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Comparing deliantra/server/common/button.C (file contents):
Revision 1.33 by root, Mon May 28 21:21:40 2007 UTC vs.
Revision 1.52 by root, Thu Jan 8 04:35:03 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27 25
28/* 26/*
29 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
30 */ 28 */
31 29
32/* 30/*
33 * elmex: 31 * elmex:
34 * This function takes a objectlink list with all the objects are going to be activated. 32 * This function takes a objectlink list with all the objects are going to be activated.
35 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 33 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
36 * The source argument can be 0 or the source object for this activation. 34 * The activator argument can be 0 or the source object for this activation.
35 * the originator is the player or monster who did something.
37 */ 36 */
38void 37static void
39activate_connection_link (objectlink * ol, bool state, object *source = 0) 38activate_connection_link (objectlink *ol, bool state, object *activator, object *originator)
40{ 39{
41 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
42 { 41 {
43 if (!ol->ob) 42 if (!ol->ob)
44 { 43 {
60 object *tmp = ol->ob; 59 object *tmp = ol->ob;
61 60
62 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 63 continue;
64
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue; 66 continue;
67 67
68 switch (tmp->type) 68 switch (tmp->type)
69 { 69 {
70 case GATE: 70 case GATE:
71 case HOLE: 71 case HOLE:
72 if (!tmp->active)
73 tmp->play_sound (tmp->sound
74 ? tmp->sound
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 76 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->set_speed (0.5); 77 tmp->set_speed (0.5);
74 break; 78 break;
75 79
76 case CF_HANDLE: 80 case CF_HANDLE:
79 break; 83 break;
80 84
81 case SIGN: 85 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food) 90 if (tmp->stats.food)
86 tmp->last_eat++; 91 tmp->last_eat++;
87 } 92 }
88 break; 93 break;
89 94
90 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
91 tmp->value = 1; 97 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
94 break; 100 break;
95 101
96 case BUTTON: 102 case BUTTON:
97 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
98 tmp->value = state; 105 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
101 break; 108 break;
102 109
103 case MOOD_FLOOR: 110 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, activator);
105 break; 112 break;
106 113
107 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
117
108 tmp->set_speed (tmp->arch->clone.speed); 118 tmp->set_speed (tmp->arch->speed);
109 tmp->value = tmp->arch->clone.value; 119 tmp->value = tmp->arch->value;
110 tmp->stats.sp = 1; 120 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp; 121 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts 122 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent 123 * from the head - this ensures that the data will consistent
114 */ 124 */
141 case CREATOR: 151 case CREATOR:
142 move_creator (tmp); 152 move_creator (tmp);
143 break; 153 break;
144 154
145 case TRIGGER_MARKER: 155 case TRIGGER_MARKER:
156 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
146 move_marker (tmp); 157 move_marker (tmp);
147 break; 158 break;
148 159
149 case DUPLICATOR: 160 case DUPLICATOR:
150 move_duplicator (tmp); 161 move_duplicator (tmp);
162 break;
163
164 case MAPSCRIPT:
165 cfperl_mapscript_activate (tmp, state, activator, originator);
151 break; 166 break;
152 } 167 }
153 } 168 }
154} 169}
155 170
164 * Changed the routine to loop through _all_ objects. 179 * Changed the routine to loop through _all_ objects.
165 * Better hurry with that linked list... 180 * Better hurry with that linked list...
166 * 181 *
167 */ 182 */
168void 183void
169push_button (object *op) 184push_button (object *op, object *originator)
170{ 185{
171 oblinkpt *obp = get_button_links (op); 186 if (oblinkpt *obp = op->find_link ())
172 187 {
173 if (!obp) 188 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
174 return; 189 return;
175 190
176 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
177 return;
178
179 activate_connection_link (obp->link, op->value, op); 191 activate_connection_link (obp->link, op->value, op, originator);
192 }
180} 193}
181 194
182/* 195/*
183 * elmex: 196 * elmex:
184 * This activates a connection, similar to push_button (object *op) but it takes 197 * This activates a connection, similar to push_button (object *op) but it takes
186 * the connection was 'state' or 'released'. So that you can activate objects 199 * the connection was 'state' or 'released'. So that you can activate objects
187 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 200 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
188 * 201 *
189 */ 202 */
190void 203void
191activate_connection (maptile *map, long connection, bool state) 204maptile::trigger (shstr_tmp id, bool state, object *activator, object *originator)
192{ 205{
193 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 206 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
194 return; 207 return;
195 208
196 oblinkpt *obp = get_connection_links (map, connection); 209 if (oblinkpt *obp = find_link (id))
197
198 if (obp)
199 activate_connection_link (obp->link, state); 210 activate_connection_link (obp->link, state, activator, originator);
200} 211}
201 212
202/* 213/*
203 * Updates everything connected with the button op. 214 * Updates everything connected with the button op.
204 * After changing the state of a button, this function must be called 215 * After changing the state of a button, this function must be called
205 * to make sure that all gates and other buttons connected to the 216 * to make sure that all gates and other buttons connected to the
206 * button reacts to the (eventual) change of state. 217 * button reacts to the (eventual) change of state.
207 */ 218 */
208void 219void
209update_button (object *op) 220update_button (object *op, object *originator)
210{ 221{
211 object *ab, *tmp, *head;
212 int tot, any_down = 0, old_value = op->value; 222 int any_down = 0, old_value = op->value;
213 oblinkpt *obp = 0;
214 objectlink *ol;
215 223
216 obp = get_button_links (op); 224 if (oblinkpt *obp = op->find_link ())
217 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
218 if (obp)
219 for (ol = obp->link; ol; ol = ol->next) 225 for (objectlink *ol = obp->link; ol; ol = ol->next)
220 { 226 {
221 if (!ol->ob) 227 if (!ol->ob)
222 { 228 {
223 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 229 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
224 continue; 230 continue;
225 } 231 }
226 232
227 tmp = ol->ob; 233 object *tmp = ol->ob;
234
228 if (tmp->type == BUTTON) 235 if (tmp->type == BUTTON)
229 { 236 {
237 sint32 total = 0;
238
230 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 239 for (object *ab = tmp->above; ab; ab = ab->above)
231 /* Bug? The pedestal code below looks for the head of
232 * the object, this bit doesn't. I'd think we should check
233 * for head here also. Maybe it also makese sense to
234 * make the for ab=tmp->above loop common, and alter
235 * behaviour based on object within that loop?
236 */
237
238 /* Basically, if the move_type matches that on what the 240 /* Basically, if the move_type matches that on what the
239 * button wants, we count it. The second check is so that 241 * button wants, we count it. The second check is so that
240 * objects don't move (swords, etc) will count. Note that 242 * objects who don't move (swords, etc) will count. Note that
241 * this means that more work is needed to make buttons 243 * this means that more work is needed to make buttons
242 * that are only triggered by flying objects. 244 * that are only triggered by flying objects.
243 */ 245 */
244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 246 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
245 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 247 total += ab->head_ ()->total_weight ();
246 248
247 tmp->value = (tot >= tmp->weight) ? 1 : 0; 249 tmp->value = total >= tmp->weight;
248 if (tmp->value) 250
249 any_down = 1; 251 any_down = any_down || tmp->value;
250 } 252 }
251 else if (tmp->type == PEDESTAL) 253 else if (tmp->type == PEDESTAL)
252 { 254 {
253 tmp->value = 0; 255 tmp->value = 0;
256
254 for (ab = tmp->above; ab != NULL; ab = ab->above) 257 for (object *ab = tmp->above; ab; ab = ab->above)
255 { 258 {
256 head = ab->head_ (); 259 object *head = ab->head_ ();
260
257 /* Same note regarding move_type for buttons above apply here. */ 261 /* Same note regarding move_type for buttons above apply here. */
258 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 262 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
259 (head->race == tmp->slaying || 263 && (head->race == tmp->slaying
260 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 264 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
261 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 265 || (tmp->slaying == shstr_player && head->type == PLAYER)))
262 tmp->value = 1; 266 tmp->value = 1;
263 } 267 }
264 268
265 if (tmp->value) 269 any_down = any_down || tmp->value;
266 any_down = 1;
267 } 270 }
268 } 271 }
272
269 if (any_down) /* If any other buttons were down, force this to remain down */ 273 if (any_down) /* If any other buttons were down, force this to remain down */
270 op->value = 1; 274 op->value = 1;
271 275
276 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
277
272 /* If this button hasn't changed, don't do anything */ 278 /* If this button hasn't changed, don't do anything */
273 if (op->value != old_value) 279 if (op->value != old_value)
274 { 280 {
275 SET_ANIMATION (op, op->value); 281 SET_ANIMATION (op, op->value);
276 update_object (op, UP_OBJ_FACE); 282 update_object (op, UP_OBJ_FACE);
277 push_button (op); /* Make all other buttons the same */ 283 push_button (op, originator); /* Make all other buttons the same */
278 } 284 }
279} 285}
280 286
281void 287void
282use_trigger (object *op) 288use_trigger (object *op, object *originator)
283{ 289{
284 /* Toggle value */ 290 /* Toggle value */
285 op->value = !op->value; 291 op->value = !op->value;
292
286 push_button (op); 293 push_button (op, originator);
287} 294}
288 295
289/* 296/*
290 * Note: animate_object should be used instead of this, 297 * Note: animate_object should be used instead of this,
291 * but it can't handle animations in the 8 directions 298 * but it can't handle animations in the 8 directions
314 */ 321 */
315 322
316int 323int
317check_altar_sacrifice (const object *altar, const object *sacrifice) 324check_altar_sacrifice (const object *altar, const object *sacrifice)
318{ 325{
319 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 326 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
327 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
328 && sacrifice->type != PLAYER)
320 { 329 {
321 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 330 if (ARCH_SACRIFICE (altar) == shstr_money
322 ARCH_SACRIFICE (altar) == sacrifice->name || 331 && sacrifice->type == MONEY
323 ARCH_SACRIFICE (altar) == sacrifice->slaying || 332 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
324 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
325 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
326 return 1; 333 return 1;
327 334
328 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 335 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
329 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 336 || ARCH_SACRIFICE (altar) == sacrifice->name
337 || ARCH_SACRIFICE (altar) == sacrifice->slaying
338 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
339 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
330 return 1; 340 return 1;
331 } 341 }
332 342
333 return 0; 343 return 0;
334} 344}
358 return 0; 368 return 0;
359 369
360 /* check_altar_sacrifice should have already verified that enough money 370 /* check_altar_sacrifice should have already verified that enough money
361 * has been dropped. 371 * has been dropped.
362 */ 372 */
363 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 373 if (ARCH_SACRIFICE (altar) == shstr_money)
364 { 374 {
365 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 375 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
366 376
367 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
368 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
369 number++; 379 number++;
370 380
371 *sacrifice = decrease_ob_nr (*sacrifice, number); 381 if (!(*sacrifice)->decrease (number))
382 *sacrifice = 0;
372 } 383 }
373 else 384 else
374 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 385 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
386 *sacrifice = 0;
375 387
376 if (altar->msg) 388 if (altar->msg)
377 new_info_map (NDI_BLACK, altar->map, altar->msg); 389 new_info_map (NDI_BLACK, altar->map, altar->msg);
378 390
379 return 1; 391 return 1;
380} 392}
381 393
382void 394void
383trigger_move (object *op, int state) /* 1 down and 0 up */ 395trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
384{ 396{
385 op->stats.wc = state; 397 op->stats.wc = state;
398
386 if (state) 399 if (state)
387 { 400 {
388 use_trigger (op); 401 use_trigger (op, originator);
389 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 402 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
390 op->speed_left = -1; 403 op->speed_left = -1;
391 } 404 }
392 else 405 else
393 { 406 {
394 use_trigger (op); 407 use_trigger (op, originator);
395 op->set_speed (0); 408 op->set_speed (0);
396 } 409 }
397} 410}
398 411
399 412
416 int push = 0, tot = 0; 429 int push = 0, tot = 0;
417 int in_movement = op->stats.wc || op->speed; 430 int in_movement = op->stats.wc || op->speed;
418 431
419 switch (op->type) 432 switch (op->type)
420 { 433 {
421 case TRIGGER_BUTTON: 434 case TRIGGER_BUTTON:
422 if (op->weight > 0) 435 if (op->weight > 0)
423 { 436 {
424 if (cause) 437 if (cause)
425 { 438 {
426 for (tmp = op->above; tmp; tmp = tmp->above) 439 for (tmp = op->above; tmp; tmp = tmp->above)
427 /* Comment reproduced from update_buttons(): */ 440 /* Comment reproduced from update_buttons(): */
428 /* Basically, if the move_type matches that on what the 441 /* Basically, if the move_type matches that on what the
429 * button wants, we count it. The second check is so that 442 * button wants, we count it. The second check is so that
430 * objects that don't move (swords, etc) will count. Note that 443 * objects that don't move (swords, etc) will count. Note that
431 * this means that more work is needed to make buttons 444 * this means that more work is needed to make buttons
432 * that are only triggered by flying objects. 445 * that are only triggered by flying objects.
446 */
447 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
448 tot += tmp->head_ ()->total_weight ();
449
450 if (tot >= op->weight)
451 push = 1;
452
453 if (op->stats.ac == push)
454 return 0;
455
456 op->stats.ac = push;
457 if (NUM_ANIMATIONS (op) > 1)
458 {
459 SET_ANIMATION (op, push);
460 update_object (op, UP_OBJ_FACE);
461 }
462
463 if (in_movement || !push)
464 return 0;
465 }
466
467 trigger_move (op, push, cause);
468 }
469
470 return 0;
471
472 case TRIGGER_PEDESTAL:
473 if (cause)
474 {
475 for (tmp = op->above; tmp; tmp = tmp->above)
476 {
477 object *head = tmp->head_ ();
478
479 /* See comment in TRIGGER_BUTTON about move_types */
480 if (((head->move_type & op->move_on) || head->move_type == 0)
481 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
482 {
483 push = 1;
484 break;
485 }
486 }
487
488 if (op->stats.ac == push)
489 return 0;
490
491 op->stats.ac = push;
492
493 if (NUM_ANIMATIONS (op) > 1)
494 {
495 SET_ANIMATION (op, push);
496 update_object (op, UP_OBJ_FACE);
497 }
498
499 update_object (op, UP_OBJ_FACE);
500
501 if (in_movement || !push)
502 return 0;
503 }
504
505 trigger_move (op, push, cause);
506 return 0;
507
508 case TRIGGER_ALTAR:
509 if (cause)
510 {
511 if (in_movement)
512 return 0;
513
514 if (operate_altar (op, &cause))
515 {
516 if (NUM_ANIMATIONS (op) > 1)
517 {
518 SET_ANIMATION (op, 1);
519 update_object (op, UP_OBJ_FACE);
520 }
521
522 if (op->last_sp >= 0)
523 {
524 trigger_move (op, 1, cause);
525
526 if (op->last_sp > 0)
527 op->last_sp = -op->last_sp;
528 }
529 else
530 {
531 /* for trigger altar with last_sp, the ON/OFF
532 * status (-> +/- value) is "simulated":
433 */ 533 */
434 534 op->value = !op->value;
435 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 535 trigger_move (op, 1, cause);
436 { 536 op->last_sp = -op->last_sp;
437 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 537 op->value = !op->value;
438 }
439 if (tot >= op->weight)
440 push = 1;
441 if (op->stats.ac == push)
442 return 0;
443 op->stats.ac = push;
444 if (NUM_ANIMATIONS (op) > 1)
445 {
446 SET_ANIMATION (op, push);
447 update_object (op, UP_OBJ_FACE);
448 } 538 }
449 if (in_movement || !push) 539
450 return 0; 540 return cause == NULL;
451 } 541 }
452 trigger_move (op, push);
453 } 542 else
454 return 0;
455
456 case TRIGGER_PEDESTAL:
457 if (cause)
458 {
459 for (tmp = op->above; tmp; tmp = tmp->above)
460 {
461 object *head = tmp->head_ ();
462
463 /* See comment in TRIGGER_BUTTON about move_types */
464 if (((head->move_type & op->move_on) || head->move_type == 0)
465 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
466 {
467 push = 1;
468 break;
469 }
470 }
471
472 if (op->stats.ac == push)
473 return 0; 543 return 0;
474 544 }
475 op->stats.ac = push; 545 else
476 546 {
477 if (NUM_ANIMATIONS (op) > 1) 547 if (NUM_ANIMATIONS (op) > 1)
478 { 548 {
479 SET_ANIMATION (op, push); 549 SET_ANIMATION (op, 0);
480 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
481 } 551 }
482 552
483 update_object (op, UP_OBJ_FACE);
484
485 if (in_movement || !push)
486 return 0;
487 }
488
489 trigger_move (op, push);
490 return 0;
491
492 case TRIGGER_ALTAR:
493 if (cause)
494 {
495 if (in_movement)
496 return 0;
497
498 if (operate_altar (op, &cause))
499 {
500 if (NUM_ANIMATIONS (op) > 1)
501 {
502 SET_ANIMATION (op, 1);
503 update_object (op, UP_OBJ_FACE);
504 }
505
506 if (op->last_sp >= 0)
507 {
508 trigger_move (op, 1);
509 if (op->last_sp > 0)
510 op->last_sp = -op->last_sp;
511 }
512 else
513 {
514 /* for trigger altar with last_sp, the ON/OFF
515 * status (-> +/- value) is "simulated":
516 */
517 op->value = !op->value;
518 trigger_move (op, 1);
519 op->last_sp = -op->last_sp;
520 op->value = !op->value;
521 }
522
523 return cause == NULL;
524 }
525 else
526 return 0;
527 }
528 else
529 {
530 if (NUM_ANIMATIONS (op) > 1)
531 {
532 SET_ANIMATION (op, 0);
533 update_object (op, UP_OBJ_FACE);
534 }
535
536 /* If trigger_altar has "last_sp > 0" set on the map, 553 /* If trigger_altar has "last_sp > 0" set on the map,
537 * it will push the connected value only once per sacrifice. 554 * it will push the connected value only once per sacrifice.
538 * Otherwise (default), the connected value will be 555 * Otherwise (default), the connected value will be
539 * pushed twice: First by sacrifice, second by reset! -AV 556 * pushed twice: First by sacrifice, second by reset! -AV
540 */ 557 */
541 if (!op->last_sp) 558 if (!op->last_sp)
542 trigger_move (op, 0); 559 trigger_move (op, 0, cause);
543 else 560 else
544 { 561 {
545 op->stats.wc = 0; 562 op->stats.wc = 0;
546 op->value = !op->value; 563 op->value = !op->value;
547 op->set_speed (0); 564 op->set_speed (0);
548 } 565 }
549 } 566 }
550 return 0; 567 return 0;
551 568
552 case TRIGGER: 569 case TRIGGER:
553 if (cause) 570 if (cause)
554 { 571 {
555 if (in_movement) 572 if (in_movement)
556 return 0; 573 return 0;
557 574
558 push = 1; 575 push = 1;
559 } 576 }
560 577
561 if (NUM_ANIMATIONS (op) > 1) 578 if (NUM_ANIMATIONS (op) > 1)
562 { 579 {
563 SET_ANIMATION (op, push); 580 SET_ANIMATION (op, push);
564 update_object (op, UP_OBJ_FACE); 581 update_object (op, UP_OBJ_FACE);
565 } 582 }
566 583
567 trigger_move (op, push); 584 trigger_move (op, push, cause);
568 return 1; 585 return 1;
569 586
570 default: 587 default:
571 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 588 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
572 return 0; 589 return 0;
573 } 590 }
574} 591}
575 592
576void 593void
577add_button_link (object *button, maptile *map, int connected) 594object::add_link (maptile *map, shstr_tmp id)
578{ 595{
579 oblinkpt *obp;
580 objectlink *ol = get_objectlink ();
581
582 if (!map) 596 if (!map)
583 { 597 {
584 LOG (llevError, "Tried to add button-link without map.\n"); 598 LOG (llevError, "Tried to add button-link without map.\n");
585 return; 599 return;
586 } 600 }
587 601
588 button->path_attuned = connected; /* peterm: I need this so I can rebuild 602 flag [FLAG_IS_LINKED] = true;
589 a connected map from a template map. */
590 603
591 SET_FLAG (button, FLAG_IS_LINKED); 604 objectlink *ol = get_objectlink ();
592
593 ol->ob = button; 605 ol->ob = this;
594 606
595 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 607 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
596 ; 608 if (obp->id == id)
597
598 if (obp)
599 { 609 {
600 ol->next = obp->link; 610 ol->next = obp->link;
601 obp->link = ol; 611 obp->link = ol;
612 return;
602 } 613 }
603 else 614
604 {
605 obp = get_objectlinkpt (); 615 oblinkpt *obp = get_objectlinkpt ();
606 obp->value = connected; 616 obp->id = id;
607 617
608 obp->next = map->buttons; 618 obp->next = map->buttons;
609 map->buttons = obp; 619 map->buttons = obp;
610 obp->link = ol; 620 obp->link = ol;
611 }
612} 621}
613 622
614/* 623/*
615 * Remove the object from the linked lists of buttons in the map. 624 * Remove the object from the linked lists of buttons in the map.
616 * This is only needed by editors. 625 * This is only needed by editors.
617 */ 626 */
618
619void 627void
620remove_button_link (object *op) 628object::remove_link ()
621{ 629{
622 oblinkpt *obp; 630 if (!map)
623 objectlink **olp, *ol;
624
625 if (op->map == NULL)
626 { 631 {
627 LOG (llevError, "remove_button_link() in object without map.\n"); 632 LOG (llevError, "remove_button_link() in object without map.\n");
628 return; 633 return;
629 } 634 }
630 635
631 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 636 if (!flag [FLAG_IS_LINKED])
632 { 637 {
633 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 638 LOG (llevError, "remove_button_linked() in unlinked object.\n");
634 return; 639 return;
635 } 640 }
636 641
642 flag [FLAG_IS_LINKED] = false;
643
637 for (obp = op->map->buttons; obp; obp = obp->next) 644 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
638 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 645 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
639 if (ol->ob == op) 646 if ((*olp)->ob == this)
640 { 647 {
641 648 objectlink *ol = *olp;
642/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
643 obp->value, op->name, op->map->path);
644*/
645 *olp = ol->next; 649 *olp = ol->next;
646 delete ol; 650 delete ol;
647 return; 651 return;
648 } 652 }
649 653
650 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 654 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
651 CLEAR_FLAG (op, FLAG_IS_LINKED); 655}
656
657/*
658 * Updates every button on the map (by calling update_button() for them).
659 */
660void
661maptile::update_buttons ()
662{
663 for (oblinkpt *obp = buttons; obp; obp = obp->next)
664 for (objectlink *ol = obp->link; ol; ol = ol->next)
665 {
666 if (!ol->ob)
667 {
668 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
669 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
670 continue;
671 }
672
673 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
674 {
675 update_button (ol->ob, 0);
676 break;
677 }
678 }
652} 679}
653 680
654/* 681/*
655 * Gets the objectlink for this connection from the map. 682 * Gets the objectlink for this connection from the map.
656 */ 683 */
657oblinkpt * 684oblinkpt *
658get_connection_links (maptile *map, long connection) 685maptile::find_link (shstr_tmp id)
659{ 686{
660 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 687 for (oblinkpt *obp = buttons; obp; obp = obp->next)
661 if (obp->value == connection) 688 if (obp->id == id)
662 return obp; 689 return obp;
663 690
664 return 0; 691 return 0;
665} 692}
666 693
667/* 694/*
668 * Return the first objectlink in the objects linked to this one 695 * Return the first objectlink in the objects linked to this one
669 */ 696 */
670
671oblinkpt * 697oblinkpt *
672get_button_links (const object *button) 698object::find_link () const
673{ 699{
674 oblinkpt *obp; 700 if (map)
675 objectlink *ol;
676
677 if (!button->map)
678 return NULL;
679
680 for (obp = button->map->buttons; obp; obp = obp->next) 701 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
681 for (ol = obp->link; ol; ol = ol->next) 702 for (objectlink *ol = obp->link; ol; ol = ol->next)
682 if (ol->ob == button) 703 if (ol->ob == this)
683 return obp; 704 return obp;
684 705
685 return NULL;
686}
687
688/*
689 * Made as a separate function to increase efficiency
690 */
691
692int
693get_button_value (const object *button)
694{
695 oblinkpt *obp;
696 objectlink *ol;
697
698 if (!button->map)
699 return 0;
700 for (obp = button->map->buttons; obp; obp = obp->next)
701 for (ol = obp->link; ol; ol = ol->next)
702 if (ol->ob == button)
703 return obp->value;
704 return 0; 706 return 0;
705} 707}
706 708
707/* This routine makes monsters who are 709/* This routine makes monsters who are
708 * standing on the 'mood floor' change their 710 * standing on the 'mood floor' change their
710 * If floor is to be triggered must have 712 * If floor is to be triggered must have
711 * a speed of zero (default is 1 for all 713 * a speed of zero (default is 1 for all
712 * but the charm floor type). 714 * but the charm floor type).
713 * by b.t. thomas@nomad.astro.psu.edu 715 * by b.t. thomas@nomad.astro.psu.edu
714 */ 716 */
715
716void 717void
717do_mood_floor (object *op, object *source) 718do_mood_floor (object *op, object *source)
718{ 719{
719 if (!source) 720 if (!source)
720 source = op; 721 source = op;
796 797
797 // FALL THROUGH 798 // FALL THROUGH
798 case 5: // kill all alives 799 case 5: // kill all alives
799 if (!tmp->flag [FLAG_PRECIOUS]) 800 if (!tmp->flag [FLAG_PRECIOUS])
800 { 801 {
801 get_archetype ("burnout")->insert_at (tmp, source); 802 archetype::get (shstr_burnout)->insert_at (tmp, source);
802 tmp->destroy (); 803 tmp->destroy ();
803 } 804 }
804 break; 805 break;
805 806
806 default: 807 default:
820 object *tmp, *ret = NULL; 821 object *tmp, *ret = NULL;
821 822
822 /* First check the object itself. */ 823 /* First check the object itself. */
823 if ((trig->stats.hp && (op->type == trig->stats.hp)) 824 if ((trig->stats.hp && (op->type == trig->stats.hp))
824 || (trig->slaying && (op->slaying == trig->slaying)) 825 || (trig->slaying && (op->slaying == trig->slaying))
825 || (trig->race && (op->arch->name == trig->race))) 826 || (trig->race && (op->arch->archname == trig->race)))
826 return op; 827 return op;
827 828
828 for (tmp = op->inv; tmp; tmp = tmp->below) 829 for (tmp = op->inv; tmp; tmp = tmp->below)
829 { 830 {
830 if (tmp->inv) 831 if (tmp->inv)
833 if (ret) 834 if (ret)
834 return ret; 835 return ret;
835 } 836 }
836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 837 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
837 || (trig->slaying && (tmp->slaying == trig->slaying)) 838 || (trig->slaying && (tmp->slaying == trig->slaying))
838 || (trig->race && (tmp->arch->name == trig->race))) 839 || (trig->race && (tmp->arch->archname == trig->race)))
839 return tmp; 840 return tmp;
840 } 841 }
841 return NULL; 842 return NULL;
842} 843}
843 844
881 // and we have to set the value to 0 882 // and we have to set the value to 0
882 883
883 if (match && trig->last_sp) // match == having 884 if (match && trig->last_sp) // match == having
884 { 885 {
885 if (trig->last_heal) 886 if (trig->last_heal)
886 decrease_ob (match); 887 match->decrease ();
887 888
888 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 889 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
889 push_button (trig); 890 push_button (trig, op);
890 } 891 }
891 else if (!match && !trig->last_sp) // match == not having 892 else if (!match && !trig->last_sp) // match == not having
892 { 893 {
893 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 894 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
894 push_button (trig); 895 push_button (trig, op);
895 } 896 }
896} 897}
897 898

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