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Comparing deliantra/server/common/button.C (file contents):
Revision 1.33 by root, Mon May 28 21:21:40 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 Multiplayer Online Role Playing Game. 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 it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * 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>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27 25
28/* 26/*
29 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
30 */ 28 */
31 29
32/* 30/*
33 * elmex: 31 * elmex:
34 * 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.
35 * 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.
36 * 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.
37 */ 36 */
38void 37static void
39activate_connection_link (objectlink * ol, bool state, object *source = 0) 38activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
40{ 39{
41 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
42 { 41 {
43 if (!ol->ob) 42 if (!ol->ob)
44 { 43 {
60 object *tmp = ol->ob; 59 object *tmp = ol->ob;
61 60
62 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 63 continue;
64
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue; 66 continue;
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 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food) 90 if (tmp->stats.food)
86 tmp->last_eat++; 91 tmp->last_eat++;
87 } 92 }
88 break; 93 break;
89 94
90 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
91 tmp->value = 1; 97 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
94 break; 100 break;
95 101
96 case BUTTON: 102 case BUTTON:
97 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
98 tmp->value = state; 105 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
101 break; 108 break;
102 109
103 case MOOD_FLOOR: 110 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, activator);
105 break; 112 break;
106 113
107 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
117
108 tmp->set_speed (tmp->arch->clone.speed); 118 tmp->set_speed (tmp->arch->speed);
109 tmp->value = tmp->arch->clone.value; 119 tmp->value = tmp->arch->value;
110 tmp->stats.sp = 1; 120 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp; 121 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts 122 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent 123 * from the head - this ensures that the data will consistent
114 */ 124 */
125 case FIREWALL: 135 case FIREWALL:
126 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 136 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
127 move_firewall (tmp); 137 move_firewall (tmp);
128 else 138 else
129 { 139 {
130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 140 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
132
133 animate_turning (tmp); 141 animate_turning (tmp);
134 } 142 }
135 break; 143 break;
136 144
137 case TELEPORTER: 145 case TELEPORTER:
141 case CREATOR: 149 case CREATOR:
142 move_creator (tmp); 150 move_creator (tmp);
143 break; 151 break;
144 152
145 case TRIGGER_MARKER: 153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
146 move_marker (tmp); 155 move_marker (tmp);
147 break; 156 break;
148 157
149 case DUPLICATOR: 158 case DUPLICATOR:
150 move_duplicator (tmp); 159 move_duplicator (tmp);
160 break;
161
162 case MAPSCRIPT:
163 cfperl_mapscript_activate (tmp, state, activator, originator);
151 break; 164 break;
152 } 165 }
153 } 166 }
154} 167}
155 168
164 * Changed the routine to loop through _all_ objects. 177 * Changed the routine to loop through _all_ objects.
165 * Better hurry with that linked list... 178 * Better hurry with that linked list...
166 * 179 *
167 */ 180 */
168void 181void
169push_button (object *op) 182push_button (object *op, object *originator)
170{ 183{
171 oblinkpt *obp = get_button_links (op); 184 if (oblinkpt *obp = op->find_link ())
172 185 {
173 if (!obp) 186 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
174 return; 187 return;
175 188
176 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
177 return;
178
179 activate_connection_link (obp->link, op->value, op); 189 activate_connection_link (obp->link, op->value, op, originator);
190 }
180} 191}
181 192
182/* 193/*
183 * elmex: 194 * elmex:
184 * 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
186 * 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
187 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 198 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
188 * 199 *
189 */ 200 */
190void 201void
191activate_connection (maptile *map, long connection, bool state) 202maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
192{ 203{
193 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)))
194 return; 205 return;
195 206
196 oblinkpt *obp = get_connection_links (map, connection); 207 if (oblinkpt *obp = find_link (id))
197
198 if (obp)
199 activate_connection_link (obp->link, state); 208 activate_connection_link (obp->link, state, activator, originator);
200} 209}
201 210
202/* 211/*
203 * Updates everything connected with the button op. 212 * Updates everything connected with the button op.
204 * 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
205 * 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
206 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
207 */ 216 */
208void 217void
209update_button (object *op) 218update_button (object *op, object *originator)
210{ 219{
211 object *ab, *tmp, *head;
212 int tot, any_down = 0, old_value = op->value; 220 int any_down = 0, old_value = op->value;
213 oblinkpt *obp = 0;
214 objectlink *ol;
215 221
216 obp = get_button_links (op); 222 if (oblinkpt *obp = op->find_link ())
217 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
218 if (obp)
219 for (ol = obp->link; ol; ol = ol->next) 223 for (objectlink *ol = obp->link; ol; ol = ol->next)
220 { 224 {
221 if (!ol->ob) 225 if (!ol->ob)
222 { 226 {
223 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 227 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
224 continue; 228 continue;
225 } 229 }
226 230
227 tmp = ol->ob; 231 object *tmp = ol->ob;
232
228 if (tmp->type == BUTTON) 233 if (tmp->type == BUTTON)
229 { 234 {
235 sint32 total = 0;
236
230 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 237 for (object *ab = tmp->above; ab; ab = ab->above)
231 /* Bug? The pedestal code below looks for the head of
232 * the object, this bit doesn't. I'd think we should check
233 * for head here also. Maybe it also makese sense to
234 * make the for ab=tmp->above loop common, and alter
235 * behaviour based on object within that loop?
236 */
237
238 /* Basically, if the move_type matches that on what the 238 /* Basically, if the move_type matches that on what the
239 * button wants, we count it. The second check is so that 239 * button wants, we count it. The second check is so that
240 * objects don't move (swords, etc) will count. Note that 240 * objects who don't move (swords, etc) will count. Note that
241 * this means that more work is needed to make buttons 241 * this means that more work is needed to make buttons
242 * that are only triggered by flying objects. 242 * that are only triggered by flying objects.
243 */ 243 */
244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
245 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 245 total += ab->head_ ()->total_weight ();
246 246
247 tmp->value = (tot >= tmp->weight) ? 1 : 0; 247 tmp->value = total >= tmp->weight;
248 if (tmp->value) 248
249 any_down = 1; 249 any_down = any_down || tmp->value;
250 } 250 }
251 else if (tmp->type == PEDESTAL) 251 else if (tmp->type == PEDESTAL)
252 { 252 {
253 tmp->value = 0; 253 tmp->value = 0;
254
254 for (ab = tmp->above; ab != NULL; ab = ab->above) 255 for (object *ab = tmp->above; ab; ab = ab->above)
255 { 256 {
256 head = ab->head_ (); 257 object *head = ab->head_ ();
258
257 /* Same note regarding move_type for buttons above apply here. */ 259 /* Same note regarding move_type for buttons above apply here. */
258 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 260 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
259 (head->race == tmp->slaying || 261 && (head->race == tmp->slaying
260 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 262 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
261 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 263 || (tmp->slaying == shstr_player && head->type == PLAYER)))
262 tmp->value = 1; 264 tmp->value = 1;
263 } 265 }
264 266
265 if (tmp->value) 267 any_down = any_down || tmp->value;
266 any_down = 1;
267 } 268 }
268 } 269 }
270
269 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 */
270 op->value = 1; 272 op->value = 1;
271 273
274 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
275
272 /* If this button hasn't changed, don't do anything */ 276 /* If this button hasn't changed, don't do anything */
273 if (op->value != old_value) 277 if (op->value != old_value)
274 { 278 {
275 SET_ANIMATION (op, op->value); 279 SET_ANIMATION (op, op->value);
276 update_object (op, UP_OBJ_FACE); 280 update_object (op, UP_OBJ_FACE);
277 push_button (op); /* Make all other buttons the same */ 281 push_button (op, originator); /* Make all other buttons the same */
278 } 282 }
279} 283}
280 284
281void 285void
282use_trigger (object *op) 286use_trigger (object *op, object *originator)
283{ 287{
284 /* Toggle value */ 288 /* Toggle value */
285 op->value = !op->value; 289 op->value = !op->value;
290
286 push_button (op); 291 push_button (op, originator);
287} 292}
288 293
289/* 294/*
290 * Note: animate_object should be used instead of this, 295 * Note: animate_object should be used instead of this,
291 * but it can't handle animations in the 8 directions 296 * but it can't handle animations in the 8 directions
314 */ 319 */
315 320
316int 321int
317check_altar_sacrifice (const object *altar, const object *sacrifice) 322check_altar_sacrifice (const object *altar, const object *sacrifice)
318{ 323{
319 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)
320 { 327 {
321 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 328 if (ARCH_SACRIFICE (altar) == shstr_money
322 ARCH_SACRIFICE (altar) == sacrifice->name || 329 && sacrifice->type == MONEY
323 ARCH_SACRIFICE (altar) == sacrifice->slaying || 330 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
324 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
325 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
326 return 1; 331 return 1;
327 332
328 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 333 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
329 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 334 || ARCH_SACRIFICE (altar) == sacrifice->name
335 || ARCH_SACRIFICE (altar) == sacrifice->slaying
336 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
337 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
330 return 1; 338 return 1;
331 } 339 }
332 340
333 return 0; 341 return 0;
334} 342}
358 return 0; 366 return 0;
359 367
360 /* check_altar_sacrifice should have already verified that enough money 368 /* check_altar_sacrifice should have already verified that enough money
361 * has been dropped. 369 * has been dropped.
362 */ 370 */
363 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 371 if (ARCH_SACRIFICE (altar) == shstr_money)
364 { 372 {
365 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 373 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
366 374
367 /* Round up any sacrifices. Altars don't make change either */ 375 /* Round up any sacrifices. Altars don't make change either */
368 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 376 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
369 number++; 377 number++;
370 378
371 *sacrifice = decrease_ob_nr (*sacrifice, number); 379 if (!(*sacrifice)->decrease (number))
380 *sacrifice = 0;
372 } 381 }
373 else 382 else
374 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 383 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
384 *sacrifice = 0;
375 385
376 if (altar->msg) 386 if (altar->msg)
377 new_info_map (NDI_BLACK, altar->map, altar->msg); 387 new_info_map (NDI_BLACK, altar->map, altar->msg);
378 388
379 return 1; 389 return 1;
380} 390}
381 391
382void 392void
383trigger_move (object *op, int state) /* 1 down and 0 up */ 393trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
384{ 394{
385 op->stats.wc = state; 395 op->stats.wc = state;
396
386 if (state) 397 if (state)
387 { 398 {
388 use_trigger (op); 399 use_trigger (op, originator);
389 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.);
390 op->speed_left = -1; 401 op->speed_left = -1;
391 } 402 }
392 else 403 else
393 { 404 {
394 use_trigger (op); 405 use_trigger (op, originator);
395 op->set_speed (0); 406 op->set_speed (0);
396 } 407 }
397} 408}
398 409
399 410
416 int push = 0, tot = 0; 427 int push = 0, tot = 0;
417 int in_movement = op->stats.wc || op->speed; 428 int in_movement = op->stats.wc || op->speed;
418 429
419 switch (op->type) 430 switch (op->type)
420 { 431 {
421 case TRIGGER_BUTTON: 432 case TRIGGER_BUTTON:
422 if (op->weight > 0) 433 if (op->weight > 0)
423 { 434 {
424 if (cause) 435 if (cause)
425 { 436 {
426 for (tmp = op->above; tmp; tmp = tmp->above) 437 for (tmp = op->above; tmp; tmp = tmp->above)
427 /* Comment reproduced from update_buttons(): */ 438 /* Comment reproduced from update_buttons(): */
428 /* Basically, if the move_type matches that on what the 439 /* Basically, if the move_type matches that on what the
429 * button wants, we count it. The second check is so that 440 * button wants, we count it. The second check is so that
430 * objects that don't move (swords, etc) will count. Note that 441 * objects that don't move (swords, etc) will count. Note that
431 * this means that more work is needed to make buttons 442 * this means that more work is needed to make buttons
432 * 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":
433 */ 531 */
434 532 op->value = !op->value;
435 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 533 trigger_move (op, 1, cause);
436 { 534 op->last_sp = -op->last_sp;
437 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 535 op->value = !op->value;
438 }
439 if (tot >= op->weight)
440 push = 1;
441 if (op->stats.ac == push)
442 return 0;
443 op->stats.ac = push;
444 if (NUM_ANIMATIONS (op) > 1)
445 {
446 SET_ANIMATION (op, push);
447 update_object (op, UP_OBJ_FACE);
448 } 536 }
449 if (in_movement || !push) 537
450 return 0; 538 return cause == NULL;
451 } 539 }
452 trigger_move (op, push);
453 } 540 else
454 return 0;
455
456 case TRIGGER_PEDESTAL:
457 if (cause)
458 {
459 for (tmp = op->above; tmp; tmp = tmp->above)
460 {
461 object *head = tmp->head_ ();
462
463 /* See comment in TRIGGER_BUTTON about move_types */
464 if (((head->move_type & op->move_on) || head->move_type == 0)
465 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
466 {
467 push = 1;
468 break;
469 }
470 }
471
472 if (op->stats.ac == push)
473 return 0; 541 return 0;
474 542 }
475 op->stats.ac = push; 543 else
476 544 {
477 if (NUM_ANIMATIONS (op) > 1) 545 if (NUM_ANIMATIONS (op) > 1)
478 { 546 {
479 SET_ANIMATION (op, push); 547 SET_ANIMATION (op, 0);
480 update_object (op, UP_OBJ_FACE); 548 update_object (op, UP_OBJ_FACE);
481 } 549 }
482 550
483 update_object (op, UP_OBJ_FACE);
484
485 if (in_movement || !push)
486 return 0;
487 }
488
489 trigger_move (op, push);
490 return 0;
491
492 case TRIGGER_ALTAR:
493 if (cause)
494 {
495 if (in_movement)
496 return 0;
497
498 if (operate_altar (op, &cause))
499 {
500 if (NUM_ANIMATIONS (op) > 1)
501 {
502 SET_ANIMATION (op, 1);
503 update_object (op, UP_OBJ_FACE);
504 }
505
506 if (op->last_sp >= 0)
507 {
508 trigger_move (op, 1);
509 if (op->last_sp > 0)
510 op->last_sp = -op->last_sp;
511 }
512 else
513 {
514 /* for trigger altar with last_sp, the ON/OFF
515 * status (-> +/- value) is "simulated":
516 */
517 op->value = !op->value;
518 trigger_move (op, 1);
519 op->last_sp = -op->last_sp;
520 op->value = !op->value;
521 }
522
523 return cause == NULL;
524 }
525 else
526 return 0;
527 }
528 else
529 {
530 if (NUM_ANIMATIONS (op) > 1)
531 {
532 SET_ANIMATION (op, 0);
533 update_object (op, UP_OBJ_FACE);
534 }
535
536 /* If trigger_altar has "last_sp > 0" set on the map, 551 /* If trigger_altar has "last_sp > 0" set on the map,
537 * it will push the connected value only once per sacrifice. 552 * it will push the connected value only once per sacrifice.
538 * Otherwise (default), the connected value will be 553 * Otherwise (default), the connected value will be
539 * pushed twice: First by sacrifice, second by reset! -AV 554 * pushed twice: First by sacrifice, second by reset! -AV
540 */ 555 */
541 if (!op->last_sp) 556 if (!op->last_sp)
542 trigger_move (op, 0); 557 trigger_move (op, 0, cause);
543 else 558 else
544 { 559 {
545 op->stats.wc = 0; 560 op->stats.wc = 0;
546 op->value = !op->value; 561 op->value = !op->value;
547 op->set_speed (0); 562 op->set_speed (0);
548 } 563 }
549 } 564 }
550 return 0; 565 return 0;
551 566
552 case TRIGGER: 567 case TRIGGER:
553 if (cause) 568 if (cause)
554 { 569 {
555 if (in_movement) 570 if (in_movement)
556 return 0; 571 return 0;
557 572
558 push = 1; 573 push = 1;
559 } 574 }
560 575
561 if (NUM_ANIMATIONS (op) > 1) 576 if (NUM_ANIMATIONS (op) > 1)
562 { 577 {
563 SET_ANIMATION (op, push); 578 SET_ANIMATION (op, push);
564 update_object (op, UP_OBJ_FACE); 579 update_object (op, UP_OBJ_FACE);
565 } 580 }
566 581
567 trigger_move (op, push); 582 trigger_move (op, push, cause);
568 return 1; 583 return 1;
569 584
570 default: 585 default:
571 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);
572 return 0; 587 return 0;
573 } 588 }
574} 589}
575 590
576void 591void
577add_button_link (object *button, maptile *map, int connected) 592object::add_link (maptile *map, shstr_tmp id)
578{ 593{
579 oblinkpt *obp;
580 objectlink *ol = get_objectlink ();
581
582 if (!map) 594 if (!map)
583 { 595 {
584 LOG (llevError, "Tried to add button-link without map.\n"); 596 LOG (llevError, "Tried to add button-link without map.\n");
585 return; 597 return;
586 } 598 }
587 599
588 button->path_attuned = connected; /* peterm: I need this so I can rebuild 600 flag [FLAG_IS_LINKED] = true;
589 a connected map from a template map. */
590 601
591 SET_FLAG (button, FLAG_IS_LINKED); 602 objectlink *ol = get_objectlink ();
592
593 ol->ob = button; 603 ol->ob = this;
594 604
595 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 605 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
596 ; 606 if (obp->id == id)
597
598 if (obp)
599 { 607 {
600 ol->next = obp->link; 608 ol->next = obp->link;
601 obp->link = ol; 609 obp->link = ol;
610 return;
602 } 611 }
603 else 612
604 {
605 obp = get_objectlinkpt (); 613 oblinkpt *obp = get_objectlinkpt ();
606 obp->value = connected; 614 obp->id = id;
607 615
608 obp->next = map->buttons; 616 obp->next = map->buttons;
609 map->buttons = obp; 617 map->buttons = obp;
610 obp->link = ol; 618 obp->link = ol;
611 }
612} 619}
613 620
614/* 621/*
615 * 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.
616 * This is only needed by editors. 623 * This is only needed by editors.
617 */ 624 */
618
619void 625void
620remove_button_link (object *op) 626object::remove_link ()
621{ 627{
622 oblinkpt *obp; 628 if (!map)
623 objectlink **olp, *ol;
624
625 if (op->map == NULL)
626 { 629 {
627 LOG (llevError, "remove_button_link() in object without map.\n"); 630 LOG (llevError, "remove_button_link() in object without map.\n");
628 return; 631 return;
629 } 632 }
630 633
631 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 634 if (!flag [FLAG_IS_LINKED])
632 { 635 {
633 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 636 LOG (llevError, "remove_button_linked() in unlinked object.\n");
634 return; 637 return;
635 } 638 }
636 639
640 flag [FLAG_IS_LINKED] = false;
641
637 for (obp = op->map->buttons; obp; obp = obp->next) 642 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
638 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 643 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
639 if (ol->ob == op) 644 if ((*olp)->ob == this)
640 { 645 {
641 646 objectlink *ol = *olp;
642/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
643 obp->value, op->name, op->map->path);
644*/
645 *olp = ol->next; 647 *olp = ol->next;
646 delete ol; 648 delete ol;
647 return; 649 return;
648 } 650 }
649 651
650 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 652 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
651 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 }
652} 677}
653 678
654/* 679/*
655 * Gets the objectlink for this connection from the map. 680 * Gets the objectlink for this connection from the map.
656 */ 681 */
657oblinkpt * 682oblinkpt *
658get_connection_links (maptile *map, long connection) 683maptile::find_link (shstr_tmp id)
659{ 684{
660 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 685 for (oblinkpt *obp = buttons; obp; obp = obp->next)
661 if (obp->value == connection) 686 if (obp->id == id)
662 return obp; 687 return obp;
663 688
664 return 0; 689 return 0;
665} 690}
666 691
667/* 692/*
668 * Return the first objectlink in the objects linked to this one 693 * Return the first objectlink in the objects linked to this one
669 */ 694 */
670
671oblinkpt * 695oblinkpt *
672get_button_links (const object *button) 696object::find_link () const
673{ 697{
674 oblinkpt *obp; 698 if (map)
675 objectlink *ol;
676
677 if (!button->map)
678 return NULL;
679
680 for (obp = button->map->buttons; obp; obp = obp->next) 699 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
681 for (ol = obp->link; ol; ol = ol->next) 700 for (objectlink *ol = obp->link; ol; ol = ol->next)
682 if (ol->ob == button) 701 if (ol->ob == this)
683 return obp; 702 return obp;
684 703
685 return NULL;
686}
687
688/*
689 * Made as a separate function to increase efficiency
690 */
691
692int
693get_button_value (const object *button)
694{
695 oblinkpt *obp;
696 objectlink *ol;
697
698 if (!button->map)
699 return 0;
700 for (obp = button->map->buttons; obp; obp = obp->next)
701 for (ol = obp->link; ol; ol = ol->next)
702 if (ol->ob == button)
703 return obp->value;
704 return 0; 704 return 0;
705} 705}
706 706
707/* This routine makes monsters who are 707/* This routine makes monsters who are
708 * standing on the 'mood floor' change their 708 * standing on the 'mood floor' change their
710 * If floor is to be triggered must have 710 * If floor is to be triggered must have
711 * a speed of zero (default is 1 for all 711 * a speed of zero (default is 1 for all
712 * but the charm floor type). 712 * but the charm floor type).
713 * by b.t. thomas@nomad.astro.psu.edu 713 * by b.t. thomas@nomad.astro.psu.edu
714 */ 714 */
715
716void 715void
717do_mood_floor (object *op, object *source) 716do_mood_floor (object *op, object *source)
718{ 717{
719 if (!source) 718 if (!source)
720 source = op; 719 source = op;
796 795
797 // FALL THROUGH 796 // FALL THROUGH
798 case 5: // kill all alives 797 case 5: // kill all alives
799 if (!tmp->flag [FLAG_PRECIOUS]) 798 if (!tmp->flag [FLAG_PRECIOUS])
800 { 799 {
801 get_archetype ("burnout")->insert_at (tmp, source); 800 archetype::get (shstr_burnout)->insert_at (tmp, source);
802 tmp->destroy (); 801 tmp->destroy ();
803 } 802 }
804 break; 803 break;
805 804
806 default: 805 default:
820 object *tmp, *ret = NULL; 819 object *tmp, *ret = NULL;
821 820
822 /* First check the object itself. */ 821 /* First check the object itself. */
823 if ((trig->stats.hp && (op->type == trig->stats.hp)) 822 if ((trig->stats.hp && (op->type == trig->stats.hp))
824 || (trig->slaying && (op->slaying == trig->slaying)) 823 || (trig->slaying && (op->slaying == trig->slaying))
825 || (trig->race && (op->arch->name == trig->race))) 824 || (trig->race && (op->arch->archname == trig->race)))
826 return op; 825 return op;
827 826
828 for (tmp = op->inv; tmp; tmp = tmp->below) 827 for (tmp = op->inv; tmp; tmp = tmp->below)
829 { 828 {
830 if (tmp->inv) 829 if (tmp->inv)
833 if (ret) 832 if (ret)
834 return ret; 833 return ret;
835 } 834 }
836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 835 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
837 || (trig->slaying && (tmp->slaying == trig->slaying)) 836 || (trig->slaying && (tmp->slaying == trig->slaying))
838 || (trig->race && (tmp->arch->name == trig->race))) 837 || (trig->race && (tmp->arch->archname == trig->race)))
839 return tmp; 838 return tmp;
840 } 839 }
841 return NULL; 840 return NULL;
842} 841}
843 842
881 // and we have to set the value to 0 880 // and we have to set the value to 0
882 881
883 if (match && trig->last_sp) // match == having 882 if (match && trig->last_sp) // match == having
884 { 883 {
885 if (trig->last_heal) 884 if (trig->last_heal)
886 decrease_ob (match); 885 match->decrease ();
887 886
888 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
889 push_button (trig); 888 push_button (trig, op);
890 } 889 }
891 else if (!match && !trig->last_sp) // match == not having 890 else if (!match && !trig->last_sp) // match == not having
892 { 891 {
893 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
894 push_button (trig); 893 push_button (trig, op);
895 } 894 }
896} 895}
897 896

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