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Comparing deliantra/server/common/button.C (file contents):
Revision 1.44 by root, Mon Apr 21 23:35:24 2008 UTC vs.
Revision 1.57 by root, Mon Oct 12 21:27:54 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
29 30
30/* 31/*
31 * elmex: 32 * elmex:
32 * This function takes a objectlink list with all the objects are going to be activated. 33 * This function takes a objectlink list with all the objects are going to be activated.
33 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
34 * The source argument can be 0 or the source object for this activation. 35 * The activator argument can be 0 or the source object for this activation.
36 * the originator is the player or monster who did something.
35 */ 37 */
36void 38static void
37activate_connection_link (objectlink * ol, bool state, object *source = 0) 39activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
38{ 40{
39 for (; ol; ol = ol->next) 41 for (; ol; ol = ol->next)
40 { 42 {
41 if (!ol->ob) 43 if (!ol->ob)
42 { 44 {
74 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole")); 76 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
75 tmp->value = tmp->stats.maxsp ? !state : state; 77 tmp->value = tmp->stats.maxsp ? !state : state;
76 tmp->set_speed (0.5); 78 tmp->set_speed (0.5);
77 break; 79 break;
78 80
79 case CF_HANDLE: 81 case T_HANDLE:
80 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
81 update_object (tmp, UP_OBJ_FACE); 83 update_object (tmp, UP_OBJ_FACE);
82 break; 84 break;
83 85
84 case SIGN: 86 case SIGN:
105 SET_ANIMATION (tmp, tmp->value); 107 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 108 update_object (tmp, UP_OBJ_FACE);
107 break; 109 break;
108 110
109 case MOOD_FLOOR: 111 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 112 do_mood_floor (tmp, activator);
111 break; 113 break;
112 114
113 case TIMED_GATE: 115 case TIMED_GATE:
114 if (!tmp->active) 116 if (!tmp->active)
115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); 117 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
118
116 tmp->set_speed (tmp->arch->speed); 119 tmp->set_speed (tmp->arch->speed);
117 tmp->value = tmp->arch->value; 120 tmp->value = tmp->arch->value;
118 tmp->stats.sp = 1; 121 tmp->stats.sp = 1;
119 tmp->stats.hp = tmp->stats.maxhp; 122 tmp->stats.hp = tmp->stats.maxhp;
120 /* Handle multipart gates. We copy the value for the other parts 123 /* Handle multipart gates. We copy the value for the other parts
133 case FIREWALL: 136 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 137 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 138 move_firewall (tmp);
136 else 139 else
137 { 140 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 141 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140
141 animate_turning (tmp); 142 animate_turning (tmp);
142 } 143 }
143 break; 144 break;
144 145
145 case TELEPORTER: 146 case TELEPORTER:
155 move_marker (tmp); 156 move_marker (tmp);
156 break; 157 break;
157 158
158 case DUPLICATOR: 159 case DUPLICATOR:
159 move_duplicator (tmp); 160 move_duplicator (tmp);
161 break;
162
163 case MAPSCRIPT:
164 cfperl_mapscript_activate (tmp, state, activator, originator);
160 break; 165 break;
161 } 166 }
162 } 167 }
163} 168}
164 169
173 * Changed the routine to loop through _all_ objects. 178 * Changed the routine to loop through _all_ objects.
174 * Better hurry with that linked list... 179 * Better hurry with that linked list...
175 * 180 *
176 */ 181 */
177void 182void
178push_button (object *op) 183push_button (object *op, object *originator)
179{ 184{
180 oblinkpt *obp = get_button_links (op); 185 if (oblinkpt *obp = op->find_link ())
181 186 {
182 if (!obp) 187 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
183 return; 188 return;
184 189
185 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
186 return;
187
188 activate_connection_link (obp->link, op->value, op); 190 activate_connection_link (obp->link, op->value, op, originator);
191 }
189} 192}
190 193
191/* 194/*
192 * elmex: 195 * elmex:
193 * This activates a connection, similar to push_button (object *op) but it takes 196 * This activates a connection, similar to push_button (object *op) but it takes
195 * the connection was 'state' or 'released'. So that you can activate objects 198 * the connection was 'state' or 'released'. So that you can activate objects
196 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 199 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
197 * 200 *
198 */ 201 */
199void 202void
200activate_connection (maptile *map, long connection, bool state) 203maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
201{ 204{
202 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 205 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
203 return; 206 return;
204 207
205 oblinkpt *obp = get_connection_links (map, connection); 208 if (oblinkpt *obp = find_link (id))
206
207 if (obp)
208 activate_connection_link (obp->link, state); 209 activate_connection_link (obp->link, state, activator, originator);
209} 210}
210 211
211/* 212/*
212 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
213 * After changing the state of a button, this function must be called 214 * After changing the state of a button, this function must be called
214 * to make sure that all gates and other buttons connected to the 215 * to make sure that all gates and other buttons connected to the
215 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
216 */ 217 */
217void 218void
218update_button (object *op) 219update_button (object *op, object *originator)
219{ 220{
220 object *ab, *tmp, *head;
221 int tot, any_down = 0, old_value = op->value; 221 int any_down = 0, old_value = op->value;
222 oblinkpt *obp = 0;
223 objectlink *ol;
224 222
225 obp = get_button_links (op); 223 if (oblinkpt *obp = op->find_link ())
226 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
227 if (obp)
228 for (ol = obp->link; ol; ol = ol->next) 224 for (objectlink *ol = obp->link; ol; ol = ol->next)
229 { 225 {
230 if (!ol->ob) 226 if (!ol->ob)
231 { 227 {
232 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 228 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
233 continue; 229 continue;
234 } 230 }
235 231
236 tmp = ol->ob; 232 object *tmp = ol->ob;
233
237 if (tmp->type == BUTTON) 234 if (tmp->type == BUTTON)
238 { 235 {
236 sint32 total = 0;
237
239 for (ab = tmp->above, tot = 0; ab; ab = ab->above) 238 for (object *ab = tmp->above; ab; ab = ab->above)
239 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that
241 * objects who don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects.
244 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246 total += ab->head_ ()->total_weight ();
247
248 tmp->value = total >= tmp->weight;
249
250 any_down = any_down || tmp->value;
251 }
252 else if (tmp->type == PEDESTAL)
253 {
254 bool is_match = is_match_expr (tmp->slaying);
255 tmp->value = 0;
256
257 for (object *ab = tmp->above; ab; ab = ab->above)
240 { 258 {
241 head = ab->head_ (); 259 object *head = ab->head_ ();
242 260
243 /* Basically, if the move_type matches that on what the 261 /* Same note regarding move_type for buttons above apply here. */
244 * button wants, we count it. The second check is so that
245 * objects who don't move (swords, etc) will count. Note that
246 * this means that more work is needed to make buttons
247 * that are only triggered by flying objects.
248 */
249 if ((head->move_type & tmp->move_on) || head->move_type == 0) 262 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
250 tot += head->total_weight (); 263 if (is_match
264 ? match (tmp->slaying, head, tmp, originator)
265 : (head->race == tmp->slaying
266 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
267 || (tmp->slaying == shstr_player && head->type == PLAYER)))
268 {
269 tmp->value = 1;
270 break;
271 }
251 } 272 }
252 273
253 tmp->value = tot >= tmp->weight ? 1 : 0;
254 }
255 else if (tmp->type == PEDESTAL)
256 {
257 tmp->value = 0;
258
259 for (ab = tmp->above; ab; ab = ab->above)
260 {
261 head = ab->head_ ();
262
263 /* Same note regarding move_type for buttons above apply here. */
264 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
265 (head->race == tmp->slaying ||
266 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
267 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
268 tmp->value = 1;
269 }
270 }
271
272 any_down = any_down || tmp->value; 274 any_down = any_down || tmp->value;
275 }
273 } 276 }
274 277
275 if (any_down) /* If any other buttons were down, force this to remain down */ 278 if (any_down) /* If any other buttons were down, force this to remain down */
276 op->value = 1; 279 op->value = 1;
277 280
281 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
282
278 /* If this button hasn't changed, don't do anything */ 283 /* If this button hasn't changed, don't do anything */
279 if (op->value != old_value) 284 if (op->value != old_value)
280 { 285 {
281 SET_ANIMATION (op, op->value); 286 SET_ANIMATION (op, op->value);
282 update_object (op, UP_OBJ_FACE); 287 update_object (op, UP_OBJ_FACE);
283 push_button (op); /* Make all other buttons the same */ 288 push_button (op, originator); /* Make all other buttons the same */
284 } 289 }
285} 290}
286 291
287void 292void
288use_trigger (object *op) 293use_trigger (object *op, object *originator)
289{ 294{
290 /* Toggle value */ 295 /* Toggle value */
291 op->value = !op->value; 296 op->value = !op->value;
297
292 push_button (op); 298 push_button (op, originator);
293} 299}
294 300
295/* 301/*
296 * Note: animate_object should be used instead of this, 302 * Note: animate_object should be used instead of this,
297 * but it can't handle animations in the 8 directions 303 * but it can't handle animations in the 8 directions
318 * sacrificed. This fixes a bug of trying to put multiple altars/related 324 * sacrificed. This fixes a bug of trying to put multiple altars/related
319 * objects on the same space that take the same sacrifice. 325 * objects on the same space that take the same sacrifice.
320 */ 326 */
321 327
322int 328int
323check_altar_sacrifice (const object *altar, const object *sacrifice) 329check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
324{ 330{
331 if (sacrifice->flag [FLAG_UNPAID])
332 return 0;
333
334 if (is_match_expr (ARCH_SACRIFICE (altar)))
335 return match (ARCH_SACRIFICE (altar), altar, originator);
336
325 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) 337 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
326 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 338 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
327 && sacrifice->type != PLAYER) 339 && sacrifice->type != PLAYER)
328 { 340 {
329 if (ARCH_SACRIFICE (altar) == shstr_money 341 if (ARCH_SACRIFICE (altar) == shstr_money
350 * 362 *
351 * If this function returns 1, '*sacrifice' is modified to point to the 363 * If this function returns 1, '*sacrifice' is modified to point to the
352 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 364 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
353 */ 365 */
354int 366int
355operate_altar (object *altar, object **sacrifice) 367operate_altar (object *altar, object **sacrifice, object *originator)
356{ 368{
357 if (!altar->map) 369 if (!altar->map)
358 { 370 {
359 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 371 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
360 return 0; 372 return 0;
361 } 373 }
362 374
363 if (!altar->slaying || altar->value) 375 if (!altar->slaying || altar->value)
364 return 0; 376 return 0;
365 377
366 if (!check_altar_sacrifice (altar, *sacrifice)) 378 if (!check_altar_sacrifice (altar, *sacrifice, originator))
367 return 0; 379 return 0;
368 380
369 /* check_altar_sacrifice should have already verified that enough money 381 /* check_altar_sacrifice should have already verified that enough money
370 * has been dropped. 382 * has been dropped.
371 */ 383 */
389 401
390 return 1; 402 return 1;
391} 403}
392 404
393void 405void
394trigger_move (object *op, int state) /* 1 down and 0 up */ 406trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
395{ 407{
396 op->stats.wc = state; 408 op->stats.wc = state;
409
397 if (state) 410 if (state)
398 { 411 {
399 use_trigger (op); 412 use_trigger (op, originator);
400 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 413 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
401 op->speed_left = -1; 414 op->speed_left = -1;
402 } 415 }
403 else 416 else
404 { 417 {
405 use_trigger (op); 418 use_trigger (op, originator);
406 op->set_speed (0); 419 op->set_speed (0);
407 } 420 }
408} 421}
409 422
410 423
419 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 432 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
420 * 433 *
421 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 434 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
422 */ 435 */
423int 436int
424check_trigger (object *op, object *cause) 437check_trigger (object *op, object *cause, object *originator)
425{ 438{
426 object *tmp; 439 object *tmp;
427 int push = 0, tot = 0; 440 int push = 0, tot = 0;
428 int in_movement = op->stats.wc || op->speed; 441 int in_movement = op->stats.wc || op->speed;
429 442
430 switch (op->type) 443 switch (op->type)
431 { 444 {
432 case TRIGGER_BUTTON: 445 case TRIGGER_BUTTON:
433 if (op->weight > 0) 446 if (op->weight > 0)
434 { 447 {
435 if (cause) 448 if (cause)
436 { 449 {
437 for (tmp = op->above; tmp; tmp = tmp->above) 450 for (tmp = op->above; tmp; tmp = tmp->above)
438 /* Comment reproduced from update_buttons(): */ 451 /* Comment reproduced from update_buttons(): */
439 /* Basically, if the move_type matches that on what the 452 /* Basically, if the move_type matches that on what the
440 * button wants, we count it. The second check is so that 453 * button wants, we count it. The second check is so that
441 * objects that don't move (swords, etc) will count. Note that 454 * objects that don't move (swords, etc) will count. Note that
442 * this means that more work is needed to make buttons 455 * this means that more work is needed to make buttons
443 * that are only triggered by flying objects. 456 * that are only triggered by flying objects.
457 */
458 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
459 tot += tmp->head_ ()->total_weight ();
460
461 if (tot >= op->weight)
462 push = 1;
463
464 if (op->stats.ac == push)
465 return 0;
466
467 op->stats.ac = push;
468 if (NUM_ANIMATIONS (op) > 1)
469 {
470 SET_ANIMATION (op, push);
471 update_object (op, UP_OBJ_FACE);
472 }
473
474 if (in_movement || !push)
475 return 0;
476 }
477
478 trigger_move (op, push, cause);
479 }
480
481 return 0;
482
483 case TRIGGER_PEDESTAL:
484 if (cause)
485 {
486 for (tmp = op->above; tmp; tmp = tmp->above)
487 {
488 object *head = tmp->head_ ();
489
490 /* See comment in TRIGGER_BUTTON about move_types */
491 if (((head->move_type & op->move_on) || head->move_type == 0)
492 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
493 {
494 push = 1;
495 break;
496 }
497 }
498
499 if (op->stats.ac == push)
500 return 0;
501
502 op->stats.ac = push;
503
504 if (NUM_ANIMATIONS (op) > 1)
505 {
506 SET_ANIMATION (op, push);
507 update_object (op, UP_OBJ_FACE);
508 }
509
510 update_object (op, UP_OBJ_FACE);
511
512 if (in_movement || !push)
513 return 0;
514 }
515
516 trigger_move (op, push, cause);
517 return 0;
518
519 case TRIGGER_ALTAR:
520 if (cause)
521 {
522 if (in_movement)
523 return 0;
524
525 if (operate_altar (op, &cause)) /* TODO: originator? */
526 {
527 if (NUM_ANIMATIONS (op) > 1)
528 {
529 SET_ANIMATION (op, 1);
530 update_object (op, UP_OBJ_FACE);
531 }
532
533 if (op->last_sp >= 0)
534 {
535 trigger_move (op, 1, cause);
536
537 if (op->last_sp > 0)
538 op->last_sp = -op->last_sp;
539 }
540 else
541 {
542 /* for trigger altar with last_sp, the ON/OFF
543 * status (-> +/- value) is "simulated":
444 */ 544 */
445 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 545 op->value = !op->value;
446 tot += tmp->head_ ()->total_weight (); 546 trigger_move (op, 1, cause);
447 547 op->last_sp = -op->last_sp;
448 if (tot >= op->weight) 548 op->value = !op->value;
449 push = 1;
450
451 if (op->stats.ac == push)
452 return 0;
453
454 op->stats.ac = push;
455 if (NUM_ANIMATIONS (op) > 1)
456 {
457 SET_ANIMATION (op, push);
458 update_object (op, UP_OBJ_FACE);
459 } 549 }
460 550
461 if (in_movement || !push) 551 return cause == NULL;
462 return 0;
463 } 552 }
464 trigger_move (op, push);
465 } 553 else
466
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; 554 return 0;
487 555 }
488 op->stats.ac = push; 556 else
489 557 {
490 if (NUM_ANIMATIONS (op) > 1) 558 if (NUM_ANIMATIONS (op) > 1)
491 { 559 {
492 SET_ANIMATION (op, push); 560 SET_ANIMATION (op, 0);
493 update_object (op, UP_OBJ_FACE); 561 update_object (op, UP_OBJ_FACE);
494 } 562 }
495 563
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, 564 /* If trigger_altar has "last_sp > 0" set on the map,
550 * it will push the connected value only once per sacrifice. 565 * it will push the connected value only once per sacrifice.
551 * Otherwise (default), the connected value will be 566 * Otherwise (default), the connected value will be
552 * pushed twice: First by sacrifice, second by reset! -AV 567 * pushed twice: First by sacrifice, second by reset! -AV
553 */ 568 */
554 if (!op->last_sp) 569 if (!op->last_sp)
555 trigger_move (op, 0); 570 trigger_move (op, 0, cause);
556 else 571 else
557 { 572 {
558 op->stats.wc = 0; 573 op->stats.wc = 0;
559 op->value = !op->value; 574 op->value = !op->value;
560 op->set_speed (0); 575 op->set_speed (0);
561 } 576 }
562 } 577 }
563 return 0; 578 return 0;
564 579
565 case TRIGGER: 580 case TRIGGER:
566 if (cause) 581 if (cause)
567 { 582 {
568 if (in_movement) 583 if (in_movement)
569 return 0; 584 return 0;
570 585
571 push = 1; 586 push = 1;
572 } 587 }
573 588
574 if (NUM_ANIMATIONS (op) > 1) 589 if (NUM_ANIMATIONS (op) > 1)
575 { 590 {
576 SET_ANIMATION (op, push); 591 SET_ANIMATION (op, push);
577 update_object (op, UP_OBJ_FACE); 592 update_object (op, UP_OBJ_FACE);
578 } 593 }
579 594
580 trigger_move (op, push); 595 trigger_move (op, push, cause);
581 return 1; 596 return 1;
582 597
583 default: 598 default:
584 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 599 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
585 return 0; 600 return 0;
586 } 601 }
587} 602}
588 603
589void 604void
590add_button_link (object *button, maptile *map, int connected) 605object::add_link (maptile *map, shstr_tmp id)
591{ 606{
592 oblinkpt *obp;
593 objectlink *ol = get_objectlink ();
594
595 if (!map) 607 if (!map)
596 { 608 {
597 LOG (llevError, "Tried to add button-link without map.\n"); 609 LOG (llevError, "Tried to add button-link without map.\n");
598 return; 610 return;
599 } 611 }
600 612
601 button->path_attuned = connected; /* peterm: I need this so I can rebuild 613 flag [FLAG_IS_LINKED] = true;
602 a connected map from a template map. */
603 614
604 SET_FLAG (button, FLAG_IS_LINKED); 615 objectlink *ol = get_objectlink ();
605
606 ol->ob = button; 616 ol->ob = this;
607 617
608 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 618 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
609 ; 619 if (obp->id == id)
610
611 if (obp)
612 { 620 {
613 ol->next = obp->link; 621 ol->next = obp->link;
614 obp->link = ol; 622 obp->link = ol;
623 return;
615 } 624 }
616 else 625
617 {
618 obp = get_objectlinkpt (); 626 oblinkpt *obp = get_objectlinkpt ();
619 obp->value = connected; 627 obp->id = id;
620 628
621 obp->next = map->buttons; 629 obp->next = map->buttons;
622 map->buttons = obp; 630 map->buttons = obp;
623 obp->link = ol; 631 obp->link = ol;
624 }
625} 632}
626 633
627/* 634/*
628 * Remove the object from the linked lists of buttons in the map. 635 * Remove the object from the linked lists of buttons in the map.
629 * This is only needed by editors. 636 * This is only needed by editors.
630 */ 637 */
631
632void 638void
633remove_button_link (object *op) 639object::remove_link ()
634{ 640{
635 oblinkpt *obp; 641 if (!map)
636 objectlink **olp, *ol;
637
638 if (op->map == NULL)
639 { 642 {
640 LOG (llevError, "remove_button_link() in object without map.\n"); 643 LOG (llevError, "remove_button_link() in object without map.\n");
641 return; 644 return;
642 } 645 }
643 646
644 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 647 if (!flag [FLAG_IS_LINKED])
645 { 648 {
646 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 649 LOG (llevError, "remove_button_linked() in unlinked object.\n");
647 return; 650 return;
648 } 651 }
649 652
653 flag [FLAG_IS_LINKED] = false;
654
650 for (obp = op->map->buttons; obp; obp = obp->next) 655 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
651 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 656 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
652 if (ol->ob == op) 657 if ((*olp)->ob == this)
653 { 658 {
654 659 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; 660 *olp = ol->next;
659 delete ol; 661 delete ol;
660 return; 662 return;
661 } 663 }
662 664
663 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 665 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
664 CLEAR_FLAG (op, FLAG_IS_LINKED); 666}
667
668/*
669 * Updates every button on the map (by calling update_button() for them).
670 */
671void
672maptile::update_buttons ()
673{
674 for (oblinkpt *obp = buttons; obp; obp = obp->next)
675 for (objectlink *ol = obp->link; ol; ol = ol->next)
676 {
677 if (!ol->ob)
678 {
679 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
680 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
681 continue;
682 }
683
684 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
685 {
686 update_button (ol->ob, 0);
687 break;
688 }
689 }
665} 690}
666 691
667/* 692/*
668 * Gets the objectlink for this connection from the map. 693 * Gets the objectlink for this connection from the map.
669 */ 694 */
670oblinkpt * 695oblinkpt *
671get_connection_links (maptile *map, long connection) 696maptile::find_link (shstr_tmp id)
672{ 697{
673 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 698 for (oblinkpt *obp = buttons; obp; obp = obp->next)
674 if (obp->value == connection) 699 if (obp->id == id)
675 return obp; 700 return obp;
676 701
677 return 0; 702 return 0;
678} 703}
679 704
680/* 705/*
681 * Return the first objectlink in the objects linked to this one 706 * Return the first objectlink in the objects linked to this one
682 */ 707 */
683
684oblinkpt * 708oblinkpt *
685get_button_links (const object *button) 709object::find_link () const
686{ 710{
687 oblinkpt *obp; 711 if (map)
688 objectlink *ol;
689
690 if (!button->map)
691 return NULL;
692
693 for (obp = button->map->buttons; obp; obp = obp->next) 712 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
694 for (ol = obp->link; ol; ol = ol->next) 713 for (objectlink *ol = obp->link; ol; ol = ol->next)
695 if (ol->ob == button) 714 if (ol->ob == this)
696 return obp; 715 return obp;
697 716
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; 717 return 0;
718} 718}
719 719
720/* This routine makes monsters who are 720/* This routine makes monsters who are
721 * standing on the 'mood floor' change their 721 * standing on the 'mood floor' change their
723 * If floor is to be triggered must have 723 * If floor is to be triggered must have
724 * a speed of zero (default is 1 for all 724 * a speed of zero (default is 1 for all
725 * but the charm floor type). 725 * but the charm floor type).
726 * by b.t. thomas@nomad.astro.psu.edu 726 * by b.t. thomas@nomad.astro.psu.edu
727 */ 727 */
728
729void 728void
730do_mood_floor (object *op, object *source) 729do_mood_floor (object *op, object *source)
731{ 730{
732 if (!source) 731 if (!source)
733 source = op; 732 source = op;
809 808
810 // FALL THROUGH 809 // FALL THROUGH
811 case 5: // kill all alives 810 case 5: // kill all alives
812 if (!tmp->flag [FLAG_PRECIOUS]) 811 if (!tmp->flag [FLAG_PRECIOUS])
813 { 812 {
814 get_archetype ("burnout")->insert_at (tmp, source); 813 archetype::get (shstr_burnout)->insert_at (tmp, source);
815 tmp->destroy (); 814 tmp->destroy ();
816 } 815 }
817 break; 816 break;
818 817
819 default: 818 default:
897 { 896 {
898 if (trig->last_heal) 897 if (trig->last_heal)
899 match->decrease (); 898 match->decrease ();
900 899
901 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 900 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
902 push_button (trig); 901 push_button (trig, op);
903 } 902 }
904 else if (!match && !trig->last_sp) // match == not having 903 else if (!match && !trig->last_sp) // match == not having
905 { 904 {
906 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 905 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
907 push_button (trig); 906 push_button (trig, op);
908 } 907 }
909} 908}
910 909

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