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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 1.55 by root, Mon Oct 12 04:02:17 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, int 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 */
125 case FIREWALL: 135 case FIREWALL:
126 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 136 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
127 move_firewall (tmp); 137 move_firewall (tmp);
128 else 138 else
129 { 139 {
130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 140 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
132
133 animate_turning (tmp); 141 animate_turning (tmp);
134 } 142 }
135 break; 143 break;
136 144
137 case TELEPORTER: 145 case TELEPORTER:
141 case CREATOR: 149 case CREATOR:
142 move_creator (tmp); 150 move_creator (tmp);
143 break; 151 break;
144 152
145 case TRIGGER_MARKER: 153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
146 move_marker (tmp); 155 move_marker (tmp);
147 break; 156 break;
148 157
149 case DUPLICATOR: 158 case DUPLICATOR:
150 move_duplicator (tmp); 159 move_duplicator (tmp);
160 break;
161
162 case MAPSCRIPT:
163 cfperl_mapscript_activate (tmp, state, activator, originator);
151 break; 164 break;
152 } 165 }
153 } 166 }
154} 167}
155 168
164 * Changed the routine to loop through _all_ objects. 177 * Changed the routine to loop through _all_ objects.
165 * Better hurry with that linked list... 178 * Better hurry with that linked list...
166 * 179 *
167 */ 180 */
168void 181void
169push_button (object *op) 182push_button (object *op, object *originator)
170{ 183{
171 oblinkpt *obp = get_button_links (op); 184 if (oblinkpt *obp = op->find_link ())
172 185 {
173 if (!obp) 186 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
174 return; 187 return;
175 188
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); 189 activate_connection_link (obp->link, op->value, op, originator);
190 }
180} 191}
181 192
182/* 193/*
183 * elmex: 194 * elmex:
184 * 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
186 * 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
187 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 198 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
188 * 199 *
189 */ 200 */
190void 201void
191activate_connection (maptile *map, long connection, bool state) 202maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
192{ 203{
193 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)))
194 return; 205 return;
195 206
196 oblinkpt *obp = get_connection_links (map, connection); 207 if (oblinkpt *obp = find_link (id))
197
198 if (obp)
199 activate_connection_link (obp->link, state); 208 activate_connection_link (obp->link, state, activator, originator);
200} 209}
201 210
202/* 211/*
203 * Updates everything connected with the button op. 212 * Updates everything connected with the button op.
204 * 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
205 * 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
206 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
207 */ 216 */
208void 217void
209update_button (object *op) 218update_button (object *op, object *originator)
210{ 219{
211 object *ab, *tmp, *head;
212 int tot, any_down = 0, old_value = op->value; 220 int any_down = 0, old_value = op->value;
213 oblinkpt *obp = 0;
214 objectlink *ol;
215 221
216 obp = get_button_links (op); 222 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) 223 for (objectlink *ol = obp->link; ol; ol = ol->next)
220 { 224 {
221 if (!ol->ob) 225 if (!ol->ob)
222 { 226 {
223 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 227 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
224 continue; 228 continue;
225 } 229 }
226 230
227 tmp = ol->ob; 231 object *tmp = ol->ob;
232
228 if (tmp->type == BUTTON) 233 if (tmp->type == BUTTON)
229 { 234 {
235 sint32 total = 0;
236
230 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 237 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 238 /* Basically, if the move_type matches that on what the
239 * button wants, we count it. The second check is so that 239 * button wants, we count it. The second check is so that
240 * objects don't move (swords, etc) will count. Note that 240 * objects who don't move (swords, etc) will count. Note that
241 * this means that more work is needed to make buttons 241 * this means that more work is needed to make buttons
242 * that are only triggered by flying objects. 242 * that are only triggered by flying objects.
243 */ 243 */
244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
245 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 245 total += ab->head_ ()->total_weight ();
246 246
247 tmp->value = (tot >= tmp->weight) ? 1 : 0; 247 tmp->value = total >= tmp->weight;
248 if (tmp->value) 248
249 any_down = 1; 249 any_down = any_down || tmp->value;
250 } 250 }
251 else if (tmp->type == PEDESTAL) 251 else if (tmp->type == PEDESTAL)
252 { 252 {
253 bool is_match = is_match_expr (tmp->slaying);
253 tmp->value = 0; 254 tmp->value = 0;
255
254 for (ab = tmp->above; ab != NULL; ab = ab->above) 256 for (object *ab = tmp->above; ab; ab = ab->above)
255 { 257 {
256 head = ab->head_ (); 258 object *head = ab->head_ ();
259
257 /* Same note regarding move_type for buttons above apply here. */ 260 /* Same note regarding move_type for buttons above apply here. */
258 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 261 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
262 if (is_match
263 ? match (tmp->slaying, head, tmp, originator)
259 (head->race == tmp->slaying || 264 : (head->race == tmp->slaying
260 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 265 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
261 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 266 || (tmp->slaying == shstr_player && head->type == PLAYER)))
267 {
262 tmp->value = 1; 268 tmp->value = 1;
269 break;
270 }
263 } 271 }
264 272
265 if (tmp->value) 273 any_down = any_down || tmp->value;
266 any_down = 1;
267 } 274 }
268 } 275 }
276
269 if (any_down) /* If any other buttons were down, force this to remain down */ 277 if (any_down) /* If any other buttons were down, force this to remain down */
270 op->value = 1; 278 op->value = 1;
271 279
280 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
281
272 /* If this button hasn't changed, don't do anything */ 282 /* If this button hasn't changed, don't do anything */
273 if (op->value != old_value) 283 if (op->value != old_value)
274 { 284 {
275 SET_ANIMATION (op, op->value); 285 SET_ANIMATION (op, op->value);
276 update_object (op, UP_OBJ_FACE); 286 update_object (op, UP_OBJ_FACE);
277 push_button (op); /* Make all other buttons the same */ 287 push_button (op, originator); /* Make all other buttons the same */
278 } 288 }
279} 289}
280 290
281void 291void
282use_trigger (object *op) 292use_trigger (object *op, object *originator)
283{ 293{
284 /* Toggle value */ 294 /* Toggle value */
285 op->value = !op->value; 295 op->value = !op->value;
296
286 push_button (op); 297 push_button (op, originator);
287} 298}
288 299
289/* 300/*
290 * Note: animate_object should be used instead of this, 301 * Note: animate_object should be used instead of this,
291 * but it can't handle animations in the 8 directions 302 * but it can't handle animations in the 8 directions
312 * sacrificed. This fixes a bug of trying to put multiple altars/related 323 * sacrificed. This fixes a bug of trying to put multiple altars/related
313 * objects on the same space that take the same sacrifice. 324 * objects on the same space that take the same sacrifice.
314 */ 325 */
315 326
316int 327int
317check_altar_sacrifice (const object *altar, const object *sacrifice) 328check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
318{ 329{
319 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 330 if (sacrifice->flag [FLAG_UNPAID])
331 return 0;
332
333 if (is_match_expr (ARCH_SACRIFICE (altar)))
334 return match (ARCH_SACRIFICE (altar), altar, originator);
335
336 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
337 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
338 && sacrifice->type != PLAYER)
320 { 339 {
321 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 340 if (ARCH_SACRIFICE (altar) == shstr_money
322 ARCH_SACRIFICE (altar) == sacrifice->name || 341 && sacrifice->type == MONEY
323 ARCH_SACRIFICE (altar) == sacrifice->slaying || 342 && 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; 343 return 1;
327 344
328 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 345 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
329 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 346 || ARCH_SACRIFICE (altar) == sacrifice->name
347 || ARCH_SACRIFICE (altar) == sacrifice->slaying
348 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
349 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
330 return 1; 350 return 1;
331 } 351 }
332 352
333 return 0; 353 return 0;
334} 354}
341 * 361 *
342 * If this function returns 1, '*sacrifice' is modified to point to the 362 * If this function returns 1, '*sacrifice' is modified to point to the
343 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 363 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
344 */ 364 */
345int 365int
346operate_altar (object *altar, object **sacrifice) 366operate_altar (object *altar, object **sacrifice, object *originator)
347{ 367{
348 if (!altar->map) 368 if (!altar->map)
349 { 369 {
350 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 370 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
351 return 0; 371 return 0;
352 } 372 }
353 373
354 if (!altar->slaying || altar->value) 374 if (!altar->slaying || altar->value)
355 return 0; 375 return 0;
356 376
357 if (!check_altar_sacrifice (altar, *sacrifice)) 377 if (!check_altar_sacrifice (altar, *sacrifice, originator))
358 return 0; 378 return 0;
359 379
360 /* check_altar_sacrifice should have already verified that enough money 380 /* check_altar_sacrifice should have already verified that enough money
361 * has been dropped. 381 * has been dropped.
362 */ 382 */
363 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 383 if (ARCH_SACRIFICE (altar) == shstr_money)
364 { 384 {
365 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 385 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
366 386
367 /* Round up any sacrifices. Altars don't make change either */ 387 /* Round up any sacrifices. Altars don't make change either */
368 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 388 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
369 number++; 389 number++;
370 390
371 *sacrifice = decrease_ob_nr (*sacrifice, number); 391 if (!(*sacrifice)->decrease (number))
392 *sacrifice = 0;
372 } 393 }
373 else 394 else
374 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 395 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
396 *sacrifice = 0;
375 397
376 if (altar->msg) 398 if (altar->msg)
377 new_info_map (NDI_BLACK, altar->map, altar->msg); 399 new_info_map (NDI_BLACK, altar->map, altar->msg);
378 400
379 return 1; 401 return 1;
380} 402}
381 403
382void 404void
383trigger_move (object *op, int state) /* 1 down and 0 up */ 405trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
384{ 406{
385 op->stats.wc = state; 407 op->stats.wc = state;
408
386 if (state) 409 if (state)
387 { 410 {
388 use_trigger (op); 411 use_trigger (op, originator);
389 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 412 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
390 op->speed_left = -1; 413 op->speed_left = -1;
391 } 414 }
392 else 415 else
393 { 416 {
394 use_trigger (op); 417 use_trigger (op, originator);
395 op->set_speed (0); 418 op->set_speed (0);
396 } 419 }
397} 420}
398 421
399 422
408 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 431 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
409 * 432 *
410 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 433 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
411 */ 434 */
412int 435int
413check_trigger (object *op, object *cause) 436check_trigger (object *op, object *cause, object *originator)
414{ 437{
415 object *tmp; 438 object *tmp;
416 int push = 0, tot = 0; 439 int push = 0, tot = 0;
417 int in_movement = op->stats.wc || op->speed; 440 int in_movement = op->stats.wc || op->speed;
418 441
419 switch (op->type) 442 switch (op->type)
420 { 443 {
421 case TRIGGER_BUTTON: 444 case TRIGGER_BUTTON:
422 if (op->weight > 0) 445 if (op->weight > 0)
423 { 446 {
424 if (cause) 447 if (cause)
425 { 448 {
426 for (tmp = op->above; tmp; tmp = tmp->above) 449 for (tmp = op->above; tmp; tmp = tmp->above)
427 /* Comment reproduced from update_buttons(): */ 450 /* Comment reproduced from update_buttons(): */
428 /* Basically, if the move_type matches that on what the 451 /* Basically, if the move_type matches that on what the
429 * button wants, we count it. The second check is so that 452 * button wants, we count it. The second check is so that
430 * objects that don't move (swords, etc) will count. Note that 453 * objects that don't move (swords, etc) will count. Note that
431 * this means that more work is needed to make buttons 454 * this means that more work is needed to make buttons
432 * that are only triggered by flying objects. 455 * that are only triggered by flying objects.
456 */
457 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
458 tot += tmp->head_ ()->total_weight ();
459
460 if (tot >= op->weight)
461 push = 1;
462
463 if (op->stats.ac == push)
464 return 0;
465
466 op->stats.ac = push;
467 if (NUM_ANIMATIONS (op) > 1)
468 {
469 SET_ANIMATION (op, push);
470 update_object (op, UP_OBJ_FACE);
471 }
472
473 if (in_movement || !push)
474 return 0;
475 }
476
477 trigger_move (op, push, cause);
478 }
479
480 return 0;
481
482 case TRIGGER_PEDESTAL:
483 if (cause)
484 {
485 for (tmp = op->above; tmp; tmp = tmp->above)
486 {
487 object *head = tmp->head_ ();
488
489 /* See comment in TRIGGER_BUTTON about move_types */
490 if (((head->move_type & op->move_on) || head->move_type == 0)
491 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
492 {
493 push = 1;
494 break;
495 }
496 }
497
498 if (op->stats.ac == push)
499 return 0;
500
501 op->stats.ac = push;
502
503 if (NUM_ANIMATIONS (op) > 1)
504 {
505 SET_ANIMATION (op, push);
506 update_object (op, UP_OBJ_FACE);
507 }
508
509 update_object (op, UP_OBJ_FACE);
510
511 if (in_movement || !push)
512 return 0;
513 }
514
515 trigger_move (op, push, cause);
516 return 0;
517
518 case TRIGGER_ALTAR:
519 if (cause)
520 {
521 if (in_movement)
522 return 0;
523
524 if (operate_altar (op, &cause)) /* TODO: originator? */
525 {
526 if (NUM_ANIMATIONS (op) > 1)
527 {
528 SET_ANIMATION (op, 1);
529 update_object (op, UP_OBJ_FACE);
530 }
531
532 if (op->last_sp >= 0)
533 {
534 trigger_move (op, 1, cause);
535
536 if (op->last_sp > 0)
537 op->last_sp = -op->last_sp;
538 }
539 else
540 {
541 /* for trigger altar with last_sp, the ON/OFF
542 * status (-> +/- value) is "simulated":
433 */ 543 */
434 544 op->value = !op->value;
435 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 545 trigger_move (op, 1, cause);
436 { 546 op->last_sp = -op->last_sp;
437 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 547 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 } 548 }
449 if (in_movement || !push) 549
450 return 0; 550 return cause == NULL;
451 } 551 }
452 trigger_move (op, push);
453 } 552 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; 553 return 0;
474 554 }
475 op->stats.ac = push; 555 else
476 556 {
477 if (NUM_ANIMATIONS (op) > 1) 557 if (NUM_ANIMATIONS (op) > 1)
478 { 558 {
479 SET_ANIMATION (op, push); 559 SET_ANIMATION (op, 0);
480 update_object (op, UP_OBJ_FACE); 560 update_object (op, UP_OBJ_FACE);
481 } 561 }
482 562
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, 563 /* If trigger_altar has "last_sp > 0" set on the map,
537 * it will push the connected value only once per sacrifice. 564 * it will push the connected value only once per sacrifice.
538 * Otherwise (default), the connected value will be 565 * Otherwise (default), the connected value will be
539 * pushed twice: First by sacrifice, second by reset! -AV 566 * pushed twice: First by sacrifice, second by reset! -AV
540 */ 567 */
541 if (!op->last_sp) 568 if (!op->last_sp)
542 trigger_move (op, 0); 569 trigger_move (op, 0, cause);
543 else 570 else
544 { 571 {
545 op->stats.wc = 0; 572 op->stats.wc = 0;
546 op->value = !op->value; 573 op->value = !op->value;
547 op->set_speed (0); 574 op->set_speed (0);
548 } 575 }
549 } 576 }
550 return 0; 577 return 0;
551 578
552 case TRIGGER: 579 case TRIGGER:
553 if (cause) 580 if (cause)
554 { 581 {
555 if (in_movement) 582 if (in_movement)
556 return 0; 583 return 0;
557 584
558 push = 1; 585 push = 1;
559 } 586 }
560 587
561 if (NUM_ANIMATIONS (op) > 1) 588 if (NUM_ANIMATIONS (op) > 1)
562 { 589 {
563 SET_ANIMATION (op, push); 590 SET_ANIMATION (op, push);
564 update_object (op, UP_OBJ_FACE); 591 update_object (op, UP_OBJ_FACE);
565 } 592 }
566 593
567 trigger_move (op, push); 594 trigger_move (op, push, cause);
568 return 1; 595 return 1;
569 596
570 default: 597 default:
571 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 598 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
572 return 0; 599 return 0;
573 } 600 }
574} 601}
575 602
576void 603void
577add_button_link (object *button, maptile *map, int connected) 604object::add_link (maptile *map, shstr_tmp id)
578{ 605{
579 oblinkpt *obp;
580 objectlink *ol = get_objectlink ();
581
582 if (!map) 606 if (!map)
583 { 607 {
584 LOG (llevError, "Tried to add button-link without map.\n"); 608 LOG (llevError, "Tried to add button-link without map.\n");
585 return; 609 return;
586 } 610 }
587 611
588 button->path_attuned = connected; /* peterm: I need this so I can rebuild 612 flag [FLAG_IS_LINKED] = true;
589 a connected map from a template map. */
590 613
591 SET_FLAG (button, FLAG_IS_LINKED); 614 objectlink *ol = get_objectlink ();
592
593 ol->ob = button; 615 ol->ob = this;
594 616
595 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 617 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
596 ; 618 if (obp->id == id)
597
598 if (obp)
599 { 619 {
600 ol->next = obp->link; 620 ol->next = obp->link;
601 obp->link = ol; 621 obp->link = ol;
622 return;
602 } 623 }
603 else 624
604 {
605 obp = get_objectlinkpt (); 625 oblinkpt *obp = get_objectlinkpt ();
606 obp->value = connected; 626 obp->id = id;
607 627
608 obp->next = map->buttons; 628 obp->next = map->buttons;
609 map->buttons = obp; 629 map->buttons = obp;
610 obp->link = ol; 630 obp->link = ol;
611 }
612} 631}
613 632
614/* 633/*
615 * Remove the object from the linked lists of buttons in the map. 634 * Remove the object from the linked lists of buttons in the map.
616 * This is only needed by editors. 635 * This is only needed by editors.
617 */ 636 */
618
619void 637void
620remove_button_link (object *op) 638object::remove_link ()
621{ 639{
622 oblinkpt *obp; 640 if (!map)
623 objectlink **olp, *ol;
624
625 if (op->map == NULL)
626 { 641 {
627 LOG (llevError, "remove_button_link() in object without map.\n"); 642 LOG (llevError, "remove_button_link() in object without map.\n");
628 return; 643 return;
629 } 644 }
630 645
631 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 646 if (!flag [FLAG_IS_LINKED])
632 { 647 {
633 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 648 LOG (llevError, "remove_button_linked() in unlinked object.\n");
634 return; 649 return;
635 } 650 }
636 651
652 flag [FLAG_IS_LINKED] = false;
653
637 for (obp = op->map->buttons; obp; obp = obp->next) 654 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
638 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 655 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
639 if (ol->ob == op) 656 if ((*olp)->ob == this)
640 { 657 {
641 658 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; 659 *olp = ol->next;
646 delete ol; 660 delete ol;
647 return; 661 return;
648 } 662 }
649 663
650 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 664 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
651 CLEAR_FLAG (op, FLAG_IS_LINKED); 665}
666
667/*
668 * Updates every button on the map (by calling update_button() for them).
669 */
670void
671maptile::update_buttons ()
672{
673 for (oblinkpt *obp = buttons; obp; obp = obp->next)
674 for (objectlink *ol = obp->link; ol; ol = ol->next)
675 {
676 if (!ol->ob)
677 {
678 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
679 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
680 continue;
681 }
682
683 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
684 {
685 update_button (ol->ob, 0);
686 break;
687 }
688 }
652} 689}
653 690
654/* 691/*
655 * Gets the objectlink for this connection from the map. 692 * Gets the objectlink for this connection from the map.
656 */ 693 */
657oblinkpt * 694oblinkpt *
658get_connection_links (maptile *map, long connection) 695maptile::find_link (shstr_tmp id)
659{ 696{
660 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 697 for (oblinkpt *obp = buttons; obp; obp = obp->next)
661 if (obp->value == connection) 698 if (obp->id == id)
662 return obp; 699 return obp;
663 700
664 return 0; 701 return 0;
665} 702}
666 703
667/* 704/*
668 * Return the first objectlink in the objects linked to this one 705 * Return the first objectlink in the objects linked to this one
669 */ 706 */
670
671oblinkpt * 707oblinkpt *
672get_button_links (const object *button) 708object::find_link () const
673{ 709{
674 oblinkpt *obp; 710 if (map)
675 objectlink *ol;
676
677 if (!button->map)
678 return NULL;
679
680 for (obp = button->map->buttons; obp; obp = obp->next) 711 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
681 for (ol = obp->link; ol; ol = ol->next) 712 for (objectlink *ol = obp->link; ol; ol = ol->next)
682 if (ol->ob == button) 713 if (ol->ob == this)
683 return obp; 714 return obp;
684 715
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; 716 return 0;
705} 717}
706 718
707/* This routine makes monsters who are 719/* This routine makes monsters who are
708 * standing on the 'mood floor' change their 720 * standing on the 'mood floor' change their
710 * If floor is to be triggered must have 722 * If floor is to be triggered must have
711 * a speed of zero (default is 1 for all 723 * a speed of zero (default is 1 for all
712 * but the charm floor type). 724 * but the charm floor type).
713 * by b.t. thomas@nomad.astro.psu.edu 725 * by b.t. thomas@nomad.astro.psu.edu
714 */ 726 */
715
716void 727void
717do_mood_floor (object *op, object *source) 728do_mood_floor (object *op, object *source)
718{ 729{
719 if (!source) 730 if (!source)
720 source = op; 731 source = op;
796 807
797 // FALL THROUGH 808 // FALL THROUGH
798 case 5: // kill all alives 809 case 5: // kill all alives
799 if (!tmp->flag [FLAG_PRECIOUS]) 810 if (!tmp->flag [FLAG_PRECIOUS])
800 { 811 {
801 get_archetype ("burnout")->insert_at (tmp, source); 812 archetype::get (shstr_burnout)->insert_at (tmp, source);
802 tmp->destroy (); 813 tmp->destroy ();
803 } 814 }
804 break; 815 break;
805 816
806 default: 817 default:
820 object *tmp, *ret = NULL; 831 object *tmp, *ret = NULL;
821 832
822 /* First check the object itself. */ 833 /* First check the object itself. */
823 if ((trig->stats.hp && (op->type == trig->stats.hp)) 834 if ((trig->stats.hp && (op->type == trig->stats.hp))
824 || (trig->slaying && (op->slaying == trig->slaying)) 835 || (trig->slaying && (op->slaying == trig->slaying))
825 || (trig->race && (op->arch->name == trig->race))) 836 || (trig->race && (op->arch->archname == trig->race)))
826 return op; 837 return op;
827 838
828 for (tmp = op->inv; tmp; tmp = tmp->below) 839 for (tmp = op->inv; tmp; tmp = tmp->below)
829 { 840 {
830 if (tmp->inv) 841 if (tmp->inv)
833 if (ret) 844 if (ret)
834 return ret; 845 return ret;
835 } 846 }
836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 847 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
837 || (trig->slaying && (tmp->slaying == trig->slaying)) 848 || (trig->slaying && (tmp->slaying == trig->slaying))
838 || (trig->race && (tmp->arch->name == trig->race))) 849 || (trig->race && (tmp->arch->archname == trig->race)))
839 return tmp; 850 return tmp;
840 } 851 }
841 return NULL; 852 return NULL;
842} 853}
843 854
881 // and we have to set the value to 0 892 // and we have to set the value to 0
882 893
883 if (match && trig->last_sp) // match == having 894 if (match && trig->last_sp) // match == having
884 { 895 {
885 if (trig->last_heal) 896 if (trig->last_heal)
886 decrease_ob (match); 897 match->decrease ();
887 898
888 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 899 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
889 push_button (trig); 900 push_button (trig, op);
890 } 901 }
891 else if (!match && !trig->last_sp) // match == not having 902 else if (!match && !trig->last_sp) // match == not having
892 { 903 {
893 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 904 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
894 push_button (trig); 905 push_button (trig, op);
895 } 906 }
896} 907}
897 908

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