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Comparing deliantra/server/common/button.C (file contents):
Revision 1.42 by root, Sun Apr 20 22:03:21 2008 UTC vs.
Revision 1.73 by root, Sun Jan 29 02:47:04 2017 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net> 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; ab = ab->above) 243 for (object *ab = tmp->above; ab; ab = ab->above)
241 {
242 head = ab->head_ ();
243
244 /* Basically, if the move_type matches that on what the 244 /* Basically, if the move_type matches that on what the
245 * button wants, we count it. The second check is so that 245 * button wants, we count it. The second check is so that
246 * objects who don't move (swords, etc) will count. Note that 246 * objects who don't move (swords, etc) will count. Note that
247 * this means that more work is needed to make buttons 247 * this means that more work is needed to make buttons
248 * that are only triggered by flying objects. 248 * that are only triggered by flying objects.
249 */ 249 */
250 if ((head->move_type & tmp->move_on) || head->move_type == 0) 250 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
251 tot += head->total_weight (); 251 total += ab->head_ ()->total_weight ();
252 }
253 252
254 tmp->value = tot >= tmp->weight ? 1 : 0; 253 tmp->value = total >= tmp->weight;
254
255 any_down = any_down || tmp->value;
255 } 256 }
256 else if (tmp->type == PEDESTAL) 257 else if (tmp->type == PEDESTAL)
257 { 258 {
259 bool is_match = is_match_expr (tmp->slaying);
258 tmp->value = 0; 260 tmp->value = 0;
259 261
260 for (ab = tmp->above; ab; ab = ab->above) 262 for (object *ab = tmp->above; ab; ab = ab->above)
261 { 263 {
262 head = ab->head_ (); 264 object *head = ab->head_ ();
263 265
264 /* Same note regarding move_type for buttons above apply here. */ 266 /* Same note regarding move_type for buttons above apply here. */
265 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)
266 (head->race == tmp->slaying || 270 : (head->race == tmp->slaying
267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 271 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 272 || (tmp->slaying == shstr_player && head->type == PLAYER)))
273 {
269 tmp->value = 1; 274 tmp->value = 1;
275 break;
270 } 276 }
271 } 277 }
272 278
273 any_down = any_down || tmp->value; 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)
286 {
287 object *head = ab->head_ ();
288
289 /* Same note regarding move_type for buttons above apply here. */
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;
299 }
274 } 300 }
275 301
276 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 */
277 op->value = 1; 303 op->value = 1;
278 304
305 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
306
279 /* If this button hasn't changed, don't do anything */ 307 /* If this button hasn't changed, don't do anything */
280 if (op->value != old_value) 308 if (op->value != old_value)
281 { 309 {
282 SET_ANIMATION (op, op->value); 310 SET_ANIMATION (op, op->value);
283 update_object (op, UP_OBJ_FACE); 311 update_object (op, UP_OBJ_FACE);
284 push_button (op); /* Make all other buttons the same */ 312 push_button (op, originator); /* Make all other buttons the same */
285 } 313 }
286} 314}
287 315
288void 316void
289use_trigger (object *op) 317use_trigger (object *op, object *originator)
290{ 318{
291 /* Toggle value */ 319 /* Toggle value */
292 op->value = !op->value; 320 op->value = !op->value;
321
293 push_button (op); 322 push_button (op, originator);
294} 323}
295 324
296/* 325/*
297 * Note: animate_object should be used instead of this, 326 * Note: animate_object should be used instead of this,
298 * but it can't handle animations in the 8 directions 327 * but it can't handle animations in the 8 directions
317 * 346 *
318 * 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
319 * 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
320 * objects on the same space that take the same sacrifice. 349 * objects on the same space that take the same sacrifice.
321 */ 350 */
322
323int 351int
324check_altar_sacrifice (const object *altar, const object *sacrifice) 352check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
325{ 353{
326 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) 354 if (sacrifice->flag [FLAG_UNPAID]
327 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 355 || sacrifice->flag [FLAG_IS_LINKED]
328 && 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])
329 { 363 {
330 if (ARCH_SACRIFICE (altar) == shstr_money 364 if (ARCH_SACRIFICE (altar) == shstr_money
331 && sacrifice->type == MONEY 365 && sacrifice->type == MONEY
332 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 366 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
333 return 1; 367 return 1;
351 * 385 *
352 * 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
353 * 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.
354 */ 388 */
355int 389int
356operate_altar (object *altar, object **sacrifice) 390operate_altar (object *altar, object **sacrifice, object *originator)
357{ 391{
358 if (!altar->map) 392 if (!altar->map)
359 { 393 {
360 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 394 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
361 return 0; 395 return 0;
362 } 396 }
363 397
364 if (!altar->slaying || altar->value) 398 if (!altar->slaying || altar->value)
365 return 0; 399 return 0;
366 400
367 if (!check_altar_sacrifice (altar, *sacrifice)) 401 if (!check_altar_sacrifice (altar, *sacrifice, originator))
368 return 0; 402 return 0;
369 403
370 /* check_altar_sacrifice should have already verified that enough money 404 /* check_altar_sacrifice should have already verified that enough money
371 * has been dropped. 405 * has been dropped.
372 */ 406 */
376 410
377 /* Round up any sacrifices. Altars don't make change either */ 411 /* Round up any sacrifices. Altars don't make change either */
378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 412 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
379 number++; 413 number++;
380 414
381 *sacrifice = decrease_ob_nr (*sacrifice, number); 415 if (!(*sacrifice)->decrease (number))
416 *sacrifice = 0;
382 } 417 }
383 else 418 else
384 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 419 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
420 *sacrifice = 0;
385 421
386 if (altar->msg) 422 if (altar->msg)
387 new_info_map (NDI_BLACK, altar->map, altar->msg); 423 new_info_map (NDI_BLACK, altar->map, altar->msg);
388 424
389 return 1; 425 return 1;
390} 426}
391 427
392void 428static void
393trigger_move (object *op, int state) /* 1 down and 0 up */ 429trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
394{ 430{
395 op->stats.wc = state; 431 op->stats.wc = state;
432
396 if (state) 433 if (state)
397 { 434 {
398 use_trigger (op); 435 use_trigger (op, originator);
399 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.);
400 op->speed_left = -1; 437 op->speed_left = -1;
401 } 438 }
402 else 439 else
403 { 440 {
404 use_trigger (op); 441 use_trigger (op, originator);
405 op->set_speed (0); 442 op->set_speed (0);
406 } 443 }
407} 444}
408 445
409 446
418 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 455 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
419 * 456 *
420 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 457 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
421 */ 458 */
422int 459int
423check_trigger (object *op, object *cause) 460check_trigger (object *op, object *cause, object *originator)
424{ 461{
425 object *tmp; 462 object *tmp;
426 int push = 0, tot = 0; 463 int push = 0, tot = 0;
427 int in_movement = op->stats.wc || op->speed; 464 int in_movement = op->stats.wc || op->has_active_speed ();
428 465
429 switch (op->type) 466 switch (op->type)
430 { 467 {
431 case TRIGGER_BUTTON: 468 case TRIGGER_BUTTON:
432 if (op->weight > 0) 469 if (op->weight > 0)
433 { 470 {
434 if (cause) 471 if (cause)
435 { 472 {
436 for (tmp = op->above; tmp; tmp = tmp->above) 473 for (tmp = op->above; tmp; tmp = tmp->above)
437 /* Comment reproduced from update_buttons(): */ 474 /* Comment reproduced from update_buttons(): */
438 /* Basically, if the move_type matches that on what the 475 /* Basically, if the move_type matches that on what the
439 * button wants, we count it. The second check is so that 476 * button wants, we count it. The second check is so that
440 * objects that don't move (swords, etc) will count. Note that 477 * objects that don't move (swords, etc) will count. Note that
441 * this means that more work is needed to make buttons 478 * this means that more work is needed to make buttons
442 * 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":
443 */ 567 */
444 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 568 op->value = !op->value;
445 tot += tmp->head_ ()->total_weight (); 569 trigger_move (op, 1, cause);
446 570 op->last_sp = -op->last_sp;
447 if (tot >= op->weight) 571 op->value = !op->value;
448 push = 1;
449
450 if (op->stats.ac == push)
451 return 0;
452
453 op->stats.ac = push;
454 if (NUM_ANIMATIONS (op) > 1)
455 {
456 SET_ANIMATION (op, push);
457 update_object (op, UP_OBJ_FACE);
458 } 572 }
459 573
460 if (in_movement || !push) 574 return cause == NULL;
461 return 0;
462 } 575 }
463 trigger_move (op, push);
464 } 576 else
465
466 return 0;
467
468 case TRIGGER_PEDESTAL:
469 if (cause)
470 {
471 for (tmp = op->above; tmp; tmp = tmp->above)
472 {
473 object *head = tmp->head_ ();
474
475 /* See comment in TRIGGER_BUTTON about move_types */
476 if (((head->move_type & op->move_on) || head->move_type == 0)
477 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
478 {
479 push = 1;
480 break;
481 }
482 }
483
484 if (op->stats.ac == push)
485 return 0; 577 return 0;
486 578 }
487 op->stats.ac = push; 579 else
488 580 {
489 if (NUM_ANIMATIONS (op) > 1) 581 if (NUM_ANIMATIONS (op) > 1)
490 { 582 {
491 SET_ANIMATION (op, push); 583 SET_ANIMATION (op, 0);
492 update_object (op, UP_OBJ_FACE); 584 update_object (op, UP_OBJ_FACE);
493 } 585 }
494 586
495 update_object (op, UP_OBJ_FACE);
496
497 if (in_movement || !push)
498 return 0;
499 }
500
501 trigger_move (op, push);
502 return 0;
503
504 case TRIGGER_ALTAR:
505 if (cause)
506 {
507 if (in_movement)
508 return 0;
509
510 if (operate_altar (op, &cause))
511 {
512 if (NUM_ANIMATIONS (op) > 1)
513 {
514 SET_ANIMATION (op, 1);
515 update_object (op, UP_OBJ_FACE);
516 }
517
518 if (op->last_sp >= 0)
519 {
520 trigger_move (op, 1);
521 if (op->last_sp > 0)
522 op->last_sp = -op->last_sp;
523 }
524 else
525 {
526 /* for trigger altar with last_sp, the ON/OFF
527 * status (-> +/- value) is "simulated":
528 */
529 op->value = !op->value;
530 trigger_move (op, 1);
531 op->last_sp = -op->last_sp;
532 op->value = !op->value;
533 }
534
535 return cause == NULL;
536 }
537 else
538 return 0;
539 }
540 else
541 {
542 if (NUM_ANIMATIONS (op) > 1)
543 {
544 SET_ANIMATION (op, 0);
545 update_object (op, UP_OBJ_FACE);
546 }
547
548 /* If trigger_altar has "last_sp > 0" set on the map, 587 /* If trigger_altar has "last_sp > 0" set on the map,
549 * it will push the connected value only once per sacrifice. 588 * it will push the connected value only once per sacrifice.
550 * Otherwise (default), the connected value will be 589 * Otherwise (default), the connected value will be
551 * pushed twice: First by sacrifice, second by reset! -AV 590 * pushed twice: First by sacrifice, second by reset! -AV
552 */ 591 */
553 if (!op->last_sp) 592 if (!op->last_sp)
554 trigger_move (op, 0); 593 trigger_move (op, 0, cause);
555 else 594 else
556 { 595 {
557 op->stats.wc = 0; 596 op->stats.wc = 0;
558 op->value = !op->value; 597 op->value = !op->value;
559 op->set_speed (0); 598 op->set_speed (0);
560 } 599 }
561 } 600 }
562 return 0; 601 return 0;
563 602
564 case TRIGGER: 603 case TRIGGER:
565 if (cause) 604 if (cause)
566 { 605 {
567 if (in_movement) 606 if (in_movement)
568 return 0; 607 return 0;
569 608
570 push = 1; 609 push = 1;
571 } 610 }
572 611
573 if (NUM_ANIMATIONS (op) > 1) 612 if (NUM_ANIMATIONS (op) > 1)
574 { 613 {
575 SET_ANIMATION (op, push); 614 SET_ANIMATION (op, push);
576 update_object (op, UP_OBJ_FACE); 615 update_object (op, UP_OBJ_FACE);
577 } 616 }
578 617
579 trigger_move (op, push); 618 trigger_move (op, push, cause);
580 return 1; 619 return 1;
581 620
582 default: 621 default:
583 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);
584 return 0; 623 return 0;
585 } 624 }
586} 625}
587 626
588void 627void
589add_button_link (object *button, maptile *map, int connected) 628object::add_link (maptile *map, shstr_tmp id)
590{ 629{
591 oblinkpt *obp;
592 objectlink *ol = get_objectlink ();
593
594 if (!map) 630 if (!map)
595 { 631 {
596 LOG (llevError, "Tried to add button-link without map.\n"); 632 LOG (llevError, "Tried to add button-link without map.\n");
597 return; 633 return;
598 } 634 }
599 635
600 button->path_attuned = connected; /* peterm: I need this so I can rebuild 636 flag [FLAG_IS_LINKED] = true;
601 a connected map from a template map. */
602 637
603 SET_FLAG (button, FLAG_IS_LINKED); 638 objectlink *ol = get_objectlink ();
604
605 ol->ob = button; 639 ol->ob = this;
606 640
607 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 641 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
608 ; 642 if (obp->id == id)
609
610 if (obp)
611 { 643 {
612 ol->next = obp->link; 644 ol->next = obp->link;
613 obp->link = ol; 645 obp->link = ol;
646 return;
614 } 647 }
615 else 648
616 {
617 obp = get_objectlinkpt (); 649 oblinkpt *obp = get_objectlinkpt ();
618 obp->value = connected; 650 obp->id = id;
619 651
620 obp->next = map->buttons; 652 obp->next = map->buttons;
621 map->buttons = obp; 653 map->buttons = obp;
622 obp->link = ol; 654 obp->link = ol;
623 }
624} 655}
625 656
626/* 657/*
627 * 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.
628 * This is only needed by editors. 659 * This is only needed by editors.
629 */ 660 */
630
631void 661void
632remove_button_link (object *op) 662object::remove_link ()
633{ 663{
634 oblinkpt *obp; 664 if (!map)
635 objectlink **olp, *ol;
636
637 if (op->map == NULL)
638 { 665 {
639 LOG (llevError, "remove_button_link() in object without map.\n"); 666 LOG (llevError, "remove_button_link() in object without map.\n");
640 return; 667 return;
641 } 668 }
642 669
643 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 670 if (!flag [FLAG_IS_LINKED])
644 { 671 {
645 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 672 LOG (llevError, "remove_button_linked() in unlinked object.\n");
646 return; 673 return;
647 } 674 }
648 675
676 flag [FLAG_IS_LINKED] = false;
677
649 for (obp = op->map->buttons; obp; obp = obp->next) 678 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
650 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 679 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
651 if (ol->ob == op) 680 if ((*olp)->ob == this)
652 { 681 {
653 682 objectlink *ol = *olp;
654/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
655 obp->value, op->name, op->map->path);
656*/
657 *olp = ol->next; 683 *olp = ol->next;
658 delete ol; 684 delete ol;
659 return; 685 return;
660 } 686 }
661 687
662 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 688 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
663 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 }
664} 713}
665 714
666/* 715/*
667 * Gets the objectlink for this connection from the map. 716 * Gets the objectlink for this connection from the map.
668 */ 717 */
669oblinkpt * 718oblinkpt *
670get_connection_links (maptile *map, long connection) 719maptile::find_link (shstr_tmp id)
671{ 720{
672 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 721 for (oblinkpt *obp = buttons; obp; obp = obp->next)
673 if (obp->value == connection) 722 if (obp->id == id)
674 return obp; 723 return obp;
675 724
676 return 0; 725 return 0;
677} 726}
678 727
679/* 728/*
680 * Return the first objectlink in the objects linked to this one 729 * Return the first objectlink in the objects linked to this one
681 */ 730 */
682
683oblinkpt * 731oblinkpt *
684get_button_links (const object *button) 732object::find_link () const
685{ 733{
686 oblinkpt *obp; 734 if (map)
687 objectlink *ol;
688
689 if (!button->map)
690 return NULL;
691
692 for (obp = button->map->buttons; obp; obp = obp->next) 735 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
693 for (ol = obp->link; ol; ol = ol->next) 736 for (objectlink *ol = obp->link; ol; ol = ol->next)
694 if (ol->ob == button) 737 if (ol->ob == this)
695 return obp; 738 return obp;
696 739
697 return NULL;
698}
699
700/*
701 * Made as a separate function to increase efficiency
702 */
703
704int
705get_button_value (const object *button)
706{
707 oblinkpt *obp;
708 objectlink *ol;
709
710 if (!button->map)
711 return 0;
712 for (obp = button->map->buttons; obp; obp = obp->next)
713 for (ol = obp->link; ol; ol = ol->next)
714 if (ol->ob == button)
715 return obp->value;
716 return 0; 740 return 0;
717} 741}
718 742
719/* This routine makes monsters who are 743/* This routine makes monsters who are
720 * standing on the 'mood floor' change their 744 * standing on the 'mood floor' change their
721 * disposition if it is different. 745 * disposition if it is different.
722 * If floor is to be triggered must have 746 * If floor is to be triggered must have
723 * a speed of zero (default is 1 for all 747 * a speed of zero (default is 1 for all
724 * but the charm floor type). 748 * but the charm floor type).
725 * by b.t. thomas@nomad.astro.psu.edu 749 * by b.t. thomas@nomad.astro.psu.edu
726 */ 750 */
727
728void 751void
729do_mood_floor (object *op, object *source) 752do_mood_floor (object *op, object *source)
730{ 753{
731 if (!source) 754 if (!source)
732 source = op; 755 source = op;
737 return; 760 return;
738 761
739 object *tmp; 762 object *tmp;
740 763
741 for (tmp = ms.top; tmp; tmp = tmp->below) 764 for (tmp = ms.top; tmp; tmp = tmp->below)
742 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 765 if (tmp->flag [FLAG_MONSTER])
743 break; 766 break;
744 767
745 /* 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
746 * be a monster here. 769 * be a monster here.
747 */ 770 */
750 return; 773 return;
751 774
752 switch (op->last_sp) 775 switch (op->last_sp)
753 { 776 {
754 case 0: /* furious--make all monsters mad */ 777 case 0: /* furious--make all monsters mad */
755 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 778 if (tmp->flag [FLAG_UNAGGRESSIVE])
756 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 779 tmp->clr_flag (FLAG_UNAGGRESSIVE);
757 780
758 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 781 if (tmp->flag [FLAG_FRIENDLY])
759 { 782 {
760 tmp->attack_movement = 0; 783 tmp->attack_movement = 0;
761 /* 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
762 * dereference a null value 785 * dereference a null value
763 */ 786 */
772 remove_friendly_object (tmp); 795 remove_friendly_object (tmp);
773 } 796 }
774 break; 797 break;
775 798
776 case 1: /* angry -- get neutral monsters mad */ 799 case 1: /* angry -- get neutral monsters mad */
777 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 800 if (tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
778 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 801 tmp->clr_flag (FLAG_UNAGGRESSIVE);
779 break; 802 break;
780 803
781 case 2: /* calm -- pacify unfriendly monsters */ 804 case 2: /* calm -- pacify unfriendly monsters */
782 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 805 tmp->set_flag (FLAG_UNAGGRESSIVE);
783 break; 806 break;
784 807
785 case 3: /* make all monsters fall asleep */ 808 case 3: /* make all monsters fall asleep */
786 SET_FLAG (tmp, FLAG_SLEEP); 809 tmp->set_flag (FLAG_SLEEP);
787 break; 810 break;
788 811
789 case 4: /* charm all monsters */ 812 case 4: /* charm all monsters */
790 if (op == source) 813 if (op == source)
791 break; /* only if 'connected' */ 814 break; /* only if 'connected' */
792 815
793 if (object *pl = source->ms ().player ()) 816 if (object *pl = source->ms ().player ())
794 { 817 {
795 tmp->set_owner (pl); 818 tmp->set_owner (pl);
796 SET_FLAG (tmp, FLAG_MONSTER); 819 tmp->set_flag (FLAG_MONSTER);
797 820
798 tmp->stats.exp = 0; 821 tmp->stats.exp = 0;
799 822
800 add_friendly_object (tmp); 823 add_friendly_object (tmp);
801 tmp->attack_movement = PETMOVE; 824 tmp->attack_movement = PETMOVE;
802 } 825 }
803 break; 826 break;
804 827
805 case 6: // kill monsters 828 case 6: // kill monsters
806 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) 829 if (!tmp->flag [FLAG_FRIENDLY])
807 break; 830 break;
808 831
809 // FALL THROUGH 832 // FALL THROUGH
810 case 5: // kill all alives 833 case 5: // kill all alives
811 if (!tmp->flag [FLAG_PRECIOUS]) 834 if (!tmp->flag [FLAG_PRECIOUS])
812 { 835 {
813 get_archetype ("burnout")->insert_at (tmp, source); 836 archetype::get (shstr_burnout)->insert_at (tmp, source);
814 tmp->destroy (); 837 tmp->destroy ();
815 } 838 }
816 break; 839 break;
817 840
818 default: 841 default:
851 return tmp; 874 return tmp;
852 } 875 }
853 return NULL; 876 return NULL;
854} 877}
855 878
856/* check_inv(), a function to search the inventory, 879/* check_inv(), a function to search the inventory,
857 * of a player and then based on a set of conditions, 880 * of a player and then based on a set of conditions,
858 * the square will activate connected items. 881 * the square will activate connected items.
859 * Monsters can't trigger this square (for now) 882 * Monsters can't trigger this square (for now)
860 * Values are: last_sp = 1/0 obj/no obj triggers 883 * Values are: last_sp = 1/0 obj/no obj triggers
861 * last_heal = 1/0 remove/dont remove obj if triggered 884 * last_heal = 1/0 remove/dont remove obj if triggered
862 * -b.t. (thomas@nomad.astro.psu.edu 885 * -b.t. (thomas@nomad.astro.psu.edu
863 * 886 *
864 * 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
865 * because the check-inventory semantic essentially only applies when 888 * because the check-inventory semantic essentially only applies when
866 * something is above the inventory checker. 889 * something is above the inventory checker.
867 * 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
870 * 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
871 * state in the inventory checker. This won't happen anymore now. 894 * state in the inventory checker. This won't happen anymore now.
872 * 895 *
873 * 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
874 * 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
875 * 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
876 * 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
877 * 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)
878 * 901 *
879 */ 902 */
880void 903void
893 // and we have to set the value to 0 916 // and we have to set the value to 0
894 917
895 if (match && trig->last_sp) // match == having 918 if (match && trig->last_sp) // match == having
896 { 919 {
897 if (trig->last_heal) 920 if (trig->last_heal)
898 decrease_ob (match); 921 match->decrease ();
899 922
900 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
901 push_button (trig); 924 push_button (trig, op);
902 } 925 }
903 else if (!match && !trig->last_sp) // match == not having 926 else if (!match && !trig->last_sp) // match == not having
904 { 927 {
905 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
906 push_button (trig); 929 push_button (trig, op);
907 } 930 }
908} 931}
909 932

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