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Comparing deliantra/server/common/button.C (file contents):
Revision 1.36 by root, Sun Jul 1 05:00:17 2007 UTC vs.
Revision 1.54 by root, Sun Oct 11 18:18:03 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
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
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) 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, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * 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>
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, int 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 {
59 object *tmp = ol->ob; 59 object *tmp = ol->ob;
60 60
61 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63 continue; 63 continue;
64
64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
65 continue; 66 continue;
66 67
67 switch (tmp->type) 68 switch (tmp->type)
68 { 69 {
69 case GATE: 70 case GATE:
70 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"));
71 tmp->value = tmp->stats.maxsp ? !state : state; 76 tmp->value = tmp->stats.maxsp ? !state : state;
72 tmp->set_speed (0.5); 77 tmp->set_speed (0.5);
73 break; 78 break;
74 79
75 case CF_HANDLE: 80 case CF_HANDLE:
78 break; 83 break;
79 84
80 case SIGN: 85 case SIGN:
81 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
82 { 87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
83 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
84 if (tmp->stats.food) 90 if (tmp->stats.food)
85 tmp->last_eat++; 91 tmp->last_eat++;
86 } 92 }
87 break; 93 break;
88 94
89 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
90 tmp->value = 1; 97 tmp->value = 1;
91 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
92 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
93 break; 100 break;
94 101
95 case BUTTON: 102 case BUTTON:
96 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
97 tmp->value = state; 105 tmp->value = state;
98 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
100 break; 108 break;
101 109
102 case MOOD_FLOOR: 110 case MOOD_FLOOR:
103 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, activator);
104 break; 112 break;
105 113
106 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
117
107 tmp->set_speed (tmp->arch->speed); 118 tmp->set_speed (tmp->arch->speed);
108 tmp->value = tmp->arch->value; 119 tmp->value = tmp->arch->value;
109 tmp->stats.sp = 1; 120 tmp->stats.sp = 1;
110 tmp->stats.hp = tmp->stats.maxhp; 121 tmp->stats.hp = tmp->stats.maxhp;
111 /* Handle multipart gates. We copy the value for the other parts 122 /* Handle multipart gates. We copy the value for the other parts
124 case FIREWALL: 135 case FIREWALL:
125 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 136 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
126 move_firewall (tmp); 137 move_firewall (tmp);
127 else 138 else
128 { 139 {
129 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 140 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
130 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
131
132 animate_turning (tmp); 141 animate_turning (tmp);
133 } 142 }
134 break; 143 break;
135 144
136 case TELEPORTER: 145 case TELEPORTER:
140 case CREATOR: 149 case CREATOR:
141 move_creator (tmp); 150 move_creator (tmp);
142 break; 151 break;
143 152
144 case TRIGGER_MARKER: 153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
145 move_marker (tmp); 155 move_marker (tmp);
146 break; 156 break;
147 157
148 case DUPLICATOR: 158 case DUPLICATOR:
149 move_duplicator (tmp); 159 move_duplicator (tmp);
160 break;
161
162 case MAPSCRIPT:
163 cfperl_mapscript_activate (tmp, state, activator, originator);
150 break; 164 break;
151 } 165 }
152 } 166 }
153} 167}
154 168
163 * Changed the routine to loop through _all_ objects. 177 * Changed the routine to loop through _all_ objects.
164 * Better hurry with that linked list... 178 * Better hurry with that linked list...
165 * 179 *
166 */ 180 */
167void 181void
168push_button (object *op) 182push_button (object *op, object *originator)
169{ 183{
170 oblinkpt *obp = get_button_links (op); 184 if (oblinkpt *obp = op->find_link ())
171 185 {
172 if (!obp) 186 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
173 return; 187 return;
174 188
175 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
176 return;
177
178 activate_connection_link (obp->link, op->value, op); 189 activate_connection_link (obp->link, op->value, op, originator);
190 }
179} 191}
180 192
181/* 193/*
182 * elmex: 194 * elmex:
183 * This activates a connection, similar to push_button (object *op) but it takes 195 * This activates a connection, similar to push_button (object *op) but it takes
185 * the connection was 'state' or 'released'. So that you can activate objects 197 * the connection was 'state' or 'released'. So that you can activate objects
186 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 198 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
187 * 199 *
188 */ 200 */
189void 201void
190activate_connection (maptile *map, long connection, bool state) 202maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
191{ 203{
192 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 204 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
193 return; 205 return;
194 206
195 oblinkpt *obp = get_connection_links (map, connection); 207 if (oblinkpt *obp = find_link (id))
196
197 if (obp)
198 activate_connection_link (obp->link, state); 208 activate_connection_link (obp->link, state, activator, originator);
199} 209}
200 210
201/* 211/*
202 * Updates everything connected with the button op. 212 * Updates everything connected with the button op.
203 * After changing the state of a button, this function must be called 213 * After changing the state of a button, this function must be called
204 * to make sure that all gates and other buttons connected to the 214 * to make sure that all gates and other buttons connected to the
205 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
206 */ 216 */
207void 217void
208update_button (object *op) 218update_button (object *op, object *originator)
209{ 219{
210 object *ab, *tmp, *head;
211 int tot, any_down = 0, old_value = op->value; 220 int any_down = 0, old_value = op->value;
212 oblinkpt *obp = 0;
213 objectlink *ol;
214 221
215 obp = get_button_links (op); 222 if (oblinkpt *obp = op->find_link ())
216 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
217 if (obp)
218 for (ol = obp->link; ol; ol = ol->next) 223 for (objectlink *ol = obp->link; ol; ol = ol->next)
219 { 224 {
220 if (!ol->ob) 225 if (!ol->ob)
221 { 226 {
222 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 227 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
223 continue; 228 continue;
224 } 229 }
225 230
226 tmp = ol->ob; 231 object *tmp = ol->ob;
232
227 if (tmp->type == BUTTON) 233 if (tmp->type == BUTTON)
228 { 234 {
235 sint32 total = 0;
236
229 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 237 for (object *ab = tmp->above; ab; ab = ab->above)
230 /* Bug? The pedestal code below looks for the head of
231 * the object, this bit doesn't. I'd think we should check
232 * for head here also. Maybe it also makese sense to
233 * make the for ab=tmp->above loop common, and alter
234 * behaviour based on object within that loop?
235 */
236
237 /* Basically, if the move_type matches that on what the 238 /* Basically, if the move_type matches that on what the
238 * button wants, we count it. The second check is so that 239 * button wants, we count it. The second check is so that
239 * objects don't move (swords, etc) will count. Note that 240 * objects who don't move (swords, etc) will count. Note that
240 * this means that more work is needed to make buttons 241 * this means that more work is needed to make buttons
241 * that are only triggered by flying objects. 242 * that are only triggered by flying objects.
242 */ 243 */
243 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
244 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 245 total += ab->head_ ()->total_weight ();
245 246
246 tmp->value = (tot >= tmp->weight) ? 1 : 0; 247 tmp->value = total >= tmp->weight;
247 if (tmp->value) 248
248 any_down = 1; 249 any_down = any_down || tmp->value;
249 } 250 }
250 else if (tmp->type == PEDESTAL) 251 else if (tmp->type == PEDESTAL)
251 { 252 {
252 tmp->value = 0; 253 tmp->value = 0;
254
253 for (ab = tmp->above; ab != NULL; ab = ab->above) 255 for (object *ab = tmp->above; ab; ab = ab->above)
254 { 256 {
255 head = ab->head_ (); 257 object *head = ab->head_ ();
258
256 /* Same note regarding move_type for buttons above apply here. */ 259 /* Same note regarding move_type for buttons above apply here. */
257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 260 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
258 (head->race == tmp->slaying || 261 && (head->race == tmp->slaying
259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 262 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 263 || (tmp->slaying == shstr_player && head->type == PLAYER)))
261 tmp->value = 1; 264 tmp->value = 1;
262 } 265 }
263 266
264 if (tmp->value) 267 any_down = any_down || tmp->value;
265 any_down = 1;
266 } 268 }
267 } 269 }
270
268 if (any_down) /* If any other buttons were down, force this to remain down */ 271 if (any_down) /* If any other buttons were down, force this to remain down */
269 op->value = 1; 272 op->value = 1;
270 273
274 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
275
271 /* If this button hasn't changed, don't do anything */ 276 /* If this button hasn't changed, don't do anything */
272 if (op->value != old_value) 277 if (op->value != old_value)
273 { 278 {
274 SET_ANIMATION (op, op->value); 279 SET_ANIMATION (op, op->value);
275 update_object (op, UP_OBJ_FACE); 280 update_object (op, UP_OBJ_FACE);
276 push_button (op); /* Make all other buttons the same */ 281 push_button (op, originator); /* Make all other buttons the same */
277 } 282 }
278} 283}
279 284
280void 285void
281use_trigger (object *op) 286use_trigger (object *op, object *originator)
282{ 287{
283 /* Toggle value */ 288 /* Toggle value */
284 op->value = !op->value; 289 op->value = !op->value;
290
285 push_button (op); 291 push_button (op, originator);
286} 292}
287 293
288/* 294/*
289 * Note: animate_object should be used instead of this, 295 * Note: animate_object should be used instead of this,
290 * but it can't handle animations in the 8 directions 296 * but it can't handle animations in the 8 directions
311 * sacrificed. This fixes a bug of trying to put multiple altars/related 317 * sacrificed. This fixes a bug of trying to put multiple altars/related
312 * objects on the same space that take the same sacrifice. 318 * objects on the same space that take the same sacrifice.
313 */ 319 */
314 320
315int 321int
316check_altar_sacrifice (const object *altar, const object *sacrifice) 322check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
317{ 323{
318 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 324 if (sacrifice->flag [FLAG_UNPAID])
325 return 0;
326
327 if (is_match_expr (ARCH_SACRIFICE (altar)))
328 return match (ARCH_SACRIFICE (altar), altar, originator);
329
330 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
331 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
332 && sacrifice->type != PLAYER)
319 { 333 {
334 if (ARCH_SACRIFICE (altar) == shstr_money
335 && sacrifice->type == MONEY
336 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
337 return 1;
338
320 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname 339 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
321 || ARCH_SACRIFICE (altar) == sacrifice->name 340 || ARCH_SACRIFICE (altar) == sacrifice->name
322 || ARCH_SACRIFICE (altar) == sacrifice->slaying 341 || ARCH_SACRIFICE (altar) == sacrifice->slaying
323 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 342 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
324 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 343 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
325 return 1;
326
327 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
328 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
329 return 1; 344 return 1;
330 } 345 }
331 346
332 return 0; 347 return 0;
333} 348}
340 * 355 *
341 * If this function returns 1, '*sacrifice' is modified to point to the 356 * If this function returns 1, '*sacrifice' is modified to point to the
342 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 357 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
343 */ 358 */
344int 359int
345operate_altar (object *altar, object **sacrifice) 360operate_altar (object *altar, object **sacrifice, object *originator)
346{ 361{
347 if (!altar->map) 362 if (!altar->map)
348 { 363 {
349 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 364 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
350 return 0; 365 return 0;
351 } 366 }
352 367
353 if (!altar->slaying || altar->value) 368 if (!altar->slaying || altar->value)
354 return 0; 369 return 0;
355 370
356 if (!check_altar_sacrifice (altar, *sacrifice)) 371 if (!check_altar_sacrifice (altar, *sacrifice, originator))
357 return 0; 372 return 0;
358 373
359 /* check_altar_sacrifice should have already verified that enough money 374 /* check_altar_sacrifice should have already verified that enough money
360 * has been dropped. 375 * has been dropped.
361 */ 376 */
362 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 377 if (ARCH_SACRIFICE (altar) == shstr_money)
363 { 378 {
364 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 379 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
365 380
366 /* Round up any sacrifices. Altars don't make change either */ 381 /* Round up any sacrifices. Altars don't make change either */
367 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 382 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
368 number++; 383 number++;
369 384
370 *sacrifice = decrease_ob_nr (*sacrifice, number); 385 if (!(*sacrifice)->decrease (number))
386 *sacrifice = 0;
371 } 387 }
372 else 388 else
373 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 389 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
390 *sacrifice = 0;
374 391
375 if (altar->msg) 392 if (altar->msg)
376 new_info_map (NDI_BLACK, altar->map, altar->msg); 393 new_info_map (NDI_BLACK, altar->map, altar->msg);
377 394
378 return 1; 395 return 1;
379} 396}
380 397
381void 398void
382trigger_move (object *op, int state) /* 1 down and 0 up */ 399trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
383{ 400{
384 op->stats.wc = state; 401 op->stats.wc = state;
402
385 if (state) 403 if (state)
386 { 404 {
387 use_trigger (op); 405 use_trigger (op, originator);
388 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 406 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
389 op->speed_left = -1; 407 op->speed_left = -1;
390 } 408 }
391 else 409 else
392 { 410 {
393 use_trigger (op); 411 use_trigger (op, originator);
394 op->set_speed (0); 412 op->set_speed (0);
395 } 413 }
396} 414}
397 415
398 416
407 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 425 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
408 * 426 *
409 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 427 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
410 */ 428 */
411int 429int
412check_trigger (object *op, object *cause) 430check_trigger (object *op, object *cause, object *originator)
413{ 431{
414 object *tmp; 432 object *tmp;
415 int push = 0, tot = 0; 433 int push = 0, tot = 0;
416 int in_movement = op->stats.wc || op->speed; 434 int in_movement = op->stats.wc || op->speed;
417 435
418 switch (op->type) 436 switch (op->type)
419 { 437 {
420 case TRIGGER_BUTTON: 438 case TRIGGER_BUTTON:
421 if (op->weight > 0) 439 if (op->weight > 0)
422 { 440 {
423 if (cause) 441 if (cause)
424 { 442 {
425 for (tmp = op->above; tmp; tmp = tmp->above) 443 for (tmp = op->above; tmp; tmp = tmp->above)
426 /* Comment reproduced from update_buttons(): */ 444 /* Comment reproduced from update_buttons(): */
427 /* Basically, if the move_type matches that on what the 445 /* Basically, if the move_type matches that on what the
428 * button wants, we count it. The second check is so that 446 * button wants, we count it. The second check is so that
429 * objects that don't move (swords, etc) will count. Note that 447 * objects that don't move (swords, etc) will count. Note that
430 * this means that more work is needed to make buttons 448 * this means that more work is needed to make buttons
431 * that are only triggered by flying objects. 449 * that are only triggered by flying objects.
450 */
451 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
452 tot += tmp->head_ ()->total_weight ();
453
454 if (tot >= op->weight)
455 push = 1;
456
457 if (op->stats.ac == push)
458 return 0;
459
460 op->stats.ac = push;
461 if (NUM_ANIMATIONS (op) > 1)
462 {
463 SET_ANIMATION (op, push);
464 update_object (op, UP_OBJ_FACE);
465 }
466
467 if (in_movement || !push)
468 return 0;
469 }
470
471 trigger_move (op, push, cause);
472 }
473
474 return 0;
475
476 case TRIGGER_PEDESTAL:
477 if (cause)
478 {
479 for (tmp = op->above; tmp; tmp = tmp->above)
480 {
481 object *head = tmp->head_ ();
482
483 /* See comment in TRIGGER_BUTTON about move_types */
484 if (((head->move_type & op->move_on) || head->move_type == 0)
485 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
486 {
487 push = 1;
488 break;
489 }
490 }
491
492 if (op->stats.ac == push)
493 return 0;
494
495 op->stats.ac = push;
496
497 if (NUM_ANIMATIONS (op) > 1)
498 {
499 SET_ANIMATION (op, push);
500 update_object (op, UP_OBJ_FACE);
501 }
502
503 update_object (op, UP_OBJ_FACE);
504
505 if (in_movement || !push)
506 return 0;
507 }
508
509 trigger_move (op, push, cause);
510 return 0;
511
512 case TRIGGER_ALTAR:
513 if (cause)
514 {
515 if (in_movement)
516 return 0;
517
518 if (operate_altar (op, &cause)) /* TODO: originator? */
519 {
520 if (NUM_ANIMATIONS (op) > 1)
521 {
522 SET_ANIMATION (op, 1);
523 update_object (op, UP_OBJ_FACE);
524 }
525
526 if (op->last_sp >= 0)
527 {
528 trigger_move (op, 1, cause);
529
530 if (op->last_sp > 0)
531 op->last_sp = -op->last_sp;
532 }
533 else
534 {
535 /* for trigger altar with last_sp, the ON/OFF
536 * status (-> +/- value) is "simulated":
432 */ 537 */
433 538 op->value = !op->value;
434 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 539 trigger_move (op, 1, cause);
435 { 540 op->last_sp = -op->last_sp;
436 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 541 op->value = !op->value;
437 }
438 if (tot >= op->weight)
439 push = 1;
440 if (op->stats.ac == push)
441 return 0;
442 op->stats.ac = push;
443 if (NUM_ANIMATIONS (op) > 1)
444 {
445 SET_ANIMATION (op, push);
446 update_object (op, UP_OBJ_FACE);
447 } 542 }
448 if (in_movement || !push) 543
449 return 0; 544 return cause == NULL;
450 } 545 }
451 trigger_move (op, push);
452 } 546 else
453 return 0;
454
455 case TRIGGER_PEDESTAL:
456 if (cause)
457 {
458 for (tmp = op->above; tmp; tmp = tmp->above)
459 {
460 object *head = tmp->head_ ();
461
462 /* See comment in TRIGGER_BUTTON about move_types */
463 if (((head->move_type & op->move_on) || head->move_type == 0)
464 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
465 {
466 push = 1;
467 break;
468 }
469 }
470
471 if (op->stats.ac == push)
472 return 0; 547 return 0;
473 548 }
474 op->stats.ac = push; 549 else
475 550 {
476 if (NUM_ANIMATIONS (op) > 1) 551 if (NUM_ANIMATIONS (op) > 1)
477 { 552 {
478 SET_ANIMATION (op, push); 553 SET_ANIMATION (op, 0);
479 update_object (op, UP_OBJ_FACE); 554 update_object (op, UP_OBJ_FACE);
480 } 555 }
481 556
482 update_object (op, UP_OBJ_FACE);
483
484 if (in_movement || !push)
485 return 0;
486 }
487
488 trigger_move (op, push);
489 return 0;
490
491 case TRIGGER_ALTAR:
492 if (cause)
493 {
494 if (in_movement)
495 return 0;
496
497 if (operate_altar (op, &cause))
498 {
499 if (NUM_ANIMATIONS (op) > 1)
500 {
501 SET_ANIMATION (op, 1);
502 update_object (op, UP_OBJ_FACE);
503 }
504
505 if (op->last_sp >= 0)
506 {
507 trigger_move (op, 1);
508 if (op->last_sp > 0)
509 op->last_sp = -op->last_sp;
510 }
511 else
512 {
513 /* for trigger altar with last_sp, the ON/OFF
514 * status (-> +/- value) is "simulated":
515 */
516 op->value = !op->value;
517 trigger_move (op, 1);
518 op->last_sp = -op->last_sp;
519 op->value = !op->value;
520 }
521
522 return cause == NULL;
523 }
524 else
525 return 0;
526 }
527 else
528 {
529 if (NUM_ANIMATIONS (op) > 1)
530 {
531 SET_ANIMATION (op, 0);
532 update_object (op, UP_OBJ_FACE);
533 }
534
535 /* If trigger_altar has "last_sp > 0" set on the map, 557 /* If trigger_altar has "last_sp > 0" set on the map,
536 * it will push the connected value only once per sacrifice. 558 * it will push the connected value only once per sacrifice.
537 * Otherwise (default), the connected value will be 559 * Otherwise (default), the connected value will be
538 * pushed twice: First by sacrifice, second by reset! -AV 560 * pushed twice: First by sacrifice, second by reset! -AV
539 */ 561 */
540 if (!op->last_sp) 562 if (!op->last_sp)
541 trigger_move (op, 0); 563 trigger_move (op, 0, cause);
542 else 564 else
543 { 565 {
544 op->stats.wc = 0; 566 op->stats.wc = 0;
545 op->value = !op->value; 567 op->value = !op->value;
546 op->set_speed (0); 568 op->set_speed (0);
547 } 569 }
548 } 570 }
549 return 0; 571 return 0;
550 572
551 case TRIGGER: 573 case TRIGGER:
552 if (cause) 574 if (cause)
553 { 575 {
554 if (in_movement) 576 if (in_movement)
555 return 0; 577 return 0;
556 578
557 push = 1; 579 push = 1;
558 } 580 }
559 581
560 if (NUM_ANIMATIONS (op) > 1) 582 if (NUM_ANIMATIONS (op) > 1)
561 { 583 {
562 SET_ANIMATION (op, push); 584 SET_ANIMATION (op, push);
563 update_object (op, UP_OBJ_FACE); 585 update_object (op, UP_OBJ_FACE);
564 } 586 }
565 587
566 trigger_move (op, push); 588 trigger_move (op, push, cause);
567 return 1; 589 return 1;
568 590
569 default: 591 default:
570 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 592 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
571 return 0; 593 return 0;
572 } 594 }
573} 595}
574 596
575void 597void
576add_button_link (object *button, maptile *map, int connected) 598object::add_link (maptile *map, shstr_tmp id)
577{ 599{
578 oblinkpt *obp;
579 objectlink *ol = get_objectlink ();
580
581 if (!map) 600 if (!map)
582 { 601 {
583 LOG (llevError, "Tried to add button-link without map.\n"); 602 LOG (llevError, "Tried to add button-link without map.\n");
584 return; 603 return;
585 } 604 }
586 605
587 button->path_attuned = connected; /* peterm: I need this so I can rebuild 606 flag [FLAG_IS_LINKED] = true;
588 a connected map from a template map. */
589 607
590 SET_FLAG (button, FLAG_IS_LINKED); 608 objectlink *ol = get_objectlink ();
591
592 ol->ob = button; 609 ol->ob = this;
593 610
594 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 611 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
595 ; 612 if (obp->id == id)
596
597 if (obp)
598 { 613 {
599 ol->next = obp->link; 614 ol->next = obp->link;
600 obp->link = ol; 615 obp->link = ol;
616 return;
601 } 617 }
602 else 618
603 {
604 obp = get_objectlinkpt (); 619 oblinkpt *obp = get_objectlinkpt ();
605 obp->value = connected; 620 obp->id = id;
606 621
607 obp->next = map->buttons; 622 obp->next = map->buttons;
608 map->buttons = obp; 623 map->buttons = obp;
609 obp->link = ol; 624 obp->link = ol;
610 }
611} 625}
612 626
613/* 627/*
614 * Remove the object from the linked lists of buttons in the map. 628 * Remove the object from the linked lists of buttons in the map.
615 * This is only needed by editors. 629 * This is only needed by editors.
616 */ 630 */
617
618void 631void
619remove_button_link (object *op) 632object::remove_link ()
620{ 633{
621 oblinkpt *obp; 634 if (!map)
622 objectlink **olp, *ol;
623
624 if (op->map == NULL)
625 { 635 {
626 LOG (llevError, "remove_button_link() in object without map.\n"); 636 LOG (llevError, "remove_button_link() in object without map.\n");
627 return; 637 return;
628 } 638 }
629 639
630 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 640 if (!flag [FLAG_IS_LINKED])
631 { 641 {
632 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 642 LOG (llevError, "remove_button_linked() in unlinked object.\n");
633 return; 643 return;
634 } 644 }
635 645
646 flag [FLAG_IS_LINKED] = false;
647
636 for (obp = op->map->buttons; obp; obp = obp->next) 648 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
637 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 649 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
638 if (ol->ob == op) 650 if ((*olp)->ob == this)
639 { 651 {
640 652 objectlink *ol = *olp;
641/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
642 obp->value, op->name, op->map->path);
643*/
644 *olp = ol->next; 653 *olp = ol->next;
645 delete ol; 654 delete ol;
646 return; 655 return;
647 } 656 }
648 657
649 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 658 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
650 CLEAR_FLAG (op, FLAG_IS_LINKED); 659}
660
661/*
662 * Updates every button on the map (by calling update_button() for them).
663 */
664void
665maptile::update_buttons ()
666{
667 for (oblinkpt *obp = buttons; obp; obp = obp->next)
668 for (objectlink *ol = obp->link; ol; ol = ol->next)
669 {
670 if (!ol->ob)
671 {
672 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
673 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
674 continue;
675 }
676
677 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
678 {
679 update_button (ol->ob, 0);
680 break;
681 }
682 }
651} 683}
652 684
653/* 685/*
654 * Gets the objectlink for this connection from the map. 686 * Gets the objectlink for this connection from the map.
655 */ 687 */
656oblinkpt * 688oblinkpt *
657get_connection_links (maptile *map, long connection) 689maptile::find_link (shstr_tmp id)
658{ 690{
659 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 691 for (oblinkpt *obp = buttons; obp; obp = obp->next)
660 if (obp->value == connection) 692 if (obp->id == id)
661 return obp; 693 return obp;
662 694
663 return 0; 695 return 0;
664} 696}
665 697
666/* 698/*
667 * Return the first objectlink in the objects linked to this one 699 * Return the first objectlink in the objects linked to this one
668 */ 700 */
669
670oblinkpt * 701oblinkpt *
671get_button_links (const object *button) 702object::find_link () const
672{ 703{
673 oblinkpt *obp; 704 if (map)
674 objectlink *ol;
675
676 if (!button->map)
677 return NULL;
678
679 for (obp = button->map->buttons; obp; obp = obp->next) 705 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
680 for (ol = obp->link; ol; ol = ol->next) 706 for (objectlink *ol = obp->link; ol; ol = ol->next)
681 if (ol->ob == button) 707 if (ol->ob == this)
682 return obp; 708 return obp;
683 709
684 return NULL;
685}
686
687/*
688 * Made as a separate function to increase efficiency
689 */
690
691int
692get_button_value (const object *button)
693{
694 oblinkpt *obp;
695 objectlink *ol;
696
697 if (!button->map)
698 return 0;
699 for (obp = button->map->buttons; obp; obp = obp->next)
700 for (ol = obp->link; ol; ol = ol->next)
701 if (ol->ob == button)
702 return obp->value;
703 return 0; 710 return 0;
704} 711}
705 712
706/* This routine makes monsters who are 713/* This routine makes monsters who are
707 * standing on the 'mood floor' change their 714 * standing on the 'mood floor' change their
709 * If floor is to be triggered must have 716 * If floor is to be triggered must have
710 * a speed of zero (default is 1 for all 717 * a speed of zero (default is 1 for all
711 * but the charm floor type). 718 * but the charm floor type).
712 * by b.t. thomas@nomad.astro.psu.edu 719 * by b.t. thomas@nomad.astro.psu.edu
713 */ 720 */
714
715void 721void
716do_mood_floor (object *op, object *source) 722do_mood_floor (object *op, object *source)
717{ 723{
718 if (!source) 724 if (!source)
719 source = op; 725 source = op;
795 801
796 // FALL THROUGH 802 // FALL THROUGH
797 case 5: // kill all alives 803 case 5: // kill all alives
798 if (!tmp->flag [FLAG_PRECIOUS]) 804 if (!tmp->flag [FLAG_PRECIOUS])
799 { 805 {
800 get_archetype ("burnout")->insert_at (tmp, source); 806 archetype::get (shstr_burnout)->insert_at (tmp, source);
801 tmp->destroy (); 807 tmp->destroy ();
802 } 808 }
803 break; 809 break;
804 810
805 default: 811 default:
880 // and we have to set the value to 0 886 // and we have to set the value to 0
881 887
882 if (match && trig->last_sp) // match == having 888 if (match && trig->last_sp) // match == having
883 { 889 {
884 if (trig->last_heal) 890 if (trig->last_heal)
885 decrease_ob (match); 891 match->decrease ();
886 892
887 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 893 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
888 push_button (trig); 894 push_button (trig, op);
889 } 895 }
890 else if (!match && !trig->last_sp) // match == not having 896 else if (!match && !trig->last_sp) // match == not having
891 { 897 {
892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 898 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
893 push_button (trig); 899 push_button (trig, op);
894 } 900 }
895} 901}
896 902

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