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Comparing deliantra/server/common/button.C (file contents):
Revision 1.43 by root, Mon Apr 21 06:35:26 2008 UTC vs.
Revision 1.60 by root, Mon Oct 26 03:43:22 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 (©) 2005,2006,2007,2008,2009 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* 27/*
28 * This code is no longer highly inefficient 8) 28 * This code is no longer highly inefficient 8)
29 */ 29 */
30 30
31/* 31/*
32 * elmex: 32 * elmex:
33 * This function takes a objectlink list with all the objects are going to be activated. 33 * 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. 34 * 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. 35 * The activator argument can be 0 or the source object for this activation.
36 * the originator is the player or monster who did something.
36 */ 37 */
37void 38static void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 39activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
39{ 40{
40 for (; ol; ol = ol->next) 41 for (; ol; ol = ol->next)
41 { 42 {
42 if (!ol->ob) 43 if (!ol->ob)
43 { 44 {
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole")); 76 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
76 tmp->value = tmp->stats.maxsp ? !state : state; 77 tmp->value = tmp->stats.maxsp ? !state : state;
77 tmp->set_speed (0.5); 78 tmp->set_speed (0.5);
78 break; 79 break;
79 80
80 case CF_HANDLE: 81 case T_HANDLE:
81 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
82 update_object (tmp, UP_OBJ_FACE); 83 update_object (tmp, UP_OBJ_FACE);
83 break; 84 break;
84 85
85 case SIGN: 86 case SIGN:
86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 87 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
87 { 88 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign")); 89 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("msg_voice"));
90
91 if (originator && originator->contr)
92 originator->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &tmp->name, &tmp->msg));
93
89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 94 new_info_map_except (NDI_UNIQUE | NDI_NAVY, tmp->map, originator, tmp->msg);
95
90 if (tmp->stats.food) 96 if (tmp->stats.food)
91 tmp->last_eat++; 97 tmp->last_eat++;
92 } 98 }
93 break; 99 break;
94 100
106 SET_ANIMATION (tmp, tmp->value); 112 SET_ANIMATION (tmp, tmp->value);
107 update_object (tmp, UP_OBJ_FACE); 113 update_object (tmp, UP_OBJ_FACE);
108 break; 114 break;
109 115
110 case MOOD_FLOOR: 116 case MOOD_FLOOR:
111 do_mood_floor (tmp, source); 117 do_mood_floor (tmp, activator);
112 break; 118 break;
113 119
114 case TIMED_GATE: 120 case TIMED_GATE:
115 if (!tmp->active) 121 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); 122 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
123
117 tmp->set_speed (tmp->arch->speed); 124 tmp->set_speed (tmp->arch->speed);
118 tmp->value = tmp->arch->value; 125 tmp->value = tmp->arch->value;
119 tmp->stats.sp = 1; 126 tmp->stats.sp = 1;
120 tmp->stats.hp = tmp->stats.maxhp; 127 tmp->stats.hp = tmp->stats.maxhp;
121 /* Handle multipart gates. We copy the value for the other parts 128 /* Handle multipart gates. We copy the value for the other parts
134 case FIREWALL: 141 case FIREWALL:
135 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 142 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
136 move_firewall (tmp); 143 move_firewall (tmp);
137 else 144 else
138 { 145 {
139 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 146 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); 147 animate_turning (tmp);
143 } 148 }
144 break; 149 break;
145 150
146 case TELEPORTER: 151 case TELEPORTER:
156 move_marker (tmp); 161 move_marker (tmp);
157 break; 162 break;
158 163
159 case DUPLICATOR: 164 case DUPLICATOR:
160 move_duplicator (tmp); 165 move_duplicator (tmp);
166 break;
167
168 case MAPSCRIPT:
169 cfperl_mapscript_activate (tmp, state, activator, originator);
161 break; 170 break;
162 } 171 }
163 } 172 }
164} 173}
165 174
174 * Changed the routine to loop through _all_ objects. 183 * Changed the routine to loop through _all_ objects.
175 * Better hurry with that linked list... 184 * Better hurry with that linked list...
176 * 185 *
177 */ 186 */
178void 187void
179push_button (object *op) 188push_button (object *op, object *originator)
180{ 189{
181 oblinkpt *obp = get_button_links (op); 190 if (oblinkpt *obp = op->find_link ())
182 191 {
183 if (!obp) 192 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
184 return; 193 return;
185 194
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); 195 activate_connection_link (obp->link, op->value, op, originator);
196 }
190} 197}
191 198
192/* 199/*
193 * elmex: 200 * elmex:
194 * This activates a connection, similar to push_button (object *op) but it takes 201 * 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 203 * the connection was 'state' or 'released'. So that you can activate objects
197 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 204 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
198 * 205 *
199 */ 206 */
200void 207void
201activate_connection (maptile *map, long connection, bool state) 208maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
202{ 209{
203 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 210 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
204 return; 211 return;
205 212
206 oblinkpt *obp = get_connection_links (map, connection); 213 if (oblinkpt *obp = find_link (id))
207
208 if (obp)
209 activate_connection_link (obp->link, state); 214 activate_connection_link (obp->link, state, activator, originator);
210} 215}
211 216
212/* 217/*
213 * Updates everything connected with the button op. 218 * Updates everything connected with the button op.
214 * After changing the state of a button, this function must be called 219 * 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 220 * to make sure that all gates and other buttons connected to the
216 * button reacts to the (eventual) change of state. 221 * button reacts to the (eventual) change of state.
217 */ 222 */
218void 223void
219update_button (object *op) 224update_button (object *op, object *originator)
220{ 225{
221 object *ab, *tmp, *head;
222 int tot, any_down = 0, old_value = op->value; 226 int any_down = 0, old_value = op->value;
223 oblinkpt *obp = 0;
224 objectlink *ol;
225 227
226 obp = get_button_links (op); 228 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) 229 for (objectlink *ol = obp->link; ol; ol = ol->next)
230 { 230 {
231 if (!ol->ob) 231 if (!ol->ob)
232 { 232 {
233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
234 continue; 234 continue;
235 } 235 }
236 236
237 tmp = ol->ob; 237 object *tmp = ol->ob;
238
238 if (tmp->type == BUTTON) 239 if (tmp->type == BUTTON)
239 { 240 {
241 sint32 total = 0;
242
240 for (ab = tmp->above, tot = 0; ab; ab = ab->above) 243 for (object *ab = tmp->above; ab; ab = ab->above)
241 {
242 head = ab->head_ ();
243
244 /* Basically, if the move_type matches that on what the 244 /* Basically, if the move_type matches that on what the
245 * button wants, we count it. The second check is so that 245 * button wants, we count it. The second check is so that
246 * objects who don't move (swords, etc) will count. Note that 246 * objects who don't move (swords, etc) will count. Note that
247 * this means that more work is needed to make buttons 247 * this means that more work is needed to make buttons
248 * that are only triggered by flying objects. 248 * that are only triggered by flying objects.
249 */ 249 */
250 if ((head->move_type & tmp->move_on) || head->move_type == 0) 250 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
251 tot += head->total_weight (); 251 total += ab->head_ ()->total_weight ();
252 }
253 252
254 tmp->value = tot >= tmp->weight ? 1 : 0; 253 tmp->value = total >= tmp->weight;
254
255 any_down = any_down || tmp->value;
255 } 256 }
256 else if (tmp->type == PEDESTAL) 257 else if (tmp->type == PEDESTAL)
257 { 258 {
259 bool is_match = is_match_expr (tmp->slaying);
258 tmp->value = 0; 260 tmp->value = 0;
259 261
260 for (ab = tmp->above; ab; ab = ab->above) 262 for (object *ab = tmp->above; ab; ab = ab->above)
261 { 263 {
262 head = ab->head_ (); 264 object *head = ab->head_ ();
263 265
264 /* Same note regarding move_type for buttons above apply here. */ 266 /* Same note regarding move_type for buttons above apply here. */
265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 267 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
268 if (is_match
269 ? match (tmp->slaying, head, tmp, originator)
266 (head->race == tmp->slaying || 270 : (head->race == tmp->slaying
267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 271 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 272 || (tmp->slaying == shstr_player && head->type == PLAYER)))
273 {
269 tmp->value = 1; 274 tmp->value = 1;
275 break;
270 } 276 }
271 } 277 }
272 278
273 any_down = any_down || tmp->value; 279 any_down = any_down || tmp->value;
280 }
281 else if (tmp->type == T_MATCH)
282 {
283 tmp->value = 0;
284
285 for (object *ab = tmp->above; ab; ab = ab->above)
286 {
287 object *head = ab->head_ ();
288
289 /* Same note regarding move_type for buttons above apply here. */
290 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
291 if (match (tmp->slaying, head, tmp, originator))
292 {
293 tmp->value = 1;
294 break;
295 }
296 }
297
298 any_down = any_down || tmp->value;
299 }
274 } 300 }
275 301
276 if (any_down) /* If any other buttons were down, force this to remain down */ 302 if (any_down) /* If any other buttons were down, force this to remain down */
277 op->value = 1; 303 op->value = 1;
278 304
305 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
306
279 /* If this button hasn't changed, don't do anything */ 307 /* If this button hasn't changed, don't do anything */
280 if (op->value != old_value) 308 if (op->value != old_value)
281 { 309 {
282 SET_ANIMATION (op, op->value); 310 SET_ANIMATION (op, op->value);
283 update_object (op, UP_OBJ_FACE); 311 update_object (op, UP_OBJ_FACE);
284 push_button (op); /* Make all other buttons the same */ 312 push_button (op, originator); /* Make all other buttons the same */
285 } 313 }
286} 314}
287 315
288void 316void
289use_trigger (object *op) 317use_trigger (object *op, object *originator)
290{ 318{
291 /* Toggle value */ 319 /* Toggle value */
292 op->value = !op->value; 320 op->value = !op->value;
321
293 push_button (op); 322 push_button (op, originator);
294} 323}
295 324
296/* 325/*
297 * Note: animate_object should be used instead of this, 326 * Note: animate_object should be used instead of this,
298 * but it can't handle animations in the 8 directions 327 * but it can't handle animations in the 8 directions
319 * sacrificed. This fixes a bug of trying to put multiple altars/related 348 * sacrificed. This fixes a bug of trying to put multiple altars/related
320 * objects on the same space that take the same sacrifice. 349 * objects on the same space that take the same sacrifice.
321 */ 350 */
322 351
323int 352int
324check_altar_sacrifice (const object *altar, const object *sacrifice) 353check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
325{ 354{
355 if (sacrifice->flag [FLAG_UNPAID])
356 return 0;
357
358 if (is_match_expr (ARCH_SACRIFICE (altar)))
359 return match (ARCH_SACRIFICE (altar), altar, originator);
360
326 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) 361 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
327 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 362 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
328 && sacrifice->type != PLAYER) 363 && sacrifice->type != PLAYER)
329 { 364 {
330 if (ARCH_SACRIFICE (altar) == shstr_money 365 if (ARCH_SACRIFICE (altar) == shstr_money
351 * 386 *
352 * If this function returns 1, '*sacrifice' is modified to point to the 387 * 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. 388 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
354 */ 389 */
355int 390int
356operate_altar (object *altar, object **sacrifice) 391operate_altar (object *altar, object **sacrifice, object *originator)
357{ 392{
358 if (!altar->map) 393 if (!altar->map)
359 { 394 {
360 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 395 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
361 return 0; 396 return 0;
362 } 397 }
363 398
364 if (!altar->slaying || altar->value) 399 if (!altar->slaying || altar->value)
365 return 0; 400 return 0;
366 401
367 if (!check_altar_sacrifice (altar, *sacrifice)) 402 if (!check_altar_sacrifice (altar, *sacrifice, originator))
368 return 0; 403 return 0;
369 404
370 /* check_altar_sacrifice should have already verified that enough money 405 /* check_altar_sacrifice should have already verified that enough money
371 * has been dropped. 406 * has been dropped.
372 */ 407 */
390 425
391 return 1; 426 return 1;
392} 427}
393 428
394void 429void
395trigger_move (object *op, int state) /* 1 down and 0 up */ 430trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
396{ 431{
397 op->stats.wc = state; 432 op->stats.wc = state;
433
398 if (state) 434 if (state)
399 { 435 {
400 use_trigger (op); 436 use_trigger (op, originator);
401 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 437 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
402 op->speed_left = -1; 438 op->speed_left = -1;
403 } 439 }
404 else 440 else
405 { 441 {
406 use_trigger (op); 442 use_trigger (op, originator);
407 op->set_speed (0); 443 op->set_speed (0);
408 } 444 }
409} 445}
410 446
411 447
420 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 456 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
421 * 457 *
422 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 458 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
423 */ 459 */
424int 460int
425check_trigger (object *op, object *cause) 461check_trigger (object *op, object *cause, object *originator)
426{ 462{
427 object *tmp; 463 object *tmp;
428 int push = 0, tot = 0; 464 int push = 0, tot = 0;
429 int in_movement = op->stats.wc || op->speed; 465 int in_movement = op->stats.wc || op->speed;
430 466
431 switch (op->type) 467 switch (op->type)
432 { 468 {
433 case TRIGGER_BUTTON: 469 case TRIGGER_BUTTON:
434 if (op->weight > 0) 470 if (op->weight > 0)
435 { 471 {
436 if (cause) 472 if (cause)
437 { 473 {
438 for (tmp = op->above; tmp; tmp = tmp->above) 474 for (tmp = op->above; tmp; tmp = tmp->above)
439 /* Comment reproduced from update_buttons(): */ 475 /* Comment reproduced from update_buttons(): */
440 /* Basically, if the move_type matches that on what the 476 /* Basically, if the move_type matches that on what the
441 * button wants, we count it. The second check is so that 477 * button wants, we count it. The second check is so that
442 * objects that don't move (swords, etc) will count. Note that 478 * objects that don't move (swords, etc) will count. Note that
443 * this means that more work is needed to make buttons 479 * this means that more work is needed to make buttons
444 * that are only triggered by flying objects. 480 * that are only triggered by flying objects.
481 */
482 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
483 tot += tmp->head_ ()->total_weight ();
484
485 if (tot >= op->weight)
486 push = 1;
487
488 if (op->stats.ac == push)
489 return 0;
490
491 op->stats.ac = push;
492 if (NUM_ANIMATIONS (op) > 1)
493 {
494 SET_ANIMATION (op, push);
495 update_object (op, UP_OBJ_FACE);
496 }
497
498 if (in_movement || !push)
499 return 0;
500 }
501
502 trigger_move (op, push, cause);
503 }
504
505 return 0;
506
507 case TRIGGER_PEDESTAL:
508 if (cause)
509 {
510 for (tmp = op->above; tmp; tmp = tmp->above)
511 {
512 object *head = tmp->head_ ();
513
514 /* See comment in TRIGGER_BUTTON about move_types */
515 if (((head->move_type & op->move_on) || head->move_type == 0)
516 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
517 {
518 push = 1;
519 break;
520 }
521 }
522
523 if (op->stats.ac == push)
524 return 0;
525
526 op->stats.ac = push;
527
528 if (NUM_ANIMATIONS (op) > 1)
529 {
530 SET_ANIMATION (op, push);
531 update_object (op, UP_OBJ_FACE);
532 }
533
534 update_object (op, UP_OBJ_FACE);
535
536 if (in_movement || !push)
537 return 0;
538 }
539
540 trigger_move (op, push, cause);
541 return 0;
542
543 case TRIGGER_ALTAR:
544 if (cause)
545 {
546 if (in_movement)
547 return 0;
548
549 if (operate_altar (op, &cause)) /* TODO: originator? */
550 {
551 if (NUM_ANIMATIONS (op) > 1)
552 {
553 SET_ANIMATION (op, 1);
554 update_object (op, UP_OBJ_FACE);
555 }
556
557 if (op->last_sp >= 0)
558 {
559 trigger_move (op, 1, cause);
560
561 if (op->last_sp > 0)
562 op->last_sp = -op->last_sp;
563 }
564 else
565 {
566 /* for trigger altar with last_sp, the ON/OFF
567 * status (-> +/- value) is "simulated":
445 */ 568 */
446 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 569 op->value = !op->value;
447 tot += tmp->head_ ()->total_weight (); 570 trigger_move (op, 1, cause);
448 571 op->last_sp = -op->last_sp;
449 if (tot >= op->weight) 572 op->value = !op->value;
450 push = 1;
451
452 if (op->stats.ac == push)
453 return 0;
454
455 op->stats.ac = push;
456 if (NUM_ANIMATIONS (op) > 1)
457 {
458 SET_ANIMATION (op, push);
459 update_object (op, UP_OBJ_FACE);
460 } 573 }
461 574
462 if (in_movement || !push) 575 return cause == NULL;
463 return 0;
464 } 576 }
465 trigger_move (op, push);
466 } 577 else
467
468 return 0;
469
470 case TRIGGER_PEDESTAL:
471 if (cause)
472 {
473 for (tmp = op->above; tmp; tmp = tmp->above)
474 {
475 object *head = tmp->head_ ();
476
477 /* See comment in TRIGGER_BUTTON about move_types */
478 if (((head->move_type & op->move_on) || head->move_type == 0)
479 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
480 {
481 push = 1;
482 break;
483 }
484 }
485
486 if (op->stats.ac == push)
487 return 0; 578 return 0;
488 579 }
489 op->stats.ac = push; 580 else
490 581 {
491 if (NUM_ANIMATIONS (op) > 1) 582 if (NUM_ANIMATIONS (op) > 1)
492 { 583 {
493 SET_ANIMATION (op, push); 584 SET_ANIMATION (op, 0);
494 update_object (op, UP_OBJ_FACE); 585 update_object (op, UP_OBJ_FACE);
495 } 586 }
496 587
497 update_object (op, UP_OBJ_FACE);
498
499 if (in_movement || !push)
500 return 0;
501 }
502
503 trigger_move (op, push);
504 return 0;
505
506 case TRIGGER_ALTAR:
507 if (cause)
508 {
509 if (in_movement)
510 return 0;
511
512 if (operate_altar (op, &cause))
513 {
514 if (NUM_ANIMATIONS (op) > 1)
515 {
516 SET_ANIMATION (op, 1);
517 update_object (op, UP_OBJ_FACE);
518 }
519
520 if (op->last_sp >= 0)
521 {
522 trigger_move (op, 1);
523 if (op->last_sp > 0)
524 op->last_sp = -op->last_sp;
525 }
526 else
527 {
528 /* for trigger altar with last_sp, the ON/OFF
529 * status (-> +/- value) is "simulated":
530 */
531 op->value = !op->value;
532 trigger_move (op, 1);
533 op->last_sp = -op->last_sp;
534 op->value = !op->value;
535 }
536
537 return cause == NULL;
538 }
539 else
540 return 0;
541 }
542 else
543 {
544 if (NUM_ANIMATIONS (op) > 1)
545 {
546 SET_ANIMATION (op, 0);
547 update_object (op, UP_OBJ_FACE);
548 }
549
550 /* If trigger_altar has "last_sp > 0" set on the map, 588 /* If trigger_altar has "last_sp > 0" set on the map,
551 * it will push the connected value only once per sacrifice. 589 * it will push the connected value only once per sacrifice.
552 * Otherwise (default), the connected value will be 590 * Otherwise (default), the connected value will be
553 * pushed twice: First by sacrifice, second by reset! -AV 591 * pushed twice: First by sacrifice, second by reset! -AV
554 */ 592 */
555 if (!op->last_sp) 593 if (!op->last_sp)
556 trigger_move (op, 0); 594 trigger_move (op, 0, cause);
557 else 595 else
558 { 596 {
559 op->stats.wc = 0; 597 op->stats.wc = 0;
560 op->value = !op->value; 598 op->value = !op->value;
561 op->set_speed (0); 599 op->set_speed (0);
562 } 600 }
563 } 601 }
564 return 0; 602 return 0;
565 603
566 case TRIGGER: 604 case TRIGGER:
567 if (cause) 605 if (cause)
568 { 606 {
569 if (in_movement) 607 if (in_movement)
570 return 0; 608 return 0;
571 609
572 push = 1; 610 push = 1;
573 } 611 }
574 612
575 if (NUM_ANIMATIONS (op) > 1) 613 if (NUM_ANIMATIONS (op) > 1)
576 { 614 {
577 SET_ANIMATION (op, push); 615 SET_ANIMATION (op, push);
578 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_FACE);
579 } 617 }
580 618
581 trigger_move (op, push); 619 trigger_move (op, push, cause);
582 return 1; 620 return 1;
583 621
584 default: 622 default:
585 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 623 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
586 return 0; 624 return 0;
587 } 625 }
588} 626}
589 627
590void 628void
591add_button_link (object *button, maptile *map, int connected) 629object::add_link (maptile *map, shstr_tmp id)
592{ 630{
593 oblinkpt *obp;
594 objectlink *ol = get_objectlink ();
595
596 if (!map) 631 if (!map)
597 { 632 {
598 LOG (llevError, "Tried to add button-link without map.\n"); 633 LOG (llevError, "Tried to add button-link without map.\n");
599 return; 634 return;
600 } 635 }
601 636
602 button->path_attuned = connected; /* peterm: I need this so I can rebuild 637 flag [FLAG_IS_LINKED] = true;
603 a connected map from a template map. */
604 638
605 SET_FLAG (button, FLAG_IS_LINKED); 639 objectlink *ol = get_objectlink ();
606
607 ol->ob = button; 640 ol->ob = this;
608 641
609 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 642 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
610 ; 643 if (obp->id == id)
611
612 if (obp)
613 { 644 {
614 ol->next = obp->link; 645 ol->next = obp->link;
615 obp->link = ol; 646 obp->link = ol;
647 return;
616 } 648 }
617 else 649
618 {
619 obp = get_objectlinkpt (); 650 oblinkpt *obp = get_objectlinkpt ();
620 obp->value = connected; 651 obp->id = id;
621 652
622 obp->next = map->buttons; 653 obp->next = map->buttons;
623 map->buttons = obp; 654 map->buttons = obp;
624 obp->link = ol; 655 obp->link = ol;
625 }
626} 656}
627 657
628/* 658/*
629 * Remove the object from the linked lists of buttons in the map. 659 * Remove the object from the linked lists of buttons in the map.
630 * This is only needed by editors. 660 * This is only needed by editors.
631 */ 661 */
632
633void 662void
634remove_button_link (object *op) 663object::remove_link ()
635{ 664{
636 oblinkpt *obp; 665 if (!map)
637 objectlink **olp, *ol;
638
639 if (op->map == NULL)
640 { 666 {
641 LOG (llevError, "remove_button_link() in object without map.\n"); 667 LOG (llevError, "remove_button_link() in object without map.\n");
642 return; 668 return;
643 } 669 }
644 670
645 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 671 if (!flag [FLAG_IS_LINKED])
646 { 672 {
647 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 673 LOG (llevError, "remove_button_linked() in unlinked object.\n");
648 return; 674 return;
649 } 675 }
650 676
677 flag [FLAG_IS_LINKED] = false;
678
651 for (obp = op->map->buttons; obp; obp = obp->next) 679 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
652 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 680 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
653 if (ol->ob == op) 681 if ((*olp)->ob == this)
654 { 682 {
655 683 objectlink *ol = *olp;
656/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
657 obp->value, op->name, op->map->path);
658*/
659 *olp = ol->next; 684 *olp = ol->next;
660 delete ol; 685 delete ol;
661 return; 686 return;
662 } 687 }
663 688
664 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 689 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
665 CLEAR_FLAG (op, FLAG_IS_LINKED); 690}
691
692/*
693 * Updates every button on the map (by calling update_button() for them).
694 */
695void
696maptile::update_buttons ()
697{
698 for (oblinkpt *obp = buttons; obp; obp = obp->next)
699 for (objectlink *ol = obp->link; ol; ol = ol->next)
700 {
701 if (!ol->ob)
702 {
703 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
704 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
705 continue;
706 }
707
708 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
709 {
710 update_button (ol->ob, 0);
711 break;
712 }
713 }
666} 714}
667 715
668/* 716/*
669 * Gets the objectlink for this connection from the map. 717 * Gets the objectlink for this connection from the map.
670 */ 718 */
671oblinkpt * 719oblinkpt *
672get_connection_links (maptile *map, long connection) 720maptile::find_link (shstr_tmp id)
673{ 721{
674 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 722 for (oblinkpt *obp = buttons; obp; obp = obp->next)
675 if (obp->value == connection) 723 if (obp->id == id)
676 return obp; 724 return obp;
677 725
678 return 0; 726 return 0;
679} 727}
680 728
681/* 729/*
682 * Return the first objectlink in the objects linked to this one 730 * Return the first objectlink in the objects linked to this one
683 */ 731 */
684
685oblinkpt * 732oblinkpt *
686get_button_links (const object *button) 733object::find_link () const
687{ 734{
688 oblinkpt *obp; 735 if (map)
689 objectlink *ol;
690
691 if (!button->map)
692 return NULL;
693
694 for (obp = button->map->buttons; obp; obp = obp->next) 736 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
695 for (ol = obp->link; ol; ol = ol->next) 737 for (objectlink *ol = obp->link; ol; ol = ol->next)
696 if (ol->ob == button) 738 if (ol->ob == this)
697 return obp; 739 return obp;
698 740
699 return NULL;
700}
701
702/*
703 * Made as a separate function to increase efficiency
704 */
705
706int
707get_button_value (const object *button)
708{
709 oblinkpt *obp;
710 objectlink *ol;
711
712 if (!button->map)
713 return 0;
714 for (obp = button->map->buttons; obp; obp = obp->next)
715 for (ol = obp->link; ol; ol = ol->next)
716 if (ol->ob == button)
717 return obp->value;
718 return 0; 741 return 0;
719} 742}
720 743
721/* This routine makes monsters who are 744/* This routine makes monsters who are
722 * standing on the 'mood floor' change their 745 * standing on the 'mood floor' change their
724 * If floor is to be triggered must have 747 * If floor is to be triggered must have
725 * a speed of zero (default is 1 for all 748 * a speed of zero (default is 1 for all
726 * but the charm floor type). 749 * but the charm floor type).
727 * by b.t. thomas@nomad.astro.psu.edu 750 * by b.t. thomas@nomad.astro.psu.edu
728 */ 751 */
729
730void 752void
731do_mood_floor (object *op, object *source) 753do_mood_floor (object *op, object *source)
732{ 754{
733 if (!source) 755 if (!source)
734 source = op; 756 source = op;
810 832
811 // FALL THROUGH 833 // FALL THROUGH
812 case 5: // kill all alives 834 case 5: // kill all alives
813 if (!tmp->flag [FLAG_PRECIOUS]) 835 if (!tmp->flag [FLAG_PRECIOUS])
814 { 836 {
815 get_archetype ("burnout")->insert_at (tmp, source); 837 archetype::get (shstr_burnout)->insert_at (tmp, source);
816 tmp->destroy (); 838 tmp->destroy ();
817 } 839 }
818 break; 840 break;
819 841
820 default: 842 default:
898 { 920 {
899 if (trig->last_heal) 921 if (trig->last_heal)
900 match->decrease (); 922 match->decrease ();
901 923
902 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 924 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
903 push_button (trig); 925 push_button (trig, op);
904 } 926 }
905 else if (!match && !trig->last_sp) // match == not having 927 else if (!match && !trig->last_sp) // match == not having
906 { 928 {
907 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 929 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
908 push_button (trig); 930 push_button (trig, op);
909 } 931 }
910} 932}
911 933

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