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Comparing deliantra/server/common/button.C (file contents):
Revision 1.42 by root, Sun Apr 20 22:03:21 2008 UTC vs.
Revision 1.51 by root, Thu Jan 8 03:03:23 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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
20 * 20 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 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
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 source argument can be 0 or the source object for this activation.
36 */ 35 */
37void 36void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 37activate_connection_link (objectlink *ol, bool state, object *source = 0)
39{ 38{
40 for (; ol; ol = ol->next) 39 for (; ol; ol = ol->next)
41 { 40 {
42 if (!ol->ob) 41 if (!ol->ob)
43 { 42 {
112 break; 111 break;
113 112
114 case TIMED_GATE: 113 case TIMED_GATE:
115 if (!tmp->active) 114 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); 115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
116
117 tmp->set_speed (tmp->arch->speed); 117 tmp->set_speed (tmp->arch->speed);
118 tmp->value = tmp->arch->value; 118 tmp->value = tmp->arch->value;
119 tmp->stats.sp = 1; 119 tmp->stats.sp = 1;
120 tmp->stats.hp = tmp->stats.maxhp; 120 tmp->stats.hp = tmp->stats.maxhp;
121 /* Handle multipart gates. We copy the value for the other parts 121 /* Handle multipart gates. We copy the value for the other parts
157 break; 157 break;
158 158
159 case DUPLICATOR: 159 case DUPLICATOR:
160 move_duplicator (tmp); 160 move_duplicator (tmp);
161 break; 161 break;
162
163 case MAPSCRIPT:
164 cfperl_mapscript_activate (tmp, source, state);
165 break;
162 } 166 }
163 } 167 }
164} 168}
165 169
166/* 170/*
176 * 180 *
177 */ 181 */
178void 182void
179push_button (object *op) 183push_button (object *op)
180{ 184{
181 oblinkpt *obp = get_button_links (op); 185 if (oblinkpt *obp = op->find_link ())
182 186 {
183 if (!obp) 187 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value)))
184 return; 188 return;
185 189
186 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
187 return;
188
189 activate_connection_link (obp->link, op->value, op); 190 activate_connection_link (obp->link, op->value, op);
191 }
190} 192}
191 193
192/* 194/*
193 * elmex: 195 * elmex:
194 * 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
196 * 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
197 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 199 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
198 * 200 *
199 */ 201 */
200void 202void
201activate_connection (maptile *map, long connection, bool state) 203maptile::trigger (shstr_tmp id, bool state, object *originator)
202{ 204{
203 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)))
204 return; 206 return;
205 207
206 oblinkpt *obp = get_connection_links (map, connection); 208 if (oblinkpt *obp = find_link (id))
207
208 if (obp)
209 activate_connection_link (obp->link, state); 209 activate_connection_link (obp->link, state, originator);
210} 210}
211 211
212/* 212/*
213 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
214 * 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
216 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
217 */ 217 */
218void 218void
219update_button (object *op) 219update_button (object *op)
220{ 220{
221 object *ab, *tmp, *head;
222 int tot, any_down = 0, old_value = op->value; 221 int any_down = 0, old_value = op->value;
223 oblinkpt *obp = 0;
224 objectlink *ol;
225 222
226 obp = get_button_links (op); 223 if (oblinkpt *obp = op->find_link ())
227 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
228 if (obp)
229 for (ol = obp->link; ol; ol = ol->next) 224 for (objectlink *ol = obp->link; ol; ol = ol->next)
230 { 225 {
231 if (!ol->ob) 226 if (!ol->ob)
232 { 227 {
233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 228 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
234 continue; 229 continue;
235 } 230 }
236 231
237 tmp = ol->ob; 232 object *tmp = ol->ob;
233
238 if (tmp->type == BUTTON) 234 if (tmp->type == BUTTON)
239 { 235 {
236 sint32 total = 0;
237
240 for (ab = tmp->above, tot = 0; ab; ab = ab->above) 238 for (object *ab = tmp->above; ab; ab = ab->above)
241 {
242 head = ab->head_ ();
243
244 /* Basically, if the move_type matches that on what the 239 /* Basically, if the move_type matches that on what the
245 * button wants, we count it. The second check is so that 240 * button wants, we count it. The second check is so that
246 * objects who don't move (swords, etc) will count. Note that 241 * objects who don't move (swords, etc) will count. Note that
247 * this means that more work is needed to make buttons 242 * this means that more work is needed to make buttons
248 * that are only triggered by flying objects. 243 * that are only triggered by flying objects.
249 */ 244 */
250 if ((head->move_type & tmp->move_on) || head->move_type == 0) 245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
251 tot += head->total_weight (); 246 total += ab->head_ ()->total_weight ();
252 }
253 247
254 tmp->value = tot >= tmp->weight ? 1 : 0; 248 tmp->value = total >= tmp->weight;
249
250 any_down = any_down || tmp->value;
255 } 251 }
256 else if (tmp->type == PEDESTAL) 252 else if (tmp->type == PEDESTAL)
257 { 253 {
258 tmp->value = 0; 254 tmp->value = 0;
259 255
260 for (ab = tmp->above; ab; ab = ab->above) 256 for (object *ab = tmp->above; ab; ab = ab->above)
261 { 257 {
262 head = ab->head_ (); 258 object *head = ab->head_ ();
263 259
264 /* Same note regarding move_type for buttons above apply here. */ 260 /* Same note regarding move_type for buttons above apply here. */
265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 261 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
266 (head->race == tmp->slaying || 262 && (head->race == tmp->slaying
267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 263 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 264 || (tmp->slaying == shstr_player && head->type == PLAYER)))
269 tmp->value = 1; 265 tmp->value = 1;
270 } 266 }
271 }
272 267
273 any_down = any_down || tmp->value; 268 any_down = any_down || tmp->value;
269 }
274 } 270 }
275 271
276 if (any_down) /* If any other buttons were down, force this to remain down */ 272 if (any_down) /* If any other buttons were down, force this to remain down */
277 op->value = 1; 273 op->value = 1;
274
275 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
278 276
279 /* If this button hasn't changed, don't do anything */ 277 /* If this button hasn't changed, don't do anything */
280 if (op->value != old_value) 278 if (op->value != old_value)
281 { 279 {
282 SET_ANIMATION (op, op->value); 280 SET_ANIMATION (op, op->value);
376 374
377 /* Round up any sacrifices. Altars don't make change either */ 375 /* Round up any sacrifices. Altars don't make change either */
378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 376 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
379 number++; 377 number++;
380 378
381 *sacrifice = decrease_ob_nr (*sacrifice, number); 379 if (!(*sacrifice)->decrease (number))
380 *sacrifice = 0;
382 } 381 }
383 else 382 else
384 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 383 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
384 *sacrifice = 0;
385 385
386 if (altar->msg) 386 if (altar->msg)
387 new_info_map (NDI_BLACK, altar->map, altar->msg); 387 new_info_map (NDI_BLACK, altar->map, altar->msg);
388 388
389 return 1; 389 return 1;
426 int push = 0, tot = 0; 426 int push = 0, tot = 0;
427 int in_movement = op->stats.wc || op->speed; 427 int in_movement = op->stats.wc || op->speed;
428 428
429 switch (op->type) 429 switch (op->type)
430 { 430 {
431 case TRIGGER_BUTTON: 431 case TRIGGER_BUTTON:
432 if (op->weight > 0) 432 if (op->weight > 0)
433 { 433 {
434 if (cause) 434 if (cause)
435 { 435 {
436 for (tmp = op->above; tmp; tmp = tmp->above) 436 for (tmp = op->above; tmp; tmp = tmp->above)
437 /* Comment reproduced from update_buttons(): */ 437 /* Comment reproduced from update_buttons(): */
438 /* Basically, if the move_type matches that on what the 438 /* Basically, if the move_type matches that on what the
439 * button wants, we count it. The second check is so that 439 * button wants, we count it. The second check is so that
440 * objects that don't move (swords, etc) will count. Note that 440 * objects that don't move (swords, etc) will count. Note that
441 * this means that more work is needed to make buttons 441 * this means that more work is needed to make buttons
442 * that are only triggered by flying objects. 442 * that are only triggered by flying objects.
443 */
444 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
445 tot += tmp->head_ ()->total_weight ();
446
447 if (tot >= op->weight)
448 push = 1;
449
450 if (op->stats.ac == push)
451 return 0;
452
453 op->stats.ac = push;
454 if (NUM_ANIMATIONS (op) > 1)
455 {
456 SET_ANIMATION (op, push);
457 update_object (op, UP_OBJ_FACE);
458 }
459
460 if (in_movement || !push)
461 return 0;
462 }
463 trigger_move (op, push);
464 }
465
466 return 0;
467
468 case TRIGGER_PEDESTAL:
469 if (cause)
470 {
471 for (tmp = op->above; tmp; tmp = tmp->above)
472 {
473 object *head = tmp->head_ ();
474
475 /* See comment in TRIGGER_BUTTON about move_types */
476 if (((head->move_type & op->move_on) || head->move_type == 0)
477 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
478 {
479 push = 1;
480 break;
481 }
482 }
483
484 if (op->stats.ac == push)
485 return 0;
486
487 op->stats.ac = push;
488
489 if (NUM_ANIMATIONS (op) > 1)
490 {
491 SET_ANIMATION (op, push);
492 update_object (op, UP_OBJ_FACE);
493 }
494
495 update_object (op, UP_OBJ_FACE);
496
497 if (in_movement || !push)
498 return 0;
499 }
500
501 trigger_move (op, push);
502 return 0;
503
504 case TRIGGER_ALTAR:
505 if (cause)
506 {
507 if (in_movement)
508 return 0;
509
510 if (operate_altar (op, &cause))
511 {
512 if (NUM_ANIMATIONS (op) > 1)
513 {
514 SET_ANIMATION (op, 1);
515 update_object (op, UP_OBJ_FACE);
516 }
517
518 if (op->last_sp >= 0)
519 {
520 trigger_move (op, 1);
521 if (op->last_sp > 0)
522 op->last_sp = -op->last_sp;
523 }
524 else
525 {
526 /* for trigger altar with last_sp, the ON/OFF
527 * status (-> +/- value) is "simulated":
443 */ 528 */
444 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 529 op->value = !op->value;
445 tot += tmp->head_ ()->total_weight (); 530 trigger_move (op, 1);
446 531 op->last_sp = -op->last_sp;
447 if (tot >= op->weight) 532 op->value = !op->value;
448 push = 1;
449
450 if (op->stats.ac == push)
451 return 0;
452
453 op->stats.ac = push;
454 if (NUM_ANIMATIONS (op) > 1)
455 {
456 SET_ANIMATION (op, push);
457 update_object (op, UP_OBJ_FACE);
458 } 533 }
459 534
460 if (in_movement || !push) 535 return cause == NULL;
461 return 0;
462 } 536 }
463 trigger_move (op, push);
464 } 537 else
465
466 return 0;
467
468 case TRIGGER_PEDESTAL:
469 if (cause)
470 {
471 for (tmp = op->above; tmp; tmp = tmp->above)
472 {
473 object *head = tmp->head_ ();
474
475 /* See comment in TRIGGER_BUTTON about move_types */
476 if (((head->move_type & op->move_on) || head->move_type == 0)
477 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
478 {
479 push = 1;
480 break;
481 }
482 }
483
484 if (op->stats.ac == push)
485 return 0; 538 return 0;
486 539 }
487 op->stats.ac = push; 540 else
488 541 {
489 if (NUM_ANIMATIONS (op) > 1) 542 if (NUM_ANIMATIONS (op) > 1)
490 { 543 {
491 SET_ANIMATION (op, push); 544 SET_ANIMATION (op, 0);
492 update_object (op, UP_OBJ_FACE); 545 update_object (op, UP_OBJ_FACE);
493 } 546 }
494 547
495 update_object (op, UP_OBJ_FACE);
496
497 if (in_movement || !push)
498 return 0;
499 }
500
501 trigger_move (op, push);
502 return 0;
503
504 case TRIGGER_ALTAR:
505 if (cause)
506 {
507 if (in_movement)
508 return 0;
509
510 if (operate_altar (op, &cause))
511 {
512 if (NUM_ANIMATIONS (op) > 1)
513 {
514 SET_ANIMATION (op, 1);
515 update_object (op, UP_OBJ_FACE);
516 }
517
518 if (op->last_sp >= 0)
519 {
520 trigger_move (op, 1);
521 if (op->last_sp > 0)
522 op->last_sp = -op->last_sp;
523 }
524 else
525 {
526 /* for trigger altar with last_sp, the ON/OFF
527 * status (-> +/- value) is "simulated":
528 */
529 op->value = !op->value;
530 trigger_move (op, 1);
531 op->last_sp = -op->last_sp;
532 op->value = !op->value;
533 }
534
535 return cause == NULL;
536 }
537 else
538 return 0;
539 }
540 else
541 {
542 if (NUM_ANIMATIONS (op) > 1)
543 {
544 SET_ANIMATION (op, 0);
545 update_object (op, UP_OBJ_FACE);
546 }
547
548 /* If trigger_altar has "last_sp > 0" set on the map, 548 /* If trigger_altar has "last_sp > 0" set on the map,
549 * it will push the connected value only once per sacrifice. 549 * it will push the connected value only once per sacrifice.
550 * Otherwise (default), the connected value will be 550 * Otherwise (default), the connected value will be
551 * pushed twice: First by sacrifice, second by reset! -AV 551 * pushed twice: First by sacrifice, second by reset! -AV
552 */ 552 */
553 if (!op->last_sp) 553 if (!op->last_sp)
554 trigger_move (op, 0); 554 trigger_move (op, 0);
555 else 555 else
556 { 556 {
557 op->stats.wc = 0; 557 op->stats.wc = 0;
558 op->value = !op->value; 558 op->value = !op->value;
559 op->set_speed (0); 559 op->set_speed (0);
560 } 560 }
561 } 561 }
562 return 0; 562 return 0;
563 563
564 case TRIGGER: 564 case TRIGGER:
565 if (cause) 565 if (cause)
566 { 566 {
567 if (in_movement) 567 if (in_movement)
568 return 0; 568 return 0;
569 569
570 push = 1; 570 push = 1;
571 } 571 }
572 572
573 if (NUM_ANIMATIONS (op) > 1) 573 if (NUM_ANIMATIONS (op) > 1)
574 { 574 {
575 SET_ANIMATION (op, push); 575 SET_ANIMATION (op, push);
576 update_object (op, UP_OBJ_FACE); 576 update_object (op, UP_OBJ_FACE);
577 } 577 }
578 578
579 trigger_move (op, push); 579 trigger_move (op, push);
580 return 1; 580 return 1;
581 581
582 default: 582 default:
583 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 583 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
584 return 0; 584 return 0;
585 } 585 }
586} 586}
587 587
588void 588void
589add_button_link (object *button, maptile *map, int connected) 589object::add_link (maptile *map, shstr_tmp id)
590{ 590{
591 oblinkpt *obp;
592 objectlink *ol = get_objectlink ();
593
594 if (!map) 591 if (!map)
595 { 592 {
596 LOG (llevError, "Tried to add button-link without map.\n"); 593 LOG (llevError, "Tried to add button-link without map.\n");
597 return; 594 return;
598 } 595 }
599 596
600 button->path_attuned = connected; /* peterm: I need this so I can rebuild 597 flag [FLAG_IS_LINKED] = true;
601 a connected map from a template map. */
602 598
603 SET_FLAG (button, FLAG_IS_LINKED); 599 objectlink *ol = get_objectlink ();
604
605 ol->ob = button; 600 ol->ob = this;
606 601
607 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 602 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
608 ; 603 if (obp->id == id)
609
610 if (obp)
611 { 604 {
612 ol->next = obp->link; 605 ol->next = obp->link;
613 obp->link = ol; 606 obp->link = ol;
607 return;
614 } 608 }
615 else 609
616 {
617 obp = get_objectlinkpt (); 610 oblinkpt *obp = get_objectlinkpt ();
618 obp->value = connected; 611 obp->id = id;
619 612
620 obp->next = map->buttons; 613 obp->next = map->buttons;
621 map->buttons = obp; 614 map->buttons = obp;
622 obp->link = ol; 615 obp->link = ol;
623 }
624} 616}
625 617
626/* 618/*
627 * Remove the object from the linked lists of buttons in the map. 619 * Remove the object from the linked lists of buttons in the map.
628 * This is only needed by editors. 620 * This is only needed by editors.
629 */ 621 */
630
631void 622void
632remove_button_link (object *op) 623object::remove_link ()
633{ 624{
634 oblinkpt *obp; 625 if (!map)
635 objectlink **olp, *ol;
636
637 if (op->map == NULL)
638 { 626 {
639 LOG (llevError, "remove_button_link() in object without map.\n"); 627 LOG (llevError, "remove_button_link() in object without map.\n");
640 return; 628 return;
641 } 629 }
642 630
643 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 631 if (!flag [FLAG_IS_LINKED])
644 { 632 {
645 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 633 LOG (llevError, "remove_button_linked() in unlinked object.\n");
646 return; 634 return;
647 } 635 }
648 636
637 flag [FLAG_IS_LINKED] = false;
638
649 for (obp = op->map->buttons; obp; obp = obp->next) 639 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
650 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 640 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
651 if (ol->ob == op) 641 if ((*olp)->ob == this)
652 { 642 {
653 643 objectlink *ol = *olp;
654/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
655 obp->value, op->name, op->map->path);
656*/
657 *olp = ol->next; 644 *olp = ol->next;
658 delete ol; 645 delete ol;
659 return; 646 return;
660 } 647 }
661 648
662 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 649 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
663 CLEAR_FLAG (op, FLAG_IS_LINKED); 650}
651
652/*
653 * Updates every button on the map (by calling update_button() for them).
654 */
655void
656maptile::update_buttons ()
657{
658 for (oblinkpt *obp = buttons; obp; obp = obp->next)
659 for (objectlink *ol = obp->link; ol; ol = ol->next)
660 {
661 if (!ol->ob)
662 {
663 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
664 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
665 continue;
666 }
667
668 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
669 {
670 update_button (ol->ob);
671 break;
672 }
673 }
664} 674}
665 675
666/* 676/*
667 * Gets the objectlink for this connection from the map. 677 * Gets the objectlink for this connection from the map.
668 */ 678 */
669oblinkpt * 679oblinkpt *
670get_connection_links (maptile *map, long connection) 680maptile::find_link (shstr_tmp id)
671{ 681{
672 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 682 for (oblinkpt *obp = buttons; obp; obp = obp->next)
673 if (obp->value == connection) 683 if (obp->id == id)
674 return obp; 684 return obp;
675 685
676 return 0; 686 return 0;
677} 687}
678 688
679/* 689/*
680 * Return the first objectlink in the objects linked to this one 690 * Return the first objectlink in the objects linked to this one
681 */ 691 */
682
683oblinkpt * 692oblinkpt *
684get_button_links (const object *button) 693object::find_link () const
685{ 694{
686 oblinkpt *obp; 695 if (map)
687 objectlink *ol;
688
689 if (!button->map)
690 return NULL;
691
692 for (obp = button->map->buttons; obp; obp = obp->next) 696 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
693 for (ol = obp->link; ol; ol = ol->next) 697 for (objectlink *ol = obp->link; ol; ol = ol->next)
694 if (ol->ob == button) 698 if (ol->ob == this)
695 return obp; 699 return obp;
696 700
697 return NULL;
698}
699
700/*
701 * Made as a separate function to increase efficiency
702 */
703
704int
705get_button_value (const object *button)
706{
707 oblinkpt *obp;
708 objectlink *ol;
709
710 if (!button->map)
711 return 0;
712 for (obp = button->map->buttons; obp; obp = obp->next)
713 for (ol = obp->link; ol; ol = ol->next)
714 if (ol->ob == button)
715 return obp->value;
716 return 0; 701 return 0;
717} 702}
718 703
719/* This routine makes monsters who are 704/* This routine makes monsters who are
720 * standing on the 'mood floor' change their 705 * standing on the 'mood floor' change their
722 * If floor is to be triggered must have 707 * If floor is to be triggered must have
723 * a speed of zero (default is 1 for all 708 * a speed of zero (default is 1 for all
724 * but the charm floor type). 709 * but the charm floor type).
725 * by b.t. thomas@nomad.astro.psu.edu 710 * by b.t. thomas@nomad.astro.psu.edu
726 */ 711 */
727
728void 712void
729do_mood_floor (object *op, object *source) 713do_mood_floor (object *op, object *source)
730{ 714{
731 if (!source) 715 if (!source)
732 source = op; 716 source = op;
808 792
809 // FALL THROUGH 793 // FALL THROUGH
810 case 5: // kill all alives 794 case 5: // kill all alives
811 if (!tmp->flag [FLAG_PRECIOUS]) 795 if (!tmp->flag [FLAG_PRECIOUS])
812 { 796 {
813 get_archetype ("burnout")->insert_at (tmp, source); 797 archetype::get (shstr_burnout)->insert_at (tmp, source);
814 tmp->destroy (); 798 tmp->destroy ();
815 } 799 }
816 break; 800 break;
817 801
818 default: 802 default:
893 // and we have to set the value to 0 877 // and we have to set the value to 0
894 878
895 if (match && trig->last_sp) // match == having 879 if (match && trig->last_sp) // match == having
896 { 880 {
897 if (trig->last_heal) 881 if (trig->last_heal)
898 decrease_ob (match); 882 match->decrease ();
899 883
900 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 884 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
901 push_button (trig); 885 push_button (trig);
902 } 886 }
903 else if (!match && !trig->last_sp) // match == not having 887 else if (!match && !trig->last_sp) // match == not having

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