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Comparing deliantra/server/common/button.C (file contents):
Revision 1.41 by root, Wed Apr 9 14:36:47 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 != NULL; ab = ab->above) 239 for (object *ab = tmp->above; ab; ab = ab->above)
241 /* Bug? The pedestal code below looks for the head of
242 * the object, this bit doesn't. I'd think we should check
243 * for head here also. Maybe it also makese sense to
244 * make the for ab=tmp->above loop common, and alter
245 * behaviour based on object within that loop?
246 */
247
248 /* Basically, if the move_type matches that on what the 240 /* Basically, if the move_type matches that on what the
249 * button wants, we count it. The second check is so that 241 * button wants, we count it. The second check is so that
250 * objects don't move (swords, etc) will count. Note that 242 * objects who don't move (swords, etc) will count. Note that
251 * this means that more work is needed to make buttons 243 * this means that more work is needed to make buttons
252 * that are only triggered by flying objects. 244 * that are only triggered by flying objects.
253 */ 245 */
254 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 246 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
255 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 247 total += ab->head_ ()->total_weight ();
256 248
257 tmp->value = (tot >= tmp->weight) ? 1 : 0; 249 tmp->value = total >= tmp->weight;
258 if (tmp->value) 250
259 any_down = 1; 251 any_down = any_down || tmp->value;
260 } 252 }
261 else if (tmp->type == PEDESTAL) 253 else if (tmp->type == PEDESTAL)
262 { 254 {
263 tmp->value = 0; 255 tmp->value = 0;
256
264 for (ab = tmp->above; ab != NULL; ab = ab->above) 257 for (object *ab = tmp->above; ab; ab = ab->above)
265 { 258 {
266 head = ab->head_ (); 259 object *head = ab->head_ ();
260
267 /* Same note regarding move_type for buttons above apply here. */ 261 /* Same note regarding move_type for buttons above apply here. */
268 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 262 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
269 (head->race == tmp->slaying || 263 && (head->race == tmp->slaying
270 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 264 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
271 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 265 || (tmp->slaying == shstr_player && head->type == PLAYER)))
272 tmp->value = 1; 266 tmp->value = 1;
273 } 267 }
274 268
275 if (tmp->value) 269 any_down = any_down || tmp->value;
276 any_down = 1;
277 } 270 }
278 } 271 }
272
279 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 */
280 op->value = 1; 274 op->value = 1;
281 275
276 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
277
282 /* If this button hasn't changed, don't do anything */ 278 /* If this button hasn't changed, don't do anything */
283 if (op->value != old_value) 279 if (op->value != old_value)
284 { 280 {
285 SET_ANIMATION (op, op->value); 281 SET_ANIMATION (op, op->value);
286 update_object (op, UP_OBJ_FACE); 282 update_object (op, UP_OBJ_FACE);
287 push_button (op); /* Make all other buttons the same */ 283 push_button (op, originator); /* Make all other buttons the same */
288 } 284 }
289} 285}
290 286
291void 287void
292use_trigger (object *op) 288use_trigger (object *op, object *originator)
293{ 289{
294 /* Toggle value */ 290 /* Toggle value */
295 op->value = !op->value; 291 op->value = !op->value;
292
296 push_button (op); 293 push_button (op, originator);
297} 294}
298 295
299/* 296/*
300 * Note: animate_object should be used instead of this, 297 * Note: animate_object should be used instead of this,
301 * but it can't handle animations in the 8 directions 298 * but it can't handle animations in the 8 directions
337 334
338 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname 335 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
339 || ARCH_SACRIFICE (altar) == sacrifice->name 336 || ARCH_SACRIFICE (altar) == sacrifice->name
340 || ARCH_SACRIFICE (altar) == sacrifice->slaying 337 || ARCH_SACRIFICE (altar) == sacrifice->slaying
341 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) 338 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
342 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 339 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
343 return 1; 340 return 1;
344 } 341 }
345 342
346 return 0; 343 return 0;
347} 344}
379 376
380 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
381 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
382 number++; 379 number++;
383 380
384 *sacrifice = decrease_ob_nr (*sacrifice, number); 381 if (!(*sacrifice)->decrease (number))
382 *sacrifice = 0;
385 } 383 }
386 else 384 else
387 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 385 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
386 *sacrifice = 0;
388 387
389 if (altar->msg) 388 if (altar->msg)
390 new_info_map (NDI_BLACK, altar->map, altar->msg); 389 new_info_map (NDI_BLACK, altar->map, altar->msg);
391 390
392 return 1; 391 return 1;
393} 392}
394 393
395void 394void
396trigger_move (object *op, int state) /* 1 down and 0 up */ 395trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
397{ 396{
398 op->stats.wc = state; 397 op->stats.wc = state;
398
399 if (state) 399 if (state)
400 { 400 {
401 use_trigger (op); 401 use_trigger (op, originator);
402 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.);
403 op->speed_left = -1; 403 op->speed_left = -1;
404 } 404 }
405 else 405 else
406 { 406 {
407 use_trigger (op); 407 use_trigger (op, originator);
408 op->set_speed (0); 408 op->set_speed (0);
409 } 409 }
410} 410}
411 411
412 412
429 int push = 0, tot = 0; 429 int push = 0, tot = 0;
430 int in_movement = op->stats.wc || op->speed; 430 int in_movement = op->stats.wc || op->speed;
431 431
432 switch (op->type) 432 switch (op->type)
433 { 433 {
434 case TRIGGER_BUTTON: 434 case TRIGGER_BUTTON:
435 if (op->weight > 0) 435 if (op->weight > 0)
436 { 436 {
437 if (cause) 437 if (cause)
438 { 438 {
439 for (tmp = op->above; tmp; tmp = tmp->above) 439 for (tmp = op->above; tmp; tmp = tmp->above)
440 /* Comment reproduced from update_buttons(): */ 440 /* Comment reproduced from update_buttons(): */
441 /* Basically, if the move_type matches that on what the 441 /* Basically, if the move_type matches that on what the
442 * button wants, we count it. The second check is so that 442 * button wants, we count it. The second check is so that
443 * objects that don't move (swords, etc) will count. Note that 443 * objects that don't move (swords, etc) will count. Note that
444 * this means that more work is needed to make buttons 444 * this means that more work is needed to make buttons
445 * 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":
446 */ 533 */
447 534 op->value = !op->value;
448 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 535 trigger_move (op, 1, cause);
449 { 536 op->last_sp = -op->last_sp;
450 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 537 op->value = !op->value;
451 }
452 if (tot >= op->weight)
453 push = 1;
454 if (op->stats.ac == push)
455 return 0;
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 } 538 }
462 if (in_movement || !push) 539
463 return 0; 540 return cause == NULL;
464 } 541 }
465 trigger_move (op, push);
466 } 542 else
467 return 0;
468
469 case TRIGGER_PEDESTAL:
470 if (cause)
471 {
472 for (tmp = op->above; tmp; tmp = tmp->above)
473 {
474 object *head = tmp->head_ ();
475
476 /* See comment in TRIGGER_BUTTON about move_types */
477 if (((head->move_type & op->move_on) || head->move_type == 0)
478 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
479 {
480 push = 1;
481 break;
482 }
483 }
484
485 if (op->stats.ac == push)
486 return 0; 543 return 0;
487 544 }
488 op->stats.ac = push; 545 else
489 546 {
490 if (NUM_ANIMATIONS (op) > 1) 547 if (NUM_ANIMATIONS (op) > 1)
491 { 548 {
492 SET_ANIMATION (op, push); 549 SET_ANIMATION (op, 0);
493 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
494 } 551 }
495 552
496 update_object (op, UP_OBJ_FACE);
497
498 if (in_movement || !push)
499 return 0;
500 }
501
502 trigger_move (op, push);
503 return 0;
504
505 case TRIGGER_ALTAR:
506 if (cause)
507 {
508 if (in_movement)
509 return 0;
510
511 if (operate_altar (op, &cause))
512 {
513 if (NUM_ANIMATIONS (op) > 1)
514 {
515 SET_ANIMATION (op, 1);
516 update_object (op, UP_OBJ_FACE);
517 }
518
519 if (op->last_sp >= 0)
520 {
521 trigger_move (op, 1);
522 if (op->last_sp > 0)
523 op->last_sp = -op->last_sp;
524 }
525 else
526 {
527 /* for trigger altar with last_sp, the ON/OFF
528 * status (-> +/- value) is "simulated":
529 */
530 op->value = !op->value;
531 trigger_move (op, 1);
532 op->last_sp = -op->last_sp;
533 op->value = !op->value;
534 }
535
536 return cause == NULL;
537 }
538 else
539 return 0;
540 }
541 else
542 {
543 if (NUM_ANIMATIONS (op) > 1)
544 {
545 SET_ANIMATION (op, 0);
546 update_object (op, UP_OBJ_FACE);
547 }
548
549 /* If trigger_altar has "last_sp > 0" set on the map, 553 /* If trigger_altar has "last_sp > 0" set on the map,
550 * it will push the connected value only once per sacrifice. 554 * it will push the connected value only once per sacrifice.
551 * Otherwise (default), the connected value will be 555 * Otherwise (default), the connected value will be
552 * pushed twice: First by sacrifice, second by reset! -AV 556 * pushed twice: First by sacrifice, second by reset! -AV
553 */ 557 */
554 if (!op->last_sp) 558 if (!op->last_sp)
555 trigger_move (op, 0); 559 trigger_move (op, 0, cause);
556 else 560 else
557 { 561 {
558 op->stats.wc = 0; 562 op->stats.wc = 0;
559 op->value = !op->value; 563 op->value = !op->value;
560 op->set_speed (0); 564 op->set_speed (0);
561 } 565 }
562 } 566 }
563 return 0; 567 return 0;
564 568
565 case TRIGGER: 569 case TRIGGER:
566 if (cause) 570 if (cause)
567 { 571 {
568 if (in_movement) 572 if (in_movement)
569 return 0; 573 return 0;
570 574
571 push = 1; 575 push = 1;
572 } 576 }
573 577
574 if (NUM_ANIMATIONS (op) > 1) 578 if (NUM_ANIMATIONS (op) > 1)
575 { 579 {
576 SET_ANIMATION (op, push); 580 SET_ANIMATION (op, push);
577 update_object (op, UP_OBJ_FACE); 581 update_object (op, UP_OBJ_FACE);
578 } 582 }
579 583
580 trigger_move (op, push); 584 trigger_move (op, push, cause);
581 return 1; 585 return 1;
582 586
583 default: 587 default:
584 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);
585 return 0; 589 return 0;
586 } 590 }
587} 591}
588 592
589void 593void
590add_button_link (object *button, maptile *map, int connected) 594object::add_link (maptile *map, shstr_tmp id)
591{ 595{
592 oblinkpt *obp;
593 objectlink *ol = get_objectlink ();
594
595 if (!map) 596 if (!map)
596 { 597 {
597 LOG (llevError, "Tried to add button-link without map.\n"); 598 LOG (llevError, "Tried to add button-link without map.\n");
598 return; 599 return;
599 } 600 }
600 601
601 button->path_attuned = connected; /* peterm: I need this so I can rebuild 602 flag [FLAG_IS_LINKED] = true;
602 a connected map from a template map. */
603 603
604 SET_FLAG (button, FLAG_IS_LINKED); 604 objectlink *ol = get_objectlink ();
605
606 ol->ob = button; 605 ol->ob = this;
607 606
608 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 607 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
609 ; 608 if (obp->id == id)
610
611 if (obp)
612 { 609 {
613 ol->next = obp->link; 610 ol->next = obp->link;
614 obp->link = ol; 611 obp->link = ol;
612 return;
615 } 613 }
616 else 614
617 {
618 obp = get_objectlinkpt (); 615 oblinkpt *obp = get_objectlinkpt ();
619 obp->value = connected; 616 obp->id = id;
620 617
621 obp->next = map->buttons; 618 obp->next = map->buttons;
622 map->buttons = obp; 619 map->buttons = obp;
623 obp->link = ol; 620 obp->link = ol;
624 }
625} 621}
626 622
627/* 623/*
628 * 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.
629 * This is only needed by editors. 625 * This is only needed by editors.
630 */ 626 */
631
632void 627void
633remove_button_link (object *op) 628object::remove_link ()
634{ 629{
635 oblinkpt *obp; 630 if (!map)
636 objectlink **olp, *ol;
637
638 if (op->map == NULL)
639 { 631 {
640 LOG (llevError, "remove_button_link() in object without map.\n"); 632 LOG (llevError, "remove_button_link() in object without map.\n");
641 return; 633 return;
642 } 634 }
643 635
644 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 636 if (!flag [FLAG_IS_LINKED])
645 { 637 {
646 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 638 LOG (llevError, "remove_button_linked() in unlinked object.\n");
647 return; 639 return;
648 } 640 }
649 641
642 flag [FLAG_IS_LINKED] = false;
643
650 for (obp = op->map->buttons; obp; obp = obp->next) 644 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
651 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 645 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
652 if (ol->ob == op) 646 if ((*olp)->ob == this)
653 { 647 {
654 648 objectlink *ol = *olp;
655/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
656 obp->value, op->name, op->map->path);
657*/
658 *olp = ol->next; 649 *olp = ol->next;
659 delete ol; 650 delete ol;
660 return; 651 return;
661 } 652 }
662 653
663 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 654 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
664 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 }
665} 679}
666 680
667/* 681/*
668 * Gets the objectlink for this connection from the map. 682 * Gets the objectlink for this connection from the map.
669 */ 683 */
670oblinkpt * 684oblinkpt *
671get_connection_links (maptile *map, long connection) 685maptile::find_link (shstr_tmp id)
672{ 686{
673 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 687 for (oblinkpt *obp = buttons; obp; obp = obp->next)
674 if (obp->value == connection) 688 if (obp->id == id)
675 return obp; 689 return obp;
676 690
677 return 0; 691 return 0;
678} 692}
679 693
680/* 694/*
681 * Return the first objectlink in the objects linked to this one 695 * Return the first objectlink in the objects linked to this one
682 */ 696 */
683
684oblinkpt * 697oblinkpt *
685get_button_links (const object *button) 698object::find_link () const
686{ 699{
687 oblinkpt *obp; 700 if (map)
688 objectlink *ol;
689
690 if (!button->map)
691 return NULL;
692
693 for (obp = button->map->buttons; obp; obp = obp->next) 701 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
694 for (ol = obp->link; ol; ol = ol->next) 702 for (objectlink *ol = obp->link; ol; ol = ol->next)
695 if (ol->ob == button) 703 if (ol->ob == this)
696 return obp; 704 return obp;
697 705
698 return NULL;
699}
700
701/*
702 * Made as a separate function to increase efficiency
703 */
704
705int
706get_button_value (const object *button)
707{
708 oblinkpt *obp;
709 objectlink *ol;
710
711 if (!button->map)
712 return 0;
713 for (obp = button->map->buttons; obp; obp = obp->next)
714 for (ol = obp->link; ol; ol = ol->next)
715 if (ol->ob == button)
716 return obp->value;
717 return 0; 706 return 0;
718} 707}
719 708
720/* This routine makes monsters who are 709/* This routine makes monsters who are
721 * standing on the 'mood floor' change their 710 * standing on the 'mood floor' change their
723 * If floor is to be triggered must have 712 * If floor is to be triggered must have
724 * a speed of zero (default is 1 for all 713 * a speed of zero (default is 1 for all
725 * but the charm floor type). 714 * but the charm floor type).
726 * by b.t. thomas@nomad.astro.psu.edu 715 * by b.t. thomas@nomad.astro.psu.edu
727 */ 716 */
728
729void 717void
730do_mood_floor (object *op, object *source) 718do_mood_floor (object *op, object *source)
731{ 719{
732 if (!source) 720 if (!source)
733 source = op; 721 source = op;
809 797
810 // FALL THROUGH 798 // FALL THROUGH
811 case 5: // kill all alives 799 case 5: // kill all alives
812 if (!tmp->flag [FLAG_PRECIOUS]) 800 if (!tmp->flag [FLAG_PRECIOUS])
813 { 801 {
814 get_archetype ("burnout")->insert_at (tmp, source); 802 archetype::get (shstr_burnout)->insert_at (tmp, source);
815 tmp->destroy (); 803 tmp->destroy ();
816 } 804 }
817 break; 805 break;
818 806
819 default: 807 default:
894 // and we have to set the value to 0 882 // and we have to set the value to 0
895 883
896 if (match && trig->last_sp) // match == having 884 if (match && trig->last_sp) // match == having
897 { 885 {
898 if (trig->last_heal) 886 if (trig->last_heal)
899 decrease_ob (match); 887 match->decrease ();
900 888
901 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
902 push_button (trig); 890 push_button (trig, op);
903 } 891 }
904 else if (!match && !trig->last_sp) // match == not having 892 else if (!match && !trig->last_sp) // match == not having
905 { 893 {
906 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
907 push_button (trig); 895 push_button (trig, op);
908 } 896 }
909} 897}
910 898

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