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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 1.52 by root, Thu Jan 8 04:35:03 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
31/* 30/*
32 * elmex: 31 * elmex:
33 * This function takes a objectlink list with all the objects are going to be activated. 32 * This function takes a objectlink list with all the objects are going to be activated.
34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 33 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
35 * The source argument can be 0 or the source object for this activation. 34 * The activator argument can be 0 or the source object for this activation.
35 * the originator is the player or monster who did something.
36 */ 36 */
37void 37static void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 38activate_connection_link (objectlink *ol, bool state, object *activator, object *originator)
39{ 39{
40 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
41 { 41 {
42 if (!ol->ob) 42 if (!ol->ob)
43 { 43 {
106 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
107 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
108 break; 108 break;
109 109
110 case MOOD_FLOOR: 110 case MOOD_FLOOR:
111 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, activator);
112 break; 112 break;
113 113
114 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active) 115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); 116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
117
117 tmp->set_speed (tmp->arch->speed); 118 tmp->set_speed (tmp->arch->speed);
118 tmp->value = tmp->arch->value; 119 tmp->value = tmp->arch->value;
119 tmp->stats.sp = 1; 120 tmp->stats.sp = 1;
120 tmp->stats.hp = tmp->stats.maxhp; 121 tmp->stats.hp = tmp->stats.maxhp;
121 /* Handle multipart gates. We copy the value for the other parts 122 /* Handle multipart gates. We copy the value for the other parts
157 break; 158 break;
158 159
159 case DUPLICATOR: 160 case DUPLICATOR:
160 move_duplicator (tmp); 161 move_duplicator (tmp);
161 break; 162 break;
163
164 case MAPSCRIPT:
165 cfperl_mapscript_activate (tmp, state, activator, originator);
166 break;
162 } 167 }
163 } 168 }
164} 169}
165 170
166/* 171/*
174 * Changed the routine to loop through _all_ objects. 179 * Changed the routine to loop through _all_ objects.
175 * Better hurry with that linked list... 180 * Better hurry with that linked list...
176 * 181 *
177 */ 182 */
178void 183void
179push_button (object *op) 184push_button (object *op, object *originator)
180{ 185{
181 oblinkpt *obp = get_button_links (op); 186 if (oblinkpt *obp = op->find_link ())
182 187 {
183 if (!obp) 188 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
184 return; 189 return;
185 190
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); 191 activate_connection_link (obp->link, op->value, op, originator);
192 }
190} 193}
191 194
192/* 195/*
193 * elmex: 196 * elmex:
194 * 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
196 * 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
197 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 200 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
198 * 201 *
199 */ 202 */
200void 203void
201activate_connection (maptile *map, long connection, bool state) 204maptile::trigger (shstr_tmp id, bool state, object *activator, object *originator)
202{ 205{
203 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)))
204 return; 207 return;
205 208
206 oblinkpt *obp = get_connection_links (map, connection); 209 if (oblinkpt *obp = find_link (id))
207
208 if (obp)
209 activate_connection_link (obp->link, state); 210 activate_connection_link (obp->link, state, activator, originator);
210} 211}
211 212
212/* 213/*
213 * Updates everything connected with the button op. 214 * Updates everything connected with the button op.
214 * 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
215 * 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
216 * button reacts to the (eventual) change of state. 217 * button reacts to the (eventual) change of state.
217 */ 218 */
218void 219void
219update_button (object *op) 220update_button (object *op, object *originator)
220{ 221{
221 object *ab, *tmp, *head;
222 int tot, any_down = 0, old_value = op->value; 222 int any_down = 0, old_value = op->value;
223 oblinkpt *obp = 0;
224 objectlink *ol;
225 223
226 obp = get_button_links (op); 224 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) 225 for (objectlink *ol = obp->link; ol; ol = ol->next)
230 { 226 {
231 if (!ol->ob) 227 if (!ol->ob)
232 { 228 {
233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 229 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
234 continue; 230 continue;
235 } 231 }
236 232
237 tmp = ol->ob; 233 object *tmp = ol->ob;
234
238 if (tmp->type == BUTTON) 235 if (tmp->type == BUTTON)
239 { 236 {
237 sint32 total = 0;
238
240 for (ab = tmp->above, tot = 0; ab; ab = ab->above) 239 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 240 /* Basically, if the move_type matches that on what the
245 * button wants, we count it. The second check is so that 241 * button wants, we count it. The second check is so that
246 * objects who don't move (swords, etc) will count. Note that 242 * objects who don't move (swords, etc) will count. Note that
247 * this means that more work is needed to make buttons 243 * this means that more work is needed to make buttons
248 * that are only triggered by flying objects. 244 * that are only triggered by flying objects.
249 */ 245 */
250 if ((head->move_type & tmp->move_on) || head->move_type == 0) 246 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
251 tot += head->total_weight (); 247 total += ab->head_ ()->total_weight ();
252 }
253 248
254 tmp->value = tot >= tmp->weight ? 1 : 0; 249 tmp->value = total >= tmp->weight;
250
251 any_down = any_down || tmp->value;
255 } 252 }
256 else if (tmp->type == PEDESTAL) 253 else if (tmp->type == PEDESTAL)
257 { 254 {
258 tmp->value = 0; 255 tmp->value = 0;
259 256
260 for (ab = tmp->above; ab; ab = ab->above) 257 for (object *ab = tmp->above; ab; ab = ab->above)
261 { 258 {
262 head = ab->head_ (); 259 object *head = ab->head_ ();
263 260
264 /* Same note regarding move_type for buttons above apply here. */ 261 /* Same note regarding move_type for buttons above apply here. */
265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 262 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
266 (head->race == tmp->slaying || 263 && (head->race == tmp->slaying
267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 264 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 265 || (tmp->slaying == shstr_player && head->type == PLAYER)))
269 tmp->value = 1; 266 tmp->value = 1;
270 } 267 }
271 }
272 268
273 any_down = any_down || tmp->value; 269 any_down = any_down || tmp->value;
270 }
274 } 271 }
275 272
276 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 */
277 op->value = 1; 274 op->value = 1;
278 275
276 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
277
279 /* If this button hasn't changed, don't do anything */ 278 /* If this button hasn't changed, don't do anything */
280 if (op->value != old_value) 279 if (op->value != old_value)
281 { 280 {
282 SET_ANIMATION (op, op->value); 281 SET_ANIMATION (op, op->value);
283 update_object (op, UP_OBJ_FACE); 282 update_object (op, UP_OBJ_FACE);
284 push_button (op); /* Make all other buttons the same */ 283 push_button (op, originator); /* Make all other buttons the same */
285 } 284 }
286} 285}
287 286
288void 287void
289use_trigger (object *op) 288use_trigger (object *op, object *originator)
290{ 289{
291 /* Toggle value */ 290 /* Toggle value */
292 op->value = !op->value; 291 op->value = !op->value;
292
293 push_button (op); 293 push_button (op, originator);
294} 294}
295 295
296/* 296/*
297 * Note: animate_object should be used instead of this, 297 * Note: animate_object should be used instead of this,
298 * but it can't handle animations in the 8 directions 298 * but it can't handle animations in the 8 directions
376 376
377 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
379 number++; 379 number++;
380 380
381 *sacrifice = decrease_ob_nr (*sacrifice, number); 381 if (!(*sacrifice)->decrease (number))
382 *sacrifice = 0;
382 } 383 }
383 else 384 else
384 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 385 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
386 *sacrifice = 0;
385 387
386 if (altar->msg) 388 if (altar->msg)
387 new_info_map (NDI_BLACK, altar->map, altar->msg); 389 new_info_map (NDI_BLACK, altar->map, altar->msg);
388 390
389 return 1; 391 return 1;
390} 392}
391 393
392void 394void
393trigger_move (object *op, int state) /* 1 down and 0 up */ 395trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
394{ 396{
395 op->stats.wc = state; 397 op->stats.wc = state;
398
396 if (state) 399 if (state)
397 { 400 {
398 use_trigger (op); 401 use_trigger (op, originator);
399 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.);
400 op->speed_left = -1; 403 op->speed_left = -1;
401 } 404 }
402 else 405 else
403 { 406 {
404 use_trigger (op); 407 use_trigger (op, originator);
405 op->set_speed (0); 408 op->set_speed (0);
406 } 409 }
407} 410}
408 411
409 412
426 int push = 0, tot = 0; 429 int push = 0, tot = 0;
427 int in_movement = op->stats.wc || op->speed; 430 int in_movement = op->stats.wc || op->speed;
428 431
429 switch (op->type) 432 switch (op->type)
430 { 433 {
431 case TRIGGER_BUTTON: 434 case TRIGGER_BUTTON:
432 if (op->weight > 0) 435 if (op->weight > 0)
433 { 436 {
434 if (cause) 437 if (cause)
435 { 438 {
436 for (tmp = op->above; tmp; tmp = tmp->above) 439 for (tmp = op->above; tmp; tmp = tmp->above)
437 /* Comment reproduced from update_buttons(): */ 440 /* Comment reproduced from update_buttons(): */
438 /* Basically, if the move_type matches that on what the 441 /* Basically, if the move_type matches that on what the
439 * button wants, we count it. The second check is so that 442 * button wants, we count it. The second check is so that
440 * objects that don't move (swords, etc) will count. Note that 443 * objects that don't move (swords, etc) will count. Note that
441 * this means that more work is needed to make buttons 444 * this means that more work is needed to make buttons
442 * 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":
443 */ 533 */
444 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 534 op->value = !op->value;
445 tot += tmp->head_ ()->total_weight (); 535 trigger_move (op, 1, cause);
446 536 op->last_sp = -op->last_sp;
447 if (tot >= op->weight) 537 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 } 538 }
459 539
460 if (in_movement || !push) 540 return cause == NULL;
461 return 0;
462 } 541 }
463 trigger_move (op, push);
464 } 542 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; 543 return 0;
486 544 }
487 op->stats.ac = push; 545 else
488 546 {
489 if (NUM_ANIMATIONS (op) > 1) 547 if (NUM_ANIMATIONS (op) > 1)
490 { 548 {
491 SET_ANIMATION (op, push); 549 SET_ANIMATION (op, 0);
492 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
493 } 551 }
494 552
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, 553 /* If trigger_altar has "last_sp > 0" set on the map,
549 * it will push the connected value only once per sacrifice. 554 * it will push the connected value only once per sacrifice.
550 * Otherwise (default), the connected value will be 555 * Otherwise (default), the connected value will be
551 * pushed twice: First by sacrifice, second by reset! -AV 556 * pushed twice: First by sacrifice, second by reset! -AV
552 */ 557 */
553 if (!op->last_sp) 558 if (!op->last_sp)
554 trigger_move (op, 0); 559 trigger_move (op, 0, cause);
555 else 560 else
556 { 561 {
557 op->stats.wc = 0; 562 op->stats.wc = 0;
558 op->value = !op->value; 563 op->value = !op->value;
559 op->set_speed (0); 564 op->set_speed (0);
560 } 565 }
561 } 566 }
562 return 0; 567 return 0;
563 568
564 case TRIGGER: 569 case TRIGGER:
565 if (cause) 570 if (cause)
566 { 571 {
567 if (in_movement) 572 if (in_movement)
568 return 0; 573 return 0;
569 574
570 push = 1; 575 push = 1;
571 } 576 }
572 577
573 if (NUM_ANIMATIONS (op) > 1) 578 if (NUM_ANIMATIONS (op) > 1)
574 { 579 {
575 SET_ANIMATION (op, push); 580 SET_ANIMATION (op, push);
576 update_object (op, UP_OBJ_FACE); 581 update_object (op, UP_OBJ_FACE);
577 } 582 }
578 583
579 trigger_move (op, push); 584 trigger_move (op, push, cause);
580 return 1; 585 return 1;
581 586
582 default: 587 default:
583 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);
584 return 0; 589 return 0;
585 } 590 }
586} 591}
587 592
588void 593void
589add_button_link (object *button, maptile *map, int connected) 594object::add_link (maptile *map, shstr_tmp id)
590{ 595{
591 oblinkpt *obp;
592 objectlink *ol = get_objectlink ();
593
594 if (!map) 596 if (!map)
595 { 597 {
596 LOG (llevError, "Tried to add button-link without map.\n"); 598 LOG (llevError, "Tried to add button-link without map.\n");
597 return; 599 return;
598 } 600 }
599 601
600 button->path_attuned = connected; /* peterm: I need this so I can rebuild 602 flag [FLAG_IS_LINKED] = true;
601 a connected map from a template map. */
602 603
603 SET_FLAG (button, FLAG_IS_LINKED); 604 objectlink *ol = get_objectlink ();
604
605 ol->ob = button; 605 ol->ob = this;
606 606
607 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 607 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
608 ; 608 if (obp->id == id)
609
610 if (obp)
611 { 609 {
612 ol->next = obp->link; 610 ol->next = obp->link;
613 obp->link = ol; 611 obp->link = ol;
612 return;
614 } 613 }
615 else 614
616 {
617 obp = get_objectlinkpt (); 615 oblinkpt *obp = get_objectlinkpt ();
618 obp->value = connected; 616 obp->id = id;
619 617
620 obp->next = map->buttons; 618 obp->next = map->buttons;
621 map->buttons = obp; 619 map->buttons = obp;
622 obp->link = ol; 620 obp->link = ol;
623 }
624} 621}
625 622
626/* 623/*
627 * 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.
628 * This is only needed by editors. 625 * This is only needed by editors.
629 */ 626 */
630
631void 627void
632remove_button_link (object *op) 628object::remove_link ()
633{ 629{
634 oblinkpt *obp; 630 if (!map)
635 objectlink **olp, *ol;
636
637 if (op->map == NULL)
638 { 631 {
639 LOG (llevError, "remove_button_link() in object without map.\n"); 632 LOG (llevError, "remove_button_link() in object without map.\n");
640 return; 633 return;
641 } 634 }
642 635
643 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 636 if (!flag [FLAG_IS_LINKED])
644 { 637 {
645 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 638 LOG (llevError, "remove_button_linked() in unlinked object.\n");
646 return; 639 return;
647 } 640 }
648 641
642 flag [FLAG_IS_LINKED] = false;
643
649 for (obp = op->map->buttons; obp; obp = obp->next) 644 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
650 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 645 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
651 if (ol->ob == op) 646 if ((*olp)->ob == this)
652 { 647 {
653 648 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; 649 *olp = ol->next;
658 delete ol; 650 delete ol;
659 return; 651 return;
660 } 652 }
661 653
662 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 654 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
663 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 }
664} 679}
665 680
666/* 681/*
667 * Gets the objectlink for this connection from the map. 682 * Gets the objectlink for this connection from the map.
668 */ 683 */
669oblinkpt * 684oblinkpt *
670get_connection_links (maptile *map, long connection) 685maptile::find_link (shstr_tmp id)
671{ 686{
672 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 687 for (oblinkpt *obp = buttons; obp; obp = obp->next)
673 if (obp->value == connection) 688 if (obp->id == id)
674 return obp; 689 return obp;
675 690
676 return 0; 691 return 0;
677} 692}
678 693
679/* 694/*
680 * Return the first objectlink in the objects linked to this one 695 * Return the first objectlink in the objects linked to this one
681 */ 696 */
682
683oblinkpt * 697oblinkpt *
684get_button_links (const object *button) 698object::find_link () const
685{ 699{
686 oblinkpt *obp; 700 if (map)
687 objectlink *ol;
688
689 if (!button->map)
690 return NULL;
691
692 for (obp = button->map->buttons; obp; obp = obp->next) 701 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
693 for (ol = obp->link; ol; ol = ol->next) 702 for (objectlink *ol = obp->link; ol; ol = ol->next)
694 if (ol->ob == button) 703 if (ol->ob == this)
695 return obp; 704 return obp;
696 705
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; 706 return 0;
717} 707}
718 708
719/* This routine makes monsters who are 709/* This routine makes monsters who are
720 * standing on the 'mood floor' change their 710 * standing on the 'mood floor' change their
722 * If floor is to be triggered must have 712 * If floor is to be triggered must have
723 * a speed of zero (default is 1 for all 713 * a speed of zero (default is 1 for all
724 * but the charm floor type). 714 * but the charm floor type).
725 * by b.t. thomas@nomad.astro.psu.edu 715 * by b.t. thomas@nomad.astro.psu.edu
726 */ 716 */
727
728void 717void
729do_mood_floor (object *op, object *source) 718do_mood_floor (object *op, object *source)
730{ 719{
731 if (!source) 720 if (!source)
732 source = op; 721 source = op;
808 797
809 // FALL THROUGH 798 // FALL THROUGH
810 case 5: // kill all alives 799 case 5: // kill all alives
811 if (!tmp->flag [FLAG_PRECIOUS]) 800 if (!tmp->flag [FLAG_PRECIOUS])
812 { 801 {
813 get_archetype ("burnout")->insert_at (tmp, source); 802 archetype::get (shstr_burnout)->insert_at (tmp, source);
814 tmp->destroy (); 803 tmp->destroy ();
815 } 804 }
816 break; 805 break;
817 806
818 default: 807 default:
893 // and we have to set the value to 0 882 // and we have to set the value to 0
894 883
895 if (match && trig->last_sp) // match == having 884 if (match && trig->last_sp) // match == having
896 { 885 {
897 if (trig->last_heal) 886 if (trig->last_heal)
898 decrease_ob (match); 887 match->decrease ();
899 888
900 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
901 push_button (trig); 890 push_button (trig, op);
902 } 891 }
903 else if (!match && !trig->last_sp) // match == not having 892 else if (!match && !trig->last_sp) // match == not having
904 { 893 {
905 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
906 push_button (trig); 895 push_button (trig, op);
907 } 896 }
908} 897}
909 898

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