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Comparing deliantra/server/common/button.C (file contents):
Revision 1.38 by elmex, Tue Jul 31 18:28:46 2007 UTC vs.
Revision 1.74 by root, Sat Nov 17 23:39:59 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * 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 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <funcpoint.h>
26 27
27/* 28/*
28 * This code is no longer highly inefficient 8) 29 * This code is no longer highly inefficient 8)
29 */ 30 */
30 31
31/* 32/*
32 * elmex: 33 * elmex:
33 * This function takes a objectlink list with all the objects are going to be activated. 34 * 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. 35 * 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. 36 * The activator argument can be 0 or the source object for this activation.
37 * the originator is the player or monster who did something.
36 */ 38 */
37void 39static void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 40activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
39{ 41{
40 for (; ol; ol = ol->next) 42 for (; ol; ol = ol->next)
41 { 43 {
42 if (!ol->ob) 44 if (!ol->ob)
43 { 45 {
51 * is getting moved out of memory, the status of buttons and levers 53 * 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 54 * 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. 55 * re-loaded. As such, just exit this function if that is the case.
54 */ 56 */
55 57
56 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 58 if (ol->ob->flag [FLAG_FREED])
57 return; 59 return;
58 60
59 object *tmp = ol->ob; 61 object *tmp = ol->ob;
60 62
61 /* if the criteria isn't appropriate, don't do anything */ 63 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 64 if (state && !tmp->flag [FLAG_ACTIVATE_ON_PUSH])
63 continue; 65 continue;
64 66
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 67 if (!state && !tmp->flag [FLAG_ACTIVATE_ON_RELEASE])
66 continue; 68 continue;
67 69
68 switch (tmp->type) 70 switch (tmp->type)
69 { 71 {
70 case GATE: 72 case GATE:
71 case HOLE: 73 case HOLE:
74 if (!tmp->active)
75 tmp->play_sound (tmp->sound
76 ? tmp->sound
77 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 78 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->set_speed (0.5); 79 tmp->set_speed (0.5);
74 break; 80 break;
75 81
76 case CF_HANDLE: 82 case T_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 83 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE); 84 update_object (tmp, UP_OBJ_FACE);
79 break; 85 break;
80 86
81 case SIGN: 87 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 89 {
84 tmp->play_sound (tmp->sound); 90 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("msg_voice"));
91
92 if (originator && originator->contr)
93 originator->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &tmp->name, &tmp->msg));
94
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 95 new_info_map_except (NDI_UNIQUE | NDI_NAVY, tmp->map, originator, tmp->msg);
96
86 if (tmp->stats.food) 97 if (tmp->stats.food)
87 tmp->last_eat++; 98 tmp->last_eat++;
88 } 99 }
89 break; 100 break;
90 101
91 case ALTAR: 102 case ALTAR:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
92 tmp->value = 1; 104 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
95 break; 107 break;
96 108
97 case BUTTON: 109 case BUTTON:
98 case PEDESTAL: 110 case PEDESTAL:
111 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
99 tmp->value = state; 112 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 113 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 114 update_object (tmp, UP_OBJ_FACE);
102 break; 115 break;
103 116
104 case MOOD_FLOOR: 117 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 118 do_mood_floor (tmp, activator);
106 break; 119 break;
107 120
108 case TIMED_GATE: 121 case TIMED_GATE:
122 if (!tmp->active)
123 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
124
109 tmp->set_speed (tmp->arch->speed); 125 tmp->set_speed (tmp->arch->speed);
110 tmp->value = tmp->arch->value; 126 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1; 127 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp; 128 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts 129 /* Handle multipart gates. We copy the value for the other parts
122 } 138 }
123 break; 139 break;
124 140
125 case DIRECTOR: 141 case DIRECTOR:
126 case FIREWALL: 142 case FIREWALL:
127 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 143 if (!tmp->flag [FLAG_ANIMATE] && tmp->type == FIREWALL)
128 move_firewall (tmp); 144 move_firewall (tmp);
129 else 145 else
130 { 146 {
131 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 147 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); 148 animate_turning (tmp);
135 } 149 }
136 break; 150 break;
137 151
138 case TELEPORTER: 152 case TELEPORTER:
142 case CREATOR: 156 case CREATOR:
143 move_creator (tmp); 157 move_creator (tmp);
144 break; 158 break;
145 159
146 case TRIGGER_MARKER: 160 case TRIGGER_MARKER:
161 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
147 move_marker (tmp); 162 move_marker (tmp);
148 break; 163 break;
149 164
150 case DUPLICATOR: 165 case DUPLICATOR:
151 move_duplicator (tmp); 166 move_duplicator (tmp);
167 break;
168
169 case MAPSCRIPT:
170 cfperl_mapscript_activate (tmp, state, activator, originator);
152 break; 171 break;
153 } 172 }
154 } 173 }
155} 174}
156 175
165 * Changed the routine to loop through _all_ objects. 184 * Changed the routine to loop through _all_ objects.
166 * Better hurry with that linked list... 185 * Better hurry with that linked list...
167 * 186 *
168 */ 187 */
169void 188void
170push_button (object *op) 189push_button (object *op, object *originator)
171{ 190{
172 oblinkpt *obp = get_button_links (op); 191 if (oblinkpt *obp = op->find_link ())
173 192 {
174 if (!obp) 193 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
175 return; 194 return;
176 195
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); 196 activate_connection_link (obp->link, op->value, op, originator);
197 }
181} 198}
182 199
183/* 200/*
184 * elmex: 201 * elmex:
185 * This activates a connection, similar to push_button (object *op) but it takes 202 * 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 204 * the connection was 'state' or 'released'. So that you can activate objects
188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 205 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
189 * 206 *
190 */ 207 */
191void 208void
192activate_connection (maptile *map, long connection, bool state) 209maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
193{ 210{
194 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 211 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
195 return; 212 return;
196 213
197 oblinkpt *obp = get_connection_links (map, connection); 214 if (oblinkpt *obp = find_link (id))
198
199 if (obp)
200 activate_connection_link (obp->link, state); 215 activate_connection_link (obp->link, state, activator, originator);
201} 216}
202 217
203/* 218/*
204 * Updates everything connected with the button op. 219 * Updates everything connected with the button op.
205 * After changing the state of a button, this function must be called 220 * 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 221 * to make sure that all gates and other buttons connected to the
207 * button reacts to the (eventual) change of state. 222 * button reacts to the (eventual) change of state.
208 */ 223 */
209void 224void
210update_button (object *op) 225update_button (object *op, object *originator)
211{ 226{
212 object *ab, *tmp, *head;
213 int tot, any_down = 0, old_value = op->value; 227 int any_down = 0, old_value = op->value;
214 oblinkpt *obp = 0;
215 objectlink *ol;
216 228
217 obp = get_button_links (op); 229 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) 230 for (objectlink *ol = obp->link; ol; ol = ol->next)
221 { 231 {
222 if (!ol->ob) 232 if (!ol->ob)
223 { 233 {
224 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 234 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
225 continue; 235 continue;
226 } 236 }
227 237
228 tmp = ol->ob; 238 object *tmp = ol->ob;
239
229 if (tmp->type == BUTTON) 240 if (tmp->type == BUTTON)
230 { 241 {
242 weight_t total = 0;
243
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 244 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 245 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that 246 * button wants, we count it. The second check is so that
241 * objects don't move (swords, etc) will count. Note that 247 * objects who don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons 248 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects. 249 * that are only triggered by flying objects.
244 */ 250 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 251 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 252 total += ab->head_ ()->total_weight ();
247 253
248 tmp->value = (tot >= tmp->weight) ? 1 : 0; 254 tmp->value = total >= tmp->weight;
249 if (tmp->value) 255
250 any_down = 1; 256 any_down = any_down || tmp->value;
251 } 257 }
252 else if (tmp->type == PEDESTAL) 258 else if (tmp->type == PEDESTAL)
253 { 259 {
260 bool is_match = is_match_expr (tmp->slaying);
254 tmp->value = 0; 261 tmp->value = 0;
262
255 for (ab = tmp->above; ab != NULL; ab = ab->above) 263 for (object *ab = tmp->above; ab; ab = ab->above)
256 { 264 {
257 head = ab->head_ (); 265 object *head = ab->head_ ();
266
258 /* Same note regarding move_type for buttons above apply here. */ 267 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 268 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
269 if (is_match
270 ? match (tmp->slaying, head, tmp, originator)
260 (head->race == tmp->slaying || 271 : (head->race == tmp->slaying
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 272 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 273 || (tmp->slaying == shstr_player && head->type == PLAYER)))
274 {
263 tmp->value = 1; 275 tmp->value = 1;
276 break;
277 }
278 }
279
280 any_down = any_down || tmp->value;
281 }
282 else if (tmp->type == T_MATCH)
283 {
284 tmp->value = 0;
285
286 for (object *ab = tmp->above; ab; ab = ab->above)
264 } 287 {
288 object *head = ab->head_ ();
265 289
266 if (tmp->value) 290 /* Same note regarding move_type for buttons above apply here. */
267 any_down = 1; 291 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
292 if (match (tmp->slaying, head, tmp, originator))
293 {
294 tmp->value = 1;
295 break;
296 }
297 }
298
299 any_down = any_down || tmp->value;
268 } 300 }
269 } 301 }
302
270 if (any_down) /* If any other buttons were down, force this to remain down */ 303 if (any_down) /* If any other buttons were down, force this to remain down */
271 op->value = 1; 304 op->value = 1;
272 305
306 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
307
273 /* If this button hasn't changed, don't do anything */ 308 /* If this button hasn't changed, don't do anything */
274 if (op->value != old_value) 309 if (op->value != old_value)
275 { 310 {
276 SET_ANIMATION (op, op->value); 311 SET_ANIMATION (op, op->value);
277 update_object (op, UP_OBJ_FACE); 312 update_object (op, UP_OBJ_FACE);
278 push_button (op); /* Make all other buttons the same */ 313 push_button (op, originator); /* Make all other buttons the same */
279 } 314 }
280} 315}
281 316
282void 317void
283use_trigger (object *op) 318use_trigger (object *op, object *originator)
284{ 319{
285 /* Toggle value */ 320 /* Toggle value */
286 op->value = !op->value; 321 op->value = !op->value;
322
287 push_button (op); 323 push_button (op, originator);
288} 324}
289 325
290/* 326/*
291 * Note: animate_object should be used instead of this, 327 * Note: animate_object should be used instead of this,
292 * but it can't handle animations in the 8 directions 328 * but it can't handle animations in the 8 directions
311 * 347 *
312 * 0.93.4: Linked objects (ie, objects that are connected) can not be 348 * 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 349 * sacrificed. This fixes a bug of trying to put multiple altars/related
314 * objects on the same space that take the same sacrifice. 350 * objects on the same space that take the same sacrifice.
315 */ 351 */
316
317int 352int
318check_altar_sacrifice (const object *altar, const object *sacrifice) 353check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
319{ 354{
320 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) 355 if (sacrifice->flag [FLAG_UNPAID]
321 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 356 || sacrifice->flag [FLAG_IS_LINKED]
322 && sacrifice->type != PLAYER) 357 || sacrifice->is_player ())
358 return 0;
359
360 if (is_match_expr (ARCH_SACRIFICE (altar)))
361 return match (ARCH_SACRIFICE (altar), sacrifice, altar, originator);
362
363 if (!sacrifice->flag [FLAG_ALIVE])
323 { 364 {
324 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 365 if (ARCH_SACRIFICE (altar) == shstr_money
325 && sacrifice->type == MONEY 366 && sacrifice->type == MONEY
326 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 367 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
327 return 1; 368 return 1;
328 369
329 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname 370 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
330 || ARCH_SACRIFICE (altar) == sacrifice->name 371 || ARCH_SACRIFICE (altar) == sacrifice->name
331 || ARCH_SACRIFICE (altar) == sacrifice->slaying 372 || ARCH_SACRIFICE (altar) == sacrifice->slaying
332 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) 373 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
333 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 374 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
334 return 1; 375 return 1;
335 } 376 }
336 377
337 return 0; 378 return 0;
338} 379}
345 * 386 *
346 * If this function returns 1, '*sacrifice' is modified to point to the 387 * If this function returns 1, '*sacrifice' is modified to point to the
347 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 388 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
348 */ 389 */
349int 390int
350operate_altar (object *altar, object **sacrifice) 391operate_altar (object *altar, object **sacrifice, object *originator)
351{ 392{
352 if (!altar->map) 393 if (!altar->map)
353 { 394 {
354 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 395 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
355 return 0; 396 return 0;
356 } 397 }
357 398
358 if (!altar->slaying || altar->value) 399 if (!altar->slaying || altar->value)
359 return 0; 400 return 0;
360 401
361 if (!check_altar_sacrifice (altar, *sacrifice)) 402 if (!check_altar_sacrifice (altar, *sacrifice, originator))
362 return 0; 403 return 0;
363 404
364 /* check_altar_sacrifice should have already verified that enough money 405 /* check_altar_sacrifice should have already verified that enough money
365 * has been dropped. 406 * has been dropped.
366 */ 407 */
367 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 408 if (ARCH_SACRIFICE (altar) == shstr_money)
368 { 409 {
369 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 410 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
370 411
371 /* Round up any sacrifices. Altars don't make change either */ 412 /* Round up any sacrifices. Altars don't make change either */
372 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 413 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
373 number++; 414 number++;
374 415
375 *sacrifice = decrease_ob_nr (*sacrifice, number); 416 if (!(*sacrifice)->decrease (number))
417 *sacrifice = 0;
376 } 418 }
377 else 419 else
378 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 420 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
421 *sacrifice = 0;
379 422
380 if (altar->msg) 423 if (altar->msg)
381 new_info_map (NDI_BLACK, altar->map, altar->msg); 424 new_info_map (NDI_BLACK, altar->map, altar->msg);
382 425
383 return 1; 426 return 1;
384} 427}
385 428
386void 429static void
387trigger_move (object *op, int state) /* 1 down and 0 up */ 430trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
388{ 431{
389 op->stats.wc = state; 432 op->stats.wc = state;
433
390 if (state) 434 if (state)
391 { 435 {
392 use_trigger (op); 436 use_trigger (op, originator);
393 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 437 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
394 op->speed_left = -1; 438 op->speed_left = -1;
395 } 439 }
396 else 440 else
397 { 441 {
398 use_trigger (op); 442 use_trigger (op, originator);
399 op->set_speed (0); 443 op->set_speed (0);
400 } 444 }
401} 445}
402 446
403 447
412 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 456 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
413 * 457 *
414 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 458 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
415 */ 459 */
416int 460int
417check_trigger (object *op, object *cause) 461check_trigger (object *op, object *cause, object *originator)
418{ 462{
419 object *tmp; 463 object *tmp;
420 int push = 0, tot = 0; 464 int push = 0, tot = 0;
421 int in_movement = op->stats.wc || op->speed; 465 int in_movement = op->stats.wc || op->has_active_speed ();
422 466
423 switch (op->type) 467 switch (op->type)
424 { 468 {
425 case TRIGGER_BUTTON: 469 case TRIGGER_BUTTON:
426 if (op->weight > 0) 470 if (op->weight > 0)
427 { 471 {
428 if (cause) 472 if (cause)
429 { 473 {
430 for (tmp = op->above; tmp; tmp = tmp->above) 474 for (tmp = op->above; tmp; tmp = tmp->above)
431 /* Comment reproduced from update_buttons(): */ 475 /* Comment reproduced from update_buttons(): */
432 /* Basically, if the move_type matches that on what the 476 /* Basically, if the move_type matches that on what the
433 * button wants, we count it. The second check is so that 477 * button wants, we count it. The second check is so that
434 * objects that don't move (swords, etc) will count. Note that 478 * objects that don't move (swords, etc) will count. Note that
435 * this means that more work is needed to make buttons 479 * this means that more work is needed to make buttons
436 * that are only triggered by flying objects. 480 * that are only triggered by flying objects.
481 */
482 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
483 tot += tmp->head_ ()->total_weight ();
484
485 if (tot >= op->weight)
486 push = 1;
487
488 if (op->stats.ac == push)
489 return 0;
490
491 op->stats.ac = push;
492 if (NUM_ANIMATIONS (op) > 1)
493 {
494 SET_ANIMATION (op, push);
495 update_object (op, UP_OBJ_FACE);
496 }
497
498 if (in_movement || !push)
499 return 0;
500 }
501
502 trigger_move (op, push, cause);
503 }
504
505 return 0;
506
507 case TRIGGER_PEDESTAL:
508 if (cause)
509 {
510 for (tmp = op->above; tmp; tmp = tmp->above)
511 {
512 object *head = tmp->head_ ();
513
514 /* See comment in TRIGGER_BUTTON about move_types */
515 if (((head->move_type & op->move_on) || head->move_type == 0)
516 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
517 {
518 push = 1;
519 break;
520 }
521 }
522
523 if (op->stats.ac == push)
524 return 0;
525
526 op->stats.ac = push;
527
528 if (NUM_ANIMATIONS (op) > 1)
529 {
530 SET_ANIMATION (op, push);
531 update_object (op, UP_OBJ_FACE);
532 }
533
534 update_object (op, UP_OBJ_FACE);
535
536 if (in_movement || !push)
537 return 0;
538 }
539
540 trigger_move (op, push, cause);
541 return 0;
542
543 case TRIGGER_ALTAR:
544 if (cause)
545 {
546 if (in_movement)
547 return 0;
548
549 if (operate_altar (op, &cause)) /* TODO: originator? */
550 {
551 if (NUM_ANIMATIONS (op) > 1)
552 {
553 SET_ANIMATION (op, 1);
554 update_object (op, UP_OBJ_FACE);
555 }
556
557 if (op->last_sp >= 0)
558 {
559 trigger_move (op, 1, cause);
560
561 if (op->last_sp > 0)
562 op->last_sp = -op->last_sp;
563 }
564 else
565 {
566 /* for trigger altar with last_sp, the ON/OFF
567 * status (-> +/- value) is "simulated":
437 */ 568 */
438 569 op->value = !op->value;
439 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 570 trigger_move (op, 1, cause);
440 { 571 op->last_sp = -op->last_sp;
441 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 572 op->value = !op->value;
442 }
443 if (tot >= op->weight)
444 push = 1;
445 if (op->stats.ac == push)
446 return 0;
447 op->stats.ac = push;
448 if (NUM_ANIMATIONS (op) > 1)
449 {
450 SET_ANIMATION (op, push);
451 update_object (op, UP_OBJ_FACE);
452 } 573 }
453 if (in_movement || !push) 574
454 return 0; 575 return cause == NULL;
455 } 576 }
456 trigger_move (op, push);
457 } 577 else
458 return 0;
459
460 case TRIGGER_PEDESTAL:
461 if (cause)
462 {
463 for (tmp = op->above; tmp; tmp = tmp->above)
464 {
465 object *head = tmp->head_ ();
466
467 /* See comment in TRIGGER_BUTTON about move_types */
468 if (((head->move_type & op->move_on) || head->move_type == 0)
469 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
470 {
471 push = 1;
472 break;
473 }
474 }
475
476 if (op->stats.ac == push)
477 return 0; 578 return 0;
478 579 }
479 op->stats.ac = push; 580 else
480 581 {
481 if (NUM_ANIMATIONS (op) > 1) 582 if (NUM_ANIMATIONS (op) > 1)
482 { 583 {
483 SET_ANIMATION (op, push); 584 SET_ANIMATION (op, 0);
484 update_object (op, UP_OBJ_FACE); 585 update_object (op, UP_OBJ_FACE);
485 } 586 }
486 587
487 update_object (op, UP_OBJ_FACE);
488
489 if (in_movement || !push)
490 return 0;
491 }
492
493 trigger_move (op, push);
494 return 0;
495
496 case TRIGGER_ALTAR:
497 if (cause)
498 {
499 if (in_movement)
500 return 0;
501
502 if (operate_altar (op, &cause))
503 {
504 if (NUM_ANIMATIONS (op) > 1)
505 {
506 SET_ANIMATION (op, 1);
507 update_object (op, UP_OBJ_FACE);
508 }
509
510 if (op->last_sp >= 0)
511 {
512 trigger_move (op, 1);
513 if (op->last_sp > 0)
514 op->last_sp = -op->last_sp;
515 }
516 else
517 {
518 /* for trigger altar with last_sp, the ON/OFF
519 * status (-> +/- value) is "simulated":
520 */
521 op->value = !op->value;
522 trigger_move (op, 1);
523 op->last_sp = -op->last_sp;
524 op->value = !op->value;
525 }
526
527 return cause == NULL;
528 }
529 else
530 return 0;
531 }
532 else
533 {
534 if (NUM_ANIMATIONS (op) > 1)
535 {
536 SET_ANIMATION (op, 0);
537 update_object (op, UP_OBJ_FACE);
538 }
539
540 /* If trigger_altar has "last_sp > 0" set on the map, 588 /* If trigger_altar has "last_sp > 0" set on the map,
541 * it will push the connected value only once per sacrifice. 589 * it will push the connected value only once per sacrifice.
542 * Otherwise (default), the connected value will be 590 * Otherwise (default), the connected value will be
543 * pushed twice: First by sacrifice, second by reset! -AV 591 * pushed twice: First by sacrifice, second by reset! -AV
544 */ 592 */
545 if (!op->last_sp) 593 if (!op->last_sp)
546 trigger_move (op, 0); 594 trigger_move (op, 0, cause);
547 else 595 else
548 { 596 {
549 op->stats.wc = 0; 597 op->stats.wc = 0;
550 op->value = !op->value; 598 op->value = !op->value;
551 op->set_speed (0); 599 op->set_speed (0);
552 } 600 }
553 } 601 }
554 return 0; 602 return 0;
555 603
556 case TRIGGER: 604 case TRIGGER:
557 if (cause) 605 if (cause)
558 { 606 {
559 if (in_movement) 607 if (in_movement)
560 return 0; 608 return 0;
561 609
562 push = 1; 610 push = 1;
563 } 611 }
564 612
565 if (NUM_ANIMATIONS (op) > 1) 613 if (NUM_ANIMATIONS (op) > 1)
566 { 614 {
567 SET_ANIMATION (op, push); 615 SET_ANIMATION (op, push);
568 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_FACE);
569 } 617 }
570 618
571 trigger_move (op, push); 619 trigger_move (op, push, cause);
572 return 1; 620 return 1;
573 621
574 default: 622 default:
575 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 623 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
576 return 0; 624 return 0;
577 } 625 }
578} 626}
579 627
580void 628void
581add_button_link (object *button, maptile *map, int connected) 629object::add_link (maptile *map, shstr_tmp id)
582{ 630{
583 oblinkpt *obp;
584 objectlink *ol = get_objectlink ();
585
586 if (!map) 631 if (!map)
587 { 632 {
588 LOG (llevError, "Tried to add button-link without map.\n"); 633 LOG (llevError, "Tried to add button-link without map.\n");
589 return; 634 return;
590 } 635 }
591 636
592 button->path_attuned = connected; /* peterm: I need this so I can rebuild 637 flag [FLAG_IS_LINKED] = true;
593 a connected map from a template map. */
594 638
595 SET_FLAG (button, FLAG_IS_LINKED); 639 objectlink *ol = get_objectlink ();
596
597 ol->ob = button; 640 ol->ob = this;
598 641
599 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 642 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
600 ; 643 if (obp->id == id)
601
602 if (obp)
603 { 644 {
604 ol->next = obp->link; 645 ol->next = obp->link;
605 obp->link = ol; 646 obp->link = ol;
647 return;
606 } 648 }
607 else 649
608 {
609 obp = get_objectlinkpt (); 650 oblinkpt *obp = get_objectlinkpt ();
610 obp->value = connected; 651 obp->id = id;
611 652
612 obp->next = map->buttons; 653 obp->next = map->buttons;
613 map->buttons = obp; 654 map->buttons = obp;
614 obp->link = ol; 655 obp->link = ol;
615 }
616} 656}
617 657
618/* 658/*
619 * Remove the object from the linked lists of buttons in the map. 659 * Remove the object from the linked lists of buttons in the map.
620 * This is only needed by editors. 660 * This is only needed by editors.
621 */ 661 */
622
623void 662void
624remove_button_link (object *op) 663object::remove_link ()
625{ 664{
626 oblinkpt *obp; 665 if (!map)
627 objectlink **olp, *ol;
628
629 if (op->map == NULL)
630 { 666 {
631 LOG (llevError, "remove_button_link() in object without map.\n"); 667 LOG (llevError, "remove_button_link() in object without map.\n");
632 return; 668 return;
633 } 669 }
634 670
635 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 671 if (!flag [FLAG_IS_LINKED])
636 { 672 {
637 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 673 LOG (llevError, "remove_button_linked() in unlinked object.\n");
638 return; 674 return;
639 } 675 }
640 676
677 flag [FLAG_IS_LINKED] = false;
678
641 for (obp = op->map->buttons; obp; obp = obp->next) 679 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
642 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 680 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
643 if (ol->ob == op) 681 if ((*olp)->ob == this)
644 { 682 {
645 683 objectlink *ol = *olp;
646/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
647 obp->value, op->name, op->map->path);
648*/
649 *olp = ol->next; 684 *olp = ol->next;
650 delete ol; 685 delete ol;
651 return; 686 return;
652 } 687 }
653 688
654 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 689 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
655 CLEAR_FLAG (op, FLAG_IS_LINKED); 690}
691
692/*
693 * Updates every button on the map (by calling update_button() for them).
694 */
695void
696maptile::update_buttons ()
697{
698 for (oblinkpt *obp = buttons; obp; obp = obp->next)
699 for (objectlink *ol = obp->link; ol; ol = ol->next)
700 {
701 if (!ol->ob)
702 {
703 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
704 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
705 continue;
706 }
707
708 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
709 {
710 update_button (ol->ob, 0);
711 break;
712 }
713 }
656} 714}
657 715
658/* 716/*
659 * Gets the objectlink for this connection from the map. 717 * Gets the objectlink for this connection from the map.
660 */ 718 */
661oblinkpt * 719oblinkpt *
662get_connection_links (maptile *map, long connection) 720maptile::find_link (shstr_tmp id)
663{ 721{
664 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 722 for (oblinkpt *obp = buttons; obp; obp = obp->next)
665 if (obp->value == connection) 723 if (obp->id == id)
666 return obp; 724 return obp;
667 725
668 return 0; 726 return 0;
669} 727}
670 728
671/* 729/*
672 * Return the first objectlink in the objects linked to this one 730 * Return the first objectlink in the objects linked to this one
673 */ 731 */
674
675oblinkpt * 732oblinkpt *
676get_button_links (const object *button) 733object::find_link () const
677{ 734{
678 oblinkpt *obp; 735 if (map)
679 objectlink *ol;
680
681 if (!button->map)
682 return NULL;
683
684 for (obp = button->map->buttons; obp; obp = obp->next) 736 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
685 for (ol = obp->link; ol; ol = ol->next) 737 for (objectlink *ol = obp->link; ol; ol = ol->next)
686 if (ol->ob == button) 738 if (ol->ob == this)
687 return obp; 739 return obp;
688 740
689 return NULL;
690}
691
692/*
693 * Made as a separate function to increase efficiency
694 */
695
696int
697get_button_value (const object *button)
698{
699 oblinkpt *obp;
700 objectlink *ol;
701
702 if (!button->map)
703 return 0;
704 for (obp = button->map->buttons; obp; obp = obp->next)
705 for (ol = obp->link; ol; ol = ol->next)
706 if (ol->ob == button)
707 return obp->value;
708 return 0; 741 return 0;
709} 742}
710 743
711/* This routine makes monsters who are 744/* This routine makes monsters who are
712 * standing on the 'mood floor' change their 745 * standing on the 'mood floor' change their
713 * disposition if it is different. 746 * disposition if it is different.
714 * If floor is to be triggered must have 747 * If floor is to be triggered must have
715 * a speed of zero (default is 1 for all 748 * a speed of zero (default is 1 for all
716 * but the charm floor type). 749 * but the charm floor type).
717 * by b.t. thomas@nomad.astro.psu.edu 750 * by b.t. thomas@nomad.astro.psu.edu
718 */ 751 */
719
720void 752void
721do_mood_floor (object *op, object *source) 753do_mood_floor (object *op, object *source)
722{ 754{
723 if (!source) 755 if (!source)
724 source = op; 756 source = op;
729 return; 761 return;
730 762
731 object *tmp; 763 object *tmp;
732 764
733 for (tmp = ms.top; tmp; tmp = tmp->below) 765 for (tmp = ms.top; tmp; tmp = tmp->below)
734 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 766 if (tmp->flag [FLAG_MONSTER])
735 break; 767 break;
736 768
737 /* doesn't effect players, and if there is a player on this space, won't also 769 /* doesn't effect players, and if there is a player on this space, won't also
738 * be a monster here. 770 * be a monster here.
739 */ 771 */
742 return; 774 return;
743 775
744 switch (op->last_sp) 776 switch (op->last_sp)
745 { 777 {
746 case 0: /* furious--make all monsters mad */ 778 case 0: /* furious--make all monsters mad */
747 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 779 if (tmp->flag [FLAG_UNAGGRESSIVE])
748 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 780 tmp->clr_flag (FLAG_UNAGGRESSIVE);
749 781
750 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 782 if (tmp->flag [FLAG_FRIENDLY])
751 { 783 {
752 tmp->attack_movement = 0; 784 tmp->attack_movement = 0;
753 /* lots of checks here, but want to make sure we don't 785 /* lots of checks here, but want to make sure we don't
754 * dereference a null value 786 * dereference a null value
755 */ 787 */
764 remove_friendly_object (tmp); 796 remove_friendly_object (tmp);
765 } 797 }
766 break; 798 break;
767 799
768 case 1: /* angry -- get neutral monsters mad */ 800 case 1: /* angry -- get neutral monsters mad */
769 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 801 if (tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
770 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 802 tmp->clr_flag (FLAG_UNAGGRESSIVE);
771 break; 803 break;
772 804
773 case 2: /* calm -- pacify unfriendly monsters */ 805 case 2: /* calm -- pacify unfriendly monsters */
774 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 806 tmp->set_flag (FLAG_UNAGGRESSIVE);
775 break; 807 break;
776 808
777 case 3: /* make all monsters fall asleep */ 809 case 3: /* make all monsters fall asleep */
778 SET_FLAG (tmp, FLAG_SLEEP); 810 tmp->set_flag (FLAG_SLEEP);
779 break; 811 break;
780 812
781 case 4: /* charm all monsters */ 813 case 4: /* charm all monsters */
782 if (op == source) 814 if (op == source)
783 break; /* only if 'connected' */ 815 break; /* only if 'connected' */
784 816
785 if (object *pl = source->ms ().player ()) 817 if (object *pl = source->ms ().player ())
786 { 818 {
787 tmp->set_owner (pl); 819 tmp->set_owner (pl);
788 SET_FLAG (tmp, FLAG_MONSTER); 820 tmp->set_flag (FLAG_MONSTER);
789 821
790 tmp->stats.exp = 0; 822 tmp->stats.exp = 0;
791 823
792 add_friendly_object (tmp); 824 add_friendly_object (tmp);
793 tmp->attack_movement = PETMOVE; 825 tmp->attack_movement = PETMOVE;
794 } 826 }
795 break; 827 break;
796 828
797 case 6: // kill monsters 829 case 6: // kill monsters
798 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) 830 if (!tmp->flag [FLAG_FRIENDLY])
799 break; 831 break;
800 832
801 // FALL THROUGH 833 // FALL THROUGH
802 case 5: // kill all alives 834 case 5: // kill all alives
803 if (!tmp->flag [FLAG_PRECIOUS]) 835 if (!tmp->flag [FLAG_PRECIOUS])
804 { 836 {
805 get_archetype ("burnout")->insert_at (tmp, source); 837 archetype::get (shstr_burnout)->insert_at (tmp, source);
806 tmp->destroy (); 838 tmp->destroy ();
807 } 839 }
808 break; 840 break;
809 841
810 default: 842 default:
843 return tmp; 875 return tmp;
844 } 876 }
845 return NULL; 877 return NULL;
846} 878}
847 879
848/* check_inv(), a function to search the inventory, 880/* check_inv(), a function to search the inventory,
849 * of a player and then based on a set of conditions, 881 * of a player and then based on a set of conditions,
850 * the square will activate connected items. 882 * the square will activate connected items.
851 * Monsters can't trigger this square (for now) 883 * Monsters can't trigger this square (for now)
852 * Values are: last_sp = 1/0 obj/no obj triggers 884 * Values are: last_sp = 1/0 obj/no obj triggers
853 * last_heal = 1/0 remove/dont remove obj if triggered 885 * last_heal = 1/0 remove/dont remove obj if triggered
854 * -b.t. (thomas@nomad.astro.psu.edu 886 * -b.t. (thomas@nomad.astro.psu.edu
855 * 887 *
856 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op 888 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
857 * because the check-inventory semantic essentially only applies when 889 * because the check-inventory semantic essentially only applies when
858 * something is above the inventory checker. 890 * something is above the inventory checker.
859 * The semantic prior this change was: trigger if something has moved on or off 891 * The semantic prior this change was: trigger if something has moved on or off
862 * away, and then leaves the inventory checker. That would've caused an always-enabled 894 * away, and then leaves the inventory checker. That would've caused an always-enabled
863 * state in the inventory checker. This won't happen anymore now. 895 * state in the inventory checker. This won't happen anymore now.
864 * 896 *
865 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check 897 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
866 * whether op is on this mapspace or not, because the value (1|0) depends 898 * whether op is on this mapspace or not, because the value (1|0) depends
867 * on this information. also make sure to only push_button if op has 899 * on this information. also make sure to only push_button if op has
868 * a matching item (because when we do a push_button with value=0 timed gates 900 * a matching item (because when we do a push_button with value=0 timed gates
869 * will still open)! (i hope i got the semantics right this time) 901 * will still open)! (i hope i got the semantics right this time)
870 * 902 *
871 */ 903 */
872void 904void
885 // and we have to set the value to 0 917 // and we have to set the value to 0
886 918
887 if (match && trig->last_sp) // match == having 919 if (match && trig->last_sp) // match == having
888 { 920 {
889 if (trig->last_heal) 921 if (trig->last_heal)
890 decrease_ob (match); 922 match->decrease ();
891 923
892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 924 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
893 push_button (trig); 925 push_button (trig, op);
894 } 926 }
895 else if (!match && !trig->last_sp) // match == not having 927 else if (!match && !trig->last_sp) // match == not having
896 { 928 {
897 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 929 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
898 push_button (trig); 930 push_button (trig, op);
899 } 931 }
900} 932}
901 933

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