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Comparing deliantra/server/common/button.C (file contents):
Revision 1.38 by elmex, Tue Jul 31 18:28:46 2007 UTC vs.
Revision 1.63 by root, Tue Nov 10 20:57:56 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 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 * Crossfire TRT 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 <crossfire@schmorp.de> 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 {
67 68
68 switch (tmp->type) 69 switch (tmp->type)
69 { 70 {
70 case GATE: 71 case GATE:
71 case HOLE: 72 case HOLE:
73 if (!tmp->active)
74 tmp->play_sound (tmp->sound
75 ? tmp->sound
76 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 77 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->set_speed (0.5); 78 tmp->set_speed (0.5);
74 break; 79 break;
75 80
76 case CF_HANDLE: 81 case T_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE); 83 update_object (tmp, UP_OBJ_FACE);
79 break; 84 break;
80 85
81 case SIGN: 86 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 87 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 88 {
84 tmp->play_sound (tmp->sound); 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
85 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
86 if (tmp->stats.food) 96 if (tmp->stats.food)
87 tmp->last_eat++; 97 tmp->last_eat++;
88 } 98 }
89 break; 99 break;
90 100
91 case ALTAR: 101 case ALTAR:
102 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
92 tmp->value = 1; 103 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 104 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 105 update_object (tmp, UP_OBJ_FACE);
95 break; 106 break;
96 107
97 case BUTTON: 108 case BUTTON:
98 case PEDESTAL: 109 case PEDESTAL:
110 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
99 tmp->value = state; 111 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 112 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 113 update_object (tmp, UP_OBJ_FACE);
102 break; 114 break;
103 115
104 case MOOD_FLOOR: 116 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 117 do_mood_floor (tmp, activator);
106 break; 118 break;
107 119
108 case TIMED_GATE: 120 case TIMED_GATE:
121 if (!tmp->active)
122 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
123
109 tmp->set_speed (tmp->arch->speed); 124 tmp->set_speed (tmp->arch->speed);
110 tmp->value = tmp->arch->value; 125 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1; 126 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp; 127 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts 128 /* Handle multipart gates. We copy the value for the other parts
126 case FIREWALL: 141 case FIREWALL:
127 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 142 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
128 move_firewall (tmp); 143 move_firewall (tmp);
129 else 144 else
130 { 145 {
131 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 146 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
132 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
133
134 animate_turning (tmp); 147 animate_turning (tmp);
135 } 148 }
136 break; 149 break;
137 150
138 case TELEPORTER: 151 case TELEPORTER:
142 case CREATOR: 155 case CREATOR:
143 move_creator (tmp); 156 move_creator (tmp);
144 break; 157 break;
145 158
146 case TRIGGER_MARKER: 159 case TRIGGER_MARKER:
160 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
147 move_marker (tmp); 161 move_marker (tmp);
148 break; 162 break;
149 163
150 case DUPLICATOR: 164 case DUPLICATOR:
151 move_duplicator (tmp); 165 move_duplicator (tmp);
166 break;
167
168 case MAPSCRIPT:
169 cfperl_mapscript_activate (tmp, state, activator, originator);
152 break; 170 break;
153 } 171 }
154 } 172 }
155} 173}
156 174
165 * Changed the routine to loop through _all_ objects. 183 * Changed the routine to loop through _all_ objects.
166 * Better hurry with that linked list... 184 * Better hurry with that linked list...
167 * 185 *
168 */ 186 */
169void 187void
170push_button (object *op) 188push_button (object *op, object *originator)
171{ 189{
172 oblinkpt *obp = get_button_links (op); 190 if (oblinkpt *obp = op->find_link ())
173 191 {
174 if (!obp) 192 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
175 return; 193 return;
176 194
177 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
178 return;
179
180 activate_connection_link (obp->link, op->value, op); 195 activate_connection_link (obp->link, op->value, op, originator);
196 }
181} 197}
182 198
183/* 199/*
184 * elmex: 200 * elmex:
185 * 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
187 * 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
188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 204 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
189 * 205 *
190 */ 206 */
191void 207void
192activate_connection (maptile *map, long connection, bool state) 208maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
193{ 209{
194 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)))
195 return; 211 return;
196 212
197 oblinkpt *obp = get_connection_links (map, connection); 213 if (oblinkpt *obp = find_link (id))
198
199 if (obp)
200 activate_connection_link (obp->link, state); 214 activate_connection_link (obp->link, state, activator, originator);
201} 215}
202 216
203/* 217/*
204 * Updates everything connected with the button op. 218 * Updates everything connected with the button op.
205 * 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
206 * 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
207 * button reacts to the (eventual) change of state. 221 * button reacts to the (eventual) change of state.
208 */ 222 */
209void 223void
210update_button (object *op) 224update_button (object *op, object *originator)
211{ 225{
212 object *ab, *tmp, *head;
213 int tot, any_down = 0, old_value = op->value; 226 int any_down = 0, old_value = op->value;
214 oblinkpt *obp = 0;
215 objectlink *ol;
216 227
217 obp = get_button_links (op); 228 if (oblinkpt *obp = op->find_link ())
218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
219 if (obp)
220 for (ol = obp->link; ol; ol = ol->next) 229 for (objectlink *ol = obp->link; ol; ol = ol->next)
221 { 230 {
222 if (!ol->ob) 231 if (!ol->ob)
223 { 232 {
224 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
225 continue; 234 continue;
226 } 235 }
227 236
228 tmp = ol->ob; 237 object *tmp = ol->ob;
238
229 if (tmp->type == BUTTON) 239 if (tmp->type == BUTTON)
230 { 240 {
241 sint32 total = 0;
242
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 243 for (object *ab = tmp->above; ab; ab = ab->above)
232 /* Bug? The pedestal code below looks for the head of
233 * the object, this bit doesn't. I'd think we should check
234 * for head here also. Maybe it also makese sense to
235 * make the for ab=tmp->above loop common, and alter
236 * behaviour based on object within that loop?
237 */
238
239 /* Basically, if the move_type matches that on what the 244 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that 245 * button wants, we count it. The second check is so that
241 * objects don't move (swords, etc) will count. Note that 246 * objects who don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons 247 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects. 248 * that are only triggered by flying objects.
244 */ 249 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 250 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 251 total += ab->head_ ()->total_weight ();
247 252
248 tmp->value = (tot >= tmp->weight) ? 1 : 0; 253 tmp->value = total >= tmp->weight;
249 if (tmp->value) 254
250 any_down = 1; 255 any_down = any_down || tmp->value;
251 } 256 }
252 else if (tmp->type == PEDESTAL) 257 else if (tmp->type == PEDESTAL)
253 { 258 {
259 bool is_match = is_match_expr (tmp->slaying);
254 tmp->value = 0; 260 tmp->value = 0;
261
255 for (ab = tmp->above; ab != NULL; ab = ab->above) 262 for (object *ab = tmp->above; ab; ab = ab->above)
256 { 263 {
257 head = ab->head_ (); 264 object *head = ab->head_ ();
265
258 /* Same note regarding move_type for buttons above apply here. */ 266 /* Same note regarding move_type for buttons above apply here. */
259 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)
260 (head->race == tmp->slaying || 270 : (head->race == tmp->slaying
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 271 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 272 || (tmp->slaying == shstr_player && head->type == PLAYER)))
273 {
263 tmp->value = 1; 274 tmp->value = 1;
275 break;
276 }
277 }
278
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)
264 } 286 {
287 object *head = ab->head_ ();
265 288
266 if (tmp->value) 289 /* Same note regarding move_type for buttons above apply here. */
267 any_down = 1; 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;
268 } 299 }
269 } 300 }
301
270 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 */
271 op->value = 1; 303 op->value = 1;
272 304
305 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
306
273 /* If this button hasn't changed, don't do anything */ 307 /* If this button hasn't changed, don't do anything */
274 if (op->value != old_value) 308 if (op->value != old_value)
275 { 309 {
276 SET_ANIMATION (op, op->value); 310 SET_ANIMATION (op, op->value);
277 update_object (op, UP_OBJ_FACE); 311 update_object (op, UP_OBJ_FACE);
278 push_button (op); /* Make all other buttons the same */ 312 push_button (op, originator); /* Make all other buttons the same */
279 } 313 }
280} 314}
281 315
282void 316void
283use_trigger (object *op) 317use_trigger (object *op, object *originator)
284{ 318{
285 /* Toggle value */ 319 /* Toggle value */
286 op->value = !op->value; 320 op->value = !op->value;
321
287 push_button (op); 322 push_button (op, originator);
288} 323}
289 324
290/* 325/*
291 * Note: animate_object should be used instead of this, 326 * Note: animate_object should be used instead of this,
292 * but it can't handle animations in the 8 directions 327 * but it can't handle animations in the 8 directions
311 * 346 *
312 * 0.93.4: Linked objects (ie, objects that are connected) can not be 347 * 0.93.4: Linked objects (ie, objects that are connected) can not be
313 * 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
314 * objects on the same space that take the same sacrifice. 349 * objects on the same space that take the same sacrifice.
315 */ 350 */
316
317int 351int
318check_altar_sacrifice (const object *altar, const object *sacrifice) 352check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
319{ 353{
354 if (sacrifice->flag [FLAG_UNPAID])
355 return 0;
356
357 if (is_match_expr (ARCH_SACRIFICE (altar)))
358 return match (ARCH_SACRIFICE (altar), altar, originator);
359
320 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) 360 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
321 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 361 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
322 && sacrifice->type != PLAYER) 362 && sacrifice->type != PLAYER)
323 { 363 {
324 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 364 if (ARCH_SACRIFICE (altar) == shstr_money
325 && sacrifice->type == MONEY 365 && sacrifice->type == MONEY
326 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 366 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
327 return 1; 367 return 1;
328 368
329 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname 369 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
330 || ARCH_SACRIFICE (altar) == sacrifice->name 370 || ARCH_SACRIFICE (altar) == sacrifice->name
331 || ARCH_SACRIFICE (altar) == sacrifice->slaying 371 || ARCH_SACRIFICE (altar) == sacrifice->slaying
332 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) 372 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
333 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 373 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
334 return 1; 374 return 1;
335 } 375 }
336 376
337 return 0; 377 return 0;
338} 378}
345 * 385 *
346 * If this function returns 1, '*sacrifice' is modified to point to the 386 * If this function returns 1, '*sacrifice' is modified to point to the
347 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 387 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
348 */ 388 */
349int 389int
350operate_altar (object *altar, object **sacrifice) 390operate_altar (object *altar, object **sacrifice, object *originator)
351{ 391{
352 if (!altar->map) 392 if (!altar->map)
353 { 393 {
354 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 394 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
355 return 0; 395 return 0;
356 } 396 }
357 397
358 if (!altar->slaying || altar->value) 398 if (!altar->slaying || altar->value)
359 return 0; 399 return 0;
360 400
361 if (!check_altar_sacrifice (altar, *sacrifice)) 401 if (!check_altar_sacrifice (altar, *sacrifice, originator))
362 return 0; 402 return 0;
363 403
364 /* check_altar_sacrifice should have already verified that enough money 404 /* check_altar_sacrifice should have already verified that enough money
365 * has been dropped. 405 * has been dropped.
366 */ 406 */
367 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 407 if (ARCH_SACRIFICE (altar) == shstr_money)
368 { 408 {
369 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 409 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
370 410
371 /* Round up any sacrifices. Altars don't make change either */ 411 /* Round up any sacrifices. Altars don't make change either */
372 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 412 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
373 number++; 413 number++;
374 414
375 *sacrifice = decrease_ob_nr (*sacrifice, number); 415 if (!(*sacrifice)->decrease (number))
416 *sacrifice = 0;
376 } 417 }
377 else 418 else
378 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 419 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
420 *sacrifice = 0;
379 421
380 if (altar->msg) 422 if (altar->msg)
381 new_info_map (NDI_BLACK, altar->map, altar->msg); 423 new_info_map (NDI_BLACK, altar->map, altar->msg);
382 424
383 return 1; 425 return 1;
384} 426}
385 427
386void 428static void
387trigger_move (object *op, int state) /* 1 down and 0 up */ 429trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
388{ 430{
389 op->stats.wc = state; 431 op->stats.wc = state;
432
390 if (state) 433 if (state)
391 { 434 {
392 use_trigger (op); 435 use_trigger (op, originator);
393 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 436 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
394 op->speed_left = -1; 437 op->speed_left = -1;
395 } 438 }
396 else 439 else
397 { 440 {
398 use_trigger (op); 441 use_trigger (op, originator);
399 op->set_speed (0); 442 op->set_speed (0);
400 } 443 }
401} 444}
402 445
403 446
412 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 455 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
413 * 456 *
414 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 457 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
415 */ 458 */
416int 459int
417check_trigger (object *op, object *cause) 460check_trigger (object *op, object *cause, object *originator)
418{ 461{
419 object *tmp; 462 object *tmp;
420 int push = 0, tot = 0; 463 int push = 0, tot = 0;
421 int in_movement = op->stats.wc || op->speed; 464 int in_movement = op->stats.wc || op->has_active_speed ();
422 465
423 switch (op->type) 466 switch (op->type)
424 { 467 {
425 case TRIGGER_BUTTON: 468 case TRIGGER_BUTTON:
426 if (op->weight > 0) 469 if (op->weight > 0)
427 { 470 {
428 if (cause) 471 if (cause)
429 { 472 {
430 for (tmp = op->above; tmp; tmp = tmp->above) 473 for (tmp = op->above; tmp; tmp = tmp->above)
431 /* Comment reproduced from update_buttons(): */ 474 /* Comment reproduced from update_buttons(): */
432 /* Basically, if the move_type matches that on what the 475 /* Basically, if the move_type matches that on what the
433 * button wants, we count it. The second check is so that 476 * button wants, we count it. The second check is so that
434 * objects that don't move (swords, etc) will count. Note that 477 * objects that don't move (swords, etc) will count. Note that
435 * this means that more work is needed to make buttons 478 * this means that more work is needed to make buttons
436 * that are only triggered by flying objects. 479 * that are only triggered by flying objects.
480 */
481 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
482 tot += tmp->head_ ()->total_weight ();
483
484 if (tot >= op->weight)
485 push = 1;
486
487 if (op->stats.ac == push)
488 return 0;
489
490 op->stats.ac = push;
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, push);
494 update_object (op, UP_OBJ_FACE);
495 }
496
497 if (in_movement || !push)
498 return 0;
499 }
500
501 trigger_move (op, push, cause);
502 }
503
504 return 0;
505
506 case TRIGGER_PEDESTAL:
507 if (cause)
508 {
509 for (tmp = op->above; tmp; tmp = tmp->above)
510 {
511 object *head = tmp->head_ ();
512
513 /* See comment in TRIGGER_BUTTON about move_types */
514 if (((head->move_type & op->move_on) || head->move_type == 0)
515 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
516 {
517 push = 1;
518 break;
519 }
520 }
521
522 if (op->stats.ac == push)
523 return 0;
524
525 op->stats.ac = push;
526
527 if (NUM_ANIMATIONS (op) > 1)
528 {
529 SET_ANIMATION (op, push);
530 update_object (op, UP_OBJ_FACE);
531 }
532
533 update_object (op, UP_OBJ_FACE);
534
535 if (in_movement || !push)
536 return 0;
537 }
538
539 trigger_move (op, push, cause);
540 return 0;
541
542 case TRIGGER_ALTAR:
543 if (cause)
544 {
545 if (in_movement)
546 return 0;
547
548 if (operate_altar (op, &cause)) /* TODO: originator? */
549 {
550 if (NUM_ANIMATIONS (op) > 1)
551 {
552 SET_ANIMATION (op, 1);
553 update_object (op, UP_OBJ_FACE);
554 }
555
556 if (op->last_sp >= 0)
557 {
558 trigger_move (op, 1, cause);
559
560 if (op->last_sp > 0)
561 op->last_sp = -op->last_sp;
562 }
563 else
564 {
565 /* for trigger altar with last_sp, the ON/OFF
566 * status (-> +/- value) is "simulated":
437 */ 567 */
438 568 op->value = !op->value;
439 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 569 trigger_move (op, 1, cause);
440 { 570 op->last_sp = -op->last_sp;
441 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 571 op->value = !op->value;
442 }
443 if (tot >= op->weight)
444 push = 1;
445 if (op->stats.ac == push)
446 return 0;
447 op->stats.ac = push;
448 if (NUM_ANIMATIONS (op) > 1)
449 {
450 SET_ANIMATION (op, push);
451 update_object (op, UP_OBJ_FACE);
452 } 572 }
453 if (in_movement || !push) 573
454 return 0; 574 return cause == NULL;
455 } 575 }
456 trigger_move (op, push);
457 } 576 else
458 return 0;
459
460 case TRIGGER_PEDESTAL:
461 if (cause)
462 {
463 for (tmp = op->above; tmp; tmp = tmp->above)
464 {
465 object *head = tmp->head_ ();
466
467 /* See comment in TRIGGER_BUTTON about move_types */
468 if (((head->move_type & op->move_on) || head->move_type == 0)
469 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
470 {
471 push = 1;
472 break;
473 }
474 }
475
476 if (op->stats.ac == push)
477 return 0; 577 return 0;
478 578 }
479 op->stats.ac = push; 579 else
480 580 {
481 if (NUM_ANIMATIONS (op) > 1) 581 if (NUM_ANIMATIONS (op) > 1)
482 { 582 {
483 SET_ANIMATION (op, push); 583 SET_ANIMATION (op, 0);
484 update_object (op, UP_OBJ_FACE); 584 update_object (op, UP_OBJ_FACE);
485 } 585 }
486 586
487 update_object (op, UP_OBJ_FACE);
488
489 if (in_movement || !push)
490 return 0;
491 }
492
493 trigger_move (op, push);
494 return 0;
495
496 case TRIGGER_ALTAR:
497 if (cause)
498 {
499 if (in_movement)
500 return 0;
501
502 if (operate_altar (op, &cause))
503 {
504 if (NUM_ANIMATIONS (op) > 1)
505 {
506 SET_ANIMATION (op, 1);
507 update_object (op, UP_OBJ_FACE);
508 }
509
510 if (op->last_sp >= 0)
511 {
512 trigger_move (op, 1);
513 if (op->last_sp > 0)
514 op->last_sp = -op->last_sp;
515 }
516 else
517 {
518 /* for trigger altar with last_sp, the ON/OFF
519 * status (-> +/- value) is "simulated":
520 */
521 op->value = !op->value;
522 trigger_move (op, 1);
523 op->last_sp = -op->last_sp;
524 op->value = !op->value;
525 }
526
527 return cause == NULL;
528 }
529 else
530 return 0;
531 }
532 else
533 {
534 if (NUM_ANIMATIONS (op) > 1)
535 {
536 SET_ANIMATION (op, 0);
537 update_object (op, UP_OBJ_FACE);
538 }
539
540 /* If trigger_altar has "last_sp > 0" set on the map, 587 /* If trigger_altar has "last_sp > 0" set on the map,
541 * it will push the connected value only once per sacrifice. 588 * it will push the connected value only once per sacrifice.
542 * Otherwise (default), the connected value will be 589 * Otherwise (default), the connected value will be
543 * pushed twice: First by sacrifice, second by reset! -AV 590 * pushed twice: First by sacrifice, second by reset! -AV
544 */ 591 */
545 if (!op->last_sp) 592 if (!op->last_sp)
546 trigger_move (op, 0); 593 trigger_move (op, 0, cause);
547 else 594 else
548 { 595 {
549 op->stats.wc = 0; 596 op->stats.wc = 0;
550 op->value = !op->value; 597 op->value = !op->value;
551 op->set_speed (0); 598 op->set_speed (0);
552 } 599 }
553 } 600 }
554 return 0; 601 return 0;
555 602
556 case TRIGGER: 603 case TRIGGER:
557 if (cause) 604 if (cause)
558 { 605 {
559 if (in_movement) 606 if (in_movement)
560 return 0; 607 return 0;
561 608
562 push = 1; 609 push = 1;
563 } 610 }
564 611
565 if (NUM_ANIMATIONS (op) > 1) 612 if (NUM_ANIMATIONS (op) > 1)
566 { 613 {
567 SET_ANIMATION (op, push); 614 SET_ANIMATION (op, push);
568 update_object (op, UP_OBJ_FACE); 615 update_object (op, UP_OBJ_FACE);
569 } 616 }
570 617
571 trigger_move (op, push); 618 trigger_move (op, push, cause);
572 return 1; 619 return 1;
573 620
574 default: 621 default:
575 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 622 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
576 return 0; 623 return 0;
577 } 624 }
578} 625}
579 626
580void 627void
581add_button_link (object *button, maptile *map, int connected) 628object::add_link (maptile *map, shstr_tmp id)
582{ 629{
583 oblinkpt *obp;
584 objectlink *ol = get_objectlink ();
585
586 if (!map) 630 if (!map)
587 { 631 {
588 LOG (llevError, "Tried to add button-link without map.\n"); 632 LOG (llevError, "Tried to add button-link without map.\n");
589 return; 633 return;
590 } 634 }
591 635
592 button->path_attuned = connected; /* peterm: I need this so I can rebuild 636 flag [FLAG_IS_LINKED] = true;
593 a connected map from a template map. */
594 637
595 SET_FLAG (button, FLAG_IS_LINKED); 638 objectlink *ol = get_objectlink ();
596
597 ol->ob = button; 639 ol->ob = this;
598 640
599 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 641 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
600 ; 642 if (obp->id == id)
601
602 if (obp)
603 { 643 {
604 ol->next = obp->link; 644 ol->next = obp->link;
605 obp->link = ol; 645 obp->link = ol;
646 return;
606 } 647 }
607 else 648
608 {
609 obp = get_objectlinkpt (); 649 oblinkpt *obp = get_objectlinkpt ();
610 obp->value = connected; 650 obp->id = id;
611 651
612 obp->next = map->buttons; 652 obp->next = map->buttons;
613 map->buttons = obp; 653 map->buttons = obp;
614 obp->link = ol; 654 obp->link = ol;
615 }
616} 655}
617 656
618/* 657/*
619 * Remove the object from the linked lists of buttons in the map. 658 * Remove the object from the linked lists of buttons in the map.
620 * This is only needed by editors. 659 * This is only needed by editors.
621 */ 660 */
622
623void 661void
624remove_button_link (object *op) 662object::remove_link ()
625{ 663{
626 oblinkpt *obp; 664 if (!map)
627 objectlink **olp, *ol;
628
629 if (op->map == NULL)
630 { 665 {
631 LOG (llevError, "remove_button_link() in object without map.\n"); 666 LOG (llevError, "remove_button_link() in object without map.\n");
632 return; 667 return;
633 } 668 }
634 669
635 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 670 if (!flag [FLAG_IS_LINKED])
636 { 671 {
637 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 672 LOG (llevError, "remove_button_linked() in unlinked object.\n");
638 return; 673 return;
639 } 674 }
640 675
676 flag [FLAG_IS_LINKED] = false;
677
641 for (obp = op->map->buttons; obp; obp = obp->next) 678 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
642 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 679 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
643 if (ol->ob == op) 680 if ((*olp)->ob == this)
644 { 681 {
645 682 objectlink *ol = *olp;
646/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
647 obp->value, op->name, op->map->path);
648*/
649 *olp = ol->next; 683 *olp = ol->next;
650 delete ol; 684 delete ol;
651 return; 685 return;
652 } 686 }
653 687
654 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 688 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
655 CLEAR_FLAG (op, FLAG_IS_LINKED); 689}
690
691/*
692 * Updates every button on the map (by calling update_button() for them).
693 */
694void
695maptile::update_buttons ()
696{
697 for (oblinkpt *obp = buttons; obp; obp = obp->next)
698 for (objectlink *ol = obp->link; ol; ol = ol->next)
699 {
700 if (!ol->ob)
701 {
702 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
703 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
704 continue;
705 }
706
707 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
708 {
709 update_button (ol->ob, 0);
710 break;
711 }
712 }
656} 713}
657 714
658/* 715/*
659 * Gets the objectlink for this connection from the map. 716 * Gets the objectlink for this connection from the map.
660 */ 717 */
661oblinkpt * 718oblinkpt *
662get_connection_links (maptile *map, long connection) 719maptile::find_link (shstr_tmp id)
663{ 720{
664 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 721 for (oblinkpt *obp = buttons; obp; obp = obp->next)
665 if (obp->value == connection) 722 if (obp->id == id)
666 return obp; 723 return obp;
667 724
668 return 0; 725 return 0;
669} 726}
670 727
671/* 728/*
672 * Return the first objectlink in the objects linked to this one 729 * Return the first objectlink in the objects linked to this one
673 */ 730 */
674
675oblinkpt * 731oblinkpt *
676get_button_links (const object *button) 732object::find_link () const
677{ 733{
678 oblinkpt *obp; 734 if (map)
679 objectlink *ol;
680
681 if (!button->map)
682 return NULL;
683
684 for (obp = button->map->buttons; obp; obp = obp->next) 735 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
685 for (ol = obp->link; ol; ol = ol->next) 736 for (objectlink *ol = obp->link; ol; ol = ol->next)
686 if (ol->ob == button) 737 if (ol->ob == this)
687 return obp; 738 return obp;
688 739
689 return NULL;
690}
691
692/*
693 * Made as a separate function to increase efficiency
694 */
695
696int
697get_button_value (const object *button)
698{
699 oblinkpt *obp;
700 objectlink *ol;
701
702 if (!button->map)
703 return 0;
704 for (obp = button->map->buttons; obp; obp = obp->next)
705 for (ol = obp->link; ol; ol = ol->next)
706 if (ol->ob == button)
707 return obp->value;
708 return 0; 740 return 0;
709} 741}
710 742
711/* This routine makes monsters who are 743/* This routine makes monsters who are
712 * standing on the 'mood floor' change their 744 * standing on the 'mood floor' change their
714 * If floor is to be triggered must have 746 * If floor is to be triggered must have
715 * a speed of zero (default is 1 for all 747 * a speed of zero (default is 1 for all
716 * but the charm floor type). 748 * but the charm floor type).
717 * by b.t. thomas@nomad.astro.psu.edu 749 * by b.t. thomas@nomad.astro.psu.edu
718 */ 750 */
719
720void 751void
721do_mood_floor (object *op, object *source) 752do_mood_floor (object *op, object *source)
722{ 753{
723 if (!source) 754 if (!source)
724 source = op; 755 source = op;
800 831
801 // FALL THROUGH 832 // FALL THROUGH
802 case 5: // kill all alives 833 case 5: // kill all alives
803 if (!tmp->flag [FLAG_PRECIOUS]) 834 if (!tmp->flag [FLAG_PRECIOUS])
804 { 835 {
805 get_archetype ("burnout")->insert_at (tmp, source); 836 archetype::get (shstr_burnout)->insert_at (tmp, source);
806 tmp->destroy (); 837 tmp->destroy ();
807 } 838 }
808 break; 839 break;
809 840
810 default: 841 default:
885 // and we have to set the value to 0 916 // and we have to set the value to 0
886 917
887 if (match && trig->last_sp) // match == having 918 if (match && trig->last_sp) // match == having
888 { 919 {
889 if (trig->last_heal) 920 if (trig->last_heal)
890 decrease_ob (match); 921 match->decrease ();
891 922
892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 923 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
893 push_button (trig); 924 push_button (trig, op);
894 } 925 }
895 else if (!match && !trig->last_sp) // match == not having 926 else if (!match && !trig->last_sp) // match == not having
896 { 927 {
897 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 928 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
898 push_button (trig); 929 push_button (trig, op);
899 } 930 }
900} 931}
901 932

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