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Comparing deliantra/server/common/button.C (file contents):
Revision 1.41 by root, Wed Apr 9 14:36:47 2008 UTC vs.
Revision 1.74 by root, Sat Nov 17 23:39:59 2018 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 (©) 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 * Deliantra 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 <support@deliantra.net> 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:
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole")); 77 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
76 tmp->value = tmp->stats.maxsp ? !state : state; 78 tmp->value = tmp->stats.maxsp ? !state : state;
77 tmp->set_speed (0.5); 79 tmp->set_speed (0.5);
78 break; 80 break;
79 81
80 case CF_HANDLE: 82 case T_HANDLE:
81 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 83 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
82 update_object (tmp, UP_OBJ_FACE); 84 update_object (tmp, UP_OBJ_FACE);
83 break; 85 break;
84 86
85 case SIGN: 87 case SIGN:
86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
87 { 89 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign")); 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
89 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
90 if (tmp->stats.food) 97 if (tmp->stats.food)
91 tmp->last_eat++; 98 tmp->last_eat++;
92 } 99 }
93 break; 100 break;
94 101
106 SET_ANIMATION (tmp, tmp->value); 113 SET_ANIMATION (tmp, tmp->value);
107 update_object (tmp, UP_OBJ_FACE); 114 update_object (tmp, UP_OBJ_FACE);
108 break; 115 break;
109 116
110 case MOOD_FLOOR: 117 case MOOD_FLOOR:
111 do_mood_floor (tmp, source); 118 do_mood_floor (tmp, activator);
112 break; 119 break;
113 120
114 case TIMED_GATE: 121 case TIMED_GATE:
115 if (!tmp->active) 122 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); 123 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
124
117 tmp->set_speed (tmp->arch->speed); 125 tmp->set_speed (tmp->arch->speed);
118 tmp->value = tmp->arch->value; 126 tmp->value = tmp->arch->value;
119 tmp->stats.sp = 1; 127 tmp->stats.sp = 1;
120 tmp->stats.hp = tmp->stats.maxhp; 128 tmp->stats.hp = tmp->stats.maxhp;
121 /* Handle multipart gates. We copy the value for the other parts 129 /* Handle multipart gates. We copy the value for the other parts
130 } 138 }
131 break; 139 break;
132 140
133 case DIRECTOR: 141 case DIRECTOR:
134 case FIREWALL: 142 case FIREWALL:
135 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 143 if (!tmp->flag [FLAG_ANIMATE] && tmp->type == FIREWALL)
136 move_firewall (tmp); 144 move_firewall (tmp);
137 else 145 else
138 { 146 {
139 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 147 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); 148 animate_turning (tmp);
143 } 149 }
144 break; 150 break;
145 151
146 case TELEPORTER: 152 case TELEPORTER:
156 move_marker (tmp); 162 move_marker (tmp);
157 break; 163 break;
158 164
159 case DUPLICATOR: 165 case DUPLICATOR:
160 move_duplicator (tmp); 166 move_duplicator (tmp);
167 break;
168
169 case MAPSCRIPT:
170 cfperl_mapscript_activate (tmp, state, activator, originator);
161 break; 171 break;
162 } 172 }
163 } 173 }
164} 174}
165 175
174 * Changed the routine to loop through _all_ objects. 184 * Changed the routine to loop through _all_ objects.
175 * Better hurry with that linked list... 185 * Better hurry with that linked list...
176 * 186 *
177 */ 187 */
178void 188void
179push_button (object *op) 189push_button (object *op, object *originator)
180{ 190{
181 oblinkpt *obp = get_button_links (op); 191 if (oblinkpt *obp = op->find_link ())
182 192 {
183 if (!obp) 193 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
184 return; 194 return;
185 195
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); 196 activate_connection_link (obp->link, op->value, op, originator);
197 }
190} 198}
191 199
192/* 200/*
193 * elmex: 201 * elmex:
194 * 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
196 * 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
197 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 205 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
198 * 206 *
199 */ 207 */
200void 208void
201activate_connection (maptile *map, long connection, bool state) 209maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
202{ 210{
203 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)))
204 return; 212 return;
205 213
206 oblinkpt *obp = get_connection_links (map, connection); 214 if (oblinkpt *obp = find_link (id))
207
208 if (obp)
209 activate_connection_link (obp->link, state); 215 activate_connection_link (obp->link, state, activator, originator);
210} 216}
211 217
212/* 218/*
213 * Updates everything connected with the button op. 219 * Updates everything connected with the button op.
214 * 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
215 * 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
216 * button reacts to the (eventual) change of state. 222 * button reacts to the (eventual) change of state.
217 */ 223 */
218void 224void
219update_button (object *op) 225update_button (object *op, object *originator)
220{ 226{
221 object *ab, *tmp, *head;
222 int tot, any_down = 0, old_value = op->value; 227 int any_down = 0, old_value = op->value;
223 oblinkpt *obp = 0;
224 objectlink *ol;
225 228
226 obp = get_button_links (op); 229 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) 230 for (objectlink *ol = obp->link; ol; ol = ol->next)
230 { 231 {
231 if (!ol->ob) 232 if (!ol->ob)
232 { 233 {
233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 234 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
234 continue; 235 continue;
235 } 236 }
236 237
237 tmp = ol->ob; 238 object *tmp = ol->ob;
239
238 if (tmp->type == BUTTON) 240 if (tmp->type == BUTTON)
239 { 241 {
242 weight_t total = 0;
243
240 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 244 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 245 /* Basically, if the move_type matches that on what the
249 * button wants, we count it. The second check is so that 246 * button wants, we count it. The second check is so that
250 * objects don't move (swords, etc) will count. Note that 247 * objects who don't move (swords, etc) will count. Note that
251 * this means that more work is needed to make buttons 248 * this means that more work is needed to make buttons
252 * that are only triggered by flying objects. 249 * that are only triggered by flying objects.
253 */ 250 */
254 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 251 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
255 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 252 total += ab->head_ ()->total_weight ();
256 253
257 tmp->value = (tot >= tmp->weight) ? 1 : 0; 254 tmp->value = total >= tmp->weight;
258 if (tmp->value) 255
259 any_down = 1; 256 any_down = any_down || tmp->value;
260 } 257 }
261 else if (tmp->type == PEDESTAL) 258 else if (tmp->type == PEDESTAL)
262 { 259 {
260 bool is_match = is_match_expr (tmp->slaying);
263 tmp->value = 0; 261 tmp->value = 0;
262
264 for (ab = tmp->above; ab != NULL; ab = ab->above) 263 for (object *ab = tmp->above; ab; ab = ab->above)
265 { 264 {
266 head = ab->head_ (); 265 object *head = ab->head_ ();
266
267 /* Same note regarding move_type for buttons above apply here. */ 267 /* Same note regarding move_type for buttons above apply here. */
268 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)
269 (head->race == tmp->slaying || 271 : (head->race == tmp->slaying
270 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 272 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
271 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 273 || (tmp->slaying == shstr_player && head->type == PLAYER)))
274 {
272 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)
273 } 287 {
288 object *head = ab->head_ ();
274 289
275 if (tmp->value) 290 /* Same note regarding move_type for buttons above apply here. */
276 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;
277 } 300 }
278 } 301 }
302
279 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 */
280 op->value = 1; 304 op->value = 1;
281 305
306 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
307
282 /* If this button hasn't changed, don't do anything */ 308 /* If this button hasn't changed, don't do anything */
283 if (op->value != old_value) 309 if (op->value != old_value)
284 { 310 {
285 SET_ANIMATION (op, op->value); 311 SET_ANIMATION (op, op->value);
286 update_object (op, UP_OBJ_FACE); 312 update_object (op, UP_OBJ_FACE);
287 push_button (op); /* Make all other buttons the same */ 313 push_button (op, originator); /* Make all other buttons the same */
288 } 314 }
289} 315}
290 316
291void 317void
292use_trigger (object *op) 318use_trigger (object *op, object *originator)
293{ 319{
294 /* Toggle value */ 320 /* Toggle value */
295 op->value = !op->value; 321 op->value = !op->value;
322
296 push_button (op); 323 push_button (op, originator);
297} 324}
298 325
299/* 326/*
300 * Note: animate_object should be used instead of this, 327 * Note: animate_object should be used instead of this,
301 * but it can't handle animations in the 8 directions 328 * but it can't handle animations in the 8 directions
320 * 347 *
321 * 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
322 * 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
323 * objects on the same space that take the same sacrifice. 350 * objects on the same space that take the same sacrifice.
324 */ 351 */
325
326int 352int
327check_altar_sacrifice (const object *altar, const object *sacrifice) 353check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
328{ 354{
329 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) 355 if (sacrifice->flag [FLAG_UNPAID]
330 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 356 || sacrifice->flag [FLAG_IS_LINKED]
331 && 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])
332 { 364 {
333 if (ARCH_SACRIFICE (altar) == shstr_money 365 if (ARCH_SACRIFICE (altar) == shstr_money
334 && sacrifice->type == MONEY 366 && sacrifice->type == MONEY
335 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 367 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
336 return 1; 368 return 1;
337 369
338 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname 370 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
339 || ARCH_SACRIFICE (altar) == sacrifice->name 371 || ARCH_SACRIFICE (altar) == sacrifice->name
340 || ARCH_SACRIFICE (altar) == sacrifice->slaying 372 || ARCH_SACRIFICE (altar) == sacrifice->slaying
341 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) 373 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
342 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 374 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
343 return 1; 375 return 1;
344 } 376 }
345 377
346 return 0; 378 return 0;
347} 379}
354 * 386 *
355 * 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
356 * 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.
357 */ 389 */
358int 390int
359operate_altar (object *altar, object **sacrifice) 391operate_altar (object *altar, object **sacrifice, object *originator)
360{ 392{
361 if (!altar->map) 393 if (!altar->map)
362 { 394 {
363 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 395 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
364 return 0; 396 return 0;
365 } 397 }
366 398
367 if (!altar->slaying || altar->value) 399 if (!altar->slaying || altar->value)
368 return 0; 400 return 0;
369 401
370 if (!check_altar_sacrifice (altar, *sacrifice)) 402 if (!check_altar_sacrifice (altar, *sacrifice, originator))
371 return 0; 403 return 0;
372 404
373 /* check_altar_sacrifice should have already verified that enough money 405 /* check_altar_sacrifice should have already verified that enough money
374 * has been dropped. 406 * has been dropped.
375 */ 407 */
379 411
380 /* Round up any sacrifices. Altars don't make change either */ 412 /* Round up any sacrifices. Altars don't make change either */
381 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 413 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
382 number++; 414 number++;
383 415
384 *sacrifice = decrease_ob_nr (*sacrifice, number); 416 if (!(*sacrifice)->decrease (number))
417 *sacrifice = 0;
385 } 418 }
386 else 419 else
387 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 420 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
421 *sacrifice = 0;
388 422
389 if (altar->msg) 423 if (altar->msg)
390 new_info_map (NDI_BLACK, altar->map, altar->msg); 424 new_info_map (NDI_BLACK, altar->map, altar->msg);
391 425
392 return 1; 426 return 1;
393} 427}
394 428
395void 429static void
396trigger_move (object *op, int state) /* 1 down and 0 up */ 430trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
397{ 431{
398 op->stats.wc = state; 432 op->stats.wc = state;
433
399 if (state) 434 if (state)
400 { 435 {
401 use_trigger (op); 436 use_trigger (op, originator);
402 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.);
403 op->speed_left = -1; 438 op->speed_left = -1;
404 } 439 }
405 else 440 else
406 { 441 {
407 use_trigger (op); 442 use_trigger (op, originator);
408 op->set_speed (0); 443 op->set_speed (0);
409 } 444 }
410} 445}
411 446
412 447
421 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 456 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
422 * 457 *
423 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 458 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
424 */ 459 */
425int 460int
426check_trigger (object *op, object *cause) 461check_trigger (object *op, object *cause, object *originator)
427{ 462{
428 object *tmp; 463 object *tmp;
429 int push = 0, tot = 0; 464 int push = 0, tot = 0;
430 int in_movement = op->stats.wc || op->speed; 465 int in_movement = op->stats.wc || op->has_active_speed ();
431 466
432 switch (op->type) 467 switch (op->type)
433 { 468 {
434 case TRIGGER_BUTTON: 469 case TRIGGER_BUTTON:
435 if (op->weight > 0) 470 if (op->weight > 0)
436 { 471 {
437 if (cause) 472 if (cause)
438 { 473 {
439 for (tmp = op->above; tmp; tmp = tmp->above) 474 for (tmp = op->above; tmp; tmp = tmp->above)
440 /* Comment reproduced from update_buttons(): */ 475 /* Comment reproduced from update_buttons(): */
441 /* Basically, if the move_type matches that on what the 476 /* Basically, if the move_type matches that on what the
442 * button wants, we count it. The second check is so that 477 * button wants, we count it. The second check is so that
443 * objects that don't move (swords, etc) will count. Note that 478 * objects that don't move (swords, etc) will count. Note that
444 * this means that more work is needed to make buttons 479 * this means that more work is needed to make buttons
445 * 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":
446 */ 568 */
447 569 op->value = !op->value;
448 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 570 trigger_move (op, 1, cause);
449 { 571 op->last_sp = -op->last_sp;
450 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 572 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 } 573 }
462 if (in_movement || !push) 574
463 return 0; 575 return cause == NULL;
464 } 576 }
465 trigger_move (op, push);
466 } 577 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; 578 return 0;
487 579 }
488 op->stats.ac = push; 580 else
489 581 {
490 if (NUM_ANIMATIONS (op) > 1) 582 if (NUM_ANIMATIONS (op) > 1)
491 { 583 {
492 SET_ANIMATION (op, push); 584 SET_ANIMATION (op, 0);
493 update_object (op, UP_OBJ_FACE); 585 update_object (op, UP_OBJ_FACE);
494 } 586 }
495 587
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, 588 /* If trigger_altar has "last_sp > 0" set on the map,
550 * it will push the connected value only once per sacrifice. 589 * it will push the connected value only once per sacrifice.
551 * Otherwise (default), the connected value will be 590 * Otherwise (default), the connected value will be
552 * pushed twice: First by sacrifice, second by reset! -AV 591 * pushed twice: First by sacrifice, second by reset! -AV
553 */ 592 */
554 if (!op->last_sp) 593 if (!op->last_sp)
555 trigger_move (op, 0); 594 trigger_move (op, 0, cause);
556 else 595 else
557 { 596 {
558 op->stats.wc = 0; 597 op->stats.wc = 0;
559 op->value = !op->value; 598 op->value = !op->value;
560 op->set_speed (0); 599 op->set_speed (0);
561 } 600 }
562 } 601 }
563 return 0; 602 return 0;
564 603
565 case TRIGGER: 604 case TRIGGER:
566 if (cause) 605 if (cause)
567 { 606 {
568 if (in_movement) 607 if (in_movement)
569 return 0; 608 return 0;
570 609
571 push = 1; 610 push = 1;
572 } 611 }
573 612
574 if (NUM_ANIMATIONS (op) > 1) 613 if (NUM_ANIMATIONS (op) > 1)
575 { 614 {
576 SET_ANIMATION (op, push); 615 SET_ANIMATION (op, push);
577 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_FACE);
578 } 617 }
579 618
580 trigger_move (op, push); 619 trigger_move (op, push, cause);
581 return 1; 620 return 1;
582 621
583 default: 622 default:
584 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);
585 return 0; 624 return 0;
586 } 625 }
587} 626}
588 627
589void 628void
590add_button_link (object *button, maptile *map, int connected) 629object::add_link (maptile *map, shstr_tmp id)
591{ 630{
592 oblinkpt *obp;
593 objectlink *ol = get_objectlink ();
594
595 if (!map) 631 if (!map)
596 { 632 {
597 LOG (llevError, "Tried to add button-link without map.\n"); 633 LOG (llevError, "Tried to add button-link without map.\n");
598 return; 634 return;
599 } 635 }
600 636
601 button->path_attuned = connected; /* peterm: I need this so I can rebuild 637 flag [FLAG_IS_LINKED] = true;
602 a connected map from a template map. */
603 638
604 SET_FLAG (button, FLAG_IS_LINKED); 639 objectlink *ol = get_objectlink ();
605
606 ol->ob = button; 640 ol->ob = this;
607 641
608 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 642 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
609 ; 643 if (obp->id == id)
610
611 if (obp)
612 { 644 {
613 ol->next = obp->link; 645 ol->next = obp->link;
614 obp->link = ol; 646 obp->link = ol;
647 return;
615 } 648 }
616 else 649
617 {
618 obp = get_objectlinkpt (); 650 oblinkpt *obp = get_objectlinkpt ();
619 obp->value = connected; 651 obp->id = id;
620 652
621 obp->next = map->buttons; 653 obp->next = map->buttons;
622 map->buttons = obp; 654 map->buttons = obp;
623 obp->link = ol; 655 obp->link = ol;
624 }
625} 656}
626 657
627/* 658/*
628 * 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.
629 * This is only needed by editors. 660 * This is only needed by editors.
630 */ 661 */
631
632void 662void
633remove_button_link (object *op) 663object::remove_link ()
634{ 664{
635 oblinkpt *obp; 665 if (!map)
636 objectlink **olp, *ol;
637
638 if (op->map == NULL)
639 { 666 {
640 LOG (llevError, "remove_button_link() in object without map.\n"); 667 LOG (llevError, "remove_button_link() in object without map.\n");
641 return; 668 return;
642 } 669 }
643 670
644 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 671 if (!flag [FLAG_IS_LINKED])
645 { 672 {
646 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 673 LOG (llevError, "remove_button_linked() in unlinked object.\n");
647 return; 674 return;
648 } 675 }
649 676
677 flag [FLAG_IS_LINKED] = false;
678
650 for (obp = op->map->buttons; obp; obp = obp->next) 679 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
651 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 680 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
652 if (ol->ob == op) 681 if ((*olp)->ob == this)
653 { 682 {
654 683 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; 684 *olp = ol->next;
659 delete ol; 685 delete ol;
660 return; 686 return;
661 } 687 }
662 688
663 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 689 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
664 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 }
665} 714}
666 715
667/* 716/*
668 * Gets the objectlink for this connection from the map. 717 * Gets the objectlink for this connection from the map.
669 */ 718 */
670oblinkpt * 719oblinkpt *
671get_connection_links (maptile *map, long connection) 720maptile::find_link (shstr_tmp id)
672{ 721{
673 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 722 for (oblinkpt *obp = buttons; obp; obp = obp->next)
674 if (obp->value == connection) 723 if (obp->id == id)
675 return obp; 724 return obp;
676 725
677 return 0; 726 return 0;
678} 727}
679 728
680/* 729/*
681 * Return the first objectlink in the objects linked to this one 730 * Return the first objectlink in the objects linked to this one
682 */ 731 */
683
684oblinkpt * 732oblinkpt *
685get_button_links (const object *button) 733object::find_link () const
686{ 734{
687 oblinkpt *obp; 735 if (map)
688 objectlink *ol;
689
690 if (!button->map)
691 return NULL;
692
693 for (obp = button->map->buttons; obp; obp = obp->next) 736 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
694 for (ol = obp->link; ol; ol = ol->next) 737 for (objectlink *ol = obp->link; ol; ol = ol->next)
695 if (ol->ob == button) 738 if (ol->ob == this)
696 return obp; 739 return obp;
697 740
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; 741 return 0;
718} 742}
719 743
720/* This routine makes monsters who are 744/* This routine makes monsters who are
721 * standing on the 'mood floor' change their 745 * standing on the 'mood floor' change their
722 * disposition if it is different. 746 * disposition if it is different.
723 * If floor is to be triggered must have 747 * If floor is to be triggered must have
724 * a speed of zero (default is 1 for all 748 * a speed of zero (default is 1 for all
725 * but the charm floor type). 749 * but the charm floor type).
726 * by b.t. thomas@nomad.astro.psu.edu 750 * by b.t. thomas@nomad.astro.psu.edu
727 */ 751 */
728
729void 752void
730do_mood_floor (object *op, object *source) 753do_mood_floor (object *op, object *source)
731{ 754{
732 if (!source) 755 if (!source)
733 source = op; 756 source = op;
738 return; 761 return;
739 762
740 object *tmp; 763 object *tmp;
741 764
742 for (tmp = ms.top; tmp; tmp = tmp->below) 765 for (tmp = ms.top; tmp; tmp = tmp->below)
743 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 766 if (tmp->flag [FLAG_MONSTER])
744 break; 767 break;
745 768
746 /* 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
747 * be a monster here. 770 * be a monster here.
748 */ 771 */
751 return; 774 return;
752 775
753 switch (op->last_sp) 776 switch (op->last_sp)
754 { 777 {
755 case 0: /* furious--make all monsters mad */ 778 case 0: /* furious--make all monsters mad */
756 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 779 if (tmp->flag [FLAG_UNAGGRESSIVE])
757 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 780 tmp->clr_flag (FLAG_UNAGGRESSIVE);
758 781
759 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 782 if (tmp->flag [FLAG_FRIENDLY])
760 { 783 {
761 tmp->attack_movement = 0; 784 tmp->attack_movement = 0;
762 /* 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
763 * dereference a null value 786 * dereference a null value
764 */ 787 */
773 remove_friendly_object (tmp); 796 remove_friendly_object (tmp);
774 } 797 }
775 break; 798 break;
776 799
777 case 1: /* angry -- get neutral monsters mad */ 800 case 1: /* angry -- get neutral monsters mad */
778 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 801 if (tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
779 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 802 tmp->clr_flag (FLAG_UNAGGRESSIVE);
780 break; 803 break;
781 804
782 case 2: /* calm -- pacify unfriendly monsters */ 805 case 2: /* calm -- pacify unfriendly monsters */
783 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 806 tmp->set_flag (FLAG_UNAGGRESSIVE);
784 break; 807 break;
785 808
786 case 3: /* make all monsters fall asleep */ 809 case 3: /* make all monsters fall asleep */
787 SET_FLAG (tmp, FLAG_SLEEP); 810 tmp->set_flag (FLAG_SLEEP);
788 break; 811 break;
789 812
790 case 4: /* charm all monsters */ 813 case 4: /* charm all monsters */
791 if (op == source) 814 if (op == source)
792 break; /* only if 'connected' */ 815 break; /* only if 'connected' */
793 816
794 if (object *pl = source->ms ().player ()) 817 if (object *pl = source->ms ().player ())
795 { 818 {
796 tmp->set_owner (pl); 819 tmp->set_owner (pl);
797 SET_FLAG (tmp, FLAG_MONSTER); 820 tmp->set_flag (FLAG_MONSTER);
798 821
799 tmp->stats.exp = 0; 822 tmp->stats.exp = 0;
800 823
801 add_friendly_object (tmp); 824 add_friendly_object (tmp);
802 tmp->attack_movement = PETMOVE; 825 tmp->attack_movement = PETMOVE;
803 } 826 }
804 break; 827 break;
805 828
806 case 6: // kill monsters 829 case 6: // kill monsters
807 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) 830 if (!tmp->flag [FLAG_FRIENDLY])
808 break; 831 break;
809 832
810 // FALL THROUGH 833 // FALL THROUGH
811 case 5: // kill all alives 834 case 5: // kill all alives
812 if (!tmp->flag [FLAG_PRECIOUS]) 835 if (!tmp->flag [FLAG_PRECIOUS])
813 { 836 {
814 get_archetype ("burnout")->insert_at (tmp, source); 837 archetype::get (shstr_burnout)->insert_at (tmp, source);
815 tmp->destroy (); 838 tmp->destroy ();
816 } 839 }
817 break; 840 break;
818 841
819 default: 842 default:
852 return tmp; 875 return tmp;
853 } 876 }
854 return NULL; 877 return NULL;
855} 878}
856 879
857/* check_inv(), a function to search the inventory, 880/* check_inv(), a function to search the inventory,
858 * of a player and then based on a set of conditions, 881 * of a player and then based on a set of conditions,
859 * the square will activate connected items. 882 * the square will activate connected items.
860 * Monsters can't trigger this square (for now) 883 * Monsters can't trigger this square (for now)
861 * Values are: last_sp = 1/0 obj/no obj triggers 884 * Values are: last_sp = 1/0 obj/no obj triggers
862 * last_heal = 1/0 remove/dont remove obj if triggered 885 * last_heal = 1/0 remove/dont remove obj if triggered
863 * -b.t. (thomas@nomad.astro.psu.edu 886 * -b.t. (thomas@nomad.astro.psu.edu
864 * 887 *
865 * 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
866 * because the check-inventory semantic essentially only applies when 889 * because the check-inventory semantic essentially only applies when
867 * something is above the inventory checker. 890 * something is above the inventory checker.
868 * 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
871 * 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
872 * state in the inventory checker. This won't happen anymore now. 895 * state in the inventory checker. This won't happen anymore now.
873 * 896 *
874 * 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
875 * 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
876 * 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
877 * 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
878 * 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)
879 * 902 *
880 */ 903 */
881void 904void
894 // and we have to set the value to 0 917 // and we have to set the value to 0
895 918
896 if (match && trig->last_sp) // match == having 919 if (match && trig->last_sp) // match == having
897 { 920 {
898 if (trig->last_heal) 921 if (trig->last_heal)
899 decrease_ob (match); 922 match->decrease ();
900 923
901 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
902 push_button (trig); 925 push_button (trig, op);
903 } 926 }
904 else if (!match && !trig->last_sp) // match == not having 927 else if (!match && !trig->last_sp) // match == not having
905 { 928 {
906 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
907 push_button (trig); 930 push_button (trig, op);
908 } 931 }
909} 932}
910 933

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