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Comparing deliantra/server/common/button.C (file contents):
Revision 1.40 by root, Thu Nov 8 19:43:23 2007 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 != NULL; ab = ab->above) 237 for (object *ab = tmp->above; ab; ab = ab->above)
241 /* Bug? The pedestal code below looks for the head of
242 * the object, this bit doesn't. I'd think we should check
243 * for head here also. Maybe it also makese sense to
244 * make the for ab=tmp->above loop common, and alter
245 * behaviour based on object within that loop?
246 */
247
248 /* Basically, if the move_type matches that on what the 238 /* Basically, if the move_type matches that on what the
249 * button wants, we count it. The second check is so that 239 * button wants, we count it. The second check is so that
250 * objects don't move (swords, etc) will count. Note that 240 * objects who don't move (swords, etc) will count. Note that
251 * this means that more work is needed to make buttons 241 * this means that more work is needed to make buttons
252 * that are only triggered by flying objects. 242 * that are only triggered by flying objects.
253 */ 243 */
254 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
255 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 245 total += ab->head_ ()->total_weight ();
256 246
257 tmp->value = (tot >= tmp->weight) ? 1 : 0; 247 tmp->value = total >= tmp->weight;
258 if (tmp->value) 248
259 any_down = 1; 249 any_down = any_down || tmp->value;
260 } 250 }
261 else if (tmp->type == PEDESTAL) 251 else if (tmp->type == PEDESTAL)
262 { 252 {
263 tmp->value = 0; 253 tmp->value = 0;
254
264 for (ab = tmp->above; ab != NULL; ab = ab->above) 255 for (object *ab = tmp->above; ab; ab = ab->above)
265 { 256 {
266 head = ab->head_ (); 257 object *head = ab->head_ ();
258
267 /* Same note regarding move_type for buttons above apply here. */ 259 /* Same note regarding move_type for buttons above apply here. */
268 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 260 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
269 (head->race == tmp->slaying || 261 && (head->race == tmp->slaying
270 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 262 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
271 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 263 || (tmp->slaying == shstr_player && head->type == PLAYER)))
272 tmp->value = 1; 264 tmp->value = 1;
273 } 265 }
274 266
275 if (tmp->value) 267 any_down = any_down || tmp->value;
276 any_down = 1;
277 } 268 }
278 } 269 }
270
279 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 */
280 op->value = 1; 272 op->value = 1;
281 273
274 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
275
282 /* If this button hasn't changed, don't do anything */ 276 /* If this button hasn't changed, don't do anything */
283 if (op->value != old_value) 277 if (op->value != old_value)
284 { 278 {
285 SET_ANIMATION (op, op->value); 279 SET_ANIMATION (op, op->value);
286 update_object (op, UP_OBJ_FACE); 280 update_object (op, UP_OBJ_FACE);
287 push_button (op); /* Make all other buttons the same */ 281 push_button (op, originator); /* Make all other buttons the same */
288 } 282 }
289} 283}
290 284
291void 285void
292use_trigger (object *op) 286use_trigger (object *op, object *originator)
293{ 287{
294 /* Toggle value */ 288 /* Toggle value */
295 op->value = !op->value; 289 op->value = !op->value;
290
296 push_button (op); 291 push_button (op, originator);
297} 292}
298 293
299/* 294/*
300 * Note: animate_object should be used instead of this, 295 * Note: animate_object should be used instead of this,
301 * but it can't handle animations in the 8 directions 296 * but it can't handle animations in the 8 directions
322 * 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
323 * objects on the same space that take the same sacrifice. 318 * objects on the same space that take the same sacrifice.
324 */ 319 */
325 320
326int 321int
327check_altar_sacrifice (const object *altar, const object *sacrifice) 322check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
328{ 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
329 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) 330 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
330 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 331 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
331 && sacrifice->type != PLAYER) 332 && sacrifice->type != PLAYER)
332 { 333 {
333 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 334 if (ARCH_SACRIFICE (altar) == shstr_money
334 && sacrifice->type == MONEY 335 && sacrifice->type == MONEY
335 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 336 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
336 return 1; 337 return 1;
337 338
338 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname 339 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
339 || ARCH_SACRIFICE (altar) == sacrifice->name 340 || ARCH_SACRIFICE (altar) == sacrifice->name
340 || ARCH_SACRIFICE (altar) == sacrifice->slaying 341 || ARCH_SACRIFICE (altar) == sacrifice->slaying
341 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) 342 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
342 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 343 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
343 return 1; 344 return 1;
344 } 345 }
345 346
346 return 0; 347 return 0;
347} 348}
354 * 355 *
355 * 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
356 * 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.
357 */ 358 */
358int 359int
359operate_altar (object *altar, object **sacrifice) 360operate_altar (object *altar, object **sacrifice, object *originator)
360{ 361{
361 if (!altar->map) 362 if (!altar->map)
362 { 363 {
363 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 364 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
364 return 0; 365 return 0;
365 } 366 }
366 367
367 if (!altar->slaying || altar->value) 368 if (!altar->slaying || altar->value)
368 return 0; 369 return 0;
369 370
370 if (!check_altar_sacrifice (altar, *sacrifice)) 371 if (!check_altar_sacrifice (altar, *sacrifice, originator))
371 return 0; 372 return 0;
372 373
373 /* check_altar_sacrifice should have already verified that enough money 374 /* check_altar_sacrifice should have already verified that enough money
374 * has been dropped. 375 * has been dropped.
375 */ 376 */
376 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 377 if (ARCH_SACRIFICE (altar) == shstr_money)
377 { 378 {
378 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 379 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
379 380
380 /* Round up any sacrifices. Altars don't make change either */ 381 /* Round up any sacrifices. Altars don't make change either */
381 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 382 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
382 number++; 383 number++;
383 384
384 *sacrifice = decrease_ob_nr (*sacrifice, number); 385 if (!(*sacrifice)->decrease (number))
386 *sacrifice = 0;
385 } 387 }
386 else 388 else
387 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 389 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
390 *sacrifice = 0;
388 391
389 if (altar->msg) 392 if (altar->msg)
390 new_info_map (NDI_BLACK, altar->map, altar->msg); 393 new_info_map (NDI_BLACK, altar->map, altar->msg);
391 394
392 return 1; 395 return 1;
393} 396}
394 397
395void 398void
396trigger_move (object *op, int state) /* 1 down and 0 up */ 399trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
397{ 400{
398 op->stats.wc = state; 401 op->stats.wc = state;
402
399 if (state) 403 if (state)
400 { 404 {
401 use_trigger (op); 405 use_trigger (op, originator);
402 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.);
403 op->speed_left = -1; 407 op->speed_left = -1;
404 } 408 }
405 else 409 else
406 { 410 {
407 use_trigger (op); 411 use_trigger (op, originator);
408 op->set_speed (0); 412 op->set_speed (0);
409 } 413 }
410} 414}
411 415
412 416
421 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 425 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
422 * 426 *
423 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 427 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
424 */ 428 */
425int 429int
426check_trigger (object *op, object *cause) 430check_trigger (object *op, object *cause, object *originator)
427{ 431{
428 object *tmp; 432 object *tmp;
429 int push = 0, tot = 0; 433 int push = 0, tot = 0;
430 int in_movement = op->stats.wc || op->speed; 434 int in_movement = op->stats.wc || op->speed;
431 435
432 switch (op->type) 436 switch (op->type)
433 { 437 {
434 case TRIGGER_BUTTON: 438 case TRIGGER_BUTTON:
435 if (op->weight > 0) 439 if (op->weight > 0)
436 { 440 {
437 if (cause) 441 if (cause)
438 { 442 {
439 for (tmp = op->above; tmp; tmp = tmp->above) 443 for (tmp = op->above; tmp; tmp = tmp->above)
440 /* Comment reproduced from update_buttons(): */ 444 /* Comment reproduced from update_buttons(): */
441 /* Basically, if the move_type matches that on what the 445 /* Basically, if the move_type matches that on what the
442 * button wants, we count it. The second check is so that 446 * button wants, we count it. The second check is so that
443 * objects that don't move (swords, etc) will count. Note that 447 * objects that don't move (swords, etc) will count. Note that
444 * this means that more work is needed to make buttons 448 * this means that more work is needed to make buttons
445 * 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":
446 */ 537 */
447 538 op->value = !op->value;
448 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 539 trigger_move (op, 1, cause);
449 { 540 op->last_sp = -op->last_sp;
450 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 541 op->value = !op->value;
451 }
452 if (tot >= op->weight)
453 push = 1;
454 if (op->stats.ac == push)
455 return 0;
456 op->stats.ac = push;
457 if (NUM_ANIMATIONS (op) > 1)
458 {
459 SET_ANIMATION (op, push);
460 update_object (op, UP_OBJ_FACE);
461 } 542 }
462 if (in_movement || !push) 543
463 return 0; 544 return cause == NULL;
464 } 545 }
465 trigger_move (op, push);
466 } 546 else
467 return 0;
468
469 case TRIGGER_PEDESTAL:
470 if (cause)
471 {
472 for (tmp = op->above; tmp; tmp = tmp->above)
473 {
474 object *head = tmp->head_ ();
475
476 /* See comment in TRIGGER_BUTTON about move_types */
477 if (((head->move_type & op->move_on) || head->move_type == 0)
478 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
479 {
480 push = 1;
481 break;
482 }
483 }
484
485 if (op->stats.ac == push)
486 return 0; 547 return 0;
487 548 }
488 op->stats.ac = push; 549 else
489 550 {
490 if (NUM_ANIMATIONS (op) > 1) 551 if (NUM_ANIMATIONS (op) > 1)
491 { 552 {
492 SET_ANIMATION (op, push); 553 SET_ANIMATION (op, 0);
493 update_object (op, UP_OBJ_FACE); 554 update_object (op, UP_OBJ_FACE);
494 } 555 }
495 556
496 update_object (op, UP_OBJ_FACE);
497
498 if (in_movement || !push)
499 return 0;
500 }
501
502 trigger_move (op, push);
503 return 0;
504
505 case TRIGGER_ALTAR:
506 if (cause)
507 {
508 if (in_movement)
509 return 0;
510
511 if (operate_altar (op, &cause))
512 {
513 if (NUM_ANIMATIONS (op) > 1)
514 {
515 SET_ANIMATION (op, 1);
516 update_object (op, UP_OBJ_FACE);
517 }
518
519 if (op->last_sp >= 0)
520 {
521 trigger_move (op, 1);
522 if (op->last_sp > 0)
523 op->last_sp = -op->last_sp;
524 }
525 else
526 {
527 /* for trigger altar with last_sp, the ON/OFF
528 * status (-> +/- value) is "simulated":
529 */
530 op->value = !op->value;
531 trigger_move (op, 1);
532 op->last_sp = -op->last_sp;
533 op->value = !op->value;
534 }
535
536 return cause == NULL;
537 }
538 else
539 return 0;
540 }
541 else
542 {
543 if (NUM_ANIMATIONS (op) > 1)
544 {
545 SET_ANIMATION (op, 0);
546 update_object (op, UP_OBJ_FACE);
547 }
548
549 /* If trigger_altar has "last_sp > 0" set on the map, 557 /* If trigger_altar has "last_sp > 0" set on the map,
550 * it will push the connected value only once per sacrifice. 558 * it will push the connected value only once per sacrifice.
551 * Otherwise (default), the connected value will be 559 * Otherwise (default), the connected value will be
552 * pushed twice: First by sacrifice, second by reset! -AV 560 * pushed twice: First by sacrifice, second by reset! -AV
553 */ 561 */
554 if (!op->last_sp) 562 if (!op->last_sp)
555 trigger_move (op, 0); 563 trigger_move (op, 0, cause);
556 else 564 else
557 { 565 {
558 op->stats.wc = 0; 566 op->stats.wc = 0;
559 op->value = !op->value; 567 op->value = !op->value;
560 op->set_speed (0); 568 op->set_speed (0);
561 } 569 }
562 } 570 }
563 return 0; 571 return 0;
564 572
565 case TRIGGER: 573 case TRIGGER:
566 if (cause) 574 if (cause)
567 { 575 {
568 if (in_movement) 576 if (in_movement)
569 return 0; 577 return 0;
570 578
571 push = 1; 579 push = 1;
572 } 580 }
573 581
574 if (NUM_ANIMATIONS (op) > 1) 582 if (NUM_ANIMATIONS (op) > 1)
575 { 583 {
576 SET_ANIMATION (op, push); 584 SET_ANIMATION (op, push);
577 update_object (op, UP_OBJ_FACE); 585 update_object (op, UP_OBJ_FACE);
578 } 586 }
579 587
580 trigger_move (op, push); 588 trigger_move (op, push, cause);
581 return 1; 589 return 1;
582 590
583 default: 591 default:
584 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);
585 return 0; 593 return 0;
586 } 594 }
587} 595}
588 596
589void 597void
590add_button_link (object *button, maptile *map, int connected) 598object::add_link (maptile *map, shstr_tmp id)
591{ 599{
592 oblinkpt *obp;
593 objectlink *ol = get_objectlink ();
594
595 if (!map) 600 if (!map)
596 { 601 {
597 LOG (llevError, "Tried to add button-link without map.\n"); 602 LOG (llevError, "Tried to add button-link without map.\n");
598 return; 603 return;
599 } 604 }
600 605
601 button->path_attuned = connected; /* peterm: I need this so I can rebuild 606 flag [FLAG_IS_LINKED] = true;
602 a connected map from a template map. */
603 607
604 SET_FLAG (button, FLAG_IS_LINKED); 608 objectlink *ol = get_objectlink ();
605
606 ol->ob = button; 609 ol->ob = this;
607 610
608 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 611 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
609 ; 612 if (obp->id == id)
610
611 if (obp)
612 { 613 {
613 ol->next = obp->link; 614 ol->next = obp->link;
614 obp->link = ol; 615 obp->link = ol;
616 return;
615 } 617 }
616 else 618
617 {
618 obp = get_objectlinkpt (); 619 oblinkpt *obp = get_objectlinkpt ();
619 obp->value = connected; 620 obp->id = id;
620 621
621 obp->next = map->buttons; 622 obp->next = map->buttons;
622 map->buttons = obp; 623 map->buttons = obp;
623 obp->link = ol; 624 obp->link = ol;
624 }
625} 625}
626 626
627/* 627/*
628 * 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.
629 * This is only needed by editors. 629 * This is only needed by editors.
630 */ 630 */
631
632void 631void
633remove_button_link (object *op) 632object::remove_link ()
634{ 633{
635 oblinkpt *obp; 634 if (!map)
636 objectlink **olp, *ol;
637
638 if (op->map == NULL)
639 { 635 {
640 LOG (llevError, "remove_button_link() in object without map.\n"); 636 LOG (llevError, "remove_button_link() in object without map.\n");
641 return; 637 return;
642 } 638 }
643 639
644 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 640 if (!flag [FLAG_IS_LINKED])
645 { 641 {
646 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 642 LOG (llevError, "remove_button_linked() in unlinked object.\n");
647 return; 643 return;
648 } 644 }
649 645
646 flag [FLAG_IS_LINKED] = false;
647
650 for (obp = op->map->buttons; obp; obp = obp->next) 648 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
651 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 649 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
652 if (ol->ob == op) 650 if ((*olp)->ob == this)
653 { 651 {
654 652 objectlink *ol = *olp;
655/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
656 obp->value, op->name, op->map->path);
657*/
658 *olp = ol->next; 653 *olp = ol->next;
659 delete ol; 654 delete ol;
660 return; 655 return;
661 } 656 }
662 657
663 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 658 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
664 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 }
665} 683}
666 684
667/* 685/*
668 * Gets the objectlink for this connection from the map. 686 * Gets the objectlink for this connection from the map.
669 */ 687 */
670oblinkpt * 688oblinkpt *
671get_connection_links (maptile *map, long connection) 689maptile::find_link (shstr_tmp id)
672{ 690{
673 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 691 for (oblinkpt *obp = buttons; obp; obp = obp->next)
674 if (obp->value == connection) 692 if (obp->id == id)
675 return obp; 693 return obp;
676 694
677 return 0; 695 return 0;
678} 696}
679 697
680/* 698/*
681 * Return the first objectlink in the objects linked to this one 699 * Return the first objectlink in the objects linked to this one
682 */ 700 */
683
684oblinkpt * 701oblinkpt *
685get_button_links (const object *button) 702object::find_link () const
686{ 703{
687 oblinkpt *obp; 704 if (map)
688 objectlink *ol;
689
690 if (!button->map)
691 return NULL;
692
693 for (obp = button->map->buttons; obp; obp = obp->next) 705 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
694 for (ol = obp->link; ol; ol = ol->next) 706 for (objectlink *ol = obp->link; ol; ol = ol->next)
695 if (ol->ob == button) 707 if (ol->ob == this)
696 return obp; 708 return obp;
697 709
698 return NULL;
699}
700
701/*
702 * Made as a separate function to increase efficiency
703 */
704
705int
706get_button_value (const object *button)
707{
708 oblinkpt *obp;
709 objectlink *ol;
710
711 if (!button->map)
712 return 0;
713 for (obp = button->map->buttons; obp; obp = obp->next)
714 for (ol = obp->link; ol; ol = ol->next)
715 if (ol->ob == button)
716 return obp->value;
717 return 0; 710 return 0;
718} 711}
719 712
720/* This routine makes monsters who are 713/* This routine makes monsters who are
721 * standing on the 'mood floor' change their 714 * standing on the 'mood floor' change their
723 * If floor is to be triggered must have 716 * If floor is to be triggered must have
724 * a speed of zero (default is 1 for all 717 * a speed of zero (default is 1 for all
725 * but the charm floor type). 718 * but the charm floor type).
726 * by b.t. thomas@nomad.astro.psu.edu 719 * by b.t. thomas@nomad.astro.psu.edu
727 */ 720 */
728
729void 721void
730do_mood_floor (object *op, object *source) 722do_mood_floor (object *op, object *source)
731{ 723{
732 if (!source) 724 if (!source)
733 source = op; 725 source = op;
809 801
810 // FALL THROUGH 802 // FALL THROUGH
811 case 5: // kill all alives 803 case 5: // kill all alives
812 if (!tmp->flag [FLAG_PRECIOUS]) 804 if (!tmp->flag [FLAG_PRECIOUS])
813 { 805 {
814 get_archetype ("burnout")->insert_at (tmp, source); 806 archetype::get (shstr_burnout)->insert_at (tmp, source);
815 tmp->destroy (); 807 tmp->destroy ();
816 } 808 }
817 break; 809 break;
818 810
819 default: 811 default:
894 // and we have to set the value to 0 886 // and we have to set the value to 0
895 887
896 if (match && trig->last_sp) // match == having 888 if (match && trig->last_sp) // match == having
897 { 889 {
898 if (trig->last_heal) 890 if (trig->last_heal)
899 decrease_ob (match); 891 match->decrease ();
900 892
901 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
902 push_button (trig); 894 push_button (trig, op);
903 } 895 }
904 else if (!match && !trig->last_sp) // match == not having 896 else if (!match && !trig->last_sp) // match == not having
905 { 897 {
906 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
907 push_button (trig); 899 push_button (trig, op);
908 } 900 }
909} 901}
910 902

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