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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 1.53 by root, Thu Jan 8 19:23:43 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
31/* 30/*
32 * elmex: 31 * elmex:
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 activator argument can be 0 or the source object for this activation.
35 * the originator is the player or monster who did something.
36 */ 36 */
37void 37static void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 38activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
39{ 39{
40 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
41 { 41 {
42 if (!ol->ob) 42 if (!ol->ob)
43 { 43 {
67 67
68 switch (tmp->type) 68 switch (tmp->type)
69 { 69 {
70 case GATE: 70 case GATE:
71 case HOLE: 71 case HOLE:
72 if (!tmp->active)
73 tmp->play_sound (tmp->sound
74 ? tmp->sound
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 76 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->set_speed (0.5); 77 tmp->set_speed (0.5);
74 break; 78 break;
75 79
76 case CF_HANDLE: 80 case CF_HANDLE:
79 break; 83 break;
80 84
81 case SIGN: 85 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 87 {
84 tmp->play_sound (tmp->sound); 88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food) 90 if (tmp->stats.food)
87 tmp->last_eat++; 91 tmp->last_eat++;
88 } 92 }
89 break; 93 break;
90 94
91 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
92 tmp->value = 1; 97 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
95 break; 100 break;
96 101
97 case BUTTON: 102 case BUTTON:
98 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
99 tmp->value = state; 105 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
102 break; 108 break;
103 109
104 case MOOD_FLOOR: 110 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, activator);
106 break; 112 break;
107 113
108 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
117
109 tmp->set_speed (tmp->arch->speed); 118 tmp->set_speed (tmp->arch->speed);
110 tmp->value = tmp->arch->value; 119 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1; 120 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp; 121 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts 122 /* Handle multipart gates. We copy the value for the other parts
126 case FIREWALL: 135 case FIREWALL:
127 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 136 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
128 move_firewall (tmp); 137 move_firewall (tmp);
129 else 138 else
130 { 139 {
131 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 140 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
132 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
133
134 animate_turning (tmp); 141 animate_turning (tmp);
135 } 142 }
136 break; 143 break;
137 144
138 case TELEPORTER: 145 case TELEPORTER:
142 case CREATOR: 149 case CREATOR:
143 move_creator (tmp); 150 move_creator (tmp);
144 break; 151 break;
145 152
146 case TRIGGER_MARKER: 153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
147 move_marker (tmp); 155 move_marker (tmp);
148 break; 156 break;
149 157
150 case DUPLICATOR: 158 case DUPLICATOR:
151 move_duplicator (tmp); 159 move_duplicator (tmp);
160 break;
161
162 case MAPSCRIPT:
163 cfperl_mapscript_activate (tmp, state, activator, originator);
152 break; 164 break;
153 } 165 }
154 } 166 }
155} 167}
156 168
165 * Changed the routine to loop through _all_ objects. 177 * Changed the routine to loop through _all_ objects.
166 * Better hurry with that linked list... 178 * Better hurry with that linked list...
167 * 179 *
168 */ 180 */
169void 181void
170push_button (object *op) 182push_button (object *op, object *originator)
171{ 183{
172 oblinkpt *obp = get_button_links (op); 184 if (oblinkpt *obp = op->find_link ())
173 185 {
174 if (!obp) 186 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
175 return; 187 return;
176 188
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); 189 activate_connection_link (obp->link, op->value, op, originator);
190 }
181} 191}
182 192
183/* 193/*
184 * elmex: 194 * elmex:
185 * This activates a connection, similar to push_button (object *op) but it takes 195 * 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 197 * the connection was 'state' or 'released'. So that you can activate objects
188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 198 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
189 * 199 *
190 */ 200 */
191void 201void
192activate_connection (maptile *map, long connection, bool state) 202maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
193{ 203{
194 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 204 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
195 return; 205 return;
196 206
197 oblinkpt *obp = get_connection_links (map, connection); 207 if (oblinkpt *obp = find_link (id))
198
199 if (obp)
200 activate_connection_link (obp->link, state); 208 activate_connection_link (obp->link, state, activator, originator);
201} 209}
202 210
203/* 211/*
204 * Updates everything connected with the button op. 212 * Updates everything connected with the button op.
205 * After changing the state of a button, this function must be called 213 * After changing the state of a button, this function must be called
206 * to make sure that all gates and other buttons connected to the 214 * to make sure that all gates and other buttons connected to the
207 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
208 */ 216 */
209void 217void
210update_button (object *op) 218update_button (object *op, object *originator)
211{ 219{
212 object *ab, *tmp, *head;
213 int tot, any_down = 0, old_value = op->value; 220 int any_down = 0, old_value = op->value;
214 oblinkpt *obp = 0;
215 objectlink *ol;
216 221
217 obp = get_button_links (op); 222 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) 223 for (objectlink *ol = obp->link; ol; ol = ol->next)
221 { 224 {
222 if (!ol->ob) 225 if (!ol->ob)
223 { 226 {
224 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 227 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
225 continue; 228 continue;
226 } 229 }
227 230
228 tmp = ol->ob; 231 object *tmp = ol->ob;
232
229 if (tmp->type == BUTTON) 233 if (tmp->type == BUTTON)
230 { 234 {
235 sint32 total = 0;
236
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 237 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 238 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that 239 * button wants, we count it. The second check is so that
241 * objects don't move (swords, etc) will count. Note that 240 * objects who don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons 241 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects. 242 * that are only triggered by flying objects.
244 */ 243 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 245 total += ab->head_ ()->total_weight ();
247 246
248 tmp->value = (tot >= tmp->weight) ? 1 : 0; 247 tmp->value = total >= tmp->weight;
249 if (tmp->value) 248
250 any_down = 1; 249 any_down = any_down || tmp->value;
251 } 250 }
252 else if (tmp->type == PEDESTAL) 251 else if (tmp->type == PEDESTAL)
253 { 252 {
254 tmp->value = 0; 253 tmp->value = 0;
254
255 for (ab = tmp->above; ab != NULL; ab = ab->above) 255 for (object *ab = tmp->above; ab; ab = ab->above)
256 { 256 {
257 head = ab->head_ (); 257 object *head = ab->head_ ();
258
258 /* Same note regarding move_type for buttons above apply here. */ 259 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 260 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
260 (head->race == tmp->slaying || 261 && (head->race == tmp->slaying
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 262 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 263 || (tmp->slaying == shstr_player && head->type == PLAYER)))
263 tmp->value = 1; 264 tmp->value = 1;
264 } 265 }
265 266
266 if (tmp->value) 267 any_down = any_down || tmp->value;
267 any_down = 1;
268 } 268 }
269 } 269 }
270
270 if (any_down) /* If any other buttons were down, force this to remain down */ 271 if (any_down) /* If any other buttons were down, force this to remain down */
271 op->value = 1; 272 op->value = 1;
272 273
274 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
275
273 /* If this button hasn't changed, don't do anything */ 276 /* If this button hasn't changed, don't do anything */
274 if (op->value != old_value) 277 if (op->value != old_value)
275 { 278 {
276 SET_ANIMATION (op, op->value); 279 SET_ANIMATION (op, op->value);
277 update_object (op, UP_OBJ_FACE); 280 update_object (op, UP_OBJ_FACE);
278 push_button (op); /* Make all other buttons the same */ 281 push_button (op, originator); /* Make all other buttons the same */
279 } 282 }
280} 283}
281 284
282void 285void
283use_trigger (object *op) 286use_trigger (object *op, object *originator)
284{ 287{
285 /* Toggle value */ 288 /* Toggle value */
286 op->value = !op->value; 289 op->value = !op->value;
290
287 push_button (op); 291 push_button (op, originator);
288} 292}
289 293
290/* 294/*
291 * Note: animate_object should be used instead of this, 295 * Note: animate_object should be used instead of this,
292 * but it can't handle animations in the 8 directions 296 * but it can't handle animations in the 8 directions
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;
381} 390}
382 391
383void 392void
384trigger_move (object *op, int state) /* 1 down and 0 up */ 393trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
385{ 394{
386 op->stats.wc = state; 395 op->stats.wc = state;
396
387 if (state) 397 if (state)
388 { 398 {
389 use_trigger (op); 399 use_trigger (op, originator);
390 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 400 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
391 op->speed_left = -1; 401 op->speed_left = -1;
392 } 402 }
393 else 403 else
394 { 404 {
395 use_trigger (op); 405 use_trigger (op, originator);
396 op->set_speed (0); 406 op->set_speed (0);
397 } 407 }
398} 408}
399 409
400 410
417 int push = 0, tot = 0; 427 int push = 0, tot = 0;
418 int in_movement = op->stats.wc || op->speed; 428 int in_movement = op->stats.wc || op->speed;
419 429
420 switch (op->type) 430 switch (op->type)
421 { 431 {
422 case TRIGGER_BUTTON: 432 case TRIGGER_BUTTON:
423 if (op->weight > 0) 433 if (op->weight > 0)
424 { 434 {
425 if (cause) 435 if (cause)
426 { 436 {
427 for (tmp = op->above; tmp; tmp = tmp->above) 437 for (tmp = op->above; tmp; tmp = tmp->above)
428 /* Comment reproduced from update_buttons(): */ 438 /* Comment reproduced from update_buttons(): */
429 /* Basically, if the move_type matches that on what the 439 /* Basically, if the move_type matches that on what the
430 * button wants, we count it. The second check is so that 440 * button wants, we count it. The second check is so that
431 * objects that don't move (swords, etc) will count. Note that 441 * objects that don't move (swords, etc) will count. Note that
432 * this means that more work is needed to make buttons 442 * this means that more work is needed to make buttons
433 * that are only triggered by flying objects. 443 * that are only triggered by flying objects.
444 */
445 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
446 tot += tmp->head_ ()->total_weight ();
447
448 if (tot >= op->weight)
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 }
460
461 if (in_movement || !push)
462 return 0;
463 }
464
465 trigger_move (op, push, cause);
466 }
467
468 return 0;
469
470 case TRIGGER_PEDESTAL:
471 if (cause)
472 {
473 for (tmp = op->above; tmp; tmp = tmp->above)
474 {
475 object *head = tmp->head_ ();
476
477 /* See comment in TRIGGER_BUTTON about move_types */
478 if (((head->move_type & op->move_on) || head->move_type == 0)
479 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
480 {
481 push = 1;
482 break;
483 }
484 }
485
486 if (op->stats.ac == push)
487 return 0;
488
489 op->stats.ac = push;
490
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, push);
494 update_object (op, UP_OBJ_FACE);
495 }
496
497 update_object (op, UP_OBJ_FACE);
498
499 if (in_movement || !push)
500 return 0;
501 }
502
503 trigger_move (op, push, cause);
504 return 0;
505
506 case TRIGGER_ALTAR:
507 if (cause)
508 {
509 if (in_movement)
510 return 0;
511
512 if (operate_altar (op, &cause))
513 {
514 if (NUM_ANIMATIONS (op) > 1)
515 {
516 SET_ANIMATION (op, 1);
517 update_object (op, UP_OBJ_FACE);
518 }
519
520 if (op->last_sp >= 0)
521 {
522 trigger_move (op, 1, cause);
523
524 if (op->last_sp > 0)
525 op->last_sp = -op->last_sp;
526 }
527 else
528 {
529 /* for trigger altar with last_sp, the ON/OFF
530 * status (-> +/- value) is "simulated":
434 */ 531 */
435 532 op->value = !op->value;
436 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 533 trigger_move (op, 1, cause);
437 { 534 op->last_sp = -op->last_sp;
438 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 535 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 } 536 }
450 if (in_movement || !push) 537
451 return 0; 538 return cause == NULL;
452 } 539 }
453 trigger_move (op, push);
454 } 540 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; 541 return 0;
475 542 }
476 op->stats.ac = push; 543 else
477 544 {
478 if (NUM_ANIMATIONS (op) > 1) 545 if (NUM_ANIMATIONS (op) > 1)
479 { 546 {
480 SET_ANIMATION (op, push); 547 SET_ANIMATION (op, 0);
481 update_object (op, UP_OBJ_FACE); 548 update_object (op, UP_OBJ_FACE);
482 } 549 }
483 550
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, 551 /* If trigger_altar has "last_sp > 0" set on the map,
538 * it will push the connected value only once per sacrifice. 552 * it will push the connected value only once per sacrifice.
539 * Otherwise (default), the connected value will be 553 * Otherwise (default), the connected value will be
540 * pushed twice: First by sacrifice, second by reset! -AV 554 * pushed twice: First by sacrifice, second by reset! -AV
541 */ 555 */
542 if (!op->last_sp) 556 if (!op->last_sp)
543 trigger_move (op, 0); 557 trigger_move (op, 0, cause);
544 else 558 else
545 { 559 {
546 op->stats.wc = 0; 560 op->stats.wc = 0;
547 op->value = !op->value; 561 op->value = !op->value;
548 op->set_speed (0); 562 op->set_speed (0);
549 } 563 }
550 } 564 }
551 return 0; 565 return 0;
552 566
553 case TRIGGER: 567 case TRIGGER:
554 if (cause) 568 if (cause)
555 { 569 {
556 if (in_movement) 570 if (in_movement)
557 return 0; 571 return 0;
558 572
559 push = 1; 573 push = 1;
560 } 574 }
561 575
562 if (NUM_ANIMATIONS (op) > 1) 576 if (NUM_ANIMATIONS (op) > 1)
563 { 577 {
564 SET_ANIMATION (op, push); 578 SET_ANIMATION (op, push);
565 update_object (op, UP_OBJ_FACE); 579 update_object (op, UP_OBJ_FACE);
566 } 580 }
567 581
568 trigger_move (op, push); 582 trigger_move (op, push, cause);
569 return 1; 583 return 1;
570 584
571 default: 585 default:
572 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 586 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
573 return 0; 587 return 0;
574 } 588 }
575} 589}
576 590
577void 591void
578add_button_link (object *button, maptile *map, int connected) 592object::add_link (maptile *map, shstr_tmp id)
579{ 593{
580 oblinkpt *obp;
581 objectlink *ol = get_objectlink ();
582
583 if (!map) 594 if (!map)
584 { 595 {
585 LOG (llevError, "Tried to add button-link without map.\n"); 596 LOG (llevError, "Tried to add button-link without map.\n");
586 return; 597 return;
587 } 598 }
588 599
589 button->path_attuned = connected; /* peterm: I need this so I can rebuild 600 flag [FLAG_IS_LINKED] = true;
590 a connected map from a template map. */
591 601
592 SET_FLAG (button, FLAG_IS_LINKED); 602 objectlink *ol = get_objectlink ();
593
594 ol->ob = button; 603 ol->ob = this;
595 604
596 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 605 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
597 ; 606 if (obp->id == id)
598
599 if (obp)
600 { 607 {
601 ol->next = obp->link; 608 ol->next = obp->link;
602 obp->link = ol; 609 obp->link = ol;
610 return;
603 } 611 }
604 else 612
605 {
606 obp = get_objectlinkpt (); 613 oblinkpt *obp = get_objectlinkpt ();
607 obp->value = connected; 614 obp->id = id;
608 615
609 obp->next = map->buttons; 616 obp->next = map->buttons;
610 map->buttons = obp; 617 map->buttons = obp;
611 obp->link = ol; 618 obp->link = ol;
612 }
613} 619}
614 620
615/* 621/*
616 * Remove the object from the linked lists of buttons in the map. 622 * Remove the object from the linked lists of buttons in the map.
617 * This is only needed by editors. 623 * This is only needed by editors.
618 */ 624 */
619
620void 625void
621remove_button_link (object *op) 626object::remove_link ()
622{ 627{
623 oblinkpt *obp; 628 if (!map)
624 objectlink **olp, *ol;
625
626 if (op->map == NULL)
627 { 629 {
628 LOG (llevError, "remove_button_link() in object without map.\n"); 630 LOG (llevError, "remove_button_link() in object without map.\n");
629 return; 631 return;
630 } 632 }
631 633
632 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 634 if (!flag [FLAG_IS_LINKED])
633 { 635 {
634 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 636 LOG (llevError, "remove_button_linked() in unlinked object.\n");
635 return; 637 return;
636 } 638 }
637 639
640 flag [FLAG_IS_LINKED] = false;
641
638 for (obp = op->map->buttons; obp; obp = obp->next) 642 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
639 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 643 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
640 if (ol->ob == op) 644 if ((*olp)->ob == this)
641 { 645 {
642 646 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; 647 *olp = ol->next;
647 delete ol; 648 delete ol;
648 return; 649 return;
649 } 650 }
650 651
651 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 652 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
652 CLEAR_FLAG (op, FLAG_IS_LINKED); 653}
654
655/*
656 * Updates every button on the map (by calling update_button() for them).
657 */
658void
659maptile::update_buttons ()
660{
661 for (oblinkpt *obp = buttons; obp; obp = obp->next)
662 for (objectlink *ol = obp->link; ol; ol = ol->next)
663 {
664 if (!ol->ob)
665 {
666 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
667 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
668 continue;
669 }
670
671 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
672 {
673 update_button (ol->ob, 0);
674 break;
675 }
676 }
653} 677}
654 678
655/* 679/*
656 * Gets the objectlink for this connection from the map. 680 * Gets the objectlink for this connection from the map.
657 */ 681 */
658oblinkpt * 682oblinkpt *
659get_connection_links (maptile *map, long connection) 683maptile::find_link (shstr_tmp id)
660{ 684{
661 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 685 for (oblinkpt *obp = buttons; obp; obp = obp->next)
662 if (obp->value == connection) 686 if (obp->id == id)
663 return obp; 687 return obp;
664 688
665 return 0; 689 return 0;
666} 690}
667 691
668/* 692/*
669 * Return the first objectlink in the objects linked to this one 693 * Return the first objectlink in the objects linked to this one
670 */ 694 */
671
672oblinkpt * 695oblinkpt *
673get_button_links (const object *button) 696object::find_link () const
674{ 697{
675 oblinkpt *obp; 698 if (map)
676 objectlink *ol;
677
678 if (!button->map)
679 return NULL;
680
681 for (obp = button->map->buttons; obp; obp = obp->next) 699 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
682 for (ol = obp->link; ol; ol = ol->next) 700 for (objectlink *ol = obp->link; ol; ol = ol->next)
683 if (ol->ob == button) 701 if (ol->ob == this)
684 return obp; 702 return obp;
685 703
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; 704 return 0;
706} 705}
707 706
708/* This routine makes monsters who are 707/* This routine makes monsters who are
709 * standing on the 'mood floor' change their 708 * standing on the 'mood floor' change their
711 * If floor is to be triggered must have 710 * If floor is to be triggered must have
712 * a speed of zero (default is 1 for all 711 * a speed of zero (default is 1 for all
713 * but the charm floor type). 712 * but the charm floor type).
714 * by b.t. thomas@nomad.astro.psu.edu 713 * by b.t. thomas@nomad.astro.psu.edu
715 */ 714 */
716
717void 715void
718do_mood_floor (object *op, object *source) 716do_mood_floor (object *op, object *source)
719{ 717{
720 if (!source) 718 if (!source)
721 source = op; 719 source = op;
797 795
798 // FALL THROUGH 796 // FALL THROUGH
799 case 5: // kill all alives 797 case 5: // kill all alives
800 if (!tmp->flag [FLAG_PRECIOUS]) 798 if (!tmp->flag [FLAG_PRECIOUS])
801 { 799 {
802 get_archetype ("burnout")->insert_at (tmp, source); 800 archetype::get (shstr_burnout)->insert_at (tmp, source);
803 tmp->destroy (); 801 tmp->destroy ();
804 } 802 }
805 break; 803 break;
806 804
807 default: 805 default:
882 // and we have to set the value to 0 880 // and we have to set the value to 0
883 881
884 if (match && trig->last_sp) // match == having 882 if (match && trig->last_sp) // match == having
885 { 883 {
886 if (trig->last_heal) 884 if (trig->last_heal)
887 decrease_ob (match); 885 match->decrease ();
888 886
889 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 887 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
890 push_button (trig); 888 push_button (trig, op);
891 } 889 }
892 else if (!match && !trig->last_sp) // match == not having 890 else if (!match && !trig->last_sp) // match == not having
893 { 891 {
894 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
895 push_button (trig); 893 push_button (trig, op);
896 } 894 }
897} 895}
898 896

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