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Comparing deliantra/server/common/button.C (file contents):
Revision 1.42 by root, Sun Apr 20 22:03:21 2008 UTC vs.
Revision 1.54 by root, Sun Oct 11 18:18:03 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, 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 {
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
134 case FIREWALL: 135 case FIREWALL:
135 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 136 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
136 move_firewall (tmp); 137 move_firewall (tmp);
137 else 138 else
138 { 139 {
139 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 140 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
140 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
141
142 animate_turning (tmp); 141 animate_turning (tmp);
143 } 142 }
144 break; 143 break;
145 144
146 case TELEPORTER: 145 case TELEPORTER:
156 move_marker (tmp); 155 move_marker (tmp);
157 break; 156 break;
158 157
159 case DUPLICATOR: 158 case DUPLICATOR:
160 move_duplicator (tmp); 159 move_duplicator (tmp);
160 break;
161
162 case MAPSCRIPT:
163 cfperl_mapscript_activate (tmp, state, activator, originator);
161 break; 164 break;
162 } 165 }
163 } 166 }
164} 167}
165 168
174 * Changed the routine to loop through _all_ objects. 177 * Changed the routine to loop through _all_ objects.
175 * Better hurry with that linked list... 178 * Better hurry with that linked list...
176 * 179 *
177 */ 180 */
178void 181void
179push_button (object *op) 182push_button (object *op, object *originator)
180{ 183{
181 oblinkpt *obp = get_button_links (op); 184 if (oblinkpt *obp = op->find_link ())
182 185 {
183 if (!obp) 186 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
184 return; 187 return;
185 188
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); 189 activate_connection_link (obp->link, op->value, op, originator);
190 }
190} 191}
191 192
192/* 193/*
193 * elmex: 194 * elmex:
194 * 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
196 * 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
197 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 198 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
198 * 199 *
199 */ 200 */
200void 201void
201activate_connection (maptile *map, long connection, bool state) 202maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
202{ 203{
203 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)))
204 return; 205 return;
205 206
206 oblinkpt *obp = get_connection_links (map, connection); 207 if (oblinkpt *obp = find_link (id))
207
208 if (obp)
209 activate_connection_link (obp->link, state); 208 activate_connection_link (obp->link, state, activator, originator);
210} 209}
211 210
212/* 211/*
213 * Updates everything connected with the button op. 212 * Updates everything connected with the button op.
214 * 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
215 * 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
216 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
217 */ 216 */
218void 217void
219update_button (object *op) 218update_button (object *op, object *originator)
220{ 219{
221 object *ab, *tmp, *head;
222 int tot, any_down = 0, old_value = op->value; 220 int any_down = 0, old_value = op->value;
223 oblinkpt *obp = 0;
224 objectlink *ol;
225 221
226 obp = get_button_links (op); 222 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) 223 for (objectlink *ol = obp->link; ol; ol = ol->next)
230 { 224 {
231 if (!ol->ob) 225 if (!ol->ob)
232 { 226 {
233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 227 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
234 continue; 228 continue;
235 } 229 }
236 230
237 tmp = ol->ob; 231 object *tmp = ol->ob;
232
238 if (tmp->type == BUTTON) 233 if (tmp->type == BUTTON)
239 { 234 {
235 sint32 total = 0;
236
240 for (ab = tmp->above, tot = 0; ab; ab = ab->above) 237 for (object *ab = tmp->above; ab; ab = ab->above)
238 /* Basically, if the move_type matches that on what the
239 * button wants, we count it. The second check is so that
240 * objects who don't move (swords, etc) will count. Note that
241 * this means that more work is needed to make buttons
242 * that are only triggered by flying objects.
243 */
244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
245 total += ab->head_ ()->total_weight ();
246
247 tmp->value = total >= tmp->weight;
248
249 any_down = any_down || tmp->value;
250 }
251 else if (tmp->type == PEDESTAL)
252 {
253 tmp->value = 0;
254
255 for (object *ab = tmp->above; ab; ab = ab->above)
241 { 256 {
242 head = ab->head_ (); 257 object *head = ab->head_ ();
243
244 /* Basically, if the move_type matches that on what the
245 * button wants, we count it. The second check is so that
246 * objects who don't move (swords, etc) will count. Note that
247 * this means that more work is needed to make buttons
248 * that are only triggered by flying objects.
249 */
250 if ((head->move_type & tmp->move_on) || head->move_type == 0)
251 tot += head->total_weight ();
252 }
253
254 tmp->value = tot >= tmp->weight ? 1 : 0;
255 }
256 else if (tmp->type == PEDESTAL)
257 {
258 tmp->value = 0;
259
260 for (ab = tmp->above; ab; ab = ab->above)
261 {
262 head = ab->head_ ();
263 258
264 /* Same note regarding move_type for buttons above apply here. */ 259 /* Same note regarding move_type for buttons above apply here. */
265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 260 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
266 (head->race == tmp->slaying || 261 && (head->race == tmp->slaying
267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 262 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 263 || (tmp->slaying == shstr_player && head->type == PLAYER)))
269 tmp->value = 1; 264 tmp->value = 1;
270 } 265 }
271 }
272 266
273 any_down = any_down || tmp->value; 267 any_down = any_down || tmp->value;
268 }
274 } 269 }
275 270
276 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 */
277 op->value = 1; 272 op->value = 1;
278 273
274 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
275
279 /* If this button hasn't changed, don't do anything */ 276 /* If this button hasn't changed, don't do anything */
280 if (op->value != old_value) 277 if (op->value != old_value)
281 { 278 {
282 SET_ANIMATION (op, op->value); 279 SET_ANIMATION (op, op->value);
283 update_object (op, UP_OBJ_FACE); 280 update_object (op, UP_OBJ_FACE);
284 push_button (op); /* Make all other buttons the same */ 281 push_button (op, originator); /* Make all other buttons the same */
285 } 282 }
286} 283}
287 284
288void 285void
289use_trigger (object *op) 286use_trigger (object *op, object *originator)
290{ 287{
291 /* Toggle value */ 288 /* Toggle value */
292 op->value = !op->value; 289 op->value = !op->value;
290
293 push_button (op); 291 push_button (op, originator);
294} 292}
295 293
296/* 294/*
297 * Note: animate_object should be used instead of this, 295 * Note: animate_object should be used instead of this,
298 * but it can't handle animations in the 8 directions 296 * but it can't handle animations in the 8 directions
319 * 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
320 * objects on the same space that take the same sacrifice. 318 * objects on the same space that take the same sacrifice.
321 */ 319 */
322 320
323int 321int
324check_altar_sacrifice (const object *altar, const object *sacrifice) 322check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
325{ 323{
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
326 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) 330 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
327 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 331 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
328 && sacrifice->type != PLAYER) 332 && sacrifice->type != PLAYER)
329 { 333 {
330 if (ARCH_SACRIFICE (altar) == shstr_money 334 if (ARCH_SACRIFICE (altar) == shstr_money
351 * 355 *
352 * 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
353 * 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.
354 */ 358 */
355int 359int
356operate_altar (object *altar, object **sacrifice) 360operate_altar (object *altar, object **sacrifice, object *originator)
357{ 361{
358 if (!altar->map) 362 if (!altar->map)
359 { 363 {
360 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 364 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
361 return 0; 365 return 0;
362 } 366 }
363 367
364 if (!altar->slaying || altar->value) 368 if (!altar->slaying || altar->value)
365 return 0; 369 return 0;
366 370
367 if (!check_altar_sacrifice (altar, *sacrifice)) 371 if (!check_altar_sacrifice (altar, *sacrifice, originator))
368 return 0; 372 return 0;
369 373
370 /* check_altar_sacrifice should have already verified that enough money 374 /* check_altar_sacrifice should have already verified that enough money
371 * has been dropped. 375 * has been dropped.
372 */ 376 */
376 380
377 /* Round up any sacrifices. Altars don't make change either */ 381 /* Round up any sacrifices. Altars don't make change either */
378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 382 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
379 number++; 383 number++;
380 384
381 *sacrifice = decrease_ob_nr (*sacrifice, number); 385 if (!(*sacrifice)->decrease (number))
386 *sacrifice = 0;
382 } 387 }
383 else 388 else
384 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 389 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
390 *sacrifice = 0;
385 391
386 if (altar->msg) 392 if (altar->msg)
387 new_info_map (NDI_BLACK, altar->map, altar->msg); 393 new_info_map (NDI_BLACK, altar->map, altar->msg);
388 394
389 return 1; 395 return 1;
390} 396}
391 397
392void 398void
393trigger_move (object *op, int state) /* 1 down and 0 up */ 399trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
394{ 400{
395 op->stats.wc = state; 401 op->stats.wc = state;
402
396 if (state) 403 if (state)
397 { 404 {
398 use_trigger (op); 405 use_trigger (op, originator);
399 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.);
400 op->speed_left = -1; 407 op->speed_left = -1;
401 } 408 }
402 else 409 else
403 { 410 {
404 use_trigger (op); 411 use_trigger (op, originator);
405 op->set_speed (0); 412 op->set_speed (0);
406 } 413 }
407} 414}
408 415
409 416
418 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 425 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
419 * 426 *
420 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 427 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
421 */ 428 */
422int 429int
423check_trigger (object *op, object *cause) 430check_trigger (object *op, object *cause, object *originator)
424{ 431{
425 object *tmp; 432 object *tmp;
426 int push = 0, tot = 0; 433 int push = 0, tot = 0;
427 int in_movement = op->stats.wc || op->speed; 434 int in_movement = op->stats.wc || op->speed;
428 435
429 switch (op->type) 436 switch (op->type)
430 { 437 {
431 case TRIGGER_BUTTON: 438 case TRIGGER_BUTTON:
432 if (op->weight > 0) 439 if (op->weight > 0)
433 { 440 {
434 if (cause) 441 if (cause)
435 { 442 {
436 for (tmp = op->above; tmp; tmp = tmp->above) 443 for (tmp = op->above; tmp; tmp = tmp->above)
437 /* Comment reproduced from update_buttons(): */ 444 /* Comment reproduced from update_buttons(): */
438 /* Basically, if the move_type matches that on what the 445 /* Basically, if the move_type matches that on what the
439 * button wants, we count it. The second check is so that 446 * button wants, we count it. The second check is so that
440 * objects that don't move (swords, etc) will count. Note that 447 * objects that don't move (swords, etc) will count. Note that
441 * this means that more work is needed to make buttons 448 * this means that more work is needed to make buttons
442 * 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":
443 */ 537 */
444 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 538 op->value = !op->value;
445 tot += tmp->head_ ()->total_weight (); 539 trigger_move (op, 1, cause);
446 540 op->last_sp = -op->last_sp;
447 if (tot >= op->weight) 541 op->value = !op->value;
448 push = 1;
449
450 if (op->stats.ac == push)
451 return 0;
452
453 op->stats.ac = push;
454 if (NUM_ANIMATIONS (op) > 1)
455 {
456 SET_ANIMATION (op, push);
457 update_object (op, UP_OBJ_FACE);
458 } 542 }
459 543
460 if (in_movement || !push) 544 return cause == NULL;
461 return 0;
462 } 545 }
463 trigger_move (op, push);
464 } 546 else
465
466 return 0;
467
468 case TRIGGER_PEDESTAL:
469 if (cause)
470 {
471 for (tmp = op->above; tmp; tmp = tmp->above)
472 {
473 object *head = tmp->head_ ();
474
475 /* See comment in TRIGGER_BUTTON about move_types */
476 if (((head->move_type & op->move_on) || head->move_type == 0)
477 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
478 {
479 push = 1;
480 break;
481 }
482 }
483
484 if (op->stats.ac == push)
485 return 0; 547 return 0;
486 548 }
487 op->stats.ac = push; 549 else
488 550 {
489 if (NUM_ANIMATIONS (op) > 1) 551 if (NUM_ANIMATIONS (op) > 1)
490 { 552 {
491 SET_ANIMATION (op, push); 553 SET_ANIMATION (op, 0);
492 update_object (op, UP_OBJ_FACE); 554 update_object (op, UP_OBJ_FACE);
493 } 555 }
494 556
495 update_object (op, UP_OBJ_FACE);
496
497 if (in_movement || !push)
498 return 0;
499 }
500
501 trigger_move (op, push);
502 return 0;
503
504 case TRIGGER_ALTAR:
505 if (cause)
506 {
507 if (in_movement)
508 return 0;
509
510 if (operate_altar (op, &cause))
511 {
512 if (NUM_ANIMATIONS (op) > 1)
513 {
514 SET_ANIMATION (op, 1);
515 update_object (op, UP_OBJ_FACE);
516 }
517
518 if (op->last_sp >= 0)
519 {
520 trigger_move (op, 1);
521 if (op->last_sp > 0)
522 op->last_sp = -op->last_sp;
523 }
524 else
525 {
526 /* for trigger altar with last_sp, the ON/OFF
527 * status (-> +/- value) is "simulated":
528 */
529 op->value = !op->value;
530 trigger_move (op, 1);
531 op->last_sp = -op->last_sp;
532 op->value = !op->value;
533 }
534
535 return cause == NULL;
536 }
537 else
538 return 0;
539 }
540 else
541 {
542 if (NUM_ANIMATIONS (op) > 1)
543 {
544 SET_ANIMATION (op, 0);
545 update_object (op, UP_OBJ_FACE);
546 }
547
548 /* If trigger_altar has "last_sp > 0" set on the map, 557 /* If trigger_altar has "last_sp > 0" set on the map,
549 * it will push the connected value only once per sacrifice. 558 * it will push the connected value only once per sacrifice.
550 * Otherwise (default), the connected value will be 559 * Otherwise (default), the connected value will be
551 * pushed twice: First by sacrifice, second by reset! -AV 560 * pushed twice: First by sacrifice, second by reset! -AV
552 */ 561 */
553 if (!op->last_sp) 562 if (!op->last_sp)
554 trigger_move (op, 0); 563 trigger_move (op, 0, cause);
555 else 564 else
556 { 565 {
557 op->stats.wc = 0; 566 op->stats.wc = 0;
558 op->value = !op->value; 567 op->value = !op->value;
559 op->set_speed (0); 568 op->set_speed (0);
560 } 569 }
561 } 570 }
562 return 0; 571 return 0;
563 572
564 case TRIGGER: 573 case TRIGGER:
565 if (cause) 574 if (cause)
566 { 575 {
567 if (in_movement) 576 if (in_movement)
568 return 0; 577 return 0;
569 578
570 push = 1; 579 push = 1;
571 } 580 }
572 581
573 if (NUM_ANIMATIONS (op) > 1) 582 if (NUM_ANIMATIONS (op) > 1)
574 { 583 {
575 SET_ANIMATION (op, push); 584 SET_ANIMATION (op, push);
576 update_object (op, UP_OBJ_FACE); 585 update_object (op, UP_OBJ_FACE);
577 } 586 }
578 587
579 trigger_move (op, push); 588 trigger_move (op, push, cause);
580 return 1; 589 return 1;
581 590
582 default: 591 default:
583 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);
584 return 0; 593 return 0;
585 } 594 }
586} 595}
587 596
588void 597void
589add_button_link (object *button, maptile *map, int connected) 598object::add_link (maptile *map, shstr_tmp id)
590{ 599{
591 oblinkpt *obp;
592 objectlink *ol = get_objectlink ();
593
594 if (!map) 600 if (!map)
595 { 601 {
596 LOG (llevError, "Tried to add button-link without map.\n"); 602 LOG (llevError, "Tried to add button-link without map.\n");
597 return; 603 return;
598 } 604 }
599 605
600 button->path_attuned = connected; /* peterm: I need this so I can rebuild 606 flag [FLAG_IS_LINKED] = true;
601 a connected map from a template map. */
602 607
603 SET_FLAG (button, FLAG_IS_LINKED); 608 objectlink *ol = get_objectlink ();
604
605 ol->ob = button; 609 ol->ob = this;
606 610
607 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 611 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
608 ; 612 if (obp->id == id)
609
610 if (obp)
611 { 613 {
612 ol->next = obp->link; 614 ol->next = obp->link;
613 obp->link = ol; 615 obp->link = ol;
616 return;
614 } 617 }
615 else 618
616 {
617 obp = get_objectlinkpt (); 619 oblinkpt *obp = get_objectlinkpt ();
618 obp->value = connected; 620 obp->id = id;
619 621
620 obp->next = map->buttons; 622 obp->next = map->buttons;
621 map->buttons = obp; 623 map->buttons = obp;
622 obp->link = ol; 624 obp->link = ol;
623 }
624} 625}
625 626
626/* 627/*
627 * 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.
628 * This is only needed by editors. 629 * This is only needed by editors.
629 */ 630 */
630
631void 631void
632remove_button_link (object *op) 632object::remove_link ()
633{ 633{
634 oblinkpt *obp; 634 if (!map)
635 objectlink **olp, *ol;
636
637 if (op->map == NULL)
638 { 635 {
639 LOG (llevError, "remove_button_link() in object without map.\n"); 636 LOG (llevError, "remove_button_link() in object without map.\n");
640 return; 637 return;
641 } 638 }
642 639
643 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 640 if (!flag [FLAG_IS_LINKED])
644 { 641 {
645 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 642 LOG (llevError, "remove_button_linked() in unlinked object.\n");
646 return; 643 return;
647 } 644 }
648 645
646 flag [FLAG_IS_LINKED] = false;
647
649 for (obp = op->map->buttons; obp; obp = obp->next) 648 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
650 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 649 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
651 if (ol->ob == op) 650 if ((*olp)->ob == this)
652 { 651 {
653 652 objectlink *ol = *olp;
654/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
655 obp->value, op->name, op->map->path);
656*/
657 *olp = ol->next; 653 *olp = ol->next;
658 delete ol; 654 delete ol;
659 return; 655 return;
660 } 656 }
661 657
662 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 658 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
663 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 }
664} 683}
665 684
666/* 685/*
667 * Gets the objectlink for this connection from the map. 686 * Gets the objectlink for this connection from the map.
668 */ 687 */
669oblinkpt * 688oblinkpt *
670get_connection_links (maptile *map, long connection) 689maptile::find_link (shstr_tmp id)
671{ 690{
672 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 691 for (oblinkpt *obp = buttons; obp; obp = obp->next)
673 if (obp->value == connection) 692 if (obp->id == id)
674 return obp; 693 return obp;
675 694
676 return 0; 695 return 0;
677} 696}
678 697
679/* 698/*
680 * Return the first objectlink in the objects linked to this one 699 * Return the first objectlink in the objects linked to this one
681 */ 700 */
682
683oblinkpt * 701oblinkpt *
684get_button_links (const object *button) 702object::find_link () const
685{ 703{
686 oblinkpt *obp; 704 if (map)
687 objectlink *ol;
688
689 if (!button->map)
690 return NULL;
691
692 for (obp = button->map->buttons; obp; obp = obp->next) 705 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
693 for (ol = obp->link; ol; ol = ol->next) 706 for (objectlink *ol = obp->link; ol; ol = ol->next)
694 if (ol->ob == button) 707 if (ol->ob == this)
695 return obp; 708 return obp;
696 709
697 return NULL;
698}
699
700/*
701 * Made as a separate function to increase efficiency
702 */
703
704int
705get_button_value (const object *button)
706{
707 oblinkpt *obp;
708 objectlink *ol;
709
710 if (!button->map)
711 return 0;
712 for (obp = button->map->buttons; obp; obp = obp->next)
713 for (ol = obp->link; ol; ol = ol->next)
714 if (ol->ob == button)
715 return obp->value;
716 return 0; 710 return 0;
717} 711}
718 712
719/* This routine makes monsters who are 713/* This routine makes monsters who are
720 * standing on the 'mood floor' change their 714 * standing on the 'mood floor' change their
722 * If floor is to be triggered must have 716 * If floor is to be triggered must have
723 * a speed of zero (default is 1 for all 717 * a speed of zero (default is 1 for all
724 * but the charm floor type). 718 * but the charm floor type).
725 * by b.t. thomas@nomad.astro.psu.edu 719 * by b.t. thomas@nomad.astro.psu.edu
726 */ 720 */
727
728void 721void
729do_mood_floor (object *op, object *source) 722do_mood_floor (object *op, object *source)
730{ 723{
731 if (!source) 724 if (!source)
732 source = op; 725 source = op;
808 801
809 // FALL THROUGH 802 // FALL THROUGH
810 case 5: // kill all alives 803 case 5: // kill all alives
811 if (!tmp->flag [FLAG_PRECIOUS]) 804 if (!tmp->flag [FLAG_PRECIOUS])
812 { 805 {
813 get_archetype ("burnout")->insert_at (tmp, source); 806 archetype::get (shstr_burnout)->insert_at (tmp, source);
814 tmp->destroy (); 807 tmp->destroy ();
815 } 808 }
816 break; 809 break;
817 810
818 default: 811 default:
893 // and we have to set the value to 0 886 // and we have to set the value to 0
894 887
895 if (match && trig->last_sp) // match == having 888 if (match && trig->last_sp) // match == having
896 { 889 {
897 if (trig->last_heal) 890 if (trig->last_heal)
898 decrease_ob (match); 891 match->decrease ();
899 892
900 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
901 push_button (trig); 894 push_button (trig, op);
902 } 895 }
903 else if (!match && !trig->last_sp) // match == not having 896 else if (!match && !trig->last_sp) // match == not having
904 { 897 {
905 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
906 push_button (trig); 899 push_button (trig, op);
907 } 900 }
908} 901}
909 902

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