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Comparing deliantra/server/common/button.C (file contents):
Revision 1.37 by root, Tue Jul 31 17:33:14 2007 UTC vs.
Revision 1.68 by root, Sat Apr 23 04:56:45 2011 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* 27/*
28 * This code is no longer highly inefficient 8) 28 * This code is no longer highly inefficient 8)
29 */ 29 */
30 30
31/* 31/*
32 * elmex: 32 * elmex:
33 * This function takes a objectlink list with all the objects are going to be activated. 33 * 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. 34 * 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. 35 * The activator argument can be 0 or the source object for this activation.
36 * the originator is the player or monster who did something.
36 */ 37 */
37void 38static void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 39activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
39{ 40{
40 for (; ol; ol = ol->next) 41 for (; ol; ol = ol->next)
41 { 42 {
42 if (!ol->ob) 43 if (!ol->ob)
43 { 44 {
51 * is getting moved out of memory, the status of buttons and levers 52 * is getting moved out of memory, the status of buttons and levers
52 * probably isn't important - it will get sorted out when the map is 53 * probably isn't important - it will get sorted out when the map is
53 * re-loaded. As such, just exit this function if that is the case. 54 * re-loaded. As such, just exit this function if that is the case.
54 */ 55 */
55 56
56 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 57 if (ol->ob->flag [FLAG_FREED])
57 return; 58 return;
58 59
59 object *tmp = ol->ob; 60 object *tmp = ol->ob;
60 61
61 /* if the criteria isn't appropriate, don't do anything */ 62 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 63 if (state && !tmp->flag [FLAG_ACTIVATE_ON_PUSH])
63 continue; 64 continue;
64 65
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 66 if (!state && !tmp->flag [FLAG_ACTIVATE_ON_RELEASE])
66 continue; 67 continue;
67 68
68 switch (tmp->type) 69 switch (tmp->type)
69 { 70 {
70 case GATE: 71 case GATE:
71 case HOLE: 72 case HOLE:
73 if (!tmp->active)
74 tmp->play_sound (tmp->sound
75 ? tmp->sound
76 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 77 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->set_speed (0.5); 78 tmp->set_speed (0.5);
74 break; 79 break;
75 80
76 case CF_HANDLE: 81 case T_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE); 83 update_object (tmp, UP_OBJ_FACE);
79 break; 84 break;
80 85
81 case SIGN: 86 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 87 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 88 {
84 tmp->play_sound (tmp->sound); 89 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("msg_voice"));
90
91 if (originator && originator->contr)
92 originator->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &tmp->name, &tmp->msg));
93
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 94 new_info_map_except (NDI_UNIQUE | NDI_NAVY, tmp->map, originator, tmp->msg);
95
86 if (tmp->stats.food) 96 if (tmp->stats.food)
87 tmp->last_eat++; 97 tmp->last_eat++;
88 } 98 }
89 break; 99 break;
90 100
91 case ALTAR: 101 case ALTAR:
102 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
92 tmp->value = 1; 103 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 104 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 105 update_object (tmp, UP_OBJ_FACE);
95 break; 106 break;
96 107
97 case BUTTON: 108 case BUTTON:
98 case PEDESTAL: 109 case PEDESTAL:
110 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
99 tmp->value = state; 111 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 112 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 113 update_object (tmp, UP_OBJ_FACE);
102 break; 114 break;
103 115
104 case MOOD_FLOOR: 116 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 117 do_mood_floor (tmp, activator);
106 break; 118 break;
107 119
108 case TIMED_GATE: 120 case TIMED_GATE:
121 if (!tmp->active)
122 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
123
109 tmp->set_speed (tmp->arch->speed); 124 tmp->set_speed (tmp->arch->speed);
110 tmp->value = tmp->arch->value; 125 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1; 126 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp; 127 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts 128 /* Handle multipart gates. We copy the value for the other parts
122 } 137 }
123 break; 138 break;
124 139
125 case DIRECTOR: 140 case DIRECTOR:
126 case FIREWALL: 141 case FIREWALL:
127 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 142 if (!tmp->flag [FLAG_ANIMATE] && tmp->type == FIREWALL)
128 move_firewall (tmp); 143 move_firewall (tmp);
129 else 144 else
130 { 145 {
131 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 146 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
132 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
133
134 animate_turning (tmp); 147 animate_turning (tmp);
135 } 148 }
136 break; 149 break;
137 150
138 case TELEPORTER: 151 case TELEPORTER:
142 case CREATOR: 155 case CREATOR:
143 move_creator (tmp); 156 move_creator (tmp);
144 break; 157 break;
145 158
146 case TRIGGER_MARKER: 159 case TRIGGER_MARKER:
160 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
147 move_marker (tmp); 161 move_marker (tmp);
148 break; 162 break;
149 163
150 case DUPLICATOR: 164 case DUPLICATOR:
151 move_duplicator (tmp); 165 move_duplicator (tmp);
166 break;
167
168 case MAPSCRIPT:
169 cfperl_mapscript_activate (tmp, state, activator, originator);
152 break; 170 break;
153 } 171 }
154 } 172 }
155} 173}
156 174
165 * Changed the routine to loop through _all_ objects. 183 * Changed the routine to loop through _all_ objects.
166 * Better hurry with that linked list... 184 * Better hurry with that linked list...
167 * 185 *
168 */ 186 */
169void 187void
170push_button (object *op) 188push_button (object *op, object *originator)
171{ 189{
172 oblinkpt *obp = get_button_links (op); 190 if (oblinkpt *obp = op->find_link ())
173 191 {
174 if (!obp) 192 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
175 return; 193 return;
176 194
177 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
178 return;
179
180 activate_connection_link (obp->link, op->value, op); 195 activate_connection_link (obp->link, op->value, op, originator);
196 }
181} 197}
182 198
183/* 199/*
184 * elmex: 200 * elmex:
185 * This activates a connection, similar to push_button (object *op) but it takes 201 * This activates a connection, similar to push_button (object *op) but it takes
187 * the connection was 'state' or 'released'. So that you can activate objects 203 * the connection was 'state' or 'released'. So that you can activate objects
188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 204 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
189 * 205 *
190 */ 206 */
191void 207void
192activate_connection (maptile *map, long connection, bool state) 208maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
193{ 209{
194 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 210 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
195 return; 211 return;
196 212
197 oblinkpt *obp = get_connection_links (map, connection); 213 if (oblinkpt *obp = find_link (id))
198
199 if (obp)
200 activate_connection_link (obp->link, state); 214 activate_connection_link (obp->link, state, activator, originator);
201} 215}
202 216
203/* 217/*
204 * Updates everything connected with the button op. 218 * Updates everything connected with the button op.
205 * After changing the state of a button, this function must be called 219 * After changing the state of a button, this function must be called
206 * to make sure that all gates and other buttons connected to the 220 * to make sure that all gates and other buttons connected to the
207 * button reacts to the (eventual) change of state. 221 * button reacts to the (eventual) change of state.
208 */ 222 */
209void 223void
210update_button (object *op) 224update_button (object *op, object *originator)
211{ 225{
212 object *ab, *tmp, *head;
213 int tot, any_down = 0, old_value = op->value; 226 int any_down = 0, old_value = op->value;
214 oblinkpt *obp = 0;
215 objectlink *ol;
216 227
217 obp = get_button_links (op); 228 if (oblinkpt *obp = op->find_link ())
218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
219 if (obp)
220 for (ol = obp->link; ol; ol = ol->next) 229 for (objectlink *ol = obp->link; ol; ol = ol->next)
221 { 230 {
222 if (!ol->ob) 231 if (!ol->ob)
223 { 232 {
224 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
225 continue; 234 continue;
226 } 235 }
227 236
228 tmp = ol->ob; 237 object *tmp = ol->ob;
238
229 if (tmp->type == BUTTON) 239 if (tmp->type == BUTTON)
230 { 240 {
241 sint32 total = 0;
242
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 243 for (object *ab = tmp->above; ab; ab = ab->above)
232 /* Bug? The pedestal code below looks for the head of
233 * the object, this bit doesn't. I'd think we should check
234 * for head here also. Maybe it also makese sense to
235 * make the for ab=tmp->above loop common, and alter
236 * behaviour based on object within that loop?
237 */
238
239 /* Basically, if the move_type matches that on what the 244 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that 245 * button wants, we count it. The second check is so that
241 * objects don't move (swords, etc) will count. Note that 246 * objects who don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons 247 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects. 248 * that are only triggered by flying objects.
244 */ 249 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 250 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 251 total += ab->head_ ()->total_weight ();
247 252
248 tmp->value = (tot >= tmp->weight) ? 1 : 0; 253 tmp->value = total >= tmp->weight;
249 if (tmp->value) 254
250 any_down = 1; 255 any_down = any_down || tmp->value;
251 } 256 }
252 else if (tmp->type == PEDESTAL) 257 else if (tmp->type == PEDESTAL)
253 { 258 {
259 bool is_match = is_match_expr (tmp->slaying);
254 tmp->value = 0; 260 tmp->value = 0;
261
255 for (ab = tmp->above; ab != NULL; ab = ab->above) 262 for (object *ab = tmp->above; ab; ab = ab->above)
256 { 263 {
257 head = ab->head_ (); 264 object *head = ab->head_ ();
265
258 /* Same note regarding move_type for buttons above apply here. */ 266 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 267 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
268 if (is_match
269 ? match (tmp->slaying, head, tmp, originator)
260 (head->race == tmp->slaying || 270 : (head->race == tmp->slaying
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 271 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 272 || (tmp->slaying == shstr_player && head->type == PLAYER)))
273 {
263 tmp->value = 1; 274 tmp->value = 1;
275 break;
276 }
277 }
278
279 any_down = any_down || tmp->value;
280 }
281 else if (tmp->type == T_MATCH)
282 {
283 tmp->value = 0;
284
285 for (object *ab = tmp->above; ab; ab = ab->above)
264 } 286 {
287 object *head = ab->head_ ();
265 288
266 if (tmp->value) 289 /* Same note regarding move_type for buttons above apply here. */
267 any_down = 1; 290 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
291 if (match (tmp->slaying, head, tmp, originator))
292 {
293 tmp->value = 1;
294 break;
295 }
296 }
297
298 any_down = any_down || tmp->value;
268 } 299 }
269 } 300 }
301
270 if (any_down) /* If any other buttons were down, force this to remain down */ 302 if (any_down) /* If any other buttons were down, force this to remain down */
271 op->value = 1; 303 op->value = 1;
272 304
305 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
306
273 /* If this button hasn't changed, don't do anything */ 307 /* If this button hasn't changed, don't do anything */
274 if (op->value != old_value) 308 if (op->value != old_value)
275 { 309 {
276 SET_ANIMATION (op, op->value); 310 SET_ANIMATION (op, op->value);
277 update_object (op, UP_OBJ_FACE); 311 update_object (op, UP_OBJ_FACE);
278 push_button (op); /* Make all other buttons the same */ 312 push_button (op, originator); /* Make all other buttons the same */
279 } 313 }
280} 314}
281 315
282void 316void
283use_trigger (object *op) 317use_trigger (object *op, object *originator)
284{ 318{
285 /* Toggle value */ 319 /* Toggle value */
286 op->value = !op->value; 320 op->value = !op->value;
321
287 push_button (op); 322 push_button (op, originator);
288} 323}
289 324
290/* 325/*
291 * Note: animate_object should be used instead of this, 326 * Note: animate_object should be used instead of this,
292 * but it can't handle animations in the 8 directions 327 * but it can't handle animations in the 8 directions
311 * 346 *
312 * 0.93.4: Linked objects (ie, objects that are connected) can not be 347 * 0.93.4: Linked objects (ie, objects that are connected) can not be
313 * sacrificed. This fixes a bug of trying to put multiple altars/related 348 * sacrificed. This fixes a bug of trying to put multiple altars/related
314 * objects on the same space that take the same sacrifice. 349 * objects on the same space that take the same sacrifice.
315 */ 350 */
316
317int 351int
318check_altar_sacrifice (const object *altar, const object *sacrifice) 352check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
319{ 353{
320 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 354 if (sacrifice->flag [FLAG_UNPAID]
355 || sacrifice->flag [FLAG_IS_LINKED]
356 || sacrifice->is_player ())
357 return 0;
358
359 if (is_match_expr (ARCH_SACRIFICE (altar)))
360 return match (ARCH_SACRIFICE (altar), sacrifice, altar, originator);
361
362 if (!sacrifice->flag [FLAG_ALIVE])
321 { 363 {
364 if (ARCH_SACRIFICE (altar) == shstr_money
365 && sacrifice->type == MONEY
366 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
367 return 1;
368
322 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname 369 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
323 || ARCH_SACRIFICE (altar) == sacrifice->name 370 || ARCH_SACRIFICE (altar) == sacrifice->name
324 || ARCH_SACRIFICE (altar) == sacrifice->slaying 371 || ARCH_SACRIFICE (altar) == sacrifice->slaying
325 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 372 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
326 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 373 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
327 return 1;
328
329 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
330 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
331 return 1; 374 return 1;
332 } 375 }
333 376
334 return 0; 377 return 0;
335} 378}
342 * 385 *
343 * If this function returns 1, '*sacrifice' is modified to point to the 386 * If this function returns 1, '*sacrifice' is modified to point to the
344 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 387 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
345 */ 388 */
346int 389int
347operate_altar (object *altar, object **sacrifice) 390operate_altar (object *altar, object **sacrifice, object *originator)
348{ 391{
349 if (!altar->map) 392 if (!altar->map)
350 { 393 {
351 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 394 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
352 return 0; 395 return 0;
353 } 396 }
354 397
355 if (!altar->slaying || altar->value) 398 if (!altar->slaying || altar->value)
356 return 0; 399 return 0;
357 400
358 if (!check_altar_sacrifice (altar, *sacrifice)) 401 if (!check_altar_sacrifice (altar, *sacrifice, originator))
359 return 0; 402 return 0;
360 403
361 /* check_altar_sacrifice should have already verified that enough money 404 /* check_altar_sacrifice should have already verified that enough money
362 * has been dropped. 405 * has been dropped.
363 */ 406 */
364 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 407 if (ARCH_SACRIFICE (altar) == shstr_money)
365 { 408 {
366 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 409 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
367 410
368 /* Round up any sacrifices. Altars don't make change either */ 411 /* Round up any sacrifices. Altars don't make change either */
369 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 412 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
370 number++; 413 number++;
371 414
372 *sacrifice = decrease_ob_nr (*sacrifice, number); 415 if (!(*sacrifice)->decrease (number))
416 *sacrifice = 0;
373 } 417 }
374 else 418 else
375 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 419 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
420 *sacrifice = 0;
376 421
377 if (altar->msg) 422 if (altar->msg)
378 new_info_map (NDI_BLACK, altar->map, altar->msg); 423 new_info_map (NDI_BLACK, altar->map, altar->msg);
379 424
380 return 1; 425 return 1;
381} 426}
382 427
383void 428static void
384trigger_move (object *op, int state) /* 1 down and 0 up */ 429trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
385{ 430{
386 op->stats.wc = state; 431 op->stats.wc = state;
432
387 if (state) 433 if (state)
388 { 434 {
389 use_trigger (op); 435 use_trigger (op, originator);
390 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 436 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
391 op->speed_left = -1; 437 op->speed_left = -1;
392 } 438 }
393 else 439 else
394 { 440 {
395 use_trigger (op); 441 use_trigger (op, originator);
396 op->set_speed (0); 442 op->set_speed (0);
397 } 443 }
398} 444}
399 445
400 446
409 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 455 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
410 * 456 *
411 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 457 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
412 */ 458 */
413int 459int
414check_trigger (object *op, object *cause) 460check_trigger (object *op, object *cause, object *originator)
415{ 461{
416 object *tmp; 462 object *tmp;
417 int push = 0, tot = 0; 463 int push = 0, tot = 0;
418 int in_movement = op->stats.wc || op->speed; 464 int in_movement = op->stats.wc || op->has_active_speed ();
419 465
420 switch (op->type) 466 switch (op->type)
421 { 467 {
422 case TRIGGER_BUTTON: 468 case TRIGGER_BUTTON:
423 if (op->weight > 0) 469 if (op->weight > 0)
424 { 470 {
425 if (cause) 471 if (cause)
426 { 472 {
427 for (tmp = op->above; tmp; tmp = tmp->above) 473 for (tmp = op->above; tmp; tmp = tmp->above)
428 /* Comment reproduced from update_buttons(): */ 474 /* Comment reproduced from update_buttons(): */
429 /* Basically, if the move_type matches that on what the 475 /* Basically, if the move_type matches that on what the
430 * button wants, we count it. The second check is so that 476 * button wants, we count it. The second check is so that
431 * objects that don't move (swords, etc) will count. Note that 477 * objects that don't move (swords, etc) will count. Note that
432 * this means that more work is needed to make buttons 478 * this means that more work is needed to make buttons
433 * that are only triggered by flying objects. 479 * that are only triggered by flying objects.
480 */
481 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
482 tot += tmp->head_ ()->total_weight ();
483
484 if (tot >= op->weight)
485 push = 1;
486
487 if (op->stats.ac == push)
488 return 0;
489
490 op->stats.ac = push;
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, push);
494 update_object (op, UP_OBJ_FACE);
495 }
496
497 if (in_movement || !push)
498 return 0;
499 }
500
501 trigger_move (op, push, cause);
502 }
503
504 return 0;
505
506 case TRIGGER_PEDESTAL:
507 if (cause)
508 {
509 for (tmp = op->above; tmp; tmp = tmp->above)
510 {
511 object *head = tmp->head_ ();
512
513 /* See comment in TRIGGER_BUTTON about move_types */
514 if (((head->move_type & op->move_on) || head->move_type == 0)
515 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
516 {
517 push = 1;
518 break;
519 }
520 }
521
522 if (op->stats.ac == push)
523 return 0;
524
525 op->stats.ac = push;
526
527 if (NUM_ANIMATIONS (op) > 1)
528 {
529 SET_ANIMATION (op, push);
530 update_object (op, UP_OBJ_FACE);
531 }
532
533 update_object (op, UP_OBJ_FACE);
534
535 if (in_movement || !push)
536 return 0;
537 }
538
539 trigger_move (op, push, cause);
540 return 0;
541
542 case TRIGGER_ALTAR:
543 if (cause)
544 {
545 if (in_movement)
546 return 0;
547
548 if (operate_altar (op, &cause)) /* TODO: originator? */
549 {
550 if (NUM_ANIMATIONS (op) > 1)
551 {
552 SET_ANIMATION (op, 1);
553 update_object (op, UP_OBJ_FACE);
554 }
555
556 if (op->last_sp >= 0)
557 {
558 trigger_move (op, 1, cause);
559
560 if (op->last_sp > 0)
561 op->last_sp = -op->last_sp;
562 }
563 else
564 {
565 /* for trigger altar with last_sp, the ON/OFF
566 * status (-> +/- value) is "simulated":
434 */ 567 */
435 568 op->value = !op->value;
436 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 569 trigger_move (op, 1, cause);
437 { 570 op->last_sp = -op->last_sp;
438 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 571 op->value = !op->value;
439 }
440 if (tot >= op->weight)
441 push = 1;
442 if (op->stats.ac == push)
443 return 0;
444 op->stats.ac = push;
445 if (NUM_ANIMATIONS (op) > 1)
446 {
447 SET_ANIMATION (op, push);
448 update_object (op, UP_OBJ_FACE);
449 } 572 }
450 if (in_movement || !push) 573
451 return 0; 574 return cause == NULL;
452 } 575 }
453 trigger_move (op, push);
454 } 576 else
455 return 0;
456
457 case TRIGGER_PEDESTAL:
458 if (cause)
459 {
460 for (tmp = op->above; tmp; tmp = tmp->above)
461 {
462 object *head = tmp->head_ ();
463
464 /* See comment in TRIGGER_BUTTON about move_types */
465 if (((head->move_type & op->move_on) || head->move_type == 0)
466 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
467 {
468 push = 1;
469 break;
470 }
471 }
472
473 if (op->stats.ac == push)
474 return 0; 577 return 0;
475 578 }
476 op->stats.ac = push; 579 else
477 580 {
478 if (NUM_ANIMATIONS (op) > 1) 581 if (NUM_ANIMATIONS (op) > 1)
479 { 582 {
480 SET_ANIMATION (op, push); 583 SET_ANIMATION (op, 0);
481 update_object (op, UP_OBJ_FACE); 584 update_object (op, UP_OBJ_FACE);
482 } 585 }
483 586
484 update_object (op, UP_OBJ_FACE);
485
486 if (in_movement || !push)
487 return 0;
488 }
489
490 trigger_move (op, push);
491 return 0;
492
493 case TRIGGER_ALTAR:
494 if (cause)
495 {
496 if (in_movement)
497 return 0;
498
499 if (operate_altar (op, &cause))
500 {
501 if (NUM_ANIMATIONS (op) > 1)
502 {
503 SET_ANIMATION (op, 1);
504 update_object (op, UP_OBJ_FACE);
505 }
506
507 if (op->last_sp >= 0)
508 {
509 trigger_move (op, 1);
510 if (op->last_sp > 0)
511 op->last_sp = -op->last_sp;
512 }
513 else
514 {
515 /* for trigger altar with last_sp, the ON/OFF
516 * status (-> +/- value) is "simulated":
517 */
518 op->value = !op->value;
519 trigger_move (op, 1);
520 op->last_sp = -op->last_sp;
521 op->value = !op->value;
522 }
523
524 return cause == NULL;
525 }
526 else
527 return 0;
528 }
529 else
530 {
531 if (NUM_ANIMATIONS (op) > 1)
532 {
533 SET_ANIMATION (op, 0);
534 update_object (op, UP_OBJ_FACE);
535 }
536
537 /* If trigger_altar has "last_sp > 0" set on the map, 587 /* If trigger_altar has "last_sp > 0" set on the map,
538 * it will push the connected value only once per sacrifice. 588 * it will push the connected value only once per sacrifice.
539 * Otherwise (default), the connected value will be 589 * Otherwise (default), the connected value will be
540 * pushed twice: First by sacrifice, second by reset! -AV 590 * pushed twice: First by sacrifice, second by reset! -AV
541 */ 591 */
542 if (!op->last_sp) 592 if (!op->last_sp)
543 trigger_move (op, 0); 593 trigger_move (op, 0, cause);
544 else 594 else
545 { 595 {
546 op->stats.wc = 0; 596 op->stats.wc = 0;
547 op->value = !op->value; 597 op->value = !op->value;
548 op->set_speed (0); 598 op->set_speed (0);
549 } 599 }
550 } 600 }
551 return 0; 601 return 0;
552 602
553 case TRIGGER: 603 case TRIGGER:
554 if (cause) 604 if (cause)
555 { 605 {
556 if (in_movement) 606 if (in_movement)
557 return 0; 607 return 0;
558 608
559 push = 1; 609 push = 1;
560 } 610 }
561 611
562 if (NUM_ANIMATIONS (op) > 1) 612 if (NUM_ANIMATIONS (op) > 1)
563 { 613 {
564 SET_ANIMATION (op, push); 614 SET_ANIMATION (op, push);
565 update_object (op, UP_OBJ_FACE); 615 update_object (op, UP_OBJ_FACE);
566 } 616 }
567 617
568 trigger_move (op, push); 618 trigger_move (op, push, cause);
569 return 1; 619 return 1;
570 620
571 default: 621 default:
572 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 622 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
573 return 0; 623 return 0;
574 } 624 }
575} 625}
576 626
577void 627void
578add_button_link (object *button, maptile *map, int connected) 628object::add_link (maptile *map, shstr_tmp id)
579{ 629{
580 oblinkpt *obp;
581 objectlink *ol = get_objectlink ();
582
583 if (!map) 630 if (!map)
584 { 631 {
585 LOG (llevError, "Tried to add button-link without map.\n"); 632 LOG (llevError, "Tried to add button-link without map.\n");
586 return; 633 return;
587 } 634 }
588 635
589 button->path_attuned = connected; /* peterm: I need this so I can rebuild 636 flag [FLAG_IS_LINKED] = true;
590 a connected map from a template map. */
591 637
592 SET_FLAG (button, FLAG_IS_LINKED); 638 objectlink *ol = get_objectlink ();
593
594 ol->ob = button; 639 ol->ob = this;
595 640
596 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 641 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
597 ; 642 if (obp->id == id)
598
599 if (obp)
600 { 643 {
601 ol->next = obp->link; 644 ol->next = obp->link;
602 obp->link = ol; 645 obp->link = ol;
646 return;
603 } 647 }
604 else 648
605 {
606 obp = get_objectlinkpt (); 649 oblinkpt *obp = get_objectlinkpt ();
607 obp->value = connected; 650 obp->id = id;
608 651
609 obp->next = map->buttons; 652 obp->next = map->buttons;
610 map->buttons = obp; 653 map->buttons = obp;
611 obp->link = ol; 654 obp->link = ol;
612 }
613} 655}
614 656
615/* 657/*
616 * Remove the object from the linked lists of buttons in the map. 658 * Remove the object from the linked lists of buttons in the map.
617 * This is only needed by editors. 659 * This is only needed by editors.
618 */ 660 */
619
620void 661void
621remove_button_link (object *op) 662object::remove_link ()
622{ 663{
623 oblinkpt *obp; 664 if (!map)
624 objectlink **olp, *ol;
625
626 if (op->map == NULL)
627 { 665 {
628 LOG (llevError, "remove_button_link() in object without map.\n"); 666 LOG (llevError, "remove_button_link() in object without map.\n");
629 return; 667 return;
630 } 668 }
631 669
632 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 670 if (!flag [FLAG_IS_LINKED])
633 { 671 {
634 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 672 LOG (llevError, "remove_button_linked() in unlinked object.\n");
635 return; 673 return;
636 } 674 }
637 675
676 flag [FLAG_IS_LINKED] = false;
677
638 for (obp = op->map->buttons; obp; obp = obp->next) 678 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
639 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 679 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
640 if (ol->ob == op) 680 if ((*olp)->ob == this)
641 { 681 {
642 682 objectlink *ol = *olp;
643/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
644 obp->value, op->name, op->map->path);
645*/
646 *olp = ol->next; 683 *olp = ol->next;
647 delete ol; 684 delete ol;
648 return; 685 return;
649 } 686 }
650 687
651 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 688 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
652 CLEAR_FLAG (op, FLAG_IS_LINKED); 689}
690
691/*
692 * Updates every button on the map (by calling update_button() for them).
693 */
694void
695maptile::update_buttons ()
696{
697 for (oblinkpt *obp = buttons; obp; obp = obp->next)
698 for (objectlink *ol = obp->link; ol; ol = ol->next)
699 {
700 if (!ol->ob)
701 {
702 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
703 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
704 continue;
705 }
706
707 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
708 {
709 update_button (ol->ob, 0);
710 break;
711 }
712 }
653} 713}
654 714
655/* 715/*
656 * Gets the objectlink for this connection from the map. 716 * Gets the objectlink for this connection from the map.
657 */ 717 */
658oblinkpt * 718oblinkpt *
659get_connection_links (maptile *map, long connection) 719maptile::find_link (shstr_tmp id)
660{ 720{
661 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 721 for (oblinkpt *obp = buttons; obp; obp = obp->next)
662 if (obp->value == connection) 722 if (obp->id == id)
663 return obp; 723 return obp;
664 724
665 return 0; 725 return 0;
666} 726}
667 727
668/* 728/*
669 * Return the first objectlink in the objects linked to this one 729 * Return the first objectlink in the objects linked to this one
670 */ 730 */
671
672oblinkpt * 731oblinkpt *
673get_button_links (const object *button) 732object::find_link () const
674{ 733{
675 oblinkpt *obp; 734 if (map)
676 objectlink *ol;
677
678 if (!button->map)
679 return NULL;
680
681 for (obp = button->map->buttons; obp; obp = obp->next) 735 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
682 for (ol = obp->link; ol; ol = ol->next) 736 for (objectlink *ol = obp->link; ol; ol = ol->next)
683 if (ol->ob == button) 737 if (ol->ob == this)
684 return obp; 738 return obp;
685 739
686 return NULL;
687}
688
689/*
690 * Made as a separate function to increase efficiency
691 */
692
693int
694get_button_value (const object *button)
695{
696 oblinkpt *obp;
697 objectlink *ol;
698
699 if (!button->map)
700 return 0;
701 for (obp = button->map->buttons; obp; obp = obp->next)
702 for (ol = obp->link; ol; ol = ol->next)
703 if (ol->ob == button)
704 return obp->value;
705 return 0; 740 return 0;
706} 741}
707 742
708/* This routine makes monsters who are 743/* This routine makes monsters who are
709 * standing on the 'mood floor' change their 744 * standing on the 'mood floor' change their
711 * If floor is to be triggered must have 746 * If floor is to be triggered must have
712 * a speed of zero (default is 1 for all 747 * a speed of zero (default is 1 for all
713 * but the charm floor type). 748 * but the charm floor type).
714 * by b.t. thomas@nomad.astro.psu.edu 749 * by b.t. thomas@nomad.astro.psu.edu
715 */ 750 */
716
717void 751void
718do_mood_floor (object *op, object *source) 752do_mood_floor (object *op, object *source)
719{ 753{
720 if (!source) 754 if (!source)
721 source = op; 755 source = op;
726 return; 760 return;
727 761
728 object *tmp; 762 object *tmp;
729 763
730 for (tmp = ms.top; tmp; tmp = tmp->below) 764 for (tmp = ms.top; tmp; tmp = tmp->below)
731 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 765 if (tmp->flag [FLAG_MONSTER])
732 break; 766 break;
733 767
734 /* doesn't effect players, and if there is a player on this space, won't also 768 /* doesn't effect players, and if there is a player on this space, won't also
735 * be a monster here. 769 * be a monster here.
736 */ 770 */
739 return; 773 return;
740 774
741 switch (op->last_sp) 775 switch (op->last_sp)
742 { 776 {
743 case 0: /* furious--make all monsters mad */ 777 case 0: /* furious--make all monsters mad */
744 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 778 if (tmp->flag [FLAG_UNAGGRESSIVE])
745 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 779 tmp->clr_flag (FLAG_UNAGGRESSIVE);
746 780
747 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 781 if (tmp->flag [FLAG_FRIENDLY])
748 { 782 {
749 tmp->attack_movement = 0; 783 tmp->attack_movement = 0;
750 /* lots of checks here, but want to make sure we don't 784 /* lots of checks here, but want to make sure we don't
751 * dereference a null value 785 * dereference a null value
752 */ 786 */
761 remove_friendly_object (tmp); 795 remove_friendly_object (tmp);
762 } 796 }
763 break; 797 break;
764 798
765 case 1: /* angry -- get neutral monsters mad */ 799 case 1: /* angry -- get neutral monsters mad */
766 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 800 if (tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
767 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 801 tmp->clr_flag (FLAG_UNAGGRESSIVE);
768 break; 802 break;
769 803
770 case 2: /* calm -- pacify unfriendly monsters */ 804 case 2: /* calm -- pacify unfriendly monsters */
771 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 805 tmp->set_flag (FLAG_UNAGGRESSIVE);
772 break; 806 break;
773 807
774 case 3: /* make all monsters fall asleep */ 808 case 3: /* make all monsters fall asleep */
775 SET_FLAG (tmp, FLAG_SLEEP); 809 tmp->set_flag (FLAG_SLEEP);
776 break; 810 break;
777 811
778 case 4: /* charm all monsters */ 812 case 4: /* charm all monsters */
779 if (op == source) 813 if (op == source)
780 break; /* only if 'connected' */ 814 break; /* only if 'connected' */
781 815
782 if (object *pl = source->ms ().player ()) 816 if (object *pl = source->ms ().player ())
783 { 817 {
784 tmp->set_owner (pl); 818 tmp->set_owner (pl);
785 SET_FLAG (tmp, FLAG_MONSTER); 819 tmp->set_flag (FLAG_MONSTER);
786 820
787 tmp->stats.exp = 0; 821 tmp->stats.exp = 0;
788 822
789 add_friendly_object (tmp); 823 add_friendly_object (tmp);
790 tmp->attack_movement = PETMOVE; 824 tmp->attack_movement = PETMOVE;
791 } 825 }
792 break; 826 break;
793 827
794 case 6: // kill monsters 828 case 6: // kill monsters
795 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) 829 if (!tmp->flag [FLAG_FRIENDLY])
796 break; 830 break;
797 831
798 // FALL THROUGH 832 // FALL THROUGH
799 case 5: // kill all alives 833 case 5: // kill all alives
800 if (!tmp->flag [FLAG_PRECIOUS]) 834 if (!tmp->flag [FLAG_PRECIOUS])
801 { 835 {
802 get_archetype ("burnout")->insert_at (tmp, source); 836 archetype::get (shstr_burnout)->insert_at (tmp, source);
803 tmp->destroy (); 837 tmp->destroy ();
804 } 838 }
805 break; 839 break;
806 840
807 default: 841 default:
882 // and we have to set the value to 0 916 // and we have to set the value to 0
883 917
884 if (match && trig->last_sp) // match == having 918 if (match && trig->last_sp) // match == having
885 { 919 {
886 if (trig->last_heal) 920 if (trig->last_heal)
887 decrease_ob (match); 921 match->decrease ();
888 922
889 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 923 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
890 push_button (trig); 924 push_button (trig, op);
891 } 925 }
892 else if (!match && !trig->last_sp) // match == not having 926 else if (!match && !trig->last_sp) // match == not having
893 { 927 {
894 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 928 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
895 push_button (trig); 929 push_button (trig, op);
896 } 930 }
897} 931}
898 932

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