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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 1.57 by root, Mon Oct 12 21:27:54 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* 27/*
28 * This code is no longer highly inefficient 8) 28 * This code is no longer highly inefficient 8)
29 */ 29 */
30 30
31/* 31/*
32 * elmex: 32 * elmex:
33 * This function takes a objectlink list with all the objects are going to be activated. 33 * This function takes a objectlink list with all the objects are going to be activated.
34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
35 * The source argument can be 0 or the source object for this activation. 35 * The activator argument can be 0 or the source object for this activation.
36 * the originator is the player or monster who did something.
36 */ 37 */
37void 38static void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 39activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
39{ 40{
40 for (; ol; ol = ol->next) 41 for (; ol; ol = ol->next)
41 { 42 {
42 if (!ol->ob) 43 if (!ol->ob)
43 { 44 {
67 68
68 switch (tmp->type) 69 switch (tmp->type)
69 { 70 {
70 case GATE: 71 case GATE:
71 case HOLE: 72 case HOLE:
73 if (!tmp->active)
74 tmp->play_sound (tmp->sound
75 ? tmp->sound
76 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 77 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->set_speed (0.5); 78 tmp->set_speed (0.5);
74 break; 79 break;
75 80
76 case CF_HANDLE: 81 case T_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE); 83 update_object (tmp, UP_OBJ_FACE);
79 break; 84 break;
80 85
81 case SIGN: 86 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 87 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 88 {
84 tmp->play_sound (tmp->sound); 89 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food) 91 if (tmp->stats.food)
87 tmp->last_eat++; 92 tmp->last_eat++;
88 } 93 }
89 break; 94 break;
90 95
91 case ALTAR: 96 case ALTAR:
97 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
92 tmp->value = 1; 98 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 99 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 100 update_object (tmp, UP_OBJ_FACE);
95 break; 101 break;
96 102
97 case BUTTON: 103 case BUTTON:
98 case PEDESTAL: 104 case PEDESTAL:
105 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
99 tmp->value = state; 106 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 107 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 108 update_object (tmp, UP_OBJ_FACE);
102 break; 109 break;
103 110
104 case MOOD_FLOOR: 111 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 112 do_mood_floor (tmp, activator);
106 break; 113 break;
107 114
108 case TIMED_GATE: 115 case TIMED_GATE:
116 if (!tmp->active)
117 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
118
109 tmp->set_speed (tmp->arch->speed); 119 tmp->set_speed (tmp->arch->speed);
110 tmp->value = tmp->arch->value; 120 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1; 121 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp; 122 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts 123 /* Handle multipart gates. We copy the value for the other parts
126 case FIREWALL: 136 case FIREWALL:
127 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 137 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
128 move_firewall (tmp); 138 move_firewall (tmp);
129 else 139 else
130 { 140 {
131 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 141 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); 142 animate_turning (tmp);
135 } 143 }
136 break; 144 break;
137 145
138 case TELEPORTER: 146 case TELEPORTER:
142 case CREATOR: 150 case CREATOR:
143 move_creator (tmp); 151 move_creator (tmp);
144 break; 152 break;
145 153
146 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
147 move_marker (tmp); 156 move_marker (tmp);
148 break; 157 break;
149 158
150 case DUPLICATOR: 159 case DUPLICATOR:
151 move_duplicator (tmp); 160 move_duplicator (tmp);
161 break;
162
163 case MAPSCRIPT:
164 cfperl_mapscript_activate (tmp, state, activator, originator);
152 break; 165 break;
153 } 166 }
154 } 167 }
155} 168}
156 169
165 * Changed the routine to loop through _all_ objects. 178 * Changed the routine to loop through _all_ objects.
166 * Better hurry with that linked list... 179 * Better hurry with that linked list...
167 * 180 *
168 */ 181 */
169void 182void
170push_button (object *op) 183push_button (object *op, object *originator)
171{ 184{
172 oblinkpt *obp = get_button_links (op); 185 if (oblinkpt *obp = op->find_link ())
173 186 {
174 if (!obp) 187 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
175 return; 188 return;
176 189
177 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
178 return;
179
180 activate_connection_link (obp->link, op->value, op); 190 activate_connection_link (obp->link, op->value, op, originator);
191 }
181} 192}
182 193
183/* 194/*
184 * elmex: 195 * elmex:
185 * This activates a connection, similar to push_button (object *op) but it takes 196 * This activates a connection, similar to push_button (object *op) but it takes
187 * the connection was 'state' or 'released'. So that you can activate objects 198 * the connection was 'state' or 'released'. So that you can activate objects
188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 199 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
189 * 200 *
190 */ 201 */
191void 202void
192activate_connection (maptile *map, long connection, bool state) 203maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
193{ 204{
194 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 205 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
195 return; 206 return;
196 207
197 oblinkpt *obp = get_connection_links (map, connection); 208 if (oblinkpt *obp = find_link (id))
198
199 if (obp)
200 activate_connection_link (obp->link, state); 209 activate_connection_link (obp->link, state, activator, originator);
201} 210}
202 211
203/* 212/*
204 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
205 * After changing the state of a button, this function must be called 214 * After changing the state of a button, this function must be called
206 * to make sure that all gates and other buttons connected to the 215 * to make sure that all gates and other buttons connected to the
207 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
208 */ 217 */
209void 218void
210update_button (object *op) 219update_button (object *op, object *originator)
211{ 220{
212 object *ab, *tmp, *head;
213 int tot, any_down = 0, old_value = op->value; 221 int any_down = 0, old_value = op->value;
214 oblinkpt *obp = 0;
215 objectlink *ol;
216 222
217 obp = get_button_links (op); 223 if (oblinkpt *obp = op->find_link ())
218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
219 if (obp)
220 for (ol = obp->link; ol; ol = ol->next) 224 for (objectlink *ol = obp->link; ol; ol = ol->next)
221 { 225 {
222 if (!ol->ob) 226 if (!ol->ob)
223 { 227 {
224 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 228 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
225 continue; 229 continue;
226 } 230 }
227 231
228 tmp = ol->ob; 232 object *tmp = ol->ob;
233
229 if (tmp->type == BUTTON) 234 if (tmp->type == BUTTON)
230 { 235 {
236 sint32 total = 0;
237
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 238 for (object *ab = tmp->above; ab; ab = ab->above)
232 /* Bug? The pedestal code below looks for the head of
233 * the object, this bit doesn't. I'd think we should check
234 * for head here also. Maybe it also makese sense to
235 * make the for ab=tmp->above loop common, and alter
236 * behaviour based on object within that loop?
237 */
238
239 /* Basically, if the move_type matches that on what the 239 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that 240 * button wants, we count it. The second check is so that
241 * objects don't move (swords, etc) will count. Note that 241 * objects who don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons 242 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects. 243 * that are only triggered by flying objects.
244 */ 244 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 246 total += ab->head_ ()->total_weight ();
247 247
248 tmp->value = (tot >= tmp->weight) ? 1 : 0; 248 tmp->value = total >= tmp->weight;
249 if (tmp->value) 249
250 any_down = 1; 250 any_down = any_down || tmp->value;
251 } 251 }
252 else if (tmp->type == PEDESTAL) 252 else if (tmp->type == PEDESTAL)
253 { 253 {
254 bool is_match = is_match_expr (tmp->slaying);
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))
263 if (is_match
264 ? match (tmp->slaying, head, tmp, originator)
260 (head->race == tmp->slaying || 265 : (head->race == tmp->slaying
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 266 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 267 || (tmp->slaying == shstr_player && head->type == PLAYER)))
268 {
263 tmp->value = 1; 269 tmp->value = 1;
270 break;
271 }
264 } 272 }
265 273
266 if (tmp->value) 274 any_down = any_down || tmp->value;
267 any_down = 1;
268 } 275 }
269 } 276 }
277
270 if (any_down) /* If any other buttons were down, force this to remain down */ 278 if (any_down) /* If any other buttons were down, force this to remain down */
271 op->value = 1; 279 op->value = 1;
272 280
281 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
282
273 /* If this button hasn't changed, don't do anything */ 283 /* If this button hasn't changed, don't do anything */
274 if (op->value != old_value) 284 if (op->value != old_value)
275 { 285 {
276 SET_ANIMATION (op, op->value); 286 SET_ANIMATION (op, op->value);
277 update_object (op, UP_OBJ_FACE); 287 update_object (op, UP_OBJ_FACE);
278 push_button (op); /* Make all other buttons the same */ 288 push_button (op, originator); /* Make all other buttons the same */
279 } 289 }
280} 290}
281 291
282void 292void
283use_trigger (object *op) 293use_trigger (object *op, object *originator)
284{ 294{
285 /* Toggle value */ 295 /* Toggle value */
286 op->value = !op->value; 296 op->value = !op->value;
297
287 push_button (op); 298 push_button (op, originator);
288} 299}
289 300
290/* 301/*
291 * Note: animate_object should be used instead of this, 302 * Note: animate_object should be used instead of this,
292 * but it can't handle animations in the 8 directions 303 * but it can't handle animations in the 8 directions
313 * sacrificed. This fixes a bug of trying to put multiple altars/related 324 * sacrificed. This fixes a bug of trying to put multiple altars/related
314 * objects on the same space that take the same sacrifice. 325 * objects on the same space that take the same sacrifice.
315 */ 326 */
316 327
317int 328int
318check_altar_sacrifice (const object *altar, const object *sacrifice) 329check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
319{ 330{
331 if (sacrifice->flag [FLAG_UNPAID])
332 return 0;
333
334 if (is_match_expr (ARCH_SACRIFICE (altar)))
335 return match (ARCH_SACRIFICE (altar), altar, originator);
336
320 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) 337 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
321 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 338 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
322 && sacrifice->type != PLAYER) 339 && sacrifice->type != PLAYER)
323 { 340 {
324 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 341 if (ARCH_SACRIFICE (altar) == shstr_money
325 && sacrifice->type == MONEY 342 && sacrifice->type == MONEY
326 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 343 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
327 return 1; 344 return 1;
328 345
329 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname 346 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
330 || ARCH_SACRIFICE (altar) == sacrifice->name 347 || ARCH_SACRIFICE (altar) == sacrifice->name
331 || ARCH_SACRIFICE (altar) == sacrifice->slaying 348 || ARCH_SACRIFICE (altar) == sacrifice->slaying
332 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) 349 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
333 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 350 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
334 return 1; 351 return 1;
335 } 352 }
336 353
337 return 0; 354 return 0;
338} 355}
345 * 362 *
346 * If this function returns 1, '*sacrifice' is modified to point to the 363 * If this function returns 1, '*sacrifice' is modified to point to the
347 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 364 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
348 */ 365 */
349int 366int
350operate_altar (object *altar, object **sacrifice) 367operate_altar (object *altar, object **sacrifice, object *originator)
351{ 368{
352 if (!altar->map) 369 if (!altar->map)
353 { 370 {
354 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 371 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
355 return 0; 372 return 0;
356 } 373 }
357 374
358 if (!altar->slaying || altar->value) 375 if (!altar->slaying || altar->value)
359 return 0; 376 return 0;
360 377
361 if (!check_altar_sacrifice (altar, *sacrifice)) 378 if (!check_altar_sacrifice (altar, *sacrifice, originator))
362 return 0; 379 return 0;
363 380
364 /* check_altar_sacrifice should have already verified that enough money 381 /* check_altar_sacrifice should have already verified that enough money
365 * has been dropped. 382 * has been dropped.
366 */ 383 */
367 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 384 if (ARCH_SACRIFICE (altar) == shstr_money)
368 { 385 {
369 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 386 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
370 387
371 /* Round up any sacrifices. Altars don't make change either */ 388 /* Round up any sacrifices. Altars don't make change either */
372 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 389 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
373 number++; 390 number++;
374 391
375 *sacrifice = decrease_ob_nr (*sacrifice, number); 392 if (!(*sacrifice)->decrease (number))
393 *sacrifice = 0;
376 } 394 }
377 else 395 else
378 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 396 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
397 *sacrifice = 0;
379 398
380 if (altar->msg) 399 if (altar->msg)
381 new_info_map (NDI_BLACK, altar->map, altar->msg); 400 new_info_map (NDI_BLACK, altar->map, altar->msg);
382 401
383 return 1; 402 return 1;
384} 403}
385 404
386void 405void
387trigger_move (object *op, int state) /* 1 down and 0 up */ 406trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
388{ 407{
389 op->stats.wc = state; 408 op->stats.wc = state;
409
390 if (state) 410 if (state)
391 { 411 {
392 use_trigger (op); 412 use_trigger (op, originator);
393 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 413 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
394 op->speed_left = -1; 414 op->speed_left = -1;
395 } 415 }
396 else 416 else
397 { 417 {
398 use_trigger (op); 418 use_trigger (op, originator);
399 op->set_speed (0); 419 op->set_speed (0);
400 } 420 }
401} 421}
402 422
403 423
412 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 432 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
413 * 433 *
414 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 434 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
415 */ 435 */
416int 436int
417check_trigger (object *op, object *cause) 437check_trigger (object *op, object *cause, object *originator)
418{ 438{
419 object *tmp; 439 object *tmp;
420 int push = 0, tot = 0; 440 int push = 0, tot = 0;
421 int in_movement = op->stats.wc || op->speed; 441 int in_movement = op->stats.wc || op->speed;
422 442
423 switch (op->type) 443 switch (op->type)
424 { 444 {
425 case TRIGGER_BUTTON: 445 case TRIGGER_BUTTON:
426 if (op->weight > 0) 446 if (op->weight > 0)
427 { 447 {
428 if (cause) 448 if (cause)
429 { 449 {
430 for (tmp = op->above; tmp; tmp = tmp->above) 450 for (tmp = op->above; tmp; tmp = tmp->above)
431 /* Comment reproduced from update_buttons(): */ 451 /* Comment reproduced from update_buttons(): */
432 /* Basically, if the move_type matches that on what the 452 /* Basically, if the move_type matches that on what the
433 * button wants, we count it. The second check is so that 453 * button wants, we count it. The second check is so that
434 * objects that don't move (swords, etc) will count. Note that 454 * objects that don't move (swords, etc) will count. Note that
435 * this means that more work is needed to make buttons 455 * this means that more work is needed to make buttons
436 * that are only triggered by flying objects. 456 * that are only triggered by flying objects.
457 */
458 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
459 tot += tmp->head_ ()->total_weight ();
460
461 if (tot >= op->weight)
462 push = 1;
463
464 if (op->stats.ac == push)
465 return 0;
466
467 op->stats.ac = push;
468 if (NUM_ANIMATIONS (op) > 1)
469 {
470 SET_ANIMATION (op, push);
471 update_object (op, UP_OBJ_FACE);
472 }
473
474 if (in_movement || !push)
475 return 0;
476 }
477
478 trigger_move (op, push, cause);
479 }
480
481 return 0;
482
483 case TRIGGER_PEDESTAL:
484 if (cause)
485 {
486 for (tmp = op->above; tmp; tmp = tmp->above)
487 {
488 object *head = tmp->head_ ();
489
490 /* See comment in TRIGGER_BUTTON about move_types */
491 if (((head->move_type & op->move_on) || head->move_type == 0)
492 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
493 {
494 push = 1;
495 break;
496 }
497 }
498
499 if (op->stats.ac == push)
500 return 0;
501
502 op->stats.ac = push;
503
504 if (NUM_ANIMATIONS (op) > 1)
505 {
506 SET_ANIMATION (op, push);
507 update_object (op, UP_OBJ_FACE);
508 }
509
510 update_object (op, UP_OBJ_FACE);
511
512 if (in_movement || !push)
513 return 0;
514 }
515
516 trigger_move (op, push, cause);
517 return 0;
518
519 case TRIGGER_ALTAR:
520 if (cause)
521 {
522 if (in_movement)
523 return 0;
524
525 if (operate_altar (op, &cause)) /* TODO: originator? */
526 {
527 if (NUM_ANIMATIONS (op) > 1)
528 {
529 SET_ANIMATION (op, 1);
530 update_object (op, UP_OBJ_FACE);
531 }
532
533 if (op->last_sp >= 0)
534 {
535 trigger_move (op, 1, cause);
536
537 if (op->last_sp > 0)
538 op->last_sp = -op->last_sp;
539 }
540 else
541 {
542 /* for trigger altar with last_sp, the ON/OFF
543 * status (-> +/- value) is "simulated":
437 */ 544 */
438 545 op->value = !op->value;
439 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 546 trigger_move (op, 1, cause);
440 { 547 op->last_sp = -op->last_sp;
441 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 548 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 } 549 }
453 if (in_movement || !push) 550
454 return 0; 551 return cause == NULL;
455 } 552 }
456 trigger_move (op, push);
457 } 553 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; 554 return 0;
478 555 }
479 op->stats.ac = push; 556 else
480 557 {
481 if (NUM_ANIMATIONS (op) > 1) 558 if (NUM_ANIMATIONS (op) > 1)
482 { 559 {
483 SET_ANIMATION (op, push); 560 SET_ANIMATION (op, 0);
484 update_object (op, UP_OBJ_FACE); 561 update_object (op, UP_OBJ_FACE);
485 } 562 }
486 563
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, 564 /* If trigger_altar has "last_sp > 0" set on the map,
541 * it will push the connected value only once per sacrifice. 565 * it will push the connected value only once per sacrifice.
542 * Otherwise (default), the connected value will be 566 * Otherwise (default), the connected value will be
543 * pushed twice: First by sacrifice, second by reset! -AV 567 * pushed twice: First by sacrifice, second by reset! -AV
544 */ 568 */
545 if (!op->last_sp) 569 if (!op->last_sp)
546 trigger_move (op, 0); 570 trigger_move (op, 0, cause);
547 else 571 else
548 { 572 {
549 op->stats.wc = 0; 573 op->stats.wc = 0;
550 op->value = !op->value; 574 op->value = !op->value;
551 op->set_speed (0); 575 op->set_speed (0);
552 } 576 }
553 } 577 }
554 return 0; 578 return 0;
555 579
556 case TRIGGER: 580 case TRIGGER:
557 if (cause) 581 if (cause)
558 { 582 {
559 if (in_movement) 583 if (in_movement)
560 return 0; 584 return 0;
561 585
562 push = 1; 586 push = 1;
563 } 587 }
564 588
565 if (NUM_ANIMATIONS (op) > 1) 589 if (NUM_ANIMATIONS (op) > 1)
566 { 590 {
567 SET_ANIMATION (op, push); 591 SET_ANIMATION (op, push);
568 update_object (op, UP_OBJ_FACE); 592 update_object (op, UP_OBJ_FACE);
569 } 593 }
570 594
571 trigger_move (op, push); 595 trigger_move (op, push, cause);
572 return 1; 596 return 1;
573 597
574 default: 598 default:
575 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 599 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
576 return 0; 600 return 0;
577 } 601 }
578} 602}
579 603
580void 604void
581add_button_link (object *button, maptile *map, int connected) 605object::add_link (maptile *map, shstr_tmp id)
582{ 606{
583 oblinkpt *obp;
584 objectlink *ol = get_objectlink ();
585
586 if (!map) 607 if (!map)
587 { 608 {
588 LOG (llevError, "Tried to add button-link without map.\n"); 609 LOG (llevError, "Tried to add button-link without map.\n");
589 return; 610 return;
590 } 611 }
591 612
592 button->path_attuned = connected; /* peterm: I need this so I can rebuild 613 flag [FLAG_IS_LINKED] = true;
593 a connected map from a template map. */
594 614
595 SET_FLAG (button, FLAG_IS_LINKED); 615 objectlink *ol = get_objectlink ();
596
597 ol->ob = button; 616 ol->ob = this;
598 617
599 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 618 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
600 ; 619 if (obp->id == id)
601
602 if (obp)
603 { 620 {
604 ol->next = obp->link; 621 ol->next = obp->link;
605 obp->link = ol; 622 obp->link = ol;
623 return;
606 } 624 }
607 else 625
608 {
609 obp = get_objectlinkpt (); 626 oblinkpt *obp = get_objectlinkpt ();
610 obp->value = connected; 627 obp->id = id;
611 628
612 obp->next = map->buttons; 629 obp->next = map->buttons;
613 map->buttons = obp; 630 map->buttons = obp;
614 obp->link = ol; 631 obp->link = ol;
615 }
616} 632}
617 633
618/* 634/*
619 * Remove the object from the linked lists of buttons in the map. 635 * Remove the object from the linked lists of buttons in the map.
620 * This is only needed by editors. 636 * This is only needed by editors.
621 */ 637 */
622
623void 638void
624remove_button_link (object *op) 639object::remove_link ()
625{ 640{
626 oblinkpt *obp; 641 if (!map)
627 objectlink **olp, *ol;
628
629 if (op->map == NULL)
630 { 642 {
631 LOG (llevError, "remove_button_link() in object without map.\n"); 643 LOG (llevError, "remove_button_link() in object without map.\n");
632 return; 644 return;
633 } 645 }
634 646
635 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 647 if (!flag [FLAG_IS_LINKED])
636 { 648 {
637 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 649 LOG (llevError, "remove_button_linked() in unlinked object.\n");
638 return; 650 return;
639 } 651 }
640 652
653 flag [FLAG_IS_LINKED] = false;
654
641 for (obp = op->map->buttons; obp; obp = obp->next) 655 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
642 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 656 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
643 if (ol->ob == op) 657 if ((*olp)->ob == this)
644 { 658 {
645 659 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; 660 *olp = ol->next;
650 delete ol; 661 delete ol;
651 return; 662 return;
652 } 663 }
653 664
654 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 665 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
655 CLEAR_FLAG (op, FLAG_IS_LINKED); 666}
667
668/*
669 * Updates every button on the map (by calling update_button() for them).
670 */
671void
672maptile::update_buttons ()
673{
674 for (oblinkpt *obp = buttons; obp; obp = obp->next)
675 for (objectlink *ol = obp->link; ol; ol = ol->next)
676 {
677 if (!ol->ob)
678 {
679 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
680 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
681 continue;
682 }
683
684 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
685 {
686 update_button (ol->ob, 0);
687 break;
688 }
689 }
656} 690}
657 691
658/* 692/*
659 * Gets the objectlink for this connection from the map. 693 * Gets the objectlink for this connection from the map.
660 */ 694 */
661oblinkpt * 695oblinkpt *
662get_connection_links (maptile *map, long connection) 696maptile::find_link (shstr_tmp id)
663{ 697{
664 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 698 for (oblinkpt *obp = buttons; obp; obp = obp->next)
665 if (obp->value == connection) 699 if (obp->id == id)
666 return obp; 700 return obp;
667 701
668 return 0; 702 return 0;
669} 703}
670 704
671/* 705/*
672 * Return the first objectlink in the objects linked to this one 706 * Return the first objectlink in the objects linked to this one
673 */ 707 */
674
675oblinkpt * 708oblinkpt *
676get_button_links (const object *button) 709object::find_link () const
677{ 710{
678 oblinkpt *obp; 711 if (map)
679 objectlink *ol;
680
681 if (!button->map)
682 return NULL;
683
684 for (obp = button->map->buttons; obp; obp = obp->next) 712 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
685 for (ol = obp->link; ol; ol = ol->next) 713 for (objectlink *ol = obp->link; ol; ol = ol->next)
686 if (ol->ob == button) 714 if (ol->ob == this)
687 return obp; 715 return obp;
688 716
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; 717 return 0;
709} 718}
710 719
711/* This routine makes monsters who are 720/* This routine makes monsters who are
712 * standing on the 'mood floor' change their 721 * standing on the 'mood floor' change their
714 * If floor is to be triggered must have 723 * If floor is to be triggered must have
715 * a speed of zero (default is 1 for all 724 * a speed of zero (default is 1 for all
716 * but the charm floor type). 725 * but the charm floor type).
717 * by b.t. thomas@nomad.astro.psu.edu 726 * by b.t. thomas@nomad.astro.psu.edu
718 */ 727 */
719
720void 728void
721do_mood_floor (object *op, object *source) 729do_mood_floor (object *op, object *source)
722{ 730{
723 if (!source) 731 if (!source)
724 source = op; 732 source = op;
800 808
801 // FALL THROUGH 809 // FALL THROUGH
802 case 5: // kill all alives 810 case 5: // kill all alives
803 if (!tmp->flag [FLAG_PRECIOUS]) 811 if (!tmp->flag [FLAG_PRECIOUS])
804 { 812 {
805 get_archetype ("burnout")->insert_at (tmp, source); 813 archetype::get (shstr_burnout)->insert_at (tmp, source);
806 tmp->destroy (); 814 tmp->destroy ();
807 } 815 }
808 break; 816 break;
809 817
810 default: 818 default:
885 // and we have to set the value to 0 893 // and we have to set the value to 0
886 894
887 if (match && trig->last_sp) // match == having 895 if (match && trig->last_sp) // match == having
888 { 896 {
889 if (trig->last_heal) 897 if (trig->last_heal)
890 decrease_ob (match); 898 match->decrease ();
891 899
892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 900 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
893 push_button (trig); 901 push_button (trig, op);
894 } 902 }
895 else if (!match && !trig->last_sp) // match == not having 903 else if (!match && !trig->last_sp) // match == not having
896 { 904 {
897 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 905 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
898 push_button (trig); 906 push_button (trig, op);
899 } 907 }
900} 908}
901 909

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