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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 1.59 by root, Wed Oct 21 00:44:39 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 (©) 2005,2006,2007,2008,2009 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 }
272 }
273
274 any_down = any_down || tmp->value;
275 }
276 else if (tmp->type == T_MATCH)
277 {
278 tmp->value = 0;
279
280 for (object *ab = tmp->above; ab; ab = ab->above)
264 } 281 {
282 object *head = ab->head_ ();
265 283
266 if (tmp->value) 284 /* Same note regarding move_type for buttons above apply here. */
267 any_down = 1; 285 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
286 if (match (tmp->slaying, head, tmp, originator))
287 {
288 tmp->value = 1;
289 break;
290 }
291 }
292
293 any_down = any_down || tmp->value;
268 } 294 }
269 } 295 }
296
270 if (any_down) /* If any other buttons were down, force this to remain down */ 297 if (any_down) /* If any other buttons were down, force this to remain down */
271 op->value = 1; 298 op->value = 1;
272 299
300 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
301
273 /* If this button hasn't changed, don't do anything */ 302 /* If this button hasn't changed, don't do anything */
274 if (op->value != old_value) 303 if (op->value != old_value)
275 { 304 {
276 SET_ANIMATION (op, op->value); 305 SET_ANIMATION (op, op->value);
277 update_object (op, UP_OBJ_FACE); 306 update_object (op, UP_OBJ_FACE);
278 push_button (op); /* Make all other buttons the same */ 307 push_button (op, originator); /* Make all other buttons the same */
279 } 308 }
280} 309}
281 310
282void 311void
283use_trigger (object *op) 312use_trigger (object *op, object *originator)
284{ 313{
285 /* Toggle value */ 314 /* Toggle value */
286 op->value = !op->value; 315 op->value = !op->value;
316
287 push_button (op); 317 push_button (op, originator);
288} 318}
289 319
290/* 320/*
291 * Note: animate_object should be used instead of this, 321 * Note: animate_object should be used instead of this,
292 * but it can't handle animations in the 8 directions 322 * but it can't handle animations in the 8 directions
313 * sacrificed. This fixes a bug of trying to put multiple altars/related 343 * sacrificed. This fixes a bug of trying to put multiple altars/related
314 * objects on the same space that take the same sacrifice. 344 * objects on the same space that take the same sacrifice.
315 */ 345 */
316 346
317int 347int
318check_altar_sacrifice (const object *altar, const object *sacrifice) 348check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
319{ 349{
350 if (sacrifice->flag [FLAG_UNPAID])
351 return 0;
352
353 if (is_match_expr (ARCH_SACRIFICE (altar)))
354 return match (ARCH_SACRIFICE (altar), altar, originator);
355
320 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) 356 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
321 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 357 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
322 && sacrifice->type != PLAYER) 358 && sacrifice->type != PLAYER)
323 { 359 {
324 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 360 if (ARCH_SACRIFICE (altar) == shstr_money
325 && sacrifice->type == MONEY 361 && sacrifice->type == MONEY
326 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 362 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
327 return 1; 363 return 1;
328 364
329 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname 365 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
330 || ARCH_SACRIFICE (altar) == sacrifice->name 366 || ARCH_SACRIFICE (altar) == sacrifice->name
331 || ARCH_SACRIFICE (altar) == sacrifice->slaying 367 || ARCH_SACRIFICE (altar) == sacrifice->slaying
332 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) 368 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
333 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 369 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
334 return 1; 370 return 1;
335 } 371 }
336 372
337 return 0; 373 return 0;
338} 374}
345 * 381 *
346 * If this function returns 1, '*sacrifice' is modified to point to the 382 * 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. 383 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
348 */ 384 */
349int 385int
350operate_altar (object *altar, object **sacrifice) 386operate_altar (object *altar, object **sacrifice, object *originator)
351{ 387{
352 if (!altar->map) 388 if (!altar->map)
353 { 389 {
354 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 390 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
355 return 0; 391 return 0;
356 } 392 }
357 393
358 if (!altar->slaying || altar->value) 394 if (!altar->slaying || altar->value)
359 return 0; 395 return 0;
360 396
361 if (!check_altar_sacrifice (altar, *sacrifice)) 397 if (!check_altar_sacrifice (altar, *sacrifice, originator))
362 return 0; 398 return 0;
363 399
364 /* check_altar_sacrifice should have already verified that enough money 400 /* check_altar_sacrifice should have already verified that enough money
365 * has been dropped. 401 * has been dropped.
366 */ 402 */
367 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 403 if (ARCH_SACRIFICE (altar) == shstr_money)
368 { 404 {
369 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 405 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
370 406
371 /* Round up any sacrifices. Altars don't make change either */ 407 /* Round up any sacrifices. Altars don't make change either */
372 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 408 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
373 number++; 409 number++;
374 410
375 *sacrifice = decrease_ob_nr (*sacrifice, number); 411 if (!(*sacrifice)->decrease (number))
412 *sacrifice = 0;
376 } 413 }
377 else 414 else
378 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 415 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
416 *sacrifice = 0;
379 417
380 if (altar->msg) 418 if (altar->msg)
381 new_info_map (NDI_BLACK, altar->map, altar->msg); 419 new_info_map (NDI_BLACK, altar->map, altar->msg);
382 420
383 return 1; 421 return 1;
384} 422}
385 423
386void 424void
387trigger_move (object *op, int state) /* 1 down and 0 up */ 425trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
388{ 426{
389 op->stats.wc = state; 427 op->stats.wc = state;
428
390 if (state) 429 if (state)
391 { 430 {
392 use_trigger (op); 431 use_trigger (op, originator);
393 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 432 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
394 op->speed_left = -1; 433 op->speed_left = -1;
395 } 434 }
396 else 435 else
397 { 436 {
398 use_trigger (op); 437 use_trigger (op, originator);
399 op->set_speed (0); 438 op->set_speed (0);
400 } 439 }
401} 440}
402 441
403 442
412 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 451 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
413 * 452 *
414 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 453 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
415 */ 454 */
416int 455int
417check_trigger (object *op, object *cause) 456check_trigger (object *op, object *cause, object *originator)
418{ 457{
419 object *tmp; 458 object *tmp;
420 int push = 0, tot = 0; 459 int push = 0, tot = 0;
421 int in_movement = op->stats.wc || op->speed; 460 int in_movement = op->stats.wc || op->speed;
422 461
423 switch (op->type) 462 switch (op->type)
424 { 463 {
425 case TRIGGER_BUTTON: 464 case TRIGGER_BUTTON:
426 if (op->weight > 0) 465 if (op->weight > 0)
427 { 466 {
428 if (cause) 467 if (cause)
429 { 468 {
430 for (tmp = op->above; tmp; tmp = tmp->above) 469 for (tmp = op->above; tmp; tmp = tmp->above)
431 /* Comment reproduced from update_buttons(): */ 470 /* Comment reproduced from update_buttons(): */
432 /* Basically, if the move_type matches that on what the 471 /* Basically, if the move_type matches that on what the
433 * button wants, we count it. The second check is so that 472 * button wants, we count it. The second check is so that
434 * objects that don't move (swords, etc) will count. Note that 473 * objects that don't move (swords, etc) will count. Note that
435 * this means that more work is needed to make buttons 474 * this means that more work is needed to make buttons
436 * that are only triggered by flying objects. 475 * that are only triggered by flying objects.
476 */
477 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
478 tot += tmp->head_ ()->total_weight ();
479
480 if (tot >= op->weight)
481 push = 1;
482
483 if (op->stats.ac == push)
484 return 0;
485
486 op->stats.ac = push;
487 if (NUM_ANIMATIONS (op) > 1)
488 {
489 SET_ANIMATION (op, push);
490 update_object (op, UP_OBJ_FACE);
491 }
492
493 if (in_movement || !push)
494 return 0;
495 }
496
497 trigger_move (op, push, cause);
498 }
499
500 return 0;
501
502 case TRIGGER_PEDESTAL:
503 if (cause)
504 {
505 for (tmp = op->above; tmp; tmp = tmp->above)
506 {
507 object *head = tmp->head_ ();
508
509 /* See comment in TRIGGER_BUTTON about move_types */
510 if (((head->move_type & op->move_on) || head->move_type == 0)
511 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
512 {
513 push = 1;
514 break;
515 }
516 }
517
518 if (op->stats.ac == push)
519 return 0;
520
521 op->stats.ac = push;
522
523 if (NUM_ANIMATIONS (op) > 1)
524 {
525 SET_ANIMATION (op, push);
526 update_object (op, UP_OBJ_FACE);
527 }
528
529 update_object (op, UP_OBJ_FACE);
530
531 if (in_movement || !push)
532 return 0;
533 }
534
535 trigger_move (op, push, cause);
536 return 0;
537
538 case TRIGGER_ALTAR:
539 if (cause)
540 {
541 if (in_movement)
542 return 0;
543
544 if (operate_altar (op, &cause)) /* TODO: originator? */
545 {
546 if (NUM_ANIMATIONS (op) > 1)
547 {
548 SET_ANIMATION (op, 1);
549 update_object (op, UP_OBJ_FACE);
550 }
551
552 if (op->last_sp >= 0)
553 {
554 trigger_move (op, 1, cause);
555
556 if (op->last_sp > 0)
557 op->last_sp = -op->last_sp;
558 }
559 else
560 {
561 /* for trigger altar with last_sp, the ON/OFF
562 * status (-> +/- value) is "simulated":
437 */ 563 */
438 564 op->value = !op->value;
439 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 565 trigger_move (op, 1, cause);
440 { 566 op->last_sp = -op->last_sp;
441 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 567 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 } 568 }
453 if (in_movement || !push) 569
454 return 0; 570 return cause == NULL;
455 } 571 }
456 trigger_move (op, push);
457 } 572 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; 573 return 0;
478 574 }
479 op->stats.ac = push; 575 else
480 576 {
481 if (NUM_ANIMATIONS (op) > 1) 577 if (NUM_ANIMATIONS (op) > 1)
482 { 578 {
483 SET_ANIMATION (op, push); 579 SET_ANIMATION (op, 0);
484 update_object (op, UP_OBJ_FACE); 580 update_object (op, UP_OBJ_FACE);
485 } 581 }
486 582
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, 583 /* If trigger_altar has "last_sp > 0" set on the map,
541 * it will push the connected value only once per sacrifice. 584 * it will push the connected value only once per sacrifice.
542 * Otherwise (default), the connected value will be 585 * Otherwise (default), the connected value will be
543 * pushed twice: First by sacrifice, second by reset! -AV 586 * pushed twice: First by sacrifice, second by reset! -AV
544 */ 587 */
545 if (!op->last_sp) 588 if (!op->last_sp)
546 trigger_move (op, 0); 589 trigger_move (op, 0, cause);
547 else 590 else
548 { 591 {
549 op->stats.wc = 0; 592 op->stats.wc = 0;
550 op->value = !op->value; 593 op->value = !op->value;
551 op->set_speed (0); 594 op->set_speed (0);
552 } 595 }
553 } 596 }
554 return 0; 597 return 0;
555 598
556 case TRIGGER: 599 case TRIGGER:
557 if (cause) 600 if (cause)
558 { 601 {
559 if (in_movement) 602 if (in_movement)
560 return 0; 603 return 0;
561 604
562 push = 1; 605 push = 1;
563 } 606 }
564 607
565 if (NUM_ANIMATIONS (op) > 1) 608 if (NUM_ANIMATIONS (op) > 1)
566 { 609 {
567 SET_ANIMATION (op, push); 610 SET_ANIMATION (op, push);
568 update_object (op, UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
569 } 612 }
570 613
571 trigger_move (op, push); 614 trigger_move (op, push, cause);
572 return 1; 615 return 1;
573 616
574 default: 617 default:
575 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 618 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
576 return 0; 619 return 0;
577 } 620 }
578} 621}
579 622
580void 623void
581add_button_link (object *button, maptile *map, int connected) 624object::add_link (maptile *map, shstr_tmp id)
582{ 625{
583 oblinkpt *obp;
584 objectlink *ol = get_objectlink ();
585
586 if (!map) 626 if (!map)
587 { 627 {
588 LOG (llevError, "Tried to add button-link without map.\n"); 628 LOG (llevError, "Tried to add button-link without map.\n");
589 return; 629 return;
590 } 630 }
591 631
592 button->path_attuned = connected; /* peterm: I need this so I can rebuild 632 flag [FLAG_IS_LINKED] = true;
593 a connected map from a template map. */
594 633
595 SET_FLAG (button, FLAG_IS_LINKED); 634 objectlink *ol = get_objectlink ();
596
597 ol->ob = button; 635 ol->ob = this;
598 636
599 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 637 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
600 ; 638 if (obp->id == id)
601
602 if (obp)
603 { 639 {
604 ol->next = obp->link; 640 ol->next = obp->link;
605 obp->link = ol; 641 obp->link = ol;
642 return;
606 } 643 }
607 else 644
608 {
609 obp = get_objectlinkpt (); 645 oblinkpt *obp = get_objectlinkpt ();
610 obp->value = connected; 646 obp->id = id;
611 647
612 obp->next = map->buttons; 648 obp->next = map->buttons;
613 map->buttons = obp; 649 map->buttons = obp;
614 obp->link = ol; 650 obp->link = ol;
615 }
616} 651}
617 652
618/* 653/*
619 * Remove the object from the linked lists of buttons in the map. 654 * Remove the object from the linked lists of buttons in the map.
620 * This is only needed by editors. 655 * This is only needed by editors.
621 */ 656 */
622
623void 657void
624remove_button_link (object *op) 658object::remove_link ()
625{ 659{
626 oblinkpt *obp; 660 if (!map)
627 objectlink **olp, *ol;
628
629 if (op->map == NULL)
630 { 661 {
631 LOG (llevError, "remove_button_link() in object without map.\n"); 662 LOG (llevError, "remove_button_link() in object without map.\n");
632 return; 663 return;
633 } 664 }
634 665
635 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 666 if (!flag [FLAG_IS_LINKED])
636 { 667 {
637 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 668 LOG (llevError, "remove_button_linked() in unlinked object.\n");
638 return; 669 return;
639 } 670 }
640 671
672 flag [FLAG_IS_LINKED] = false;
673
641 for (obp = op->map->buttons; obp; obp = obp->next) 674 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
642 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 675 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
643 if (ol->ob == op) 676 if ((*olp)->ob == this)
644 { 677 {
645 678 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; 679 *olp = ol->next;
650 delete ol; 680 delete ol;
651 return; 681 return;
652 } 682 }
653 683
654 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 684 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
655 CLEAR_FLAG (op, FLAG_IS_LINKED); 685}
686
687/*
688 * Updates every button on the map (by calling update_button() for them).
689 */
690void
691maptile::update_buttons ()
692{
693 for (oblinkpt *obp = buttons; obp; obp = obp->next)
694 for (objectlink *ol = obp->link; ol; ol = ol->next)
695 {
696 if (!ol->ob)
697 {
698 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
699 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
700 continue;
701 }
702
703 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
704 {
705 update_button (ol->ob, 0);
706 break;
707 }
708 }
656} 709}
657 710
658/* 711/*
659 * Gets the objectlink for this connection from the map. 712 * Gets the objectlink for this connection from the map.
660 */ 713 */
661oblinkpt * 714oblinkpt *
662get_connection_links (maptile *map, long connection) 715maptile::find_link (shstr_tmp id)
663{ 716{
664 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 717 for (oblinkpt *obp = buttons; obp; obp = obp->next)
665 if (obp->value == connection) 718 if (obp->id == id)
666 return obp; 719 return obp;
667 720
668 return 0; 721 return 0;
669} 722}
670 723
671/* 724/*
672 * Return the first objectlink in the objects linked to this one 725 * Return the first objectlink in the objects linked to this one
673 */ 726 */
674
675oblinkpt * 727oblinkpt *
676get_button_links (const object *button) 728object::find_link () const
677{ 729{
678 oblinkpt *obp; 730 if (map)
679 objectlink *ol;
680
681 if (!button->map)
682 return NULL;
683
684 for (obp = button->map->buttons; obp; obp = obp->next) 731 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
685 for (ol = obp->link; ol; ol = ol->next) 732 for (objectlink *ol = obp->link; ol; ol = ol->next)
686 if (ol->ob == button) 733 if (ol->ob == this)
687 return obp; 734 return obp;
688 735
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; 736 return 0;
709} 737}
710 738
711/* This routine makes monsters who are 739/* This routine makes monsters who are
712 * standing on the 'mood floor' change their 740 * standing on the 'mood floor' change their
714 * If floor is to be triggered must have 742 * If floor is to be triggered must have
715 * a speed of zero (default is 1 for all 743 * a speed of zero (default is 1 for all
716 * but the charm floor type). 744 * but the charm floor type).
717 * by b.t. thomas@nomad.astro.psu.edu 745 * by b.t. thomas@nomad.astro.psu.edu
718 */ 746 */
719
720void 747void
721do_mood_floor (object *op, object *source) 748do_mood_floor (object *op, object *source)
722{ 749{
723 if (!source) 750 if (!source)
724 source = op; 751 source = op;
800 827
801 // FALL THROUGH 828 // FALL THROUGH
802 case 5: // kill all alives 829 case 5: // kill all alives
803 if (!tmp->flag [FLAG_PRECIOUS]) 830 if (!tmp->flag [FLAG_PRECIOUS])
804 { 831 {
805 get_archetype ("burnout")->insert_at (tmp, source); 832 archetype::get (shstr_burnout)->insert_at (tmp, source);
806 tmp->destroy (); 833 tmp->destroy ();
807 } 834 }
808 break; 835 break;
809 836
810 default: 837 default:
885 // and we have to set the value to 0 912 // and we have to set the value to 0
886 913
887 if (match && trig->last_sp) // match == having 914 if (match && trig->last_sp) // match == having
888 { 915 {
889 if (trig->last_heal) 916 if (trig->last_heal)
890 decrease_ob (match); 917 match->decrease ();
891 918
892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 919 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
893 push_button (trig); 920 push_button (trig, op);
894 } 921 }
895 else if (!match && !trig->last_sp) // match == not having 922 else if (!match && !trig->last_sp) // match == not having
896 { 923 {
897 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 924 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
898 push_button (trig); 925 push_button (trig, op);
899 } 926 }
900} 927}
901 928

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