = op->stats.wc || op->speed;
416 431
417 switch (op->type) 432 switch (op->type)
418 { 433 {
419 case TRIGGER_BUTTON: 434 case TRIGGER_BUTTON:
420 if (op->weight > 0) 435 if (op->weight > 0)
421 { 436 {
422 if (cause) 437 if (cause)
423 { 438 {
424 for (tmp = op->above; tmp; tmp = tmp->above) 439 for (tmp = op->above; tmp; tmp = tmp->above)
425 /* Comment reproduced from update_buttons(): */ 440 /* Comment reproduced from update_buttons(): */
426 /* Basically, if the move_type matches that on what the 441 /* Basically, if the move_type matches that on what the
427 * button wants, we count it. The second check is so that 442 * button wants, we count it. The second check is so that
428 * objects that don't move (swords, etc) will count. Note that 443 * objects that don't move (swords, etc) will count. Note that
429 * this means that more work is needed to make buttons 444 * this means that more work is needed to make buttons
430 * that are only triggered by flying objects. 445 * that are only triggered by flying objects.
446 */
447 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
448 tot += tmp->head_ ()->total_weight ();
449
450 if (tot >= op->weight)
451 push = 1;
452
453 if (op->stats.ac == push)
454 return 0;
455
456 op->stats.ac = push;
457 if (NUM_ANIMATIONS (op) > 1)
458 {
459 SET_ANIMATION (op, push);
460 update_object (op, UP_OBJ_FACE);
461 }
462
463 if (in_movement || !push)
464 return 0;
465 }
466
467 trigger_move (op, push, cause);
468 }
469
470 return 0;
471
472 case TRIGGER_PEDESTAL:
473 if (cause)
474 {
475 for (tmp = op->above; tmp; tmp = tmp->above)
476 {
477 object *head = tmp->head_ ();
478
479 /* See comment in TRIGGER_BUTTON about move_types */
480 if (((head->move_type & op->move_on) || head->move_type == 0)
481 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
482 {
483 push = 1;
484 break;
485 }
486 }
487
488 if (op->stats.ac == push)
489 return 0;
490
491 op->stats.ac = push;
492
493 if (NUM_ANIMATIONS (op) > 1)
494 {
495 SET_ANIMATION (op, push);
496 update_object (op, UP_OBJ_FACE);
497 }
498
499 update_object (op, UP_OBJ_FACE);
500
501 if (in_movement || !push)
502 return 0;
503 }
504
505 trigger_move (op, push, cause);
506 return 0;
507
508 case TRIGGER_ALTAR:
509 if (cause)
510 {
511 if (in_movement)
512 return 0;
513
514 if (operate_altar (op, &cause))
515 {
516 if (NUM_ANIMATIONS (op) > 1)
517 {
518 SET_ANIMATION (op, 1);
519 update_object (op, UP_OBJ_FACE);
520 }
521
522 if (op->last_sp >= 0)
523 {
524 trigger_move (op, 1, cause);
525
526 if (op->last_sp > 0)
527 op->last_sp = -op->last_sp;
528 }
529 else
530 {
531 /* for trigger altar with last_sp, the ON/OFF
532 * status (-> +/- value) is "simulated":
431 */ 533 */
432 534 op->value = !op->value;
433 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 535 trigger_move (op, 1, cause);
434 { 536 op->last_sp = -op->last_sp;
435 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 537 op->value = !op->value;
436 }
437 if (tot >= op->weight)
438 push = 1;
439 if (op->stats.ac == push)
440 return 0;
441 op->stats.ac = push;
442 if (NUM_ANIMATIONS (op) > 1)
443 {
444 SET_ANIMATION (op, push);
445 update_object (op, UP_OBJ_FACE);
446 } 538 }
447 if (in_movement || !push) 539
448 return 0; 540 return cause == NULL;
449 } 541 }
450 trigger_move (op, push);
451 } 542 else
452 return 0;
453
454 case TRIGGER_PEDESTAL:
455 if (cause)
456 {
457 for (tmp = op->above; tmp; tmp = tmp->above)
458 {
459 object *head = tmp->head ? tmp->head : tmp;
460
461 /* See comment in TRIGGER_BUTTON about move_types */
462 if (((head->move_type & op->move_on) || head->move_type == 0)
463 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
464 {
465 push = 1;
466 break;
467 }
468 }
469 if (op->stats.ac == push)
470 return 0; 543 return 0;
471 op->stats.ac = push; 544 }
545 else
546 {
472 if (NUM_ANIMATIONS (op) > 1) 547 if (NUM_ANIMATIONS (op) > 1)
473 { 548 {
474 SET_ANIMATION (op, push); 549 SET_ANIMATION (op, 0);
475 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
476 } 551 }
477 update_object (op, UP_OBJ_FACE);
478 if (in_movement || !push)
479 return 0;
480 }
481 trigger_move (op, push);
482 return 0;
483 552
484 case TRIGGER_ALTAR:
485 if (cause)
486 {
487 if (in_movement)
488 return 0;
489 if (operate_altar (op, &cause))
490 {
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, 1);
494 update_object (op, UP_OBJ_FACE);
495 }
496 if (op->last_sp >= 0)
497 {
498 trigger_move (op, 1);
499 if (op->last_sp > 0)
500 op->last_sp = -op->last_sp;
501 }
502 else
503 {
504 /* for trigger altar with last_sp, the ON/OFF
505 * status (-> +/- value) is "simulated":
506 */
507 op->value = !op->value;
508 trigger_move (op, 1);
509 op->last_sp = -op->last_sp;
510 op->value = !op->value;
511 }
512 return cause == NULL;
513 }
514 else
515 {
516 return 0;
517 }
518 }
519 else
520 {
521 if (NUM_ANIMATIONS (op) > 1)
522 {
523 SET_ANIMATION (op, 0);
524 update_object (op, UP_OBJ_FACE);
525 }
526
527 /* If trigger_altar has "last_sp > 0" set on the map, 553 /* If trigger_altar has "last_sp > 0" set on the map,
528 * it will push the connected value only once per sacrifice. 554 * it will push the connected value only once per sacrifice.
529 * Otherwise (default), the connected value will be 555 * Otherwise (default), the connected value will be
530 * pushed twice: First by sacrifice, second by reset! -AV 556 * pushed twice: First by sacrifice, second by reset! -AV
531 */ 557 */
532 if (!op->last_sp) 558 if (!op->last_sp)
533 trigger_move (op, 0); 559 trigger_move (op, 0, cause);
534 else 560 else
535 { 561 {
536 op->stats.wc = 0; 562 op->stats.wc = 0;
537 op->value = !op->value; 563 op->value = !op->value;
538 op->set_speed (0); 564 op->set_speed (0);
539 } 565 }
540 } 566 }
541 return 0; 567 return 0;
542 568
543 case TRIGGER: 569 case TRIGGER:
544 if (cause) 570 if (cause)
545 { 571 {
546 if (in_movement) 572 if (in_movement)
547 return 0; 573 return 0;
548 574
549 push = 1; 575 push = 1;
550 } 576 }
551 577
552 if (NUM_ANIMATIONS (op) > 1) 578 if (NUM_ANIMATIONS (op) > 1)
553 { 579 {
554 SET_ANIMATION (op, push); 580 SET_ANIMATION (op, push);
555 update_object (op, UP_OBJ_FACE); 581 update_object (op, UP_OBJ_FACE);
556 } 582 }
557 583
558 trigger_move (op, push); 584 trigger_move (op, push, cause);
559 return 1; 585 return 1;
560 586
561 default: 587 default:
562 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 588 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
563 return 0; 589 return 0;
564 } 590 }
565} 591}
566 592
567void 593void
568add_button_link (object *button, maptile *map, int connected) 594object::add_link (maptile *map, shstr_tmp id)
569{ 595{
570 oblinkpt *obp;
571 objectlink *ol = get_objectlink ();
572
573 if (!map) 596 if (!map)
574 { 597 {
575 LOG (llevError, "Tried to add button-link without map.\n"); 598 LOG (llevError, "Tried to add button-link without map.\n");
576 return; 599 return;
577 } 600 }
578 601
579 button->path_attuned = connected; /* peterm: I need this so I can rebuild 602 flag [FLAG_IS_LINKED] = true;
580 a connected map from a template map. */
581 603
582 SET_FLAG (button, FLAG_IS_LINKED); 604 objectlink *ol = get_objectlink ();
583
584 ol->ob = button; 605 ol->ob = this;
585 606
586 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 607 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
587 ; 608 if (obp->id == id)
588
589 if (obp)
590 { 609 {
591 ol->next = obp->link; 610 ol->next = obp->link;
592 obp->link = ol; 611 obp->link = ol;
612 return;
593 } 613 }
594 else 614
595 {
596 obp = get_objectlinkpt (); 615 oblinkpt *obp = get_objectlinkpt ();
597 obp->value = connected; 616 obp->id = id;
598 617
599 obp->next = map->buttons; 618 obp->next = map->buttons;
600 map->buttons = obp; 619 map->buttons = obp;
601 obp->link = ol; 620 obp->link = ol;
602 }
603} 621}
604 622
605/* 623/*
606 * Remove the object from the linked lists of buttons in the map. 624 * Remove the object from the linked lists of buttons in the map.
607 * This is only needed by editors. 625 * This is only needed by editors.
608 */ 626 */
609
610void 627void
611remove_button_link (object *op) 628object::remove_link ()
612{ 629{
613 oblinkpt *obp; 630 if (!map)
614 objectlink **olp, *ol;
615
616 if (op->map == NULL)
617 { 631 {
618 LOG (llevError, "remove_button_link() in object without map.\n"); 632 LOG (llevError, "remove_button_link() in object without map.\n");
619 return; 633 return;
620 } 634 }
621 635
622 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 636 if (!flag [FLAG_IS_LINKED])
623 { 637 {
624 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 638 LOG (llevError, "remove_button_linked() in unlinked object.\n");
625 return; 639 return;
626 } 640 }
627 641
642 flag [FLAG_IS_LINKED] = false;
643
628 for (obp = op->map->buttons; obp; obp = obp->next) 644 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
629 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 645 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
630 if (ol->ob == op) 646 if ((*olp)->ob == this)
631 { 647 {
632 648 objectlink *ol = *olp;
633/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
634 obp->value, op->name, op->map->path);
635*/
636 *olp = ol->next; 649 *olp = ol->next;
637 delete ol; 650 delete ol;
638 return; 651 return;
639 } 652 }
640 653
641 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 654 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
642 CLEAR_FLAG (op, FLAG_IS_LINKED); 655}
656
657/*
658 * Updates every button on the map (by calling update_button() for them).
659 */
660void
661maptile::update_buttons ()
662{
663 for (oblinkpt *obp = buttons; obp; obp = obp->next)
664 for (objectlink *ol = obp->link; ol; ol = ol->next)
665 {
666 if (!ol->ob)
667 {
668 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
669 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
670 continue;
671 }
672
673 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
674 {
675 update_button (ol->ob, 0);
676 break;
677 }
678 }
643} 679}
644 680
645/* 681/*
646 * Gets the objectlink for this connection from the map. 682 * Gets the objectlink for this connection from the map.
647 */ 683 */
648oblinkpt * 684oblinkpt *
649get_connection_links (maptile *map, long connection) 685maptile::find_link (shstr_tmp id)
650{ 686{
651 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 687 for (oblinkpt *obp = buttons; obp; obp = obp->next)
652 if (obp->value == connection) 688 if (obp->id == id)
653 return obp; 689 return obp;
654 690
655 return 0; 691 return 0;
656} 692}
657 693
658/* 694/*
659 * Return the first objectlink in the objects linked to this one 695 * Return the first objectlink in the objects linked to this one
660 */ 696 */
661
662oblinkpt * 697oblinkpt *
663get_button_links (const object *button) 698object::find_link () const
664{ 699{
665 oblinkpt *obp; 700 if (map)
666 objectlink *ol;
667
668 if (!button->map)
669 return NULL;
670
671 for (obp = button->map->buttons; obp; obp = obp->next) 701 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
672 for (ol = obp->link; ol; ol = ol->next) 702 for (objectlink *ol = obp->link; ol; ol = ol->next)
673 if (ol->ob == button) 703 if (ol->ob == this)
674 return obp; 704 return obp;
675 705
676 return NULL;
677}
678
679/*
680 * Made as a separate function to increase efficiency
681 */
682
683int
684get_button_value (const object *button)
685{
686 oblinkpt *obp;
687 objectlink *ol;
688
689 if (!button->map)
690 return 0;
691 for (obp = button->map->buttons; obp; obp = obp->next)
692 for (ol = obp->link; ol; ol = ol->next)
693 if (ol->ob == button)
694 return obp->value;
695 return 0; 706 return 0;
696} 707}
697 708
698/* This routine makes monsters who are 709/* This routine makes monsters who are
699 * standing on the 'mood floor' change their 710 * standing on the 'mood floor' change their
701 * If floor is to be triggered must have 712 * If floor is to be triggered must have
702 * a speed of zero (default is 1 for all 713 * a speed of zero (default is 1 for all
703 * but the charm floor type). 714 * but the charm floor type).
704 * by b.t. thomas@nomad.astro.psu.edu 715 * by b.t. thomas@nomad.astro.psu.edu
705 */ 716 */
706
707void 717void
708do_mood_floor (object *op, object *source) 718do_mood_floor (object *op, object *source)
709{ 719{
710 object *tmp;
711 object *tmp2;
712
713 if (!source) 720 if (!source)
714 source = op; 721 source = op;
715 722
716 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 723 mapspace &ms = op->ms ();
724
725 if (!(ms.flags () & P_IS_ALIVE))
726 return;
727
728 object *tmp;
729
730 for (tmp = ms.top; tmp; tmp = tmp->below)
717 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 731 if (QUERY_FLAG (tmp, FLAG_MONSTER))
718 break; 732 break;
719 733
720 /* doesn't effect players, and if there is a player on this space, won't also 734 /* doesn't effect players, and if there is a player on this space, won't also
721 * be a monster here. 735 * be a monster here.
722 */ 736 */
737 //TODO: have players really FLAG_MONSTER? kept it for safety
723 if (!tmp || tmp->type == PLAYER) 738 if (!tmp || tmp->type == PLAYER)
724 return; 739 return;
725 740
726 switch (op->last_sp) 741 switch (op->last_sp)
727 { 742 {
728 case 0: /* furious--make all monsters mad */ 743 case 0: /* furious--make all monsters mad */
729 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 744 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
730 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 745 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
746
731 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 747 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
732 { 748 {
733 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
734 remove_friendly_object (tmp);
735 tmp->attack_movement = 0; 749 tmp->attack_movement = 0;
736 /* lots of checks here, but want to make sure we don't 750 /* lots of checks here, but want to make sure we don't
737 * dereference a null value 751 * dereference a null value
738 */ 752 */
739 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 753 if (tmp->type == GOLEM
754 && tmp->owner
755 && tmp->owner->type == PLAYER
756 && tmp->owner->contr->golem == tmp)
740 tmp->owner->contr->ranges[range_golem] = 0; 757 tmp->owner->contr->golem = 0;
741 758
742 tmp->owner = 0; 759 tmp->owner = 0;
760
761 remove_friendly_object (tmp);
743 } 762 }
744 break; 763 break;
764
745 case 1: /* angry -- get neutral monsters mad */ 765 case 1: /* angry -- get neutral monsters mad */
746 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 766 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
747 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 767 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
748 break; 768 break;
769
749 case 2: /* calm -- pacify unfriendly monsters */ 770 case 2: /* calm -- pacify unfriendly monsters */
750 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
751 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 771 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
752 break; 772 break;
773
753 case 3: /* make all monsters fall asleep */ 774 case 3: /* make all monsters fall asleep */
754 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
755 SET_FLAG (tmp, FLAG_SLEEP); 775 SET_FLAG (tmp, FLAG_SLEEP);
756 break; 776 break;
777
757 case 4: /* charm all monsters */ 778 case 4: /* charm all monsters */
758 if (op == source) 779 if (op == source)
759 break; /* only if 'connected' */ 780 break; /* only if 'connected' */
760 781
761 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 782 if (object *pl = source->ms ().player ())
762 tmp2->type != PLAYER; tmp2 = tmp2->above) 783 {
763 if (tmp2->above == NULL) 784 tmp->set_owner (pl);
785 SET_FLAG (tmp, FLAG_MONSTER);
786
787 tmp->stats.exp = 0;
788
789 add_friendly_object (tmp);
790 tmp->attack_movement = PETMOVE;
791 }
764 break; 792 break;
765 793
766 if (tmp2->type != PLAYER) 794 case 6: // kill monsters
795 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 break; 796 break;
768 797
769 tmp->set_owner (tmp2); 798 // FALL THROUGH
770 SET_FLAG (tmp, FLAG_MONSTER); 799 case 5: // kill all alives
771 800 if (!tmp->flag [FLAG_PRECIOUS])
772 tmp->stats.exp = 0; 801 {
773 802 archetype::get (shstr_burnout)->insert_at (tmp, source);
774 add_friendly_object (tmp); 803 tmp->destroy ();
775 tmp->attack_movement = PETMOVE; 804 }
776 break; 805 break;
777 806
778 default: 807 default:
779 break; 808 break;
780 } 809 }
792 object *tmp, *ret = NULL; 821 object *tmp, *ret = NULL;
793 822
794 /* First check the object itself. */ 823 /* First check the object itself. */
795 if ((trig->stats.hp && (op->type == trig->stats.hp)) 824 if ((trig->stats.hp && (op->type == trig->stats.hp))
796 || (trig->slaying && (op->slaying == trig->slaying)) 825 || (trig->slaying && (op->slaying == trig->slaying))
797 || (trig->race && (op->arch->name == trig->race))) 826 || (trig->race && (op->arch->archname == trig->race)))
798 return op; 827 return op;
799 828
800 for (tmp = op->inv; tmp; tmp = tmp->below) 829 for (tmp = op->inv; tmp; tmp = tmp->below)
801 { 830 {
802 if (tmp->inv) 831 if (tmp->inv)
805 if (ret) 834 if (ret)
806 return ret; 835 return ret;
807 } 836 }
808 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 837 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
809 || (trig->slaying && (tmp->slaying == trig->slaying)) 838 || (trig->slaying && (tmp->slaying == trig->slaying))
810 || (trig->race && (tmp->arch->name == trig->race))) 839 || (trig->race && (tmp->arch->archname == trig->race)))
811 return tmp; 840 return tmp;
812 } 841 }
813 return NULL; 842 return NULL;
814} 843}
815 844
853 // and we have to set the value to 0 882 // and we have to set the value to 0
854 883
855 if (match && trig->last_sp) // match == having 884 if (match && trig->last_sp) // match == having
856 { 885 {
857 if (trig->last_heal) 886 if (trig->last_heal)
858 decrease_ob (match); 887 match->decrease ();
859 888
860 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 889 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
861 push_button (trig); 890 push_button (trig, op);
862 } 891 }
863 else if (!match && !trig->last_sp) // match == not having 892 else if (!match && !trig->last_sp) // match == not having
864 { 893 {
865 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 894 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
866 push_button (trig); 895 push_button (trig, op);
867 } 896 }
868} 897}
869 898

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