ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/button.C
(Generate patch)

Comparing deliantra/server/common/button.C (file contents):
Revision 1.8 by root, Mon Sep 11 20:28:37 2006 UTC vs.
Revision 1.30 by root, Sat Apr 28 17:51:57 2007 UTC

1
2/* 1/*
3 * static char *rcsid_button_c =
4 * "$Id: button.C,v 1.8 2006/09/11 20:28:37 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h> 26#include <funcpoint.h>
32 27
33/* 28/*
41 * The source argument can be 0 or the source object for this activation. 36 * The source argument can be 0 or the source object for this activation.
42 */ 37 */
43void 38void
44activate_connection_link (objectlink * ol, bool state, object *source = 0) 39activate_connection_link (objectlink * ol, bool state, object *source = 0)
45{ 40{
46 object *tmp = 0;
47
48 for (; ol; ol = ol->next) 41 for (; ol; ol = ol->next)
49 { 42 {
50 if (!ol->ob || ol->ob->count != ol->id) 43 if (!ol->ob)
51 { 44 {
52 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 45 LOG (llevError, "Internal error in activate_connection_link.\n");
53 continue; 46 continue;
54 } 47 }
48
55 /* a button link object can become freed when the map is saving. As 49 /* a button link object can become freed when the map is saving. As
56 * a map is saved, objects are removed and freed, and if an object is 50 * a map is saved, objects are removed and freed, and if an object is
57 * on top of a button, this function is eventually called. If a map 51 * on top of a button, this function is eventually called. If a map
58 * 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
59 * 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
60 * 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.
61 */ 55 */
62 56
63 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 57 if (QUERY_FLAG (ol->ob, FLAG_FREED))
64 return; 58 return;
59
65 tmp = ol->ob; 60 object *tmp = ol->ob;
66 61
67 /* if the criteria isn't appropriate, don't do anything */ 62 /* if the criteria isn't appropriate, don't do anything */
68 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
69 continue; 64 continue;
70 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
71 continue; 66 continue;
72 67
73 switch (tmp->type) 68 switch (tmp->type)
74 { 69 {
75 case GATE: 70 case GATE:
76 case HOLE: 71 case HOLE:
77 tmp->value = tmp->stats.maxsp ? !state : state; 72 tmp->value = tmp->stats.maxsp ? !state : state;
78 tmp->speed = 0.5; 73 tmp->set_speed (0.5);
79 update_ob_speed (tmp);
80 break; 74 break;
81 75
82 case CF_HANDLE: 76 case CF_HANDLE:
83 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
84 update_object (tmp, UP_OBJ_FACE); 78 update_object (tmp, UP_OBJ_FACE);
85 break; 79 break;
86 80
87 case SIGN: 81 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 { 83 {
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food) 85 if (tmp->stats.food)
92 tmp->last_eat++; 86 tmp->last_eat++;
93 } 87 }
94 break; 88 break;
95 89
96 case ALTAR: 90 case ALTAR:
97 tmp->value = 1; 91 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 92 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 93 update_object (tmp, UP_OBJ_FACE);
100 break; 94 break;
101 95
102 case BUTTON: 96 case BUTTON:
103 case PEDESTAL: 97 case PEDESTAL:
104 tmp->value = state; 98 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 99 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 100 update_object (tmp, UP_OBJ_FACE);
107 break; 101 break;
108 102
109 case MOOD_FLOOR: 103 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 104 do_mood_floor (tmp, source);
111 break; 105 break;
112 106
113 case TIMED_GATE: 107 case TIMED_GATE:
114 tmp->speed = tmp->arch->clone.speed; 108 tmp->set_speed (tmp->arch->clone.speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 109 tmp->value = tmp->arch->clone.value;
117 tmp->stats.sp = 1; 110 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 111 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 112 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 113 * from the head - this ensures that the data will consistent
121 */ 114 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 115 for (tmp = tmp->more; tmp; tmp = tmp->more)
123 { 116 {
124 tmp->speed = tmp->head->speed;
125 tmp->value = tmp->head->value; 117 tmp->value = tmp->head->value;
126 tmp->stats.sp = tmp->head->stats.sp; 118 tmp->stats.sp = tmp->head->stats.sp;
127 tmp->stats.hp = tmp->head->stats.hp; 119 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 120 tmp->set_speed (tmp->head->speed);
129 } 121 }
130 break; 122 break;
131 123
132 case DIRECTOR: 124 case DIRECTOR:
133 case FIREWALL: 125 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 126 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 127 move_firewall (tmp);
136 else 128 else
137 { 129 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140 animate_turning (tmp); 132 animate_turning (tmp);
141 } 133 }
142 break; 134 break;
143 135
144 case TELEPORTER: 136 case TELEPORTER:
145 move_teleporter (tmp); 137 move_teleporter (tmp);
146 break; 138 break;
147 139
148 case CREATOR: 140 case CREATOR:
149 move_creator (tmp); 141 move_creator (tmp);
150 break; 142 break;
151 143
152 case TRIGGER_MARKER: 144 case TRIGGER_MARKER:
153 move_marker (tmp); 145 move_marker (tmp);
154 break; 146 break;
155 147
156 case DUPLICATOR: 148 case DUPLICATOR:
157 move_duplicator (tmp); 149 move_duplicator (tmp);
158 break; 150 break;
159 } 151 }
160 } 152 }
161} 153}
162 154
163/* 155/*
193 * the connection was 'state' or 'released'. So that you can activate objects 185 * the connection was 'state' or 'released'. So that you can activate objects
194 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 186 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
195 * 187 *
196 */ 188 */
197void 189void
198activate_connection (mapstruct *map, long connection, bool state) 190activate_connection (maptile *map, long connection, bool state)
199{ 191{
200 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 192 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
201 return; 193 return;
202 194
203 oblinkpt *obp = get_connection_links (map, connection); 195 oblinkpt *obp = get_connection_links (map, connection);
210 * Updates everything connected with the button op. 202 * Updates everything connected with the button op.
211 * After changing the state of a button, this function must be called 203 * After changing the state of a button, this function must be called
212 * to make sure that all gates and other buttons connected to the 204 * to make sure that all gates and other buttons connected to the
213 * button reacts to the (eventual) change of state. 205 * button reacts to the (eventual) change of state.
214 */ 206 */
215
216void 207void
217update_button (object *op) 208update_button (object *op)
218{ 209{
219 object *ab, *tmp, *head; 210 object *ab, *tmp, *head;
220 int tot, any_down = 0, old_value = op->value; 211 int tot, any_down = 0, old_value = op->value;
224 obp = get_button_links (op); 215 obp = get_button_links (op);
225 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 216 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
226 if (obp) 217 if (obp)
227 for (ol = obp->link; ol; ol = ol->next) 218 for (ol = obp->link; ol; ol = ol->next)
228 { 219 {
229 if (!ol->ob || ol->ob->count != ol->id) 220 if (!ol->ob)
230 { 221 {
231 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 222 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
232 continue; 223 continue;
233 } 224 }
225
234 tmp = ol->ob; 226 tmp = ol->ob;
235 if (tmp->type == BUTTON) 227 if (tmp->type == BUTTON)
236 { 228 {
237 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 229 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
238 /* Bug? The pedestal code below looks for the head of 230 /* Bug? The pedestal code below looks for the head of
282 update_object (op, UP_OBJ_FACE); 274 update_object (op, UP_OBJ_FACE);
283 push_button (op); /* Make all other buttons the same */ 275 push_button (op); /* Make all other buttons the same */
284 } 276 }
285} 277}
286 278
287/*
288 * Updates every button on the map (by calling update_button() for them).
289 */
290
291void
292update_buttons (mapstruct *m)
293{
294 objectlink *ol;
295 oblinkpt *obp;
296
297 for (obp = m->buttons; obp; obp = obp->next)
298 for (ol = obp->link; ol; ol = ol->next)
299 {
300 if (!ol->ob || ol->ob->count != ol->id)
301 {
302 LOG (llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
303 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, ol->id, obp->value);
304 continue;
305 }
306 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
307 {
308 update_button (ol->ob);
309 break;
310 }
311 }
312}
313
314void 279void
315use_trigger (object *op) 280use_trigger (object *op)
316{ 281{
317
318 /* Toggle value */ 282 /* Toggle value */
319 op->value = !op->value; 283 op->value = !op->value;
320 push_button (op); 284 push_button (op);
321} 285}
322 286
323/* 287/*
324 * Note: animate_object should be used instead of this, 288 * Note: animate_object should be used instead of this,
325 * but it can't handle animations in the 8 directions 289 * but it can't handle animations in the 8 directions
326 */ 290 */
327
328void 291void
329animate_turning (object *op) /* only one part objects */ 292animate_turning (object *op) /* only one part objects */
330{ 293{
331 if (++op->state >= NUM_ANIMATIONS (op) / 8) 294 if (++op->state >= NUM_ANIMATIONS (op) / 8)
332 op->state = 0; 295 op->state = 0;
357 ARCH_SACRIFICE (altar) == sacrifice->name || 320 ARCH_SACRIFICE (altar) == sacrifice->name ||
358 ARCH_SACRIFICE (altar) == sacrifice->slaying || 321 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
359 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 322 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
360 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 323 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
361 return 1; 324 return 1;
325
362 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 326 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
363 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 327 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
364 return 1; 328 return 1;
365 } 329 }
330
366 return 0; 331 return 0;
367} 332}
368
369 333
370/* 334/*
371 * operate_altar checks if sacrifice was accepted and removes sacrificed 335 * operate_altar checks if sacrifice was accepted and removes sacrificed
372 * objects. If sacrifice was succeed return 1 else 0. Might be better to 336 * objects. If sacrifice was succeed return 1 else 0. Might be better to
373 * call check_altar_sacrifice (above) than depend on the return value, 337 * call check_altar_sacrifice (above) than depend on the return value,
374 * since operate_altar will remove the sacrifice also. 338 * since operate_altar will remove the sacrifice also.
375 * 339 *
376 * If this function returns 1, '*sacrifice' is modified to point to the 340 * If this function returns 1, '*sacrifice' is modified to point to the
377 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 341 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
378 */ 342 */
379
380int 343int
381operate_altar (object *altar, object **sacrifice) 344operate_altar (object *altar, object **sacrifice)
382{ 345{
383
384 if (!altar->map) 346 if (!altar->map)
385 { 347 {
386 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 348 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
387 return 0; 349 return 0;
388 } 350 }
401 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 363 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
402 364
403 /* Round up any sacrifices. Altars don't make change either */ 365 /* Round up any sacrifices. Altars don't make change either */
404 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 366 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
405 number++; 367 number++;
368
406 *sacrifice = decrease_ob_nr (*sacrifice, number); 369 *sacrifice = decrease_ob_nr (*sacrifice, number);
407 } 370 }
408 else 371 else
409 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 372 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
410 373
411 if (altar->msg) 374 if (altar->msg)
412 new_info_map (NDI_BLACK, altar->map, altar->msg); 375 new_info_map (NDI_BLACK, altar->map, altar->msg);
376
413 return 1; 377 return 1;
414} 378}
415 379
416void 380void
417trigger_move (object *op, int state) /* 1 down and 0 up */ 381trigger_move (object *op, int state) /* 1 down and 0 up */
418{ 382{
419 op->stats.wc = state; 383 op->stats.wc = state;
420 if (state) 384 if (state)
421 { 385 {
422 use_trigger (op); 386 use_trigger (op);
423 if (op->stats.exp > 0) /* check sanity */ 387 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
424 op->speed = 1.0 / op->stats.exp;
425 else
426 op->speed = 1.0;
427 update_ob_speed (op);
428 op->speed_left = -1; 388 op->speed_left = -1;
429 } 389 }
430 else 390 else
431 { 391 {
432 use_trigger (op); 392 use_trigger (op);
433 op->speed = 0; 393 op->set_speed (0);
434 update_ob_speed (op);
435 } 394 }
436} 395}
437 396
438 397
439/* 398/*
574 trigger_move (op, 0); 533 trigger_move (op, 0);
575 else 534 else
576 { 535 {
577 op->stats.wc = 0; 536 op->stats.wc = 0;
578 op->value = !op->value; 537 op->value = !op->value;
579 op->speed = 0; 538 op->set_speed (0);
580 update_ob_speed (op);
581 } 539 }
582 } 540 }
583 return 0; 541 return 0;
584 542
585 case TRIGGER: 543 case TRIGGER:
586 if (cause) 544 if (cause)
587 { 545 {
588 if (in_movement) 546 if (in_movement)
589 return 0; 547 return 0;
548
590 push = 1; 549 push = 1;
591 } 550 }
551
592 if (NUM_ANIMATIONS (op) > 1) 552 if (NUM_ANIMATIONS (op) > 1)
593 { 553 {
594 SET_ANIMATION (op, push); 554 SET_ANIMATION (op, push);
595 update_object (op, UP_OBJ_FACE); 555 update_object (op, UP_OBJ_FACE);
596 } 556 }
557
597 trigger_move (op, push); 558 trigger_move (op, push);
598 return 1; 559 return 1;
599 560
600 default: 561 default:
601 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 562 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
602 return 0; 563 return 0;
603 } 564 }
604} 565}
605 566
606void 567void
607add_button_link (object *button, mapstruct *map, int connected) 568add_button_link (object *button, maptile *map, int connected)
608{ 569{
609 oblinkpt *obp; 570 oblinkpt *obp;
610 objectlink *ol = get_objectlink (); 571 objectlink *ol = get_objectlink ();
611 572
612 if (!map) 573 if (!map)
613 { 574 {
614 LOG (llevError, "Tried to add button-link without map.\n"); 575 LOG (llevError, "Tried to add button-link without map.\n");
615 return; 576 return;
616 } 577 }
617 if (!editor) 578
618 button->path_attuned = connected; /* peterm: I need this so I can rebuild 579 button->path_attuned = connected; /* peterm: I need this so I can rebuild
619 a connected map from a template map. */ 580 a connected map from a template map. */
620
621/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
622 581
623 SET_FLAG (button, FLAG_IS_LINKED); 582 SET_FLAG (button, FLAG_IS_LINKED);
624 583
625 ol->ob = button; 584 ol->ob = button;
626 ol->id = button->count;
627 585
628 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 586 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
587 ;
629 588
630 if (obp) 589 if (obp)
631 { 590 {
632 ol->next = obp->link; 591 ol->next = obp->link;
633 obp->link = ol; 592 obp->link = ol;
657 if (op->map == NULL) 616 if (op->map == NULL)
658 { 617 {
659 LOG (llevError, "remove_button_link() in object without map.\n"); 618 LOG (llevError, "remove_button_link() in object without map.\n");
660 return; 619 return;
661 } 620 }
621
662 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 622 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
663 { 623 {
664 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 624 LOG (llevError, "remove_button_linked() in unlinked object.\n");
665 return; 625 return;
666 } 626 }
627
667 for (obp = op->map->buttons; obp; obp = obp->next) 628 for (obp = op->map->buttons; obp; obp = obp->next)
668 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 629 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
669 if (ol->ob == op) 630 if (ol->ob == op)
670 { 631 {
671 632
672/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 633/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
673 obp->value, op->name, op->map->path); 634 obp->value, op->name, op->map->path);
674*/ 635*/
675 *olp = ol->next; 636 *olp = ol->next;
676 free (ol); 637 delete ol;
677 return; 638 return;
678 } 639 }
640
679 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 641 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
680 CLEAR_FLAG (op, FLAG_IS_LINKED); 642 CLEAR_FLAG (op, FLAG_IS_LINKED);
681} 643}
682 644
683/* 645/*
684 * Gets the objectlink for this connection from the map. 646 * Gets the objectlink for this connection from the map.
685 */ 647 */
686oblinkpt * 648oblinkpt *
687get_connection_links (mapstruct *map, long connection) 649get_connection_links (maptile *map, long connection)
688{ 650{
689 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 651 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
690 if (obp->value == connection) 652 if (obp->value == connection)
691 return obp; 653 return obp;
654
692 return 0; 655 return 0;
693} 656}
694 657
695/* 658/*
696 * Return the first objectlink in the objects linked to this one 659 * Return the first objectlink in the objects linked to this one
702 oblinkpt *obp; 665 oblinkpt *obp;
703 objectlink *ol; 666 objectlink *ol;
704 667
705 if (!button->map) 668 if (!button->map)
706 return NULL; 669 return NULL;
670
707 for (obp = button->map->buttons; obp; obp = obp->next) 671 for (obp = button->map->buttons; obp; obp = obp->next)
708 for (ol = obp->link; ol; ol = ol->next) 672 for (ol = obp->link; ol; ol = ol->next)
709 if (ol->ob == button && ol->id == button->count) 673 if (ol->ob == button)
710 return obp; 674 return obp;
675
711 return NULL; 676 return NULL;
712} 677}
713 678
714/* 679/*
715 * Made as a separate function to increase efficiency 680 * Made as a separate function to increase efficiency
723 688
724 if (!button->map) 689 if (!button->map)
725 return 0; 690 return 0;
726 for (obp = button->map->buttons; obp; obp = obp->next) 691 for (obp = button->map->buttons; obp; obp = obp->next)
727 for (ol = obp->link; ol; ol = ol->next) 692 for (ol = obp->link; ol; ol = ol->next)
728 if (ol->ob == button && ol->id == button->count) 693 if (ol->ob == button)
729 return obp->value; 694 return obp->value;
730 return 0; 695 return 0;
731} 696}
732 697
733/* This routine makes monsters who are 698/* This routine makes monsters who are
740 */ 705 */
741 706
742void 707void
743do_mood_floor (object *op, object *source) 708do_mood_floor (object *op, object *source)
744{ 709{
745 object *tmp;
746 object *tmp2;
747
748 if (!source) 710 if (!source)
749 source = op; 711 source = op;
750 712
751 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 713 mapspace &ms = op->ms ();
714
715 if (!(ms.flags () & P_IS_ALIVE))
716 return;
717
718 object *tmp;
719
720 for (tmp = ms.top; tmp; tmp = tmp->below)
752 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 721 if (QUERY_FLAG (tmp, FLAG_MONSTER))
753 break; 722 break;
754 723
755 /* doesn't effect players, and if there is a player on this space, won't also 724 /* doesn't effect players, and if there is a player on this space, won't also
756 * be a monster here. 725 * be a monster here.
757 */ 726 */
727 //TODO: have players really FLAG_MONSTER? kept it for safety
758 if (!tmp || tmp->type == PLAYER) 728 if (!tmp || tmp->type == PLAYER)
759 return; 729 return;
760 730
761 switch (op->last_sp) 731 switch (op->last_sp)
762 { 732 {
763 case 0: /* furious--make all monsters mad */ 733 case 0: /* furious--make all monsters mad */
764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 734 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 735 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
736
766 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 737 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 { 738 {
768 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
769 remove_friendly_object (tmp);
770 tmp->attack_movement = 0; 739 tmp->attack_movement = 0;
771 /* lots of checks here, but want to make sure we don't 740 /* lots of checks here, but want to make sure we don't
772 * dereference a null value 741 * dereference a null value
773 */ 742 */
774 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 743 if (tmp->type == GOLEM
775 { 744 && tmp->owner
745 && tmp->owner->type == PLAYER
746 && tmp->owner->contr->ranges[range_golem] == tmp)
776 tmp->owner->contr->ranges[range_golem] = NULL; 747 tmp->owner->contr->ranges[range_golem] = 0;
777 tmp->owner->contr->golem_count = 0; 748
778 }
779 tmp->owner = 0; 749 tmp->owner = 0;
750
751 remove_friendly_object (tmp);
780 } 752 }
781 break; 753 break;
754
782 case 1: /* angry -- get neutral monsters mad */ 755 case 1: /* angry -- get neutral monsters mad */
783 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 756 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
784 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 757 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
785 break; 758 break;
759
786 case 2: /* calm -- pacify unfriendly monsters */ 760 case 2: /* calm -- pacify unfriendly monsters */
787 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
788 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 761 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
789 break; 762 break;
763
790 case 3: /* make all monsters fall asleep */ 764 case 3: /* make all monsters fall asleep */
791 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
792 SET_FLAG (tmp, FLAG_SLEEP); 765 SET_FLAG (tmp, FLAG_SLEEP);
793 break; 766 break;
767
794 case 4: /* charm all monsters */ 768 case 4: /* charm all monsters */
795 if (op == source) 769 if (op == source)
796 break; /* only if 'connected' */ 770 break; /* only if 'connected' */
797 771
798 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 772 if (object *pl = source->ms ().player ())
799 tmp2->type != PLAYER; tmp2 = tmp2->above) 773 {
800 if (tmp2->above == NULL) 774 tmp->set_owner (pl);
775 SET_FLAG (tmp, FLAG_MONSTER);
776
777 tmp->stats.exp = 0;
778
779 add_friendly_object (tmp);
780 tmp->attack_movement = PETMOVE;
781 }
801 break; 782 break;
802 783
803 if (tmp2->type != PLAYER) 784 case 6: // kill monsters
785 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
804 break; 786 break;
805 set_owner (tmp, tmp2); 787
806 SET_FLAG (tmp, FLAG_MONSTER); 788 // FALL THROUGH
807 tmp->stats.exp = 0; 789 case 5: // kill all alives
808 SET_FLAG (tmp, FLAG_FRIENDLY); 790 if (!tmp->flag [FLAG_PRECIOUS])
809 add_friendly_object (tmp); 791 {
810 tmp->attack_movement = PETMOVE; 792 get_archetype ("burnout")->insert_at (tmp, source);
793 tmp->destroy ();
794 }
811 break; 795 break;
812 796
813 default: 797 default:
814 break; 798 break;
815 } 799 }
819 * It will descend through containers to find the object. 803 * It will descend through containers to find the object.
820 * slaying = match object slaying flag 804 * slaying = match object slaying flag
821 * race = match object archetype name flag 805 * race = match object archetype name flag
822 * hp = match object type (excpt type '0'== PLAYER) 806 * hp = match object type (excpt type '0'== PLAYER)
823 */ 807 */
824
825object * 808object *
826check_inv_recursive (object *op, const object *trig) 809check_inv_recursive (object *op, const object *trig)
827{ 810{
828 object *tmp, *ret = NULL; 811 object *tmp, *ret = NULL;
829 812
830 /* First check the object itself. */ 813 /* First check the object itself. */
831 if ((trig->stats.hp && (op->type == trig->stats.hp)) 814 if ((trig->stats.hp && (op->type == trig->stats.hp))
832 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 815 || (trig->slaying && (op->slaying == trig->slaying))
816 || (trig->race && (op->arch->name == trig->race)))
833 return op; 817 return op;
834 818
835 for (tmp = op->inv; tmp; tmp = tmp->below) 819 for (tmp = op->inv; tmp; tmp = tmp->below)
836 { 820 {
837 if (tmp->inv) 821 if (tmp->inv)
839 ret = check_inv_recursive (tmp, trig); 823 ret = check_inv_recursive (tmp, trig);
840 if (ret) 824 if (ret)
841 return ret; 825 return ret;
842 } 826 }
843 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 827 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
844 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 828 || (trig->slaying && (tmp->slaying == trig->slaying))
829 || (trig->race && (tmp->arch->name == trig->race)))
845 return tmp; 830 return tmp;
846 } 831 }
847 return NULL; 832 return NULL;
848} 833}
849 834
852 * the square will activate connected items. 837 * the square will activate connected items.
853 * Monsters can't trigger this square (for now) 838 * Monsters can't trigger this square (for now)
854 * Values are: last_sp = 1/0 obj/no obj triggers 839 * Values are: last_sp = 1/0 obj/no obj triggers
855 * last_heal = 1/0 remove/dont remove obj if triggered 840 * last_heal = 1/0 remove/dont remove obj if triggered
856 * -b.t. (thomas@nomad.astro.psu.edu 841 * -b.t. (thomas@nomad.astro.psu.edu
857 */ 842 *
858 843 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
844 * because the check-inventory semantic essentially only applies when
845 * something is above the inventory checker.
846 * The semantic prior this change was: trigger if something has moved on or off
847 * and has a matching item. Imagine what happens if someone steps on the inventory
848 * checker with a matching item, has it, activates the connection, throws the item
849 * away, and then leaves the inventory checker. That would've caused an always-enabled
850 * state in the inventory checker. This won't happen anymore now.
851 *
852 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
853 * whether op is on this mapspace or not, because the value (1|0) depends
854 * on this information. also make sure to only push_button if op has
855 * a matching item (because when we do a push_button with value=0 timed gates
856 * will still open)! (i hope i got the semantics right this time)
857 *
858 */
859void 859void
860check_inv (object *op, object *trig) 860check_inv (object *op, object *trig)
861{ 861{
862 object *match; 862 trig->value = 0; // deactivate if none of the following conditions apply
863 863
864 if (op->type != PLAYER) 864 object *pl = trig->ms ().player ();
865 return;
866 match = check_inv_recursive (op, trig); 865 object *match = check_inv_recursive (op, trig);
866
867 // elmex: a note about (pl == op):
868 // if pl == 0 then the player has left this space
869 // if pl != 0 then a player is on this mapspace, but then
870 // we still have to check whether it's the player that triggered
871 // this inv-checker, because if not, then the op left this inv-checker
872 // and we have to set the value to 0
873
867 if (match && trig->last_sp) 874 if (match && trig->last_sp) // match == having
868 { 875 {
869 if (trig->last_heal) 876 if (trig->last_heal)
870 decrease_ob (match); 877 decrease_ob (match);
871 use_trigger (trig);
872 }
873 else if (!match && !trig->last_sp)
874 use_trigger (trig);
875}
876 878
877 879 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
878/* This does a minimal check of the button link consistency for object 880 push_button (trig);
879 * map. All it really does it much sure the object id link that is set
880 * matches what the object has.
881 */
882void
883verify_button_links (const mapstruct *map)
884{
885 oblinkpt *obp;
886 objectlink *ol;
887
888 if (!map)
889 return;
890
891 for (obp = map->buttons; obp; obp = obp->next)
892 { 881 }
893 for (ol = obp->link; ol; ol = ol->next) 882 else if (!match && !trig->last_sp) // match == not having
894 {
895 if (ol->id != ol->ob->count)
896 LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
897 }
898 } 883 {
884 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
885 push_button (trig);
886 }
899} 887}
888

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines