--- deliantra/server/common/button.C 2006/09/03 00:18:39 1.6 +++ deliantra/server/common/button.C 2009/10/21 00:44:39 1.59 @@ -1,33 +1,28 @@ /* - * static char *rcsid_button_c = - * "$Id: button.C,v 1.6 2006/09/03 00:18:39 root Exp $"; + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * + * The authors can be reached via e-mail to */ -/* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire-devel@real-time.com -*/ - #include -#include /* * This code is no longer highly inefficient 8) @@ -37,19 +32,20 @@ * elmex: * This function takes a objectlink list with all the objects are going to be activated. * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. - * The source argument can be 0 or the source object for this activation. + * The activator argument can be 0 or the source object for this activation. + * the originator is the player or monster who did something. */ -void activate_connection_link (objectlink *ol, bool state, object *source = 0) +static void +activate_connection_link (objectlink *ol, int state, object *activator, object *originator) { - object *tmp = 0; - for (; ol; ol = ol->next) { - if (!ol->ob || ol->ob->count != ol->id) + if (!ol->ob) { - LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); + LOG (llevError, "Internal error in activate_connection_link.\n"); continue; } + /* a button link object can become freed when the map is saving. As * a map is saved, objects are removed and freed, and if an object is * on top of a button, this function is eventually called. If a map @@ -60,102 +56,113 @@ if (QUERY_FLAG (ol->ob, FLAG_FREED)) return; - tmp = ol->ob; + + object *tmp = ol->ob; /* if the criteria isn't appropriate, don't do anything */ if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) continue; + if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) continue; switch (tmp->type) { - case GATE: - case HOLE: - tmp->value = tmp->stats.maxsp ? !state : state; - tmp->speed = 0.5; - update_ob_speed (tmp); - break; - - case CF_HANDLE: - SET_ANIMATION (tmp, - (tmp->value = - tmp->stats.maxsp ? !state : state)); - update_object (tmp, UP_OBJ_FACE); - break; - - case SIGN: - if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) - { - new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); - if (tmp->stats.food) - tmp->last_eat++; - } - break; - - case ALTAR: - tmp->value = 1; - SET_ANIMATION (tmp, tmp->value); - update_object (tmp, UP_OBJ_FACE); - break; - - case BUTTON: - case PEDESTAL: - tmp->value = state; - SET_ANIMATION (tmp, tmp->value); - update_object (tmp, UP_OBJ_FACE); - break; - - case MOOD_FLOOR: - do_mood_floor (tmp, source); - break; - - case TIMED_GATE: - tmp->speed = tmp->arch->clone.speed; - update_ob_speed (tmp); /* original values */ - tmp->value = tmp->arch->clone.value; - tmp->stats.sp = 1; - tmp->stats.hp = tmp->stats.maxhp; - /* Handle multipart gates. We copy the value for the other parts - * from the head - this ensures that the data will consistent - */ - for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) - { - tmp->speed = tmp->head->speed; - tmp->value = tmp->head->value; - tmp->stats.sp = tmp->head->stats.sp; - tmp->stats.hp = tmp->head->stats.hp; - update_ob_speed (tmp); - } - break; - - case DIRECTOR: - case FIREWALL: - if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) - move_firewall (tmp); - else - { - if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ - tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; - animate_turning (tmp); - } - break; - - case TELEPORTER: - move_teleporter (tmp); - break; + case GATE: + case HOLE: + if (!tmp->active) + tmp->play_sound (tmp->sound + ? tmp->sound + : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole")); + tmp->value = tmp->stats.maxsp ? !state : state; + tmp->set_speed (0.5); + break; + + case T_HANDLE: + SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); + update_object (tmp, UP_OBJ_FACE); + break; + + case SIGN: + if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) + { + tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign")); + new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); + if (tmp->stats.food) + tmp->last_eat++; + } + break; - case CREATOR: - move_creator (tmp); - break; + case ALTAR: + tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar")); + tmp->value = 1; + SET_ANIMATION (tmp, tmp->value); + update_object (tmp, UP_OBJ_FACE); + break; + + case BUTTON: + case PEDESTAL: + tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button")); + tmp->value = state; + SET_ANIMATION (tmp, tmp->value); + update_object (tmp, UP_OBJ_FACE); + break; + + case MOOD_FLOOR: + do_mood_floor (tmp, activator); + break; + + case TIMED_GATE: + if (!tmp->active) + tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); + + tmp->set_speed (tmp->arch->speed); + tmp->value = tmp->arch->value; + tmp->stats.sp = 1; + tmp->stats.hp = tmp->stats.maxhp; + /* Handle multipart gates. We copy the value for the other parts + * from the head - this ensures that the data will consistent + */ + for (object *part = tmp->more; part; part = part->more) + { + part->value = tmp->value; + part->stats.sp = tmp->stats.sp; + part->stats.hp = tmp->stats.hp; + part->set_speed (tmp->speed); + } + break; - case TRIGGER_MARKER: - move_marker (tmp); - break; + case DIRECTOR: + case FIREWALL: + if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) + move_firewall (tmp); + else + { + tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */ + animate_turning (tmp); + } + break; - case DUPLICATOR: - move_duplicator (tmp); - break; + case TELEPORTER: + move_teleporter (tmp); + break; + + case CREATOR: + move_creator (tmp); + break; + + case TRIGGER_MARKER: + //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker")); + move_marker (tmp); + break; + + case DUPLICATOR: + move_duplicator (tmp); + break; + + case MAPSCRIPT: + cfperl_mapscript_activate (tmp, state, activator, originator); + break; } } } @@ -172,17 +179,16 @@ * Better hurry with that linked list... * */ -void push_button (object *op) +void +push_button (object *op, object *originator) { - oblinkpt *obp = get_button_links (op); - - if (!obp) - return; - - if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value))) - return; + if (oblinkpt *obp = op->find_link ()) + { + if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator))) + return; - activate_connection_link (obp->link, op->value, op); + activate_connection_link (obp->link, op->value, op, originator); + } } /* @@ -193,14 +199,14 @@ * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. * */ -void activate_connection (mapstruct *map, long connection, bool state) +void +maptile::trigger (shstr_tmp id, int state, object *activator, object *originator) { - if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state))) + if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator))) return; - oblinkpt *obp = get_connection_links (map, connection); - if (obp) - activate_connection_link (obp->link, state); + if (oblinkpt *obp = find_link (id)) + activate_connection_link (obp->link, state, activator, originator); } /* @@ -209,116 +215,119 @@ * to make sure that all gates and other buttons connected to the * button reacts to the (eventual) change of state. */ +void +update_button (object *op, object *originator) +{ + int any_down = 0, old_value = op->value; -void update_button(object *op) { - object *ab,*tmp,*head; - int tot,any_down=0, old_value=op->value; - oblinkpt *obp = 0; - objectlink *ol; - - obp = get_button_links (op); - /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ - if (obp) - for (ol = obp->link; ol; ol = ol->next) { - if (!ol->ob || ol->ob->count != ol->id) { - LOG(llevDebug, "Internal error in update_button (%s).\n", &op->name); - continue; - } - tmp = ol->ob; - if (tmp->type==BUTTON) { - for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) - /* Bug? The pedestal code below looks for the head of - * the object, this bit doesn't. I'd think we should check - * for head here also. Maybe it also makese sense to - * make the for ab=tmp->above loop common, and alter - * behaviour based on object within that loop? - */ + if (oblinkpt *obp = op->find_link ()) + for (objectlink *ol = obp->link; ol; ol = ol->next) + { + if (!ol->ob) + { + LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); + continue; + } - /* Basically, if the move_type matches that on what the - * button wants, we count it. The second check is so that - * objects don't move (swords, etc) will count. Note that - * this means that more work is needed to make buttons - * that are only triggered by flying objects. - */ - if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) - tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; + object *tmp = ol->ob; + + if (tmp->type == BUTTON) + { + sint32 total = 0; + + for (object *ab = tmp->above; ab; ab = ab->above) + /* Basically, if the move_type matches that on what the + * button wants, we count it. The second check is so that + * objects who don't move (swords, etc) will count. Note that + * this means that more work is needed to make buttons + * that are only triggered by flying objects. + */ + if ((ab->move_type & tmp->move_on) || ab->move_type == 0) + total += ab->head_ ()->total_weight (); - tmp->value=(tot>=tmp->weight)?1:0; - if(tmp->value) - any_down=1; - } else if (tmp->type == PEDESTAL) { - tmp->value = 0; - for(ab=tmp->above; ab!=NULL; ab=ab->above) { - head = ab->head ? ab->head : ab; - /* Same note regarding move_type for buttons above apply here. */ - if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && - (head->race==tmp->slaying || - ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || - (!strcmp (tmp->slaying, "player") && - head->type == PLAYER))) - tmp->value = 1; + tmp->value = total >= tmp->weight; + + any_down = any_down || tmp->value; + } + else if (tmp->type == PEDESTAL) + { + bool is_match = is_match_expr (tmp->slaying); + tmp->value = 0; + + for (object *ab = tmp->above; ab; ab = ab->above) + { + object *head = ab->head_ (); + + /* Same note regarding move_type for buttons above apply here. */ + if (((ab->move_type & tmp->move_on) || ab->move_type == 0)) + if (is_match + ? match (tmp->slaying, head, tmp, originator) + : (head->race == tmp->slaying + || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying) + || (tmp->slaying == shstr_player && head->type == PLAYER))) + { + tmp->value = 1; + break; + } } - if(tmp->value) - any_down=1; + + any_down = any_down || tmp->value; + } + else if (tmp->type == T_MATCH) + { + tmp->value = 0; + + for (object *ab = tmp->above; ab; ab = ab->above) + { + object *head = ab->head_ (); + + /* Same note regarding move_type for buttons above apply here. */ + if (((ab->move_type & tmp->move_on) || ab->move_type == 0)) + if (match (tmp->slaying, head, tmp, originator)) + { + tmp->value = 1; + break; + } + } + + any_down = any_down || tmp->value; } } - if(any_down) /* If any other buttons were down, force this to remain down */ - op->value=1; - /* If this button hasn't changed, don't do anything */ - if (op->value != old_value) { - SET_ANIMATION(op, op->value); - update_object(op, UP_OBJ_FACE); - push_button(op); /* Make all other buttons the same */ - } -} + if (any_down) /* If any other buttons were down, force this to remain down */ + op->value = 1; -/* - * Updates every button on the map (by calling update_button() for them). - */ + //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value); -void update_buttons(mapstruct *m) { - objectlink *ol; - oblinkpt *obp; - for (obp = m->buttons; obp; obp = obp->next) - for (ol = obp->link; ol; ol = ol->next) { - if (!ol->ob || ol->ob->count != ol->id) { - LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n", - ol->ob?(const char *)ol->ob->name:"null", - ol->ob?ol->ob->x:-1, - ol->ob?ol->ob->y:-1, - ol->id, - obp->value); - continue; - } - if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL) - { - update_button(ol->ob); - break; - } + /* If this button hasn't changed, don't do anything */ + if (op->value != old_value) + { + SET_ANIMATION (op, op->value); + update_object (op, UP_OBJ_FACE); + push_button (op, originator); /* Make all other buttons the same */ } } -void use_trigger(object *op) +void +use_trigger (object *op, object *originator) { + /* Toggle value */ + op->value = !op->value; - /* Toggle value */ - op->value = !op->value; - push_button(op); + push_button (op, originator); } /* * Note: animate_object should be used instead of this, * but it can't handle animations in the 8 directions */ - -void animate_turning(object *op) /* only one part objects */ +void +animate_turning (object *op) /* only one part objects */ { - if (++op->state >= NUM_ANIMATIONS(op)/8) - op->state=0; - SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + - op->state); - update_object(op,UP_OBJ_FACE); + if (++op->state >= NUM_ANIMATIONS (op) / 8) + op->state = 0; + SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state); + update_object (op, UP_OBJ_FACE); } #define ARCH_SACRIFICE(xyz) ((xyz)->slaying) @@ -334,28 +343,36 @@ * sacrificed. This fixes a bug of trying to put multiple altars/related * objects on the same space that take the same sacrifice. */ - -int check_altar_sacrifice (const object *altar, const object *sacrifice) + +int +check_altar_sacrifice (object *altar, object *sacrifice, object *originator) { - if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) - && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) + if (sacrifice->flag [FLAG_UNPAID]) + return 0; + + if (is_match_expr (ARCH_SACRIFICE (altar))) + return match (ARCH_SACRIFICE (altar), altar, originator); + + if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) + && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) - { - if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || - ARCH_SACRIFICE(altar) == sacrifice->name || - ARCH_SACRIFICE(altar) == sacrifice->slaying || - (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0)))) - && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1)) - return 1; - if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 + { + if (ARCH_SACRIFICE (altar) == shstr_money && sacrifice->type == MONEY - && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) - return 1; - } + && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) + return 1; + + if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname + || ARCH_SACRIFICE (altar) == sacrifice->name + || ARCH_SACRIFICE (altar) == sacrifice->slaying + || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) + && NROF_SACRIFICE (altar) <= sacrifice->number_of ()) + return 1; + } + return 0; } - /* * operate_altar checks if sacrifice was accepted and removes sacrificed * objects. If sacrifice was succeed return 1 else 0. Might be better to @@ -365,54 +382,60 @@ * If this function returns 1, '*sacrifice' is modified to point to the * remaining sacrifice, or is set to NULL if the sacrifice was used up. */ - -int operate_altar (object *altar, object **sacrifice) +int +operate_altar (object *altar, object **sacrifice, object *originator) { - - if ( ! altar->map) { - LOG (llevError, "BUG: operate_altar(): altar has no map\n"); - return 0; - } + if (!altar->map) + { + LOG (llevError, "BUG: operate_altar(): altar has no map\n"); + return 0; + } if (!altar->slaying || altar->value) return 0; - if ( ! check_altar_sacrifice (altar, *sacrifice)) + if (!check_altar_sacrifice (altar, *sacrifice, originator)) return 0; /* check_altar_sacrifice should have already verified that enough money * has been dropped. */ - if (!strcmp(ARCH_SACRIFICE(altar), "money")) { - int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; + if (ARCH_SACRIFICE (altar) == shstr_money) + { + int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; - /* Round up any sacrifices. Altars don't make change either */ - if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; - *sacrifice = decrease_ob_nr (*sacrifice, number); - } + /* Round up any sacrifices. Altars don't make change either */ + if (NROF_SACRIFICE (altar) % (*sacrifice)->value) + number++; + + if (!(*sacrifice)->decrease (number)) + *sacrifice = 0; + } else - *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); - + if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar))) + *sacrifice = 0; + if (altar->msg) - new_info_map(NDI_BLACK, altar->map, altar->msg); + new_info_map (NDI_BLACK, altar->map, altar->msg); + return 1; } -void trigger_move (object *op, int state) /* 1 down and 0 up */ +void +trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */ { - op->stats.wc = state; - if (state) { - use_trigger(op); - if (op->stats.exp > 0) /* check sanity */ - op->speed = 1.0 / op->stats.exp; - else - op->speed = 1.0; - update_ob_speed(op); - op->speed_left = -1; - } else { - use_trigger(op); - op->speed = 0; - update_ob_speed(op); + op->stats.wc = state; + + if (state) + { + use_trigger (op, originator); + op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); + op->speed_left = -1; + } + else + { + use_trigger (op, originator); + op->set_speed (0); } } @@ -429,245 +452,287 @@ * * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. */ -int check_trigger (object *op, object *cause) +int +check_trigger (object *op, object *cause, object *originator) { - object *tmp; - int push = 0, tot = 0; - int in_movement = op->stats.wc || op->speed; - - switch (op->type) { - case TRIGGER_BUTTON: - if (op->weight > 0) { - if (cause) { - for (tmp = op->above; tmp; tmp = tmp->above) - /* Comment reproduced from update_buttons(): */ - /* Basically, if the move_type matches that on what the - * button wants, we count it. The second check is so that - * objects that don't move (swords, etc) will count. Note that - * this means that more work is needed to make buttons - * that are only triggered by flying objects. - */ - - if ((tmp->move_type & op->move_on) || tmp->move_type==0) { - tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) - + tmp->carrying; - } - if (tot >= op->weight) - push = 1; - if (op->stats.ac == push) - return 0; - op->stats.ac = push; - if (NUM_ANIMATIONS(op) > 1) { - SET_ANIMATION (op, push); - update_object (op, UP_OBJ_FACE); - } - if (in_movement || ! push) - return 0; - } - trigger_move (op, push); - } - return 0; - - case TRIGGER_PEDESTAL: - if (cause) { - for (tmp = op->above; tmp; tmp = tmp->above) { - object *head = tmp->head ? tmp->head : tmp; - - /* See comment in TRIGGER_BUTTON about move_types */ - if (((head->move_type & op->move_on) || head->move_type==0) - && (head->race==op->slaying || - (!strcmp (op->slaying, "player") && head->type == PLAYER))) { - push = 1; - break; - } - } + object *tmp; + int push = 0, tot = 0; + int in_movement = op->stats.wc || op->speed; + + switch (op->type) + { + case TRIGGER_BUTTON: + if (op->weight > 0) + { + if (cause) + { + for (tmp = op->above; tmp; tmp = tmp->above) + /* Comment reproduced from update_buttons(): */ + /* Basically, if the move_type matches that on what the + * button wants, we count it. The second check is so that + * objects that don't move (swords, etc) will count. Note that + * this means that more work is needed to make buttons + * that are only triggered by flying objects. + */ + if ((tmp->move_type & op->move_on) || tmp->move_type == 0) + tot += tmp->head_ ()->total_weight (); + + if (tot >= op->weight) + push = 1; + if (op->stats.ac == push) - return 0; + return 0; + op->stats.ac = push; - if (NUM_ANIMATIONS(op) > 1) { + if (NUM_ANIMATIONS (op) > 1) + { SET_ANIMATION (op, push); update_object (op, UP_OBJ_FACE); - } - update_object(op,UP_OBJ_FACE); - if (in_movement || ! push) - return 0; - } - trigger_move (op, push); - return 0; - - case TRIGGER_ALTAR: - if (cause) { - if (in_movement) - return 0; - if (operate_altar (op, &cause)) { - if (NUM_ANIMATIONS(op) > 1) { - SET_ANIMATION (op, 1); - update_object(op, UP_OBJ_FACE); - } - if (op->last_sp >= 0) { - trigger_move (op, 1); - if (op->last_sp > 0) - op->last_sp = -op->last_sp; - } - else { - /* for trigger altar with last_sp, the ON/OFF - * status (-> +/- value) is "simulated": - */ - op->value = !op->value; - trigger_move (op, 1); - op->last_sp = -op->last_sp; - op->value = !op->value; - } - return cause == NULL; - } else { - return 0; - } - } else { - if (NUM_ANIMATIONS(op) > 1) { - SET_ANIMATION (op, 0); - update_object(op, UP_OBJ_FACE); - } - - /* If trigger_altar has "last_sp > 0" set on the map, - * it will push the connected value only once per sacrifice. - * Otherwise (default), the connected value will be - * pushed twice: First by sacrifice, second by reset! -AV - */ - if (!op->last_sp) - trigger_move (op, 0); - else { - op->stats.wc = 0; - op->value = !op->value; - op->speed = 0; - update_ob_speed(op); - } - } - return 0; - - case TRIGGER: - if (cause) { - if (in_movement) - return 0; - push = 1; - } - if (NUM_ANIMATIONS(op) > 1) { + } + + if (in_movement || !push) + return 0; + } + + trigger_move (op, push, cause); + } + + return 0; + + case TRIGGER_PEDESTAL: + if (cause) + { + for (tmp = op->above; tmp; tmp = tmp->above) + { + object *head = tmp->head_ (); + + /* See comment in TRIGGER_BUTTON about move_types */ + if (((head->move_type & op->move_on) || head->move_type == 0) + && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER))) + { + push = 1; + break; + } + } + + if (op->stats.ac == push) + return 0; + + op->stats.ac = push; + + if (NUM_ANIMATIONS (op) > 1) + { SET_ANIMATION (op, push); - update_object(op, UP_OBJ_FACE); - } - trigger_move (op, push); - return 1; + update_object (op, UP_OBJ_FACE); + } + + update_object (op, UP_OBJ_FACE); + + if (in_movement || !push) + return 0; + } + + trigger_move (op, push, cause); + return 0; + + case TRIGGER_ALTAR: + if (cause) + { + if (in_movement) + return 0; + + if (operate_altar (op, &cause)) /* TODO: originator? */ + { + if (NUM_ANIMATIONS (op) > 1) + { + SET_ANIMATION (op, 1); + update_object (op, UP_OBJ_FACE); + } + + if (op->last_sp >= 0) + { + trigger_move (op, 1, cause); + + if (op->last_sp > 0) + op->last_sp = -op->last_sp; + } + else + { + /* for trigger altar with last_sp, the ON/OFF + * status (-> +/- value) is "simulated": + */ + op->value = !op->value; + trigger_move (op, 1, cause); + op->last_sp = -op->last_sp; + op->value = !op->value; + } - default: - LOG(llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); - return 0; + return cause == NULL; + } + else + return 0; + } + else + { + if (NUM_ANIMATIONS (op) > 1) + { + SET_ANIMATION (op, 0); + update_object (op, UP_OBJ_FACE); + } + + /* If trigger_altar has "last_sp > 0" set on the map, + * it will push the connected value only once per sacrifice. + * Otherwise (default), the connected value will be + * pushed twice: First by sacrifice, second by reset! -AV + */ + if (!op->last_sp) + trigger_move (op, 0, cause); + else + { + op->stats.wc = 0; + op->value = !op->value; + op->set_speed (0); + } + } + return 0; + + case TRIGGER: + if (cause) + { + if (in_movement) + return 0; + + push = 1; + } + + if (NUM_ANIMATIONS (op) > 1) + { + SET_ANIMATION (op, push); + update_object (op, UP_OBJ_FACE); + } + + trigger_move (op, push, cause); + return 1; + + default: + LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); + return 0; } } -void add_button_link(object *button, mapstruct *map, int connected) { - oblinkpt *obp; - objectlink *ol = get_objectlink(); +void +object::add_link (maptile *map, shstr_tmp id) +{ + if (!map) + { + LOG (llevError, "Tried to add button-link without map.\n"); + return; + } - if (!map) { - LOG(llevError, "Tried to add button-link without map.\n"); - return; - } - if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild - a connected map from a template map. */ -/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ - - SET_FLAG(button,FLAG_IS_LINKED); - - ol->ob = button; - ol->id = button->count; - - for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); - - if (obp) { - ol->next = obp->link; - obp->link = ol; - } else { - obp = get_objectlinkpt(); - obp->value = connected; - - obp->next = map->buttons; - map->buttons = obp; - obp->link = ol; - } + flag [FLAG_IS_LINKED] = true; + + objectlink *ol = get_objectlink (); + ol->ob = this; + + for (oblinkpt *obp = map->buttons; obp; obp = obp->next) + if (obp->id == id) + { + ol->next = obp->link; + obp->link = ol; + return; + } + + oblinkpt *obp = get_objectlinkpt (); + obp->id = id; + + obp->next = map->buttons; + map->buttons = obp; + obp->link = ol; } /* * Remove the object from the linked lists of buttons in the map. * This is only needed by editors. */ +void +object::remove_link () +{ + if (!map) + { + LOG (llevError, "remove_button_link() in object without map.\n"); + return; + } -void remove_button_link(object *op) { - oblinkpt *obp; - objectlink **olp, *ol; + if (!flag [FLAG_IS_LINKED]) + { + LOG (llevError, "remove_button_linked() in unlinked object.\n"); + return; + } - if (op->map == NULL) { - LOG(llevError, "remove_button_link() in object without map.\n"); - return; - } - if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { - LOG(llevError, "remove_button_linked() in unlinked object.\n"); - return; - } - for (obp = op->map->buttons; obp; obp = obp->next) - for (olp = &obp->link; (ol = *olp); olp = &ol->next) - if (ol->ob == op) { -/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", - obp->value, op->name, op->map->path); -*/ - *olp = ol->next; - free(ol); - return; - } - LOG(llevError, "remove_button_linked(): couldn't find object.\n"); - CLEAR_FLAG(op,FLAG_IS_LINKED); + flag [FLAG_IS_LINKED] = false; + + for (oblinkpt *obp = map->buttons; obp; obp = obp->next) + for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next) + if ((*olp)->ob == this) + { + objectlink *ol = *olp; + *olp = ol->next; + delete ol; + return; + } + + LOG (llevError, "remove_button_linked(): couldn't find object.\n"); } /* - * Gets the objectlink for this connection from the map. + * Updates every button on the map (by calling update_button() for them). */ -oblinkpt *get_connection_links (mapstruct *map, long connection) +void +maptile::update_buttons () { - for (oblinkpt *obp = map->buttons; obp; obp = obp->next) - if (obp->value == connection) - return obp; - return 0; + for (oblinkpt *obp = buttons; obp; obp = obp->next) + for (objectlink *ol = obp->link; ol; ol = ol->next) + { + if (!ol->ob) + { + LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", + ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id); + continue; + } + + if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) + { + update_button (ol->ob, 0); + break; + } + } } /* - * Return the first objectlink in the objects linked to this one + * Gets the objectlink for this connection from the map. */ +oblinkpt * +maptile::find_link (shstr_tmp id) +{ + for (oblinkpt *obp = buttons; obp; obp = obp->next) + if (obp->id == id) + return obp; -oblinkpt *get_button_links(const object *button) { - oblinkpt *obp; - objectlink *ol; - - if (!button->map) - return NULL; - for (obp = button->map->buttons; obp; obp = obp->next) - for (ol = obp->link; ol; ol = ol->next) - if (ol->ob == button && ol->id == button->count) - return obp; - return NULL; + return 0; } /* - * Made as a separate function to increase efficiency + * Return the first objectlink in the objects linked to this one */ +oblinkpt * +object::find_link () const +{ + if (map) + for (oblinkpt *obp = map->buttons; obp; obp = obp->next) + for (objectlink *ol = obp->link; ol; ol = ol->next) + if (ol->ob == this) + return obp; -int get_button_value(const object *button) { - oblinkpt *obp; - objectlink *ol; - - if (!button->map) - return 0; - for (obp = button->map->buttons; obp; obp = obp->next) - for (ol = obp->link; ol; ol = ol->next) - if (ol->ob == button && ol->id == button->count) - return obp->value; return 0; } @@ -679,74 +744,98 @@ * but the charm floor type). * by b.t. thomas@nomad.astro.psu.edu */ - -void do_mood_floor(object *op, object *source) { - object *tmp; - object *tmp2; - - if (!source) - source = op; - - for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) - if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; - - /* doesn't effect players, and if there is a player on this space, won't also - * be a monster here. - */ - if (!tmp || tmp->type == PLAYER) return; - - switch(op->last_sp) { - case 0: /* furious--make all monsters mad */ - if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) - CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); - if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) { - CLEAR_FLAG(tmp, FLAG_FRIENDLY); - remove_friendly_object(tmp); - tmp->attack_movement = 0; - /* lots of checks here, but want to make sure we don't - * dereference a null value - */ - if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER && - tmp->owner->contr->ranges[range_golem]==tmp) { - tmp->owner->contr->ranges[range_golem]=NULL; - tmp->owner->contr->golem_count = 0; - } - tmp->owner = 0; - } - break; - case 1: /* angry -- get neutral monsters mad */ - if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&& - !QUERY_FLAG(tmp, FLAG_FRIENDLY)) - CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); - break; - case 2: /* calm -- pacify unfriendly monsters */ - if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) - SET_FLAG(tmp, FLAG_UNAGGRESSIVE); - break; - case 3: /* make all monsters fall asleep */ - if(!QUERY_FLAG(tmp, FLAG_SLEEP)) - SET_FLAG(tmp, FLAG_SLEEP); - break; - case 4: /* charm all monsters */ - if (op == source) break; /* only if 'connected' */ - - for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */ - tmp2->type!=PLAYER;tmp2=tmp2->above) - if(tmp2->above==NULL) break; +void +do_mood_floor (object *op, object *source) +{ + if (!source) + source = op; - if (tmp2->type != PLAYER) - break; - set_owner(tmp,tmp2); - SET_FLAG(tmp,FLAG_MONSTER); - tmp->stats.exp = 0; - SET_FLAG(tmp, FLAG_FRIENDLY); - add_friendly_object (tmp); - tmp->attack_movement = PETMOVE; - break; + mapspace &ms = op->ms (); + + if (!(ms.flags () & P_IS_ALIVE)) + return; + + object *tmp; - default: - break; + for (tmp = ms.top; tmp; tmp = tmp->below) + if (QUERY_FLAG (tmp, FLAG_MONSTER)) + break; + + /* doesn't effect players, and if there is a player on this space, won't also + * be a monster here. + */ + //TODO: have players really FLAG_MONSTER? kept it for safety + if (!tmp || tmp->type == PLAYER) + return; + + switch (op->last_sp) + { + case 0: /* furious--make all monsters mad */ + if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) + CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); + + if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) + { + tmp->attack_movement = 0; + /* lots of checks here, but want to make sure we don't + * dereference a null value + */ + if (tmp->type == GOLEM + && tmp->owner + && tmp->owner->type == PLAYER + && tmp->owner->contr->golem == tmp) + tmp->owner->contr->golem = 0; + + tmp->owner = 0; + + remove_friendly_object (tmp); + } + break; + + case 1: /* angry -- get neutral monsters mad */ + if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) + CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); + break; + + case 2: /* calm -- pacify unfriendly monsters */ + SET_FLAG (tmp, FLAG_UNAGGRESSIVE); + break; + + case 3: /* make all monsters fall asleep */ + SET_FLAG (tmp, FLAG_SLEEP); + break; + case 4: /* charm all monsters */ + if (op == source) + break; /* only if 'connected' */ + + if (object *pl = source->ms ().player ()) + { + tmp->set_owner (pl); + SET_FLAG (tmp, FLAG_MONSTER); + + tmp->stats.exp = 0; + + add_friendly_object (tmp); + tmp->attack_movement = PETMOVE; + } + break; + + case 6: // kill monsters + if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) + break; + + // FALL THROUGH + case 5: // kill all alives + if (!tmp->flag [FLAG_PRECIOUS]) + { + archetype::get (shstr_burnout)->insert_at (tmp, source); + tmp->destroy (); + } + break; + + default: + break; } } @@ -756,28 +845,31 @@ * race = match object archetype name flag * hp = match object type (excpt type '0'== PLAYER) */ - -object * check_inv_recursive(object *op, const object *trig) +object * +check_inv_recursive (object *op, const object *trig) { - object *tmp,*ret=NULL; + object *tmp, *ret = NULL; - /* First check the object itself. */ - if((trig->stats.hp && (op->type == trig->stats.hp)) - || (trig->slaying && (op->slaying == trig->slaying)) - || (trig->race && (op->arch->name == trig->race))) - return op; - - for(tmp=op->inv; tmp; tmp=tmp->below) { - if (tmp->inv) { - ret=check_inv_recursive(tmp, trig); - if (ret) return ret; + /* First check the object itself. */ + if ((trig->stats.hp && (op->type == trig->stats.hp)) + || (trig->slaying && (op->slaying == trig->slaying)) + || (trig->race && (op->arch->archname == trig->race))) + return op; + + for (tmp = op->inv; tmp; tmp = tmp->below) + { + if (tmp->inv) + { + ret = check_inv_recursive (tmp, trig); + if (ret) + return ret; } - else if((trig->stats.hp && (tmp->type == trig->stats.hp)) - || (trig->slaying && (tmp->slaying == trig->slaying)) - || (trig->race && (tmp->arch->name == trig->race))) - return tmp; + else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) + || (trig->slaying && (tmp->slaying == trig->slaying)) + || (trig->race && (tmp->arch->archname == trig->race))) + return tmp; } - return NULL; + return NULL; } /* check_inv(), a function to search the inventory, @@ -787,37 +879,50 @@ * Values are: last_sp = 1/0 obj/no obj triggers * last_heal = 1/0 remove/dont remove obj if triggered * -b.t. (thomas@nomad.astro.psu.edu + * + * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op + * because the check-inventory semantic essentially only applies when + * something is above the inventory checker. + * The semantic prior this change was: trigger if something has moved on or off + * and has a matching item. Imagine what happens if someone steps on the inventory + * checker with a matching item, has it, activates the connection, throws the item + * away, and then leaves the inventory checker. That would've caused an always-enabled + * state in the inventory checker. This won't happen anymore now. + * + * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check + * whether op is on this mapspace or not, because the value (1|0) depends + * on this information. also make sure to only push_button if op has + * a matching item (because when we do a push_button with value=0 timed gates + * will still open)! (i hope i got the semantics right this time) + * */ +void +check_inv (object *op, object *trig) +{ + trig->value = 0; // deactivate if none of the following conditions apply -void check_inv (object *op, object *trig) { -object *match; - - if(op->type != PLAYER) return; - match = check_inv_recursive(op,trig); - if (match && trig->last_sp) { - if(trig->last_heal) - decrease_ob(match); - use_trigger(trig); - } - else if (!match && !trig->last_sp) - use_trigger(trig); -} - + object *pl = trig->ms ().player (); + object *match = check_inv_recursive (op, trig); -/* This does a minimal check of the button link consistency for object - * map. All it really does it much sure the object id link that is set - * matches what the object has. - */ -void verify_button_links(const mapstruct *map) { - oblinkpt *obp; - objectlink *ol; + // elmex: a note about (pl == op): + // if pl == 0 then the player has left this space + // if pl != 0 then a player is on this mapspace, but then + // we still have to check whether it's the player that triggered + // this inv-checker, because if not, then the op left this inv-checker + // and we have to set the value to 0 - if (!map) return; + if (match && trig->last_sp) // match == having + { + if (trig->last_heal) + match->decrease (); - for (obp = map->buttons; obp; obp = obp->next) { - for (ol=obp->link; ol; ol=ol->next) { - if (ol->id!=ol->ob->count) - LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count); - } + trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left + push_button (trig, op); + } + else if (!match && !trig->last_sp) // match == not having + { + trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left + push_button (trig, op); } } +