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Comparing deliantra/server/common/button.C (file contents):
Revision 1.38 by elmex, Tue Jul 31 18:28:46 2007 UTC vs.
Revision 1.52 by root, Thu Jan 8 04:35:03 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, bool 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
142 case CREATOR: 151 case CREATOR:
143 move_creator (tmp); 152 move_creator (tmp);
144 break; 153 break;
145 154
146 case TRIGGER_MARKER: 155 case TRIGGER_MARKER:
156 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
147 move_marker (tmp); 157 move_marker (tmp);
148 break; 158 break;
149 159
150 case DUPLICATOR: 160 case DUPLICATOR:
151 move_duplicator (tmp); 161 move_duplicator (tmp);
162 break;
163
164 case MAPSCRIPT:
165 cfperl_mapscript_activate (tmp, state, activator, originator);
152 break; 166 break;
153 } 167 }
154 } 168 }
155} 169}
156 170
165 * Changed the routine to loop through _all_ objects. 179 * Changed the routine to loop through _all_ objects.
166 * Better hurry with that linked list... 180 * Better hurry with that linked list...
167 * 181 *
168 */ 182 */
169void 183void
170push_button (object *op) 184push_button (object *op, object *originator)
171{ 185{
172 oblinkpt *obp = get_button_links (op); 186 if (oblinkpt *obp = op->find_link ())
173 187 {
174 if (!obp) 188 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
175 return; 189 return;
176 190
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); 191 activate_connection_link (obp->link, op->value, op, originator);
192 }
181} 193}
182 194
183/* 195/*
184 * elmex: 196 * elmex:
185 * This activates a connection, similar to push_button (object *op) but it takes 197 * 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 199 * the connection was 'state' or 'released'. So that you can activate objects
188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 200 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
189 * 201 *
190 */ 202 */
191void 203void
192activate_connection (maptile *map, long connection, bool state) 204maptile::trigger (shstr_tmp id, bool state, object *activator, object *originator)
193{ 205{
194 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 206 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
195 return; 207 return;
196 208
197 oblinkpt *obp = get_connection_links (map, connection); 209 if (oblinkpt *obp = find_link (id))
198
199 if (obp)
200 activate_connection_link (obp->link, state); 210 activate_connection_link (obp->link, state, activator, originator);
201} 211}
202 212
203/* 213/*
204 * Updates everything connected with the button op. 214 * Updates everything connected with the button op.
205 * After changing the state of a button, this function must be called 215 * 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 216 * to make sure that all gates and other buttons connected to the
207 * button reacts to the (eventual) change of state. 217 * button reacts to the (eventual) change of state.
208 */ 218 */
209void 219void
210update_button (object *op) 220update_button (object *op, object *originator)
211{ 221{
212 object *ab, *tmp, *head;
213 int tot, any_down = 0, old_value = op->value; 222 int any_down = 0, old_value = op->value;
214 oblinkpt *obp = 0;
215 objectlink *ol;
216 223
217 obp = get_button_links (op); 224 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) 225 for (objectlink *ol = obp->link; ol; ol = ol->next)
221 { 226 {
222 if (!ol->ob) 227 if (!ol->ob)
223 { 228 {
224 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 229 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
225 continue; 230 continue;
226 } 231 }
227 232
228 tmp = ol->ob; 233 object *tmp = ol->ob;
234
229 if (tmp->type == BUTTON) 235 if (tmp->type == BUTTON)
230 { 236 {
237 sint32 total = 0;
238
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 239 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 240 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that 241 * button wants, we count it. The second check is so that
241 * objects don't move (swords, etc) will count. Note that 242 * objects who don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons 243 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects. 244 * that are only triggered by flying objects.
244 */ 245 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 246 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 247 total += ab->head_ ()->total_weight ();
247 248
248 tmp->value = (tot >= tmp->weight) ? 1 : 0; 249 tmp->value = total >= tmp->weight;
249 if (tmp->value) 250
250 any_down = 1; 251 any_down = any_down || tmp->value;
251 } 252 }
252 else if (tmp->type == PEDESTAL) 253 else if (tmp->type == PEDESTAL)
253 { 254 {
254 tmp->value = 0; 255 tmp->value = 0;
256
255 for (ab = tmp->above; ab != NULL; ab = ab->above) 257 for (object *ab = tmp->above; ab; ab = ab->above)
256 { 258 {
257 head = ab->head_ (); 259 object *head = ab->head_ ();
260
258 /* Same note regarding move_type for buttons above apply here. */ 261 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 262 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
260 (head->race == tmp->slaying || 263 && (head->race == tmp->slaying
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 264 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 265 || (tmp->slaying == shstr_player && head->type == PLAYER)))
263 tmp->value = 1; 266 tmp->value = 1;
264 } 267 }
265 268
266 if (tmp->value) 269 any_down = any_down || tmp->value;
267 any_down = 1;
268 } 270 }
269 } 271 }
272
270 if (any_down) /* If any other buttons were down, force this to remain down */ 273 if (any_down) /* If any other buttons were down, force this to remain down */
271 op->value = 1; 274 op->value = 1;
272 275
276 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
277
273 /* If this button hasn't changed, don't do anything */ 278 /* If this button hasn't changed, don't do anything */
274 if (op->value != old_value) 279 if (op->value != old_value)
275 { 280 {
276 SET_ANIMATION (op, op->value); 281 SET_ANIMATION (op, op->value);
277 update_object (op, UP_OBJ_FACE); 282 update_object (op, UP_OBJ_FACE);
278 push_button (op); /* Make all other buttons the same */ 283 push_button (op, originator); /* Make all other buttons the same */
279 } 284 }
280} 285}
281 286
282void 287void
283use_trigger (object *op) 288use_trigger (object *op, object *originator)
284{ 289{
285 /* Toggle value */ 290 /* Toggle value */
286 op->value = !op->value; 291 op->value = !op->value;
292
287 push_button (op); 293 push_button (op, originator);
288} 294}
289 295
290/* 296/*
291 * Note: animate_object should be used instead of this, 297 * Note: animate_object should be used instead of this,
292 * but it can't handle animations in the 8 directions 298 * but it can't handle animations in the 8 directions
319{ 325{
320 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) 326 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
321 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 327 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
322 && sacrifice->type != PLAYER) 328 && sacrifice->type != PLAYER)
323 { 329 {
324 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 330 if (ARCH_SACRIFICE (altar) == shstr_money
325 && sacrifice->type == MONEY 331 && sacrifice->type == MONEY
326 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 332 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
327 return 1; 333 return 1;
328 334
329 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname 335 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
330 || ARCH_SACRIFICE (altar) == sacrifice->name 336 || ARCH_SACRIFICE (altar) == sacrifice->name
331 || ARCH_SACRIFICE (altar) == sacrifice->slaying 337 || ARCH_SACRIFICE (altar) == sacrifice->slaying
332 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) 338 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
333 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 339 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
334 return 1; 340 return 1;
335 } 341 }
336 342
337 return 0; 343 return 0;
338} 344}
362 return 0; 368 return 0;
363 369
364 /* check_altar_sacrifice should have already verified that enough money 370 /* check_altar_sacrifice should have already verified that enough money
365 * has been dropped. 371 * has been dropped.
366 */ 372 */
367 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 373 if (ARCH_SACRIFICE (altar) == shstr_money)
368 { 374 {
369 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 375 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
370 376
371 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
372 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
373 number++; 379 number++;
374 380
375 *sacrifice = decrease_ob_nr (*sacrifice, number); 381 if (!(*sacrifice)->decrease (number))
382 *sacrifice = 0;
376 } 383 }
377 else 384 else
378 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 385 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
386 *sacrifice = 0;
379 387
380 if (altar->msg) 388 if (altar->msg)
381 new_info_map (NDI_BLACK, altar->map, altar->msg); 389 new_info_map (NDI_BLACK, altar->map, altar->msg);
382 390
383 return 1; 391 return 1;
384} 392}
385 393
386void 394void
387trigger_move (object *op, int state) /* 1 down and 0 up */ 395trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
388{ 396{
389 op->stats.wc = state; 397 op->stats.wc = state;
398
390 if (state) 399 if (state)
391 { 400 {
392 use_trigger (op); 401 use_trigger (op, originator);
393 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 402 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
394 op->speed_left = -1; 403 op->speed_left = -1;
395 } 404 }
396 else 405 else
397 { 406 {
398 use_trigger (op); 407 use_trigger (op, originator);
399 op->set_speed (0); 408 op->set_speed (0);
400 } 409 }
401} 410}
402 411
403 412
420 int push = 0, tot = 0; 429 int push = 0, tot = 0;
421 int in_movement = op->stats.wc || op->speed; 430 int in_movement = op->stats.wc || op->speed;
422 431
423 switch (op->type) 432 switch (op->type)
424 { 433 {
425 case TRIGGER_BUTTON: 434 case TRIGGER_BUTTON:
426 if (op->weight > 0) 435 if (op->weight > 0)
427 { 436 {
428 if (cause) 437 if (cause)
429 { 438 {
430 for (tmp = op->above; tmp; tmp = tmp->above) 439 for (tmp = op->above; tmp; tmp = tmp->above)
431 /* Comment reproduced from update_buttons(): */ 440 /* Comment reproduced from update_buttons(): */
432 /* Basically, if the move_type matches that on what the 441 /* Basically, if the move_type matches that on what the
433 * button wants, we count it. The second check is so that 442 * button wants, we count it. The second check is so that
434 * objects that don't move (swords, etc) will count. Note that 443 * objects that don't move (swords, etc) will count. Note that
435 * this means that more work is needed to make buttons 444 * this means that more work is needed to make buttons
436 * that are only triggered by flying objects. 445 * that are only triggered by flying objects.
446 */
447 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
448 tot += tmp->head_ ()->total_weight ();
449
450 if (tot >= op->weight)
451 push = 1;
452
453 if (op->stats.ac == push)
454 return 0;
455
456 op->stats.ac = push;
457 if (NUM_ANIMATIONS (op) > 1)
458 {
459 SET_ANIMATION (op, push);
460 update_object (op, UP_OBJ_FACE);
461 }
462
463 if (in_movement || !push)
464 return 0;
465 }
466
467 trigger_move (op, push, cause);
468 }
469
470 return 0;
471
472 case TRIGGER_PEDESTAL:
473 if (cause)
474 {
475 for (tmp = op->above; tmp; tmp = tmp->above)
476 {
477 object *head = tmp->head_ ();
478
479 /* See comment in TRIGGER_BUTTON about move_types */
480 if (((head->move_type & op->move_on) || head->move_type == 0)
481 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
482 {
483 push = 1;
484 break;
485 }
486 }
487
488 if (op->stats.ac == push)
489 return 0;
490
491 op->stats.ac = push;
492
493 if (NUM_ANIMATIONS (op) > 1)
494 {
495 SET_ANIMATION (op, push);
496 update_object (op, UP_OBJ_FACE);
497 }
498
499 update_object (op, UP_OBJ_FACE);
500
501 if (in_movement || !push)
502 return 0;
503 }
504
505 trigger_move (op, push, cause);
506 return 0;
507
508 case TRIGGER_ALTAR:
509 if (cause)
510 {
511 if (in_movement)
512 return 0;
513
514 if (operate_altar (op, &cause))
515 {
516 if (NUM_ANIMATIONS (op) > 1)
517 {
518 SET_ANIMATION (op, 1);
519 update_object (op, UP_OBJ_FACE);
520 }
521
522 if (op->last_sp >= 0)
523 {
524 trigger_move (op, 1, cause);
525
526 if (op->last_sp > 0)
527 op->last_sp = -op->last_sp;
528 }
529 else
530 {
531 /* for trigger altar with last_sp, the ON/OFF
532 * status (-> +/- value) is "simulated":
437 */ 533 */
438 534 op->value = !op->value;
439 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 535 trigger_move (op, 1, cause);
440 { 536 op->last_sp = -op->last_sp;
441 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 537 op->value = !op->value;
442 }
443 if (tot >= op->weight)
444 push = 1;
445 if (op->stats.ac == push)
446 return 0;
447 op->stats.ac = push;
448 if (NUM_ANIMATIONS (op) > 1)
449 {
450 SET_ANIMATION (op, push);
451 update_object (op, UP_OBJ_FACE);
452 } 538 }
453 if (in_movement || !push) 539
454 return 0; 540 return cause == NULL;
455 } 541 }
456 trigger_move (op, push);
457 } 542 else
458 return 0;
459
460 case TRIGGER_PEDESTAL:
461 if (cause)
462 {
463 for (tmp = op->above; tmp; tmp = tmp->above)
464 {
465 object *head = tmp->head_ ();
466
467 /* See comment in TRIGGER_BUTTON about move_types */
468 if (((head->move_type & op->move_on) || head->move_type == 0)
469 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
470 {
471 push = 1;
472 break;
473 }
474 }
475
476 if (op->stats.ac == push)
477 return 0; 543 return 0;
478 544 }
479 op->stats.ac = push; 545 else
480 546 {
481 if (NUM_ANIMATIONS (op) > 1) 547 if (NUM_ANIMATIONS (op) > 1)
482 { 548 {
483 SET_ANIMATION (op, push); 549 SET_ANIMATION (op, 0);
484 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
485 } 551 }
486 552
487 update_object (op, UP_OBJ_FACE);
488
489 if (in_movement || !push)
490 return 0;
491 }
492
493 trigger_move (op, push);
494 return 0;
495
496 case TRIGGER_ALTAR:
497 if (cause)
498 {
499 if (in_movement)
500 return 0;
501
502 if (operate_altar (op, &cause))
503 {
504 if (NUM_ANIMATIONS (op) > 1)
505 {
506 SET_ANIMATION (op, 1);
507 update_object (op, UP_OBJ_FACE);
508 }
509
510 if (op->last_sp >= 0)
511 {
512 trigger_move (op, 1);
513 if (op->last_sp > 0)
514 op->last_sp = -op->last_sp;
515 }
516 else
517 {
518 /* for trigger altar with last_sp, the ON/OFF
519 * status (-> +/- value) is "simulated":
520 */
521 op->value = !op->value;
522 trigger_move (op, 1);
523 op->last_sp = -op->last_sp;
524 op->value = !op->value;
525 }
526
527 return cause == NULL;
528 }
529 else
530 return 0;
531 }
532 else
533 {
534 if (NUM_ANIMATIONS (op) > 1)
535 {
536 SET_ANIMATION (op, 0);
537 update_object (op, UP_OBJ_FACE);
538 }
539
540 /* If trigger_altar has "last_sp > 0" set on the map, 553 /* If trigger_altar has "last_sp > 0" set on the map,
541 * it will push the connected value only once per sacrifice. 554 * it will push the connected value only once per sacrifice.
542 * Otherwise (default), the connected value will be 555 * Otherwise (default), the connected value will be
543 * pushed twice: First by sacrifice, second by reset! -AV 556 * pushed twice: First by sacrifice, second by reset! -AV
544 */ 557 */
545 if (!op->last_sp) 558 if (!op->last_sp)
546 trigger_move (op, 0); 559 trigger_move (op, 0, cause);
547 else 560 else
548 { 561 {
549 op->stats.wc = 0; 562 op->stats.wc = 0;
550 op->value = !op->value; 563 op->value = !op->value;
551 op->set_speed (0); 564 op->set_speed (0);
552 } 565 }
553 } 566 }
554 return 0; 567 return 0;
555 568
556 case TRIGGER: 569 case TRIGGER:
557 if (cause) 570 if (cause)
558 { 571 {
559 if (in_movement) 572 if (in_movement)
560 return 0; 573 return 0;
561 574
562 push = 1; 575 push = 1;
563 } 576 }
564 577
565 if (NUM_ANIMATIONS (op) > 1) 578 if (NUM_ANIMATIONS (op) > 1)
566 { 579 {
567 SET_ANIMATION (op, push); 580 SET_ANIMATION (op, push);
568 update_object (op, UP_OBJ_FACE); 581 update_object (op, UP_OBJ_FACE);
569 } 582 }
570 583
571 trigger_move (op, push); 584 trigger_move (op, push, cause);
572 return 1; 585 return 1;
573 586
574 default: 587 default:
575 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 588 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
576 return 0; 589 return 0;
577 } 590 }
578} 591}
579 592
580void 593void
581add_button_link (object *button, maptile *map, int connected) 594object::add_link (maptile *map, shstr_tmp id)
582{ 595{
583 oblinkpt *obp;
584 objectlink *ol = get_objectlink ();
585
586 if (!map) 596 if (!map)
587 { 597 {
588 LOG (llevError, "Tried to add button-link without map.\n"); 598 LOG (llevError, "Tried to add button-link without map.\n");
589 return; 599 return;
590 } 600 }
591 601
592 button->path_attuned = connected; /* peterm: I need this so I can rebuild 602 flag [FLAG_IS_LINKED] = true;
593 a connected map from a template map. */
594 603
595 SET_FLAG (button, FLAG_IS_LINKED); 604 objectlink *ol = get_objectlink ();
596
597 ol->ob = button; 605 ol->ob = this;
598 606
599 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 607 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
600 ; 608 if (obp->id == id)
601
602 if (obp)
603 { 609 {
604 ol->next = obp->link; 610 ol->next = obp->link;
605 obp->link = ol; 611 obp->link = ol;
612 return;
606 } 613 }
607 else 614
608 {
609 obp = get_objectlinkpt (); 615 oblinkpt *obp = get_objectlinkpt ();
610 obp->value = connected; 616 obp->id = id;
611 617
612 obp->next = map->buttons; 618 obp->next = map->buttons;
613 map->buttons = obp; 619 map->buttons = obp;
614 obp->link = ol; 620 obp->link = ol;
615 }
616} 621}
617 622
618/* 623/*
619 * Remove the object from the linked lists of buttons in the map. 624 * Remove the object from the linked lists of buttons in the map.
620 * This is only needed by editors. 625 * This is only needed by editors.
621 */ 626 */
622
623void 627void
624remove_button_link (object *op) 628object::remove_link ()
625{ 629{
626 oblinkpt *obp; 630 if (!map)
627 objectlink **olp, *ol;
628
629 if (op->map == NULL)
630 { 631 {
631 LOG (llevError, "remove_button_link() in object without map.\n"); 632 LOG (llevError, "remove_button_link() in object without map.\n");
632 return; 633 return;
633 } 634 }
634 635
635 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 636 if (!flag [FLAG_IS_LINKED])
636 { 637 {
637 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 638 LOG (llevError, "remove_button_linked() in unlinked object.\n");
638 return; 639 return;
639 } 640 }
640 641
642 flag [FLAG_IS_LINKED] = false;
643
641 for (obp = op->map->buttons; obp; obp = obp->next) 644 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
642 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 645 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
643 if (ol->ob == op) 646 if ((*olp)->ob == this)
644 { 647 {
645 648 objectlink *ol = *olp;
646/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
647 obp->value, op->name, op->map->path);
648*/
649 *olp = ol->next; 649 *olp = ol->next;
650 delete ol; 650 delete ol;
651 return; 651 return;
652 } 652 }
653 653
654 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 654 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
655 CLEAR_FLAG (op, FLAG_IS_LINKED); 655}
656
657/*
658 * Updates every button on the map (by calling update_button() for them).
659 */
660void
661maptile::update_buttons ()
662{
663 for (oblinkpt *obp = buttons; obp; obp = obp->next)
664 for (objectlink *ol = obp->link; ol; ol = ol->next)
665 {
666 if (!ol->ob)
667 {
668 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
669 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
670 continue;
671 }
672
673 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
674 {
675 update_button (ol->ob, 0);
676 break;
677 }
678 }
656} 679}
657 680
658/* 681/*
659 * Gets the objectlink for this connection from the map. 682 * Gets the objectlink for this connection from the map.
660 */ 683 */
661oblinkpt * 684oblinkpt *
662get_connection_links (maptile *map, long connection) 685maptile::find_link (shstr_tmp id)
663{ 686{
664 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 687 for (oblinkpt *obp = buttons; obp; obp = obp->next)
665 if (obp->value == connection) 688 if (obp->id == id)
666 return obp; 689 return obp;
667 690
668 return 0; 691 return 0;
669} 692}
670 693
671/* 694/*
672 * Return the first objectlink in the objects linked to this one 695 * Return the first objectlink in the objects linked to this one
673 */ 696 */
674
675oblinkpt * 697oblinkpt *
676get_button_links (const object *button) 698object::find_link () const
677{ 699{
678 oblinkpt *obp; 700 if (map)
679 objectlink *ol;
680
681 if (!button->map)
682 return NULL;
683
684 for (obp = button->map->buttons; obp; obp = obp->next) 701 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
685 for (ol = obp->link; ol; ol = ol->next) 702 for (objectlink *ol = obp->link; ol; ol = ol->next)
686 if (ol->ob == button) 703 if (ol->ob == this)
687 return obp; 704 return obp;
688 705
689 return NULL;
690}
691
692/*
693 * Made as a separate function to increase efficiency
694 */
695
696int
697get_button_value (const object *button)
698{
699 oblinkpt *obp;
700 objectlink *ol;
701
702 if (!button->map)
703 return 0;
704 for (obp = button->map->buttons; obp; obp = obp->next)
705 for (ol = obp->link; ol; ol = ol->next)
706 if (ol->ob == button)
707 return obp->value;
708 return 0; 706 return 0;
709} 707}
710 708
711/* This routine makes monsters who are 709/* This routine makes monsters who are
712 * standing on the 'mood floor' change their 710 * standing on the 'mood floor' change their
714 * If floor is to be triggered must have 712 * If floor is to be triggered must have
715 * a speed of zero (default is 1 for all 713 * a speed of zero (default is 1 for all
716 * but the charm floor type). 714 * but the charm floor type).
717 * by b.t. thomas@nomad.astro.psu.edu 715 * by b.t. thomas@nomad.astro.psu.edu
718 */ 716 */
719
720void 717void
721do_mood_floor (object *op, object *source) 718do_mood_floor (object *op, object *source)
722{ 719{
723 if (!source) 720 if (!source)
724 source = op; 721 source = op;
800 797
801 // FALL THROUGH 798 // FALL THROUGH
802 case 5: // kill all alives 799 case 5: // kill all alives
803 if (!tmp->flag [FLAG_PRECIOUS]) 800 if (!tmp->flag [FLAG_PRECIOUS])
804 { 801 {
805 get_archetype ("burnout")->insert_at (tmp, source); 802 archetype::get (shstr_burnout)->insert_at (tmp, source);
806 tmp->destroy (); 803 tmp->destroy ();
807 } 804 }
808 break; 805 break;
809 806
810 default: 807 default:
885 // and we have to set the value to 0 882 // and we have to set the value to 0
886 883
887 if (match && trig->last_sp) // match == having 884 if (match && trig->last_sp) // match == having
888 { 885 {
889 if (trig->last_heal) 886 if (trig->last_heal)
890 decrease_ob (match); 887 match->decrease ();
891 888
892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 889 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
893 push_button (trig); 890 push_button (trig, op);
894 } 891 }
895 else if (!match && !trig->last_sp) // match == not having 892 else if (!match && !trig->last_sp) // match == not having
896 { 893 {
897 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 894 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
898 push_button (trig); 895 push_button (trig, op);
899 } 896 }
900} 897}
901 898

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