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Comparing deliantra/server/common/button.C (file contents):
Revision 1.39 by root, Mon Aug 27 01:13:48 2007 UTC vs.
Revision 1.73 by root, Sun Jan 29 02:47:04 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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:
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole")); 76 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
76 tmp->value = tmp->stats.maxsp ? !state : state; 77 tmp->value = tmp->stats.maxsp ? !state : state;
77 tmp->set_speed (0.5); 78 tmp->set_speed (0.5);
78 break; 79 break;
79 80
80 case CF_HANDLE: 81 case T_HANDLE:
81 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
82 update_object (tmp, UP_OBJ_FACE); 83 update_object (tmp, UP_OBJ_FACE);
83 break; 84 break;
84 85
85 case SIGN: 86 case SIGN:
86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 87 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
87 { 88 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign")); 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
89 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
90 if (tmp->stats.food) 96 if (tmp->stats.food)
91 tmp->last_eat++; 97 tmp->last_eat++;
92 } 98 }
93 break; 99 break;
94 100
106 SET_ANIMATION (tmp, tmp->value); 112 SET_ANIMATION (tmp, tmp->value);
107 update_object (tmp, UP_OBJ_FACE); 113 update_object (tmp, UP_OBJ_FACE);
108 break; 114 break;
109 115
110 case MOOD_FLOOR: 116 case MOOD_FLOOR:
111 do_mood_floor (tmp, source); 117 do_mood_floor (tmp, activator);
112 break; 118 break;
113 119
114 case TIMED_GATE: 120 case TIMED_GATE:
115 if (!tmp->active) 121 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); 122 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
123
117 tmp->set_speed (tmp->arch->speed); 124 tmp->set_speed (tmp->arch->speed);
118 tmp->value = tmp->arch->value; 125 tmp->value = tmp->arch->value;
119 tmp->stats.sp = 1; 126 tmp->stats.sp = 1;
120 tmp->stats.hp = tmp->stats.maxhp; 127 tmp->stats.hp = tmp->stats.maxhp;
121 /* Handle multipart gates. We copy the value for the other parts 128 /* Handle multipart gates. We copy the value for the other parts
130 } 137 }
131 break; 138 break;
132 139
133 case DIRECTOR: 140 case DIRECTOR:
134 case FIREWALL: 141 case FIREWALL:
135 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 142 if (!tmp->flag [FLAG_ANIMATE] && tmp->type == FIREWALL)
136 move_firewall (tmp); 143 move_firewall (tmp);
137 else 144 else
138 { 145 {
139 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 146 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
140 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
141
142 animate_turning (tmp); 147 animate_turning (tmp);
143 } 148 }
144 break; 149 break;
145 150
146 case TELEPORTER: 151 case TELEPORTER:
156 move_marker (tmp); 161 move_marker (tmp);
157 break; 162 break;
158 163
159 case DUPLICATOR: 164 case DUPLICATOR:
160 move_duplicator (tmp); 165 move_duplicator (tmp);
166 break;
167
168 case MAPSCRIPT:
169 cfperl_mapscript_activate (tmp, state, activator, originator);
161 break; 170 break;
162 } 171 }
163 } 172 }
164} 173}
165 174
174 * Changed the routine to loop through _all_ objects. 183 * Changed the routine to loop through _all_ objects.
175 * Better hurry with that linked list... 184 * Better hurry with that linked list...
176 * 185 *
177 */ 186 */
178void 187void
179push_button (object *op) 188push_button (object *op, object *originator)
180{ 189{
181 oblinkpt *obp = get_button_links (op); 190 if (oblinkpt *obp = op->find_link ())
182 191 {
183 if (!obp) 192 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
184 return; 193 return;
185 194
186 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
187 return;
188
189 activate_connection_link (obp->link, op->value, op); 195 activate_connection_link (obp->link, op->value, op, originator);
196 }
190} 197}
191 198
192/* 199/*
193 * elmex: 200 * elmex:
194 * 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
196 * 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
197 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 204 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
198 * 205 *
199 */ 206 */
200void 207void
201activate_connection (maptile *map, long connection, bool state) 208maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
202{ 209{
203 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)))
204 return; 211 return;
205 212
206 oblinkpt *obp = get_connection_links (map, connection); 213 if (oblinkpt *obp = find_link (id))
207
208 if (obp)
209 activate_connection_link (obp->link, state); 214 activate_connection_link (obp->link, state, activator, originator);
210} 215}
211 216
212/* 217/*
213 * Updates everything connected with the button op. 218 * Updates everything connected with the button op.
214 * 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
215 * 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
216 * button reacts to the (eventual) change of state. 221 * button reacts to the (eventual) change of state.
217 */ 222 */
218void 223void
219update_button (object *op) 224update_button (object *op, object *originator)
220{ 225{
221 object *ab, *tmp, *head;
222 int tot, any_down = 0, old_value = op->value; 226 int any_down = 0, old_value = op->value;
223 oblinkpt *obp = 0;
224 objectlink *ol;
225 227
226 obp = get_button_links (op); 228 if (oblinkpt *obp = op->find_link ())
227 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
228 if (obp)
229 for (ol = obp->link; ol; ol = ol->next) 229 for (objectlink *ol = obp->link; ol; ol = ol->next)
230 { 230 {
231 if (!ol->ob) 231 if (!ol->ob)
232 { 232 {
233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
234 continue; 234 continue;
235 } 235 }
236 236
237 tmp = ol->ob; 237 object *tmp = ol->ob;
238
238 if (tmp->type == BUTTON) 239 if (tmp->type == BUTTON)
239 { 240 {
241 weight_t total = 0;
242
240 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 243 for (object *ab = tmp->above; ab; ab = ab->above)
241 /* Bug? The pedestal code below looks for the head of
242 * the object, this bit doesn't. I'd think we should check
243 * for head here also. Maybe it also makese sense to
244 * make the for ab=tmp->above loop common, and alter
245 * behaviour based on object within that loop?
246 */
247
248 /* Basically, if the move_type matches that on what the 244 /* Basically, if the move_type matches that on what the
249 * button wants, we count it. The second check is so that 245 * button wants, we count it. The second check is so that
250 * objects don't move (swords, etc) will count. Note that 246 * objects who don't move (swords, etc) will count. Note that
251 * this means that more work is needed to make buttons 247 * this means that more work is needed to make buttons
252 * that are only triggered by flying objects. 248 * that are only triggered by flying objects.
253 */ 249 */
254 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 250 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
255 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 251 total += ab->head_ ()->total_weight ();
256 252
257 tmp->value = (tot >= tmp->weight) ? 1 : 0; 253 tmp->value = total >= tmp->weight;
258 if (tmp->value) 254
259 any_down = 1; 255 any_down = any_down || tmp->value;
260 } 256 }
261 else if (tmp->type == PEDESTAL) 257 else if (tmp->type == PEDESTAL)
262 { 258 {
259 bool is_match = is_match_expr (tmp->slaying);
263 tmp->value = 0; 260 tmp->value = 0;
261
264 for (ab = tmp->above; ab != NULL; ab = ab->above) 262 for (object *ab = tmp->above; ab; ab = ab->above)
265 { 263 {
266 head = ab->head_ (); 264 object *head = ab->head_ ();
265
267 /* Same note regarding move_type for buttons above apply here. */ 266 /* Same note regarding move_type for buttons above apply here. */
268 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)
269 (head->race == tmp->slaying || 270 : (head->race == tmp->slaying
270 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 271 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
271 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 272 || (tmp->slaying == shstr_player && head->type == PLAYER)))
273 {
272 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)
273 } 286 {
287 object *head = ab->head_ ();
274 288
275 if (tmp->value) 289 /* Same note regarding move_type for buttons above apply here. */
276 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;
277 } 299 }
278 } 300 }
301
279 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 */
280 op->value = 1; 303 op->value = 1;
281 304
305 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
306
282 /* If this button hasn't changed, don't do anything */ 307 /* If this button hasn't changed, don't do anything */
283 if (op->value != old_value) 308 if (op->value != old_value)
284 { 309 {
285 SET_ANIMATION (op, op->value); 310 SET_ANIMATION (op, op->value);
286 update_object (op, UP_OBJ_FACE); 311 update_object (op, UP_OBJ_FACE);
287 push_button (op); /* Make all other buttons the same */ 312 push_button (op, originator); /* Make all other buttons the same */
288 } 313 }
289} 314}
290 315
291void 316void
292use_trigger (object *op) 317use_trigger (object *op, object *originator)
293{ 318{
294 /* Toggle value */ 319 /* Toggle value */
295 op->value = !op->value; 320 op->value = !op->value;
321
296 push_button (op); 322 push_button (op, originator);
297} 323}
298 324
299/* 325/*
300 * Note: animate_object should be used instead of this, 326 * Note: animate_object should be used instead of this,
301 * but it can't handle animations in the 8 directions 327 * but it can't handle animations in the 8 directions
320 * 346 *
321 * 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
322 * 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
323 * objects on the same space that take the same sacrifice. 349 * objects on the same space that take the same sacrifice.
324 */ 350 */
325
326int 351int
327check_altar_sacrifice (const object *altar, const object *sacrifice) 352check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
328{ 353{
329 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) 354 if (sacrifice->flag [FLAG_UNPAID]
330 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 355 || sacrifice->flag [FLAG_IS_LINKED]
331 && sacrifice->type != PLAYER) 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])
332 { 363 {
333 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 364 if (ARCH_SACRIFICE (altar) == shstr_money
334 && sacrifice->type == MONEY 365 && sacrifice->type == MONEY
335 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 366 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
336 return 1; 367 return 1;
337 368
338 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname 369 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
339 || ARCH_SACRIFICE (altar) == sacrifice->name 370 || ARCH_SACRIFICE (altar) == sacrifice->name
340 || ARCH_SACRIFICE (altar) == sacrifice->slaying 371 || ARCH_SACRIFICE (altar) == sacrifice->slaying
341 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) 372 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
342 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 373 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
343 return 1; 374 return 1;
344 } 375 }
345 376
346 return 0; 377 return 0;
347} 378}
354 * 385 *
355 * 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
356 * 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.
357 */ 388 */
358int 389int
359operate_altar (object *altar, object **sacrifice) 390operate_altar (object *altar, object **sacrifice, object *originator)
360{ 391{
361 if (!altar->map) 392 if (!altar->map)
362 { 393 {
363 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 394 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
364 return 0; 395 return 0;
365 } 396 }
366 397
367 if (!altar->slaying || altar->value) 398 if (!altar->slaying || altar->value)
368 return 0; 399 return 0;
369 400
370 if (!check_altar_sacrifice (altar, *sacrifice)) 401 if (!check_altar_sacrifice (altar, *sacrifice, originator))
371 return 0; 402 return 0;
372 403
373 /* check_altar_sacrifice should have already verified that enough money 404 /* check_altar_sacrifice should have already verified that enough money
374 * has been dropped. 405 * has been dropped.
375 */ 406 */
376 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 407 if (ARCH_SACRIFICE (altar) == shstr_money)
377 { 408 {
378 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 409 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
379 410
380 /* Round up any sacrifices. Altars don't make change either */ 411 /* Round up any sacrifices. Altars don't make change either */
381 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 412 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
382 number++; 413 number++;
383 414
384 *sacrifice = decrease_ob_nr (*sacrifice, number); 415 if (!(*sacrifice)->decrease (number))
416 *sacrifice = 0;
385 } 417 }
386 else 418 else
387 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 419 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
420 *sacrifice = 0;
388 421
389 if (altar->msg) 422 if (altar->msg)
390 new_info_map (NDI_BLACK, altar->map, altar->msg); 423 new_info_map (NDI_BLACK, altar->map, altar->msg);
391 424
392 return 1; 425 return 1;
393} 426}
394 427
395void 428static void
396trigger_move (object *op, int state) /* 1 down and 0 up */ 429trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
397{ 430{
398 op->stats.wc = state; 431 op->stats.wc = state;
432
399 if (state) 433 if (state)
400 { 434 {
401 use_trigger (op); 435 use_trigger (op, originator);
402 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.);
403 op->speed_left = -1; 437 op->speed_left = -1;
404 } 438 }
405 else 439 else
406 { 440 {
407 use_trigger (op); 441 use_trigger (op, originator);
408 op->set_speed (0); 442 op->set_speed (0);
409 } 443 }
410} 444}
411 445
412 446
421 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 455 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
422 * 456 *
423 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 457 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
424 */ 458 */
425int 459int
426check_trigger (object *op, object *cause) 460check_trigger (object *op, object *cause, object *originator)
427{ 461{
428 object *tmp; 462 object *tmp;
429 int push = 0, tot = 0; 463 int push = 0, tot = 0;
430 int in_movement = op->stats.wc || op->speed; 464 int in_movement = op->stats.wc || op->has_active_speed ();
431 465
432 switch (op->type) 466 switch (op->type)
433 { 467 {
434 case TRIGGER_BUTTON: 468 case TRIGGER_BUTTON:
435 if (op->weight > 0) 469 if (op->weight > 0)
436 { 470 {
437 if (cause) 471 if (cause)
438 { 472 {
439 for (tmp = op->above; tmp; tmp = tmp->above) 473 for (tmp = op->above; tmp; tmp = tmp->above)
440 /* Comment reproduced from update_buttons(): */ 474 /* Comment reproduced from update_buttons(): */
441 /* Basically, if the move_type matches that on what the 475 /* Basically, if the move_type matches that on what the
442 * button wants, we count it. The second check is so that 476 * button wants, we count it. The second check is so that
443 * objects that don't move (swords, etc) will count. Note that 477 * objects that don't move (swords, etc) will count. Note that
444 * this means that more work is needed to make buttons 478 * this means that more work is needed to make buttons
445 * 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":
446 */ 567 */
447 568 op->value = !op->value;
448 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 569 trigger_move (op, 1, cause);
449 { 570 op->last_sp = -op->last_sp;
450 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 571 op->value = !op->value;
451 }
452 if (tot >= op->weight)
453 push = 1;
454 if (op->stats.ac == push)
455 return 0;
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 } 572 }
462 if (in_movement || !push) 573
463 return 0; 574 return cause == NULL;
464 } 575 }
465 trigger_move (op, push);
466 } 576 else
467 return 0;
468
469 case TRIGGER_PEDESTAL:
470 if (cause)
471 {
472 for (tmp = op->above; tmp; tmp = tmp->above)
473 {
474 object *head = tmp->head_ ();
475
476 /* See comment in TRIGGER_BUTTON about move_types */
477 if (((head->move_type & op->move_on) || head->move_type == 0)
478 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
479 {
480 push = 1;
481 break;
482 }
483 }
484
485 if (op->stats.ac == push)
486 return 0; 577 return 0;
487 578 }
488 op->stats.ac = push; 579 else
489 580 {
490 if (NUM_ANIMATIONS (op) > 1) 581 if (NUM_ANIMATIONS (op) > 1)
491 { 582 {
492 SET_ANIMATION (op, push); 583 SET_ANIMATION (op, 0);
493 update_object (op, UP_OBJ_FACE); 584 update_object (op, UP_OBJ_FACE);
494 } 585 }
495 586
496 update_object (op, UP_OBJ_FACE);
497
498 if (in_movement || !push)
499 return 0;
500 }
501
502 trigger_move (op, push);
503 return 0;
504
505 case TRIGGER_ALTAR:
506 if (cause)
507 {
508 if (in_movement)
509 return 0;
510
511 if (operate_altar (op, &cause))
512 {
513 if (NUM_ANIMATIONS (op) > 1)
514 {
515 SET_ANIMATION (op, 1);
516 update_object (op, UP_OBJ_FACE);
517 }
518
519 if (op->last_sp >= 0)
520 {
521 trigger_move (op, 1);
522 if (op->last_sp > 0)
523 op->last_sp = -op->last_sp;
524 }
525 else
526 {
527 /* for trigger altar with last_sp, the ON/OFF
528 * status (-> +/- value) is "simulated":
529 */
530 op->value = !op->value;
531 trigger_move (op, 1);
532 op->last_sp = -op->last_sp;
533 op->value = !op->value;
534 }
535
536 return cause == NULL;
537 }
538 else
539 return 0;
540 }
541 else
542 {
543 if (NUM_ANIMATIONS (op) > 1)
544 {
545 SET_ANIMATION (op, 0);
546 update_object (op, UP_OBJ_FACE);
547 }
548
549 /* If trigger_altar has "last_sp > 0" set on the map, 587 /* If trigger_altar has "last_sp > 0" set on the map,
550 * it will push the connected value only once per sacrifice. 588 * it will push the connected value only once per sacrifice.
551 * Otherwise (default), the connected value will be 589 * Otherwise (default), the connected value will be
552 * pushed twice: First by sacrifice, second by reset! -AV 590 * pushed twice: First by sacrifice, second by reset! -AV
553 */ 591 */
554 if (!op->last_sp) 592 if (!op->last_sp)
555 trigger_move (op, 0); 593 trigger_move (op, 0, cause);
556 else 594 else
557 { 595 {
558 op->stats.wc = 0; 596 op->stats.wc = 0;
559 op->value = !op->value; 597 op->value = !op->value;
560 op->set_speed (0); 598 op->set_speed (0);
561 } 599 }
562 } 600 }
563 return 0; 601 return 0;
564 602
565 case TRIGGER: 603 case TRIGGER:
566 if (cause) 604 if (cause)
567 { 605 {
568 if (in_movement) 606 if (in_movement)
569 return 0; 607 return 0;
570 608
571 push = 1; 609 push = 1;
572 } 610 }
573 611
574 if (NUM_ANIMATIONS (op) > 1) 612 if (NUM_ANIMATIONS (op) > 1)
575 { 613 {
576 SET_ANIMATION (op, push); 614 SET_ANIMATION (op, push);
577 update_object (op, UP_OBJ_FACE); 615 update_object (op, UP_OBJ_FACE);
578 } 616 }
579 617
580 trigger_move (op, push); 618 trigger_move (op, push, cause);
581 return 1; 619 return 1;
582 620
583 default: 621 default:
584 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);
585 return 0; 623 return 0;
586 } 624 }
587} 625}
588 626
589void 627void
590add_button_link (object *button, maptile *map, int connected) 628object::add_link (maptile *map, shstr_tmp id)
591{ 629{
592 oblinkpt *obp;
593 objectlink *ol = get_objectlink ();
594
595 if (!map) 630 if (!map)
596 { 631 {
597 LOG (llevError, "Tried to add button-link without map.\n"); 632 LOG (llevError, "Tried to add button-link without map.\n");
598 return; 633 return;
599 } 634 }
600 635
601 button->path_attuned = connected; /* peterm: I need this so I can rebuild 636 flag [FLAG_IS_LINKED] = true;
602 a connected map from a template map. */
603 637
604 SET_FLAG (button, FLAG_IS_LINKED); 638 objectlink *ol = get_objectlink ();
605
606 ol->ob = button; 639 ol->ob = this;
607 640
608 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 641 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
609 ; 642 if (obp->id == id)
610
611 if (obp)
612 { 643 {
613 ol->next = obp->link; 644 ol->next = obp->link;
614 obp->link = ol; 645 obp->link = ol;
646 return;
615 } 647 }
616 else 648
617 {
618 obp = get_objectlinkpt (); 649 oblinkpt *obp = get_objectlinkpt ();
619 obp->value = connected; 650 obp->id = id;
620 651
621 obp->next = map->buttons; 652 obp->next = map->buttons;
622 map->buttons = obp; 653 map->buttons = obp;
623 obp->link = ol; 654 obp->link = ol;
624 }
625} 655}
626 656
627/* 657/*
628 * 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.
629 * This is only needed by editors. 659 * This is only needed by editors.
630 */ 660 */
631
632void 661void
633remove_button_link (object *op) 662object::remove_link ()
634{ 663{
635 oblinkpt *obp; 664 if (!map)
636 objectlink **olp, *ol;
637
638 if (op->map == NULL)
639 { 665 {
640 LOG (llevError, "remove_button_link() in object without map.\n"); 666 LOG (llevError, "remove_button_link() in object without map.\n");
641 return; 667 return;
642 } 668 }
643 669
644 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 670 if (!flag [FLAG_IS_LINKED])
645 { 671 {
646 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 672 LOG (llevError, "remove_button_linked() in unlinked object.\n");
647 return; 673 return;
648 } 674 }
649 675
676 flag [FLAG_IS_LINKED] = false;
677
650 for (obp = op->map->buttons; obp; obp = obp->next) 678 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
651 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 679 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
652 if (ol->ob == op) 680 if ((*olp)->ob == this)
653 { 681 {
654 682 objectlink *ol = *olp;
655/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
656 obp->value, op->name, op->map->path);
657*/
658 *olp = ol->next; 683 *olp = ol->next;
659 delete ol; 684 delete ol;
660 return; 685 return;
661 } 686 }
662 687
663 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 688 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
664 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 }
665} 713}
666 714
667/* 715/*
668 * Gets the objectlink for this connection from the map. 716 * Gets the objectlink for this connection from the map.
669 */ 717 */
670oblinkpt * 718oblinkpt *
671get_connection_links (maptile *map, long connection) 719maptile::find_link (shstr_tmp id)
672{ 720{
673 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 721 for (oblinkpt *obp = buttons; obp; obp = obp->next)
674 if (obp->value == connection) 722 if (obp->id == id)
675 return obp; 723 return obp;
676 724
677 return 0; 725 return 0;
678} 726}
679 727
680/* 728/*
681 * Return the first objectlink in the objects linked to this one 729 * Return the first objectlink in the objects linked to this one
682 */ 730 */
683
684oblinkpt * 731oblinkpt *
685get_button_links (const object *button) 732object::find_link () const
686{ 733{
687 oblinkpt *obp; 734 if (map)
688 objectlink *ol;
689
690 if (!button->map)
691 return NULL;
692
693 for (obp = button->map->buttons; obp; obp = obp->next) 735 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
694 for (ol = obp->link; ol; ol = ol->next) 736 for (objectlink *ol = obp->link; ol; ol = ol->next)
695 if (ol->ob == button) 737 if (ol->ob == this)
696 return obp; 738 return obp;
697 739
698 return NULL;
699}
700
701/*
702 * Made as a separate function to increase efficiency
703 */
704
705int
706get_button_value (const object *button)
707{
708 oblinkpt *obp;
709 objectlink *ol;
710
711 if (!button->map)
712 return 0;
713 for (obp = button->map->buttons; obp; obp = obp->next)
714 for (ol = obp->link; ol; ol = ol->next)
715 if (ol->ob == button)
716 return obp->value;
717 return 0; 740 return 0;
718} 741}
719 742
720/* This routine makes monsters who are 743/* This routine makes monsters who are
721 * standing on the 'mood floor' change their 744 * standing on the 'mood floor' change their
722 * disposition if it is different. 745 * disposition if it is different.
723 * If floor is to be triggered must have 746 * If floor is to be triggered must have
724 * a speed of zero (default is 1 for all 747 * a speed of zero (default is 1 for all
725 * but the charm floor type). 748 * but the charm floor type).
726 * by b.t. thomas@nomad.astro.psu.edu 749 * by b.t. thomas@nomad.astro.psu.edu
727 */ 750 */
728
729void 751void
730do_mood_floor (object *op, object *source) 752do_mood_floor (object *op, object *source)
731{ 753{
732 if (!source) 754 if (!source)
733 source = op; 755 source = op;
738 return; 760 return;
739 761
740 object *tmp; 762 object *tmp;
741 763
742 for (tmp = ms.top; tmp; tmp = tmp->below) 764 for (tmp = ms.top; tmp; tmp = tmp->below)
743 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 765 if (tmp->flag [FLAG_MONSTER])
744 break; 766 break;
745 767
746 /* 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
747 * be a monster here. 769 * be a monster here.
748 */ 770 */
751 return; 773 return;
752 774
753 switch (op->last_sp) 775 switch (op->last_sp)
754 { 776 {
755 case 0: /* furious--make all monsters mad */ 777 case 0: /* furious--make all monsters mad */
756 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 778 if (tmp->flag [FLAG_UNAGGRESSIVE])
757 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 779 tmp->clr_flag (FLAG_UNAGGRESSIVE);
758 780
759 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 781 if (tmp->flag [FLAG_FRIENDLY])
760 { 782 {
761 tmp->attack_movement = 0; 783 tmp->attack_movement = 0;
762 /* 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
763 * dereference a null value 785 * dereference a null value
764 */ 786 */
773 remove_friendly_object (tmp); 795 remove_friendly_object (tmp);
774 } 796 }
775 break; 797 break;
776 798
777 case 1: /* angry -- get neutral monsters mad */ 799 case 1: /* angry -- get neutral monsters mad */
778 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 800 if (tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
779 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 801 tmp->clr_flag (FLAG_UNAGGRESSIVE);
780 break; 802 break;
781 803
782 case 2: /* calm -- pacify unfriendly monsters */ 804 case 2: /* calm -- pacify unfriendly monsters */
783 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 805 tmp->set_flag (FLAG_UNAGGRESSIVE);
784 break; 806 break;
785 807
786 case 3: /* make all monsters fall asleep */ 808 case 3: /* make all monsters fall asleep */
787 SET_FLAG (tmp, FLAG_SLEEP); 809 tmp->set_flag (FLAG_SLEEP);
788 break; 810 break;
789 811
790 case 4: /* charm all monsters */ 812 case 4: /* charm all monsters */
791 if (op == source) 813 if (op == source)
792 break; /* only if 'connected' */ 814 break; /* only if 'connected' */
793 815
794 if (object *pl = source->ms ().player ()) 816 if (object *pl = source->ms ().player ())
795 { 817 {
796 tmp->set_owner (pl); 818 tmp->set_owner (pl);
797 SET_FLAG (tmp, FLAG_MONSTER); 819 tmp->set_flag (FLAG_MONSTER);
798 820
799 tmp->stats.exp = 0; 821 tmp->stats.exp = 0;
800 822
801 add_friendly_object (tmp); 823 add_friendly_object (tmp);
802 tmp->attack_movement = PETMOVE; 824 tmp->attack_movement = PETMOVE;
803 } 825 }
804 break; 826 break;
805 827
806 case 6: // kill monsters 828 case 6: // kill monsters
807 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) 829 if (!tmp->flag [FLAG_FRIENDLY])
808 break; 830 break;
809 831
810 // FALL THROUGH 832 // FALL THROUGH
811 case 5: // kill all alives 833 case 5: // kill all alives
812 if (!tmp->flag [FLAG_PRECIOUS]) 834 if (!tmp->flag [FLAG_PRECIOUS])
813 { 835 {
814 get_archetype ("burnout")->insert_at (tmp, source); 836 archetype::get (shstr_burnout)->insert_at (tmp, source);
815 tmp->destroy (); 837 tmp->destroy ();
816 } 838 }
817 break; 839 break;
818 840
819 default: 841 default:
852 return tmp; 874 return tmp;
853 } 875 }
854 return NULL; 876 return NULL;
855} 877}
856 878
857/* check_inv(), a function to search the inventory, 879/* check_inv(), a function to search the inventory,
858 * of a player and then based on a set of conditions, 880 * of a player and then based on a set of conditions,
859 * the square will activate connected items. 881 * the square will activate connected items.
860 * Monsters can't trigger this square (for now) 882 * Monsters can't trigger this square (for now)
861 * Values are: last_sp = 1/0 obj/no obj triggers 883 * Values are: last_sp = 1/0 obj/no obj triggers
862 * last_heal = 1/0 remove/dont remove obj if triggered 884 * last_heal = 1/0 remove/dont remove obj if triggered
863 * -b.t. (thomas@nomad.astro.psu.edu 885 * -b.t. (thomas@nomad.astro.psu.edu
864 * 886 *
865 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op 887 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
866 * because the check-inventory semantic essentially only applies when 888 * because the check-inventory semantic essentially only applies when
867 * something is above the inventory checker. 889 * something is above the inventory checker.
868 * The semantic prior this change was: trigger if something has moved on or off 890 * The semantic prior this change was: trigger if something has moved on or off
871 * away, and then leaves the inventory checker. That would've caused an always-enabled 893 * away, and then leaves the inventory checker. That would've caused an always-enabled
872 * state in the inventory checker. This won't happen anymore now. 894 * state in the inventory checker. This won't happen anymore now.
873 * 895 *
874 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check 896 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
875 * whether op is on this mapspace or not, because the value (1|0) depends 897 * whether op is on this mapspace or not, because the value (1|0) depends
876 * on this information. also make sure to only push_button if op has 898 * on this information. also make sure to only push_button if op has
877 * a matching item (because when we do a push_button with value=0 timed gates 899 * a matching item (because when we do a push_button with value=0 timed gates
878 * will still open)! (i hope i got the semantics right this time) 900 * will still open)! (i hope i got the semantics right this time)
879 * 901 *
880 */ 902 */
881void 903void
894 // and we have to set the value to 0 916 // and we have to set the value to 0
895 917
896 if (match && trig->last_sp) // match == having 918 if (match && trig->last_sp) // match == having
897 { 919 {
898 if (trig->last_heal) 920 if (trig->last_heal)
899 decrease_ob (match); 921 match->decrease ();
900 922
901 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
902 push_button (trig); 924 push_button (trig, op);
903 } 925 }
904 else if (!match && !trig->last_sp) // match == not having 926 else if (!match && !trig->last_sp) // match == not having
905 { 927 {
906 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
907 push_button (trig); 929 push_button (trig, op);
908 } 930 }
909} 931}
910 932

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