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Comparing deliantra/server/common/button.C (file contents):
Revision 1.37 by root, Tue Jul 31 17:33:14 2007 UTC vs.
Revision 1.51 by root, Thu Jan 8 03:03:23 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 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 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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,
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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26 25
27/* 26/*
28 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
29 */ 28 */
30 29
33 * This function takes a objectlink list with all the objects are going to be activated. 32 * 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. 33 * 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. 34 * The source argument can be 0 or the source object for this activation.
36 */ 35 */
37void 36void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 37activate_connection_link (objectlink *ol, bool state, object *source = 0)
39{ 38{
40 for (; ol; ol = ol->next) 39 for (; ol; ol = ol->next)
41 { 40 {
42 if (!ol->ob) 41 if (!ol->ob)
43 { 42 {
67 66
68 switch (tmp->type) 67 switch (tmp->type)
69 { 68 {
70 case GATE: 69 case GATE:
71 case HOLE: 70 case HOLE:
71 if (!tmp->active)
72 tmp->play_sound (tmp->sound
73 ? tmp->sound
74 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 75 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->set_speed (0.5); 76 tmp->set_speed (0.5);
74 break; 77 break;
75 78
76 case CF_HANDLE: 79 case CF_HANDLE:
79 break; 82 break;
80 83
81 case SIGN: 84 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 85 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 86 {
84 tmp->play_sound (tmp->sound); 87 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 88 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food) 89 if (tmp->stats.food)
87 tmp->last_eat++; 90 tmp->last_eat++;
88 } 91 }
89 break; 92 break;
90 93
91 case ALTAR: 94 case ALTAR:
95 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
92 tmp->value = 1; 96 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 97 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 98 update_object (tmp, UP_OBJ_FACE);
95 break; 99 break;
96 100
97 case BUTTON: 101 case BUTTON:
98 case PEDESTAL: 102 case PEDESTAL:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
99 tmp->value = state; 104 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
102 break; 107 break;
103 108
104 case MOOD_FLOOR: 109 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 110 do_mood_floor (tmp, source);
106 break; 111 break;
107 112
108 case TIMED_GATE: 113 case TIMED_GATE:
114 if (!tmp->active)
115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
116
109 tmp->set_speed (tmp->arch->speed); 117 tmp->set_speed (tmp->arch->speed);
110 tmp->value = tmp->arch->value; 118 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1; 119 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp; 120 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts 121 /* Handle multipart gates. We copy the value for the other parts
142 case CREATOR: 150 case CREATOR:
143 move_creator (tmp); 151 move_creator (tmp);
144 break; 152 break;
145 153
146 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
147 move_marker (tmp); 156 move_marker (tmp);
148 break; 157 break;
149 158
150 case DUPLICATOR: 159 case DUPLICATOR:
151 move_duplicator (tmp); 160 move_duplicator (tmp);
161 break;
162
163 case MAPSCRIPT:
164 cfperl_mapscript_activate (tmp, source, state);
152 break; 165 break;
153 } 166 }
154 } 167 }
155} 168}
156 169
167 * 180 *
168 */ 181 */
169void 182void
170push_button (object *op) 183push_button (object *op)
171{ 184{
172 oblinkpt *obp = get_button_links (op); 185 if (oblinkpt *obp = op->find_link ())
173 186 {
174 if (!obp) 187 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value)))
175 return; 188 return;
176 189
177 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
178 return;
179
180 activate_connection_link (obp->link, op->value, op); 190 activate_connection_link (obp->link, op->value, op);
191 }
181} 192}
182 193
183/* 194/*
184 * elmex: 195 * elmex:
185 * 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
187 * 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
188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 199 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
189 * 200 *
190 */ 201 */
191void 202void
192activate_connection (maptile *map, long connection, bool state) 203maptile::trigger (shstr_tmp id, bool state, object *originator)
193{ 204{
194 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)))
195 return; 206 return;
196 207
197 oblinkpt *obp = get_connection_links (map, connection); 208 if (oblinkpt *obp = find_link (id))
198
199 if (obp)
200 activate_connection_link (obp->link, state); 209 activate_connection_link (obp->link, state, originator);
201} 210}
202 211
203/* 212/*
204 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
205 * 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
207 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
208 */ 217 */
209void 218void
210update_button (object *op) 219update_button (object *op)
211{ 220{
212 object *ab, *tmp, *head;
213 int tot, any_down = 0, old_value = op->value; 221 int any_down = 0, old_value = op->value;
214 oblinkpt *obp = 0;
215 objectlink *ol;
216 222
217 obp = get_button_links (op); 223 if (oblinkpt *obp = op->find_link ())
218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
219 if (obp)
220 for (ol = obp->link; ol; ol = ol->next) 224 for (objectlink *ol = obp->link; ol; ol = ol->next)
221 { 225 {
222 if (!ol->ob) 226 if (!ol->ob)
223 { 227 {
224 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 228 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
225 continue; 229 continue;
226 } 230 }
227 231
228 tmp = ol->ob; 232 object *tmp = ol->ob;
233
229 if (tmp->type == BUTTON) 234 if (tmp->type == BUTTON)
230 { 235 {
236 sint32 total = 0;
237
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 238 for (object *ab = tmp->above; ab; ab = ab->above)
232 /* Bug? The pedestal code below looks for the head of
233 * the object, this bit doesn't. I'd think we should check
234 * for head here also. Maybe it also makese sense to
235 * make the for ab=tmp->above loop common, and alter
236 * behaviour based on object within that loop?
237 */
238
239 /* Basically, if the move_type matches that on what the 239 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that 240 * button wants, we count it. The second check is so that
241 * objects don't move (swords, etc) will count. Note that 241 * objects who don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons 242 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects. 243 * that are only triggered by flying objects.
244 */ 244 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 246 total += ab->head_ ()->total_weight ();
247 247
248 tmp->value = (tot >= tmp->weight) ? 1 : 0; 248 tmp->value = total >= tmp->weight;
249 if (tmp->value) 249
250 any_down = 1; 250 any_down = any_down || tmp->value;
251 } 251 }
252 else if (tmp->type == PEDESTAL) 252 else if (tmp->type == PEDESTAL)
253 { 253 {
254 tmp->value = 0; 254 tmp->value = 0;
255
255 for (ab = tmp->above; ab != NULL; ab = ab->above) 256 for (object *ab = tmp->above; ab; ab = ab->above)
256 { 257 {
257 head = ab->head_ (); 258 object *head = ab->head_ ();
259
258 /* Same note regarding move_type for buttons above apply here. */ 260 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 261 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
260 (head->race == tmp->slaying || 262 && (head->race == tmp->slaying
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 263 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 264 || (tmp->slaying == shstr_player && head->type == PLAYER)))
263 tmp->value = 1; 265 tmp->value = 1;
264 } 266 }
265 267
266 if (tmp->value) 268 any_down = any_down || tmp->value;
267 any_down = 1;
268 } 269 }
269 } 270 }
271
270 if (any_down) /* If any other buttons were down, force this to remain down */ 272 if (any_down) /* If any other buttons were down, force this to remain down */
271 op->value = 1; 273 op->value = 1;
274
275 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
272 276
273 /* If this button hasn't changed, don't do anything */ 277 /* If this button hasn't changed, don't do anything */
274 if (op->value != old_value) 278 if (op->value != old_value)
275 { 279 {
276 SET_ANIMATION (op, op->value); 280 SET_ANIMATION (op, op->value);
315 */ 319 */
316 320
317int 321int
318check_altar_sacrifice (const object *altar, const object *sacrifice) 322check_altar_sacrifice (const object *altar, const object *sacrifice)
319{ 323{
320 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 324 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
325 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
326 && sacrifice->type != PLAYER)
321 { 327 {
328 if (ARCH_SACRIFICE (altar) == shstr_money
329 && sacrifice->type == MONEY
330 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
331 return 1;
332
322 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname 333 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
323 || ARCH_SACRIFICE (altar) == sacrifice->name 334 || ARCH_SACRIFICE (altar) == sacrifice->name
324 || ARCH_SACRIFICE (altar) == sacrifice->slaying 335 || ARCH_SACRIFICE (altar) == sacrifice->slaying
325 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 336 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
326 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 337 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
327 return 1;
328
329 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
330 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
331 return 1; 338 return 1;
332 } 339 }
333 340
334 return 0; 341 return 0;
335} 342}
359 return 0; 366 return 0;
360 367
361 /* check_altar_sacrifice should have already verified that enough money 368 /* check_altar_sacrifice should have already verified that enough money
362 * has been dropped. 369 * has been dropped.
363 */ 370 */
364 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 371 if (ARCH_SACRIFICE (altar) == shstr_money)
365 { 372 {
366 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 373 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
367 374
368 /* Round up any sacrifices. Altars don't make change either */ 375 /* Round up any sacrifices. Altars don't make change either */
369 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 376 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
370 number++; 377 number++;
371 378
372 *sacrifice = decrease_ob_nr (*sacrifice, number); 379 if (!(*sacrifice)->decrease (number))
380 *sacrifice = 0;
373 } 381 }
374 else 382 else
375 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 383 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
384 *sacrifice = 0;
376 385
377 if (altar->msg) 386 if (altar->msg)
378 new_info_map (NDI_BLACK, altar->map, altar->msg); 387 new_info_map (NDI_BLACK, altar->map, altar->msg);
379 388
380 return 1; 389 return 1;
417 int push = 0, tot = 0; 426 int push = 0, tot = 0;
418 int in_movement = op->stats.wc || op->speed; 427 int in_movement = op->stats.wc || op->speed;
419 428
420 switch (op->type) 429 switch (op->type)
421 { 430 {
422 case TRIGGER_BUTTON: 431 case TRIGGER_BUTTON:
423 if (op->weight > 0) 432 if (op->weight > 0)
424 { 433 {
425 if (cause) 434 if (cause)
426 { 435 {
427 for (tmp = op->above; tmp; tmp = tmp->above) 436 for (tmp = op->above; tmp; tmp = tmp->above)
428 /* Comment reproduced from update_buttons(): */ 437 /* Comment reproduced from update_buttons(): */
429 /* Basically, if the move_type matches that on what the 438 /* Basically, if the move_type matches that on what the
430 * button wants, we count it. The second check is so that 439 * button wants, we count it. The second check is so that
431 * objects that don't move (swords, etc) will count. Note that 440 * objects that don't move (swords, etc) will count. Note that
432 * this means that more work is needed to make buttons 441 * this means that more work is needed to make buttons
433 * that are only triggered by flying objects. 442 * that are only triggered by flying objects.
443 */
444 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
445 tot += tmp->head_ ()->total_weight ();
446
447 if (tot >= op->weight)
448 push = 1;
449
450 if (op->stats.ac == push)
451 return 0;
452
453 op->stats.ac = push;
454 if (NUM_ANIMATIONS (op) > 1)
455 {
456 SET_ANIMATION (op, push);
457 update_object (op, UP_OBJ_FACE);
458 }
459
460 if (in_movement || !push)
461 return 0;
462 }
463 trigger_move (op, push);
464 }
465
466 return 0;
467
468 case TRIGGER_PEDESTAL:
469 if (cause)
470 {
471 for (tmp = op->above; tmp; tmp = tmp->above)
472 {
473 object *head = tmp->head_ ();
474
475 /* See comment in TRIGGER_BUTTON about move_types */
476 if (((head->move_type & op->move_on) || head->move_type == 0)
477 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
478 {
479 push = 1;
480 break;
481 }
482 }
483
484 if (op->stats.ac == push)
485 return 0;
486
487 op->stats.ac = push;
488
489 if (NUM_ANIMATIONS (op) > 1)
490 {
491 SET_ANIMATION (op, push);
492 update_object (op, UP_OBJ_FACE);
493 }
494
495 update_object (op, UP_OBJ_FACE);
496
497 if (in_movement || !push)
498 return 0;
499 }
500
501 trigger_move (op, push);
502 return 0;
503
504 case TRIGGER_ALTAR:
505 if (cause)
506 {
507 if (in_movement)
508 return 0;
509
510 if (operate_altar (op, &cause))
511 {
512 if (NUM_ANIMATIONS (op) > 1)
513 {
514 SET_ANIMATION (op, 1);
515 update_object (op, UP_OBJ_FACE);
516 }
517
518 if (op->last_sp >= 0)
519 {
520 trigger_move (op, 1);
521 if (op->last_sp > 0)
522 op->last_sp = -op->last_sp;
523 }
524 else
525 {
526 /* for trigger altar with last_sp, the ON/OFF
527 * status (-> +/- value) is "simulated":
434 */ 528 */
435 529 op->value = !op->value;
436 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 530 trigger_move (op, 1);
437 { 531 op->last_sp = -op->last_sp;
438 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 532 op->value = !op->value;
439 }
440 if (tot >= op->weight)
441 push = 1;
442 if (op->stats.ac == push)
443 return 0;
444 op->stats.ac = push;
445 if (NUM_ANIMATIONS (op) > 1)
446 {
447 SET_ANIMATION (op, push);
448 update_object (op, UP_OBJ_FACE);
449 } 533 }
450 if (in_movement || !push) 534
451 return 0; 535 return cause == NULL;
452 } 536 }
453 trigger_move (op, push);
454 } 537 else
455 return 0;
456
457 case TRIGGER_PEDESTAL:
458 if (cause)
459 {
460 for (tmp = op->above; tmp; tmp = tmp->above)
461 {
462 object *head = tmp->head_ ();
463
464 /* See comment in TRIGGER_BUTTON about move_types */
465 if (((head->move_type & op->move_on) || head->move_type == 0)
466 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
467 {
468 push = 1;
469 break;
470 }
471 }
472
473 if (op->stats.ac == push)
474 return 0; 538 return 0;
475 539 }
476 op->stats.ac = push; 540 else
477 541 {
478 if (NUM_ANIMATIONS (op) > 1) 542 if (NUM_ANIMATIONS (op) > 1)
479 { 543 {
480 SET_ANIMATION (op, push); 544 SET_ANIMATION (op, 0);
481 update_object (op, UP_OBJ_FACE); 545 update_object (op, UP_OBJ_FACE);
482 } 546 }
483 547
484 update_object (op, UP_OBJ_FACE);
485
486 if (in_movement || !push)
487 return 0;
488 }
489
490 trigger_move (op, push);
491 return 0;
492
493 case TRIGGER_ALTAR:
494 if (cause)
495 {
496 if (in_movement)
497 return 0;
498
499 if (operate_altar (op, &cause))
500 {
501 if (NUM_ANIMATIONS (op) > 1)
502 {
503 SET_ANIMATION (op, 1);
504 update_object (op, UP_OBJ_FACE);
505 }
506
507 if (op->last_sp >= 0)
508 {
509 trigger_move (op, 1);
510 if (op->last_sp > 0)
511 op->last_sp = -op->last_sp;
512 }
513 else
514 {
515 /* for trigger altar with last_sp, the ON/OFF
516 * status (-> +/- value) is "simulated":
517 */
518 op->value = !op->value;
519 trigger_move (op, 1);
520 op->last_sp = -op->last_sp;
521 op->value = !op->value;
522 }
523
524 return cause == NULL;
525 }
526 else
527 return 0;
528 }
529 else
530 {
531 if (NUM_ANIMATIONS (op) > 1)
532 {
533 SET_ANIMATION (op, 0);
534 update_object (op, UP_OBJ_FACE);
535 }
536
537 /* If trigger_altar has "last_sp > 0" set on the map, 548 /* If trigger_altar has "last_sp > 0" set on the map,
538 * it will push the connected value only once per sacrifice. 549 * it will push the connected value only once per sacrifice.
539 * Otherwise (default), the connected value will be 550 * Otherwise (default), the connected value will be
540 * pushed twice: First by sacrifice, second by reset! -AV 551 * pushed twice: First by sacrifice, second by reset! -AV
541 */ 552 */
542 if (!op->last_sp) 553 if (!op->last_sp)
543 trigger_move (op, 0); 554 trigger_move (op, 0);
544 else 555 else
545 { 556 {
546 op->stats.wc = 0; 557 op->stats.wc = 0;
547 op->value = !op->value; 558 op->value = !op->value;
548 op->set_speed (0); 559 op->set_speed (0);
549 } 560 }
550 } 561 }
551 return 0; 562 return 0;
552 563
553 case TRIGGER: 564 case TRIGGER:
554 if (cause) 565 if (cause)
555 { 566 {
556 if (in_movement) 567 if (in_movement)
557 return 0; 568 return 0;
558 569
559 push = 1; 570 push = 1;
560 } 571 }
561 572
562 if (NUM_ANIMATIONS (op) > 1) 573 if (NUM_ANIMATIONS (op) > 1)
563 { 574 {
564 SET_ANIMATION (op, push); 575 SET_ANIMATION (op, push);
565 update_object (op, UP_OBJ_FACE); 576 update_object (op, UP_OBJ_FACE);
566 } 577 }
567 578
568 trigger_move (op, push); 579 trigger_move (op, push);
569 return 1; 580 return 1;
570 581
571 default: 582 default:
572 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 583 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
573 return 0; 584 return 0;
574 } 585 }
575} 586}
576 587
577void 588void
578add_button_link (object *button, maptile *map, int connected) 589object::add_link (maptile *map, shstr_tmp id)
579{ 590{
580 oblinkpt *obp;
581 objectlink *ol = get_objectlink ();
582
583 if (!map) 591 if (!map)
584 { 592 {
585 LOG (llevError, "Tried to add button-link without map.\n"); 593 LOG (llevError, "Tried to add button-link without map.\n");
586 return; 594 return;
587 } 595 }
588 596
589 button->path_attuned = connected; /* peterm: I need this so I can rebuild 597 flag [FLAG_IS_LINKED] = true;
590 a connected map from a template map. */
591 598
592 SET_FLAG (button, FLAG_IS_LINKED); 599 objectlink *ol = get_objectlink ();
593
594 ol->ob = button; 600 ol->ob = this;
595 601
596 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 602 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
597 ; 603 if (obp->id == id)
598
599 if (obp)
600 { 604 {
601 ol->next = obp->link; 605 ol->next = obp->link;
602 obp->link = ol; 606 obp->link = ol;
607 return;
603 } 608 }
604 else 609
605 {
606 obp = get_objectlinkpt (); 610 oblinkpt *obp = get_objectlinkpt ();
607 obp->value = connected; 611 obp->id = id;
608 612
609 obp->next = map->buttons; 613 obp->next = map->buttons;
610 map->buttons = obp; 614 map->buttons = obp;
611 obp->link = ol; 615 obp->link = ol;
612 }
613} 616}
614 617
615/* 618/*
616 * Remove the object from the linked lists of buttons in the map. 619 * Remove the object from the linked lists of buttons in the map.
617 * This is only needed by editors. 620 * This is only needed by editors.
618 */ 621 */
619
620void 622void
621remove_button_link (object *op) 623object::remove_link ()
622{ 624{
623 oblinkpt *obp; 625 if (!map)
624 objectlink **olp, *ol;
625
626 if (op->map == NULL)
627 { 626 {
628 LOG (llevError, "remove_button_link() in object without map.\n"); 627 LOG (llevError, "remove_button_link() in object without map.\n");
629 return; 628 return;
630 } 629 }
631 630
632 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 631 if (!flag [FLAG_IS_LINKED])
633 { 632 {
634 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 633 LOG (llevError, "remove_button_linked() in unlinked object.\n");
635 return; 634 return;
636 } 635 }
637 636
637 flag [FLAG_IS_LINKED] = false;
638
638 for (obp = op->map->buttons; obp; obp = obp->next) 639 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
639 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 640 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
640 if (ol->ob == op) 641 if ((*olp)->ob == this)
641 { 642 {
642 643 objectlink *ol = *olp;
643/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
644 obp->value, op->name, op->map->path);
645*/
646 *olp = ol->next; 644 *olp = ol->next;
647 delete ol; 645 delete ol;
648 return; 646 return;
649 } 647 }
650 648
651 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 649 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
652 CLEAR_FLAG (op, FLAG_IS_LINKED); 650}
651
652/*
653 * Updates every button on the map (by calling update_button() for them).
654 */
655void
656maptile::update_buttons ()
657{
658 for (oblinkpt *obp = buttons; obp; obp = obp->next)
659 for (objectlink *ol = obp->link; ol; ol = ol->next)
660 {
661 if (!ol->ob)
662 {
663 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
664 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
665 continue;
666 }
667
668 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
669 {
670 update_button (ol->ob);
671 break;
672 }
673 }
653} 674}
654 675
655/* 676/*
656 * Gets the objectlink for this connection from the map. 677 * Gets the objectlink for this connection from the map.
657 */ 678 */
658oblinkpt * 679oblinkpt *
659get_connection_links (maptile *map, long connection) 680maptile::find_link (shstr_tmp id)
660{ 681{
661 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 682 for (oblinkpt *obp = buttons; obp; obp = obp->next)
662 if (obp->value == connection) 683 if (obp->id == id)
663 return obp; 684 return obp;
664 685
665 return 0; 686 return 0;
666} 687}
667 688
668/* 689/*
669 * Return the first objectlink in the objects linked to this one 690 * Return the first objectlink in the objects linked to this one
670 */ 691 */
671
672oblinkpt * 692oblinkpt *
673get_button_links (const object *button) 693object::find_link () const
674{ 694{
675 oblinkpt *obp; 695 if (map)
676 objectlink *ol;
677
678 if (!button->map)
679 return NULL;
680
681 for (obp = button->map->buttons; obp; obp = obp->next) 696 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
682 for (ol = obp->link; ol; ol = ol->next) 697 for (objectlink *ol = obp->link; ol; ol = ol->next)
683 if (ol->ob == button) 698 if (ol->ob == this)
684 return obp; 699 return obp;
685 700
686 return NULL;
687}
688
689/*
690 * Made as a separate function to increase efficiency
691 */
692
693int
694get_button_value (const object *button)
695{
696 oblinkpt *obp;
697 objectlink *ol;
698
699 if (!button->map)
700 return 0;
701 for (obp = button->map->buttons; obp; obp = obp->next)
702 for (ol = obp->link; ol; ol = ol->next)
703 if (ol->ob == button)
704 return obp->value;
705 return 0; 701 return 0;
706} 702}
707 703
708/* This routine makes monsters who are 704/* This routine makes monsters who are
709 * standing on the 'mood floor' change their 705 * standing on the 'mood floor' change their
711 * If floor is to be triggered must have 707 * If floor is to be triggered must have
712 * a speed of zero (default is 1 for all 708 * a speed of zero (default is 1 for all
713 * but the charm floor type). 709 * but the charm floor type).
714 * by b.t. thomas@nomad.astro.psu.edu 710 * by b.t. thomas@nomad.astro.psu.edu
715 */ 711 */
716
717void 712void
718do_mood_floor (object *op, object *source) 713do_mood_floor (object *op, object *source)
719{ 714{
720 if (!source) 715 if (!source)
721 source = op; 716 source = op;
797 792
798 // FALL THROUGH 793 // FALL THROUGH
799 case 5: // kill all alives 794 case 5: // kill all alives
800 if (!tmp->flag [FLAG_PRECIOUS]) 795 if (!tmp->flag [FLAG_PRECIOUS])
801 { 796 {
802 get_archetype ("burnout")->insert_at (tmp, source); 797 archetype::get (shstr_burnout)->insert_at (tmp, source);
803 tmp->destroy (); 798 tmp->destroy ();
804 } 799 }
805 break; 800 break;
806 801
807 default: 802 default:
882 // and we have to set the value to 0 877 // and we have to set the value to 0
883 878
884 if (match && trig->last_sp) // match == having 879 if (match && trig->last_sp) // match == having
885 { 880 {
886 if (trig->last_heal) 881 if (trig->last_heal)
887 decrease_ob (match); 882 match->decrease ();
888 883
889 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 884 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
890 push_button (trig); 885 push_button (trig);
891 } 886 }
892 else if (!match && !trig->last_sp) // match == not having 887 else if (!match && !trig->last_sp) // match == not having

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