ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/button.C
(Generate patch)

Comparing deliantra/server/common/button.C (file contents):
Revision 1.29 by root, Tue Apr 24 12:32:14 2007 UTC vs.
Revision 1.51 by root, Thu Jan 8 03:03:23 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27 25
28/* 26/*
29 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
30 */ 28 */
31 29
34 * This function takes a objectlink list with all the objects are going to be activated. 32 * This function takes a objectlink list with all the objects are going to be activated.
35 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 33 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
36 * The source argument can be 0 or the source object for this activation. 34 * The source argument can be 0 or the source object for this activation.
37 */ 35 */
38void 36void
39activate_connection_link (objectlink * ol, bool state, object *source = 0) 37activate_connection_link (objectlink *ol, bool state, object *source = 0)
40{ 38{
41 for (; ol; ol = ol->next) 39 for (; ol; ol = ol->next)
42 { 40 {
43 if (!ol->ob) 41 if (!ol->ob)
44 { 42 {
60 object *tmp = ol->ob; 58 object *tmp = ol->ob;
61 59
62 /* if the criteria isn't appropriate, don't do anything */ 60 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 61 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 62 continue;
63
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue; 65 continue;
67 66
68 switch (tmp->type) 67 switch (tmp->type)
69 { 68 {
70 case GATE: 69 case GATE:
71 case HOLE: 70 case HOLE:
71 if (!tmp->active)
72 tmp->play_sound (tmp->sound
73 ? tmp->sound
74 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 75 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->set_speed (0.5); 76 tmp->set_speed (0.5);
74 break; 77 break;
75 78
76 case CF_HANDLE: 79 case CF_HANDLE:
79 break; 82 break;
80 83
81 case SIGN: 84 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 85 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 86 {
87 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 88 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food) 89 if (tmp->stats.food)
86 tmp->last_eat++; 90 tmp->last_eat++;
87 } 91 }
88 break; 92 break;
89 93
90 case ALTAR: 94 case ALTAR:
95 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
91 tmp->value = 1; 96 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 97 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 98 update_object (tmp, UP_OBJ_FACE);
94 break; 99 break;
95 100
96 case BUTTON: 101 case BUTTON:
97 case PEDESTAL: 102 case PEDESTAL:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
98 tmp->value = state; 104 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
101 break; 107 break;
102 108
103 case MOOD_FLOOR: 109 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 110 do_mood_floor (tmp, source);
105 break; 111 break;
106 112
107 case TIMED_GATE: 113 case TIMED_GATE:
114 if (!tmp->active)
115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
116
108 tmp->set_speed (tmp->arch->clone.speed); 117 tmp->set_speed (tmp->arch->speed);
109 tmp->value = tmp->arch->clone.value; 118 tmp->value = tmp->arch->value;
110 tmp->stats.sp = 1; 119 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp; 120 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts 121 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent 122 * from the head - this ensures that the data will consistent
114 */ 123 */
115 for (tmp = tmp->more; tmp; tmp = tmp->more) 124 for (object *part = tmp->more; part; part = part->more)
116 { 125 {
117 tmp->value = tmp->head->value; 126 part->value = tmp->value;
118 tmp->stats.sp = tmp->head->stats.sp; 127 part->stats.sp = tmp->stats.sp;
119 tmp->stats.hp = tmp->head->stats.hp; 128 part->stats.hp = tmp->stats.hp;
120 tmp->set_speed (tmp->head->speed); 129 part->set_speed (tmp->speed);
121 } 130 }
122 break; 131 break;
123 132
124 case DIRECTOR: 133 case DIRECTOR:
125 case FIREWALL: 134 case FIREWALL:
127 move_firewall (tmp); 136 move_firewall (tmp);
128 else 137 else
129 { 138 {
130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 139 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 140 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
141
132 animate_turning (tmp); 142 animate_turning (tmp);
133 } 143 }
134 break; 144 break;
135 145
136 case TELEPORTER: 146 case TELEPORTER:
140 case CREATOR: 150 case CREATOR:
141 move_creator (tmp); 151 move_creator (tmp);
142 break; 152 break;
143 153
144 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
145 move_marker (tmp); 156 move_marker (tmp);
146 break; 157 break;
147 158
148 case DUPLICATOR: 159 case DUPLICATOR:
149 move_duplicator (tmp); 160 move_duplicator (tmp);
161 break;
162
163 case MAPSCRIPT:
164 cfperl_mapscript_activate (tmp, source, state);
150 break; 165 break;
151 } 166 }
152 } 167 }
153} 168}
154 169
165 * 180 *
166 */ 181 */
167void 182void
168push_button (object *op) 183push_button (object *op)
169{ 184{
170 oblinkpt *obp = get_button_links (op); 185 if (oblinkpt *obp = op->find_link ())
171 186 {
172 if (!obp) 187 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value)))
173 return; 188 return;
174 189
175 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
176 return;
177
178 activate_connection_link (obp->link, op->value, op); 190 activate_connection_link (obp->link, op->value, op);
191 }
179} 192}
180 193
181/* 194/*
182 * elmex: 195 * elmex:
183 * This activates a connection, similar to push_button (object *op) but it takes 196 * This activates a connection, similar to push_button (object *op) but it takes
185 * the connection was 'state' or 'released'. So that you can activate objects 198 * the connection was 'state' or 'released'. So that you can activate objects
186 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 199 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
187 * 200 *
188 */ 201 */
189void 202void
190activate_connection (maptile *map, long connection, bool state) 203maptile::trigger (shstr_tmp id, bool state, object *originator)
191{ 204{
192 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 205 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
193 return; 206 return;
194 207
195 oblinkpt *obp = get_connection_links (map, connection); 208 if (oblinkpt *obp = find_link (id))
196
197 if (obp)
198 activate_connection_link (obp->link, state); 209 activate_connection_link (obp->link, state, originator);
199} 210}
200 211
201/* 212/*
202 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
203 * After changing the state of a button, this function must be called 214 * After changing the state of a button, this function must be called
205 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
206 */ 217 */
207void 218void
208update_button (object *op) 219update_button (object *op)
209{ 220{
210 object *ab, *tmp, *head;
211 int tot, any_down = 0, old_value = op->value; 221 int any_down = 0, old_value = op->value;
212 oblinkpt *obp = 0;
213 objectlink *ol;
214 222
215 obp = get_button_links (op); 223 if (oblinkpt *obp = op->find_link ())
216 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
217 if (obp)
218 for (ol = obp->link; ol; ol = ol->next) 224 for (objectlink *ol = obp->link; ol; ol = ol->next)
219 { 225 {
220 if (!ol->ob) 226 if (!ol->ob)
221 { 227 {
222 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 228 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
223 continue; 229 continue;
224 } 230 }
225 231
226 tmp = ol->ob; 232 object *tmp = ol->ob;
233
227 if (tmp->type == BUTTON) 234 if (tmp->type == BUTTON)
228 { 235 {
236 sint32 total = 0;
237
229 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 238 for (object *ab = tmp->above; ab; ab = ab->above)
230 /* Bug? The pedestal code below looks for the head of
231 * the object, this bit doesn't. I'd think we should check
232 * for head here also. Maybe it also makese sense to
233 * make the for ab=tmp->above loop common, and alter
234 * behaviour based on object within that loop?
235 */
236
237 /* Basically, if the move_type matches that on what the 239 /* Basically, if the move_type matches that on what the
238 * button wants, we count it. The second check is so that 240 * button wants, we count it. The second check is so that
239 * objects don't move (swords, etc) will count. Note that 241 * objects who don't move (swords, etc) will count. Note that
240 * this means that more work is needed to make buttons 242 * this means that more work is needed to make buttons
241 * that are only triggered by flying objects. 243 * that are only triggered by flying objects.
242 */ 244 */
243 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
244 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 246 total += ab->head_ ()->total_weight ();
245 247
246 tmp->value = (tot >= tmp->weight) ? 1 : 0; 248 tmp->value = total >= tmp->weight;
247 if (tmp->value) 249
248 any_down = 1; 250 any_down = any_down || tmp->value;
249 } 251 }
250 else if (tmp->type == PEDESTAL) 252 else if (tmp->type == PEDESTAL)
251 { 253 {
252 tmp->value = 0; 254 tmp->value = 0;
255
253 for (ab = tmp->above; ab != NULL; ab = ab->above) 256 for (object *ab = tmp->above; ab; ab = ab->above)
254 { 257 {
255 head = ab->head ? ab->head : ab; 258 object *head = ab->head_ ();
259
256 /* Same note regarding move_type for buttons above apply here. */ 260 /* Same note regarding move_type for buttons above apply here. */
257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 261 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
258 (head->race == tmp->slaying || 262 && (head->race == tmp->slaying
259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 263 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 264 || (tmp->slaying == shstr_player && head->type == PLAYER)))
261 tmp->value = 1; 265 tmp->value = 1;
262 } 266 }
263 if (tmp->value) 267
264 any_down = 1; 268 any_down = any_down || tmp->value;
265 } 269 }
266 } 270 }
271
267 if (any_down) /* If any other buttons were down, force this to remain down */ 272 if (any_down) /* If any other buttons were down, force this to remain down */
268 op->value = 1; 273 op->value = 1;
274
275 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
269 276
270 /* If this button hasn't changed, don't do anything */ 277 /* If this button hasn't changed, don't do anything */
271 if (op->value != old_value) 278 if (op->value != old_value)
272 { 279 {
273 SET_ANIMATION (op, op->value); 280 SET_ANIMATION (op, op->value);
312 */ 319 */
313 320
314int 321int
315check_altar_sacrifice (const object *altar, const object *sacrifice) 322check_altar_sacrifice (const object *altar, const object *sacrifice)
316{ 323{
317 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 324 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
325 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
326 && sacrifice->type != PLAYER)
318 { 327 {
319 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 328 if (ARCH_SACRIFICE (altar) == shstr_money
320 ARCH_SACRIFICE (altar) == sacrifice->name || 329 && sacrifice->type == MONEY
321 ARCH_SACRIFICE (altar) == sacrifice->slaying || 330 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
322 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
323 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
324 return 1; 331 return 1;
325 332
326 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 333 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
327 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 334 || ARCH_SACRIFICE (altar) == sacrifice->name
335 || ARCH_SACRIFICE (altar) == sacrifice->slaying
336 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
337 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
328 return 1; 338 return 1;
329 } 339 }
330 340
331 return 0; 341 return 0;
332} 342}
356 return 0; 366 return 0;
357 367
358 /* check_altar_sacrifice should have already verified that enough money 368 /* check_altar_sacrifice should have already verified that enough money
359 * has been dropped. 369 * has been dropped.
360 */ 370 */
361 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 371 if (ARCH_SACRIFICE (altar) == shstr_money)
362 { 372 {
363 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 373 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
364 374
365 /* Round up any sacrifices. Altars don't make change either */ 375 /* Round up any sacrifices. Altars don't make change either */
366 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 376 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
367 number++; 377 number++;
368 378
369 *sacrifice = decrease_ob_nr (*sacrifice, number); 379 if (!(*sacrifice)->decrease (number))
380 *sacrifice = 0;
370 } 381 }
371 else 382 else
372 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 383 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
384 *sacrifice = 0;
373 385
374 if (altar->msg) 386 if (altar->msg)
375 new_info_map (NDI_BLACK, altar->map, altar->msg); 387 new_info_map (NDI_BLACK, altar->map, altar->msg);
376 388
377 return 1; 389 return 1;
414 int push = 0, tot = 0; 426 int push = 0, tot = 0;
415 int in_movement = op->stats.wc || op->speed; 427 int in_movement = op->stats.wc || op->speed;
416 428
417 switch (op->type) 429 switch (op->type)
418 { 430 {
419 case TRIGGER_BUTTON: 431 case TRIGGER_BUTTON:
420 if (op->weight > 0) 432 if (op->weight > 0)
421 { 433 {
422 if (cause) 434 if (cause)
423 { 435 {
424 for (tmp = op->above; tmp; tmp = tmp->above) 436 for (tmp = op->above; tmp; tmp = tmp->above)
425 /* Comment reproduced from update_buttons(): */ 437 /* Comment reproduced from update_buttons(): */
426 /* Basically, if the move_type matches that on what the 438 /* Basically, if the move_type matches that on what the
427 * button wants, we count it. The second check is so that 439 * button wants, we count it. The second check is so that
428 * objects that don't move (swords, etc) will count. Note that 440 * objects that don't move (swords, etc) will count. Note that
429 * this means that more work is needed to make buttons 441 * this means that more work is needed to make buttons
430 * that are only triggered by flying objects. 442 * that are only triggered by flying objects.
443 */
444 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
445 tot += tmp->head_ ()->total_weight ();
446
447 if (tot >= op->weight)
448 push = 1;
449
450 if (op->stats.ac == push)
451 return 0;
452
453 op->stats.ac = push;
454 if (NUM_ANIMATIONS (op) > 1)
455 {
456 SET_ANIMATION (op, push);
457 update_object (op, UP_OBJ_FACE);
458 }
459
460 if (in_movement || !push)
461 return 0;
462 }
463 trigger_move (op, push);
464 }
465
466 return 0;
467
468 case TRIGGER_PEDESTAL:
469 if (cause)
470 {
471 for (tmp = op->above; tmp; tmp = tmp->above)
472 {
473 object *head = tmp->head_ ();
474
475 /* See comment in TRIGGER_BUTTON about move_types */
476 if (((head->move_type & op->move_on) || head->move_type == 0)
477 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
478 {
479 push = 1;
480 break;
481 }
482 }
483
484 if (op->stats.ac == push)
485 return 0;
486
487 op->stats.ac = push;
488
489 if (NUM_ANIMATIONS (op) > 1)
490 {
491 SET_ANIMATION (op, push);
492 update_object (op, UP_OBJ_FACE);
493 }
494
495 update_object (op, UP_OBJ_FACE);
496
497 if (in_movement || !push)
498 return 0;
499 }
500
501 trigger_move (op, push);
502 return 0;
503
504 case TRIGGER_ALTAR:
505 if (cause)
506 {
507 if (in_movement)
508 return 0;
509
510 if (operate_altar (op, &cause))
511 {
512 if (NUM_ANIMATIONS (op) > 1)
513 {
514 SET_ANIMATION (op, 1);
515 update_object (op, UP_OBJ_FACE);
516 }
517
518 if (op->last_sp >= 0)
519 {
520 trigger_move (op, 1);
521 if (op->last_sp > 0)
522 op->last_sp = -op->last_sp;
523 }
524 else
525 {
526 /* for trigger altar with last_sp, the ON/OFF
527 * status (-> +/- value) is "simulated":
431 */ 528 */
432 529 op->value = !op->value;
433 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 530 trigger_move (op, 1);
434 { 531 op->last_sp = -op->last_sp;
435 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 532 op->value = !op->value;
436 }
437 if (tot >= op->weight)
438 push = 1;
439 if (op->stats.ac == push)
440 return 0;
441 op->stats.ac = push;
442 if (NUM_ANIMATIONS (op) > 1)
443 {
444 SET_ANIMATION (op, push);
445 update_object (op, UP_OBJ_FACE);
446 } 533 }
447 if (in_movement || !push) 534
448 return 0; 535 return cause == NULL;
449 } 536 }
450 trigger_move (op, push);
451 } 537 else
452 return 0;
453
454 case TRIGGER_PEDESTAL:
455 if (cause)
456 {
457 for (tmp = op->above; tmp; tmp = tmp->above)
458 {
459 object *head = tmp->head ? tmp->head : tmp;
460
461 /* See comment in TRIGGER_BUTTON about move_types */
462 if (((head->move_type & op->move_on) || head->move_type == 0)
463 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
464 {
465 push = 1;
466 break;
467 }
468 }
469 if (op->stats.ac == push)
470 return 0; 538 return 0;
471 op->stats.ac = push; 539 }
540 else
541 {
472 if (NUM_ANIMATIONS (op) > 1) 542 if (NUM_ANIMATIONS (op) > 1)
473 { 543 {
474 SET_ANIMATION (op, push); 544 SET_ANIMATION (op, 0);
475 update_object (op, UP_OBJ_FACE); 545 update_object (op, UP_OBJ_FACE);
476 } 546 }
477 update_object (op, UP_OBJ_FACE);
478 if (in_movement || !push)
479 return 0;
480 }
481 trigger_move (op, push);
482 return 0;
483 547
484 case TRIGGER_ALTAR:
485 if (cause)
486 {
487 if (in_movement)
488 return 0;
489 if (operate_altar (op, &cause))
490 {
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, 1);
494 update_object (op, UP_OBJ_FACE);
495 }
496 if (op->last_sp >= 0)
497 {
498 trigger_move (op, 1);
499 if (op->last_sp > 0)
500 op->last_sp = -op->last_sp;
501 }
502 else
503 {
504 /* for trigger altar with last_sp, the ON/OFF
505 * status (-> +/- value) is "simulated":
506 */
507 op->value = !op->value;
508 trigger_move (op, 1);
509 op->last_sp = -op->last_sp;
510 op->value = !op->value;
511 }
512 return cause == NULL;
513 }
514 else
515 {
516 return 0;
517 }
518 }
519 else
520 {
521 if (NUM_ANIMATIONS (op) > 1)
522 {
523 SET_ANIMATION (op, 0);
524 update_object (op, UP_OBJ_FACE);
525 }
526
527 /* If trigger_altar has "last_sp > 0" set on the map, 548 /* If trigger_altar has "last_sp > 0" set on the map,
528 * it will push the connected value only once per sacrifice. 549 * it will push the connected value only once per sacrifice.
529 * Otherwise (default), the connected value will be 550 * Otherwise (default), the connected value will be
530 * pushed twice: First by sacrifice, second by reset! -AV 551 * pushed twice: First by sacrifice, second by reset! -AV
531 */ 552 */
532 if (!op->last_sp) 553 if (!op->last_sp)
533 trigger_move (op, 0); 554 trigger_move (op, 0);
534 else 555 else
535 { 556 {
536 op->stats.wc = 0; 557 op->stats.wc = 0;
537 op->value = !op->value; 558 op->value = !op->value;
538 op->set_speed (0); 559 op->set_speed (0);
539 } 560 }
540 } 561 }
541 return 0; 562 return 0;
542 563
543 case TRIGGER: 564 case TRIGGER:
544 if (cause) 565 if (cause)
545 { 566 {
546 if (in_movement) 567 if (in_movement)
547 return 0; 568 return 0;
548 569
549 push = 1; 570 push = 1;
550 } 571 }
551 572
552 if (NUM_ANIMATIONS (op) > 1) 573 if (NUM_ANIMATIONS (op) > 1)
553 { 574 {
554 SET_ANIMATION (op, push); 575 SET_ANIMATION (op, push);
555 update_object (op, UP_OBJ_FACE); 576 update_object (op, UP_OBJ_FACE);
556 } 577 }
557 578
558 trigger_move (op, push); 579 trigger_move (op, push);
559 return 1; 580 return 1;
560 581
561 default: 582 default:
562 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 583 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
563 return 0; 584 return 0;
564 } 585 }
565} 586}
566 587
567void 588void
568add_button_link (object *button, maptile *map, int connected) 589object::add_link (maptile *map, shstr_tmp id)
569{ 590{
570 oblinkpt *obp;
571 objectlink *ol = get_objectlink ();
572
573 if (!map) 591 if (!map)
574 { 592 {
575 LOG (llevError, "Tried to add button-link without map.\n"); 593 LOG (llevError, "Tried to add button-link without map.\n");
576 return; 594 return;
577 } 595 }
578 596
579 button->path_attuned = connected; /* peterm: I need this so I can rebuild 597 flag [FLAG_IS_LINKED] = true;
580 a connected map from a template map. */
581 598
582 SET_FLAG (button, FLAG_IS_LINKED); 599 objectlink *ol = get_objectlink ();
583
584 ol->ob = button; 600 ol->ob = this;
585 601
586 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 602 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
587 ; 603 if (obp->id == id)
588
589 if (obp)
590 { 604 {
591 ol->next = obp->link; 605 ol->next = obp->link;
592 obp->link = ol; 606 obp->link = ol;
607 return;
593 } 608 }
594 else 609
595 {
596 obp = get_objectlinkpt (); 610 oblinkpt *obp = get_objectlinkpt ();
597 obp->value = connected; 611 obp->id = id;
598 612
599 obp->next = map->buttons; 613 obp->next = map->buttons;
600 map->buttons = obp; 614 map->buttons = obp;
601 obp->link = ol; 615 obp->link = ol;
602 }
603} 616}
604 617
605/* 618/*
606 * Remove the object from the linked lists of buttons in the map. 619 * Remove the object from the linked lists of buttons in the map.
607 * This is only needed by editors. 620 * This is only needed by editors.
608 */ 621 */
609
610void 622void
611remove_button_link (object *op) 623object::remove_link ()
612{ 624{
613 oblinkpt *obp; 625 if (!map)
614 objectlink **olp, *ol;
615
616 if (op->map == NULL)
617 { 626 {
618 LOG (llevError, "remove_button_link() in object without map.\n"); 627 LOG (llevError, "remove_button_link() in object without map.\n");
619 return; 628 return;
620 } 629 }
621 630
622 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 631 if (!flag [FLAG_IS_LINKED])
623 { 632 {
624 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 633 LOG (llevError, "remove_button_linked() in unlinked object.\n");
625 return; 634 return;
626 } 635 }
627 636
637 flag [FLAG_IS_LINKED] = false;
638
628 for (obp = op->map->buttons; obp; obp = obp->next) 639 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
629 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 640 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
630 if (ol->ob == op) 641 if ((*olp)->ob == this)
631 { 642 {
632 643 objectlink *ol = *olp;
633/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
634 obp->value, op->name, op->map->path);
635*/
636 *olp = ol->next; 644 *olp = ol->next;
637 delete ol; 645 delete ol;
638 return; 646 return;
639 } 647 }
640 648
641 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 649 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
642 CLEAR_FLAG (op, FLAG_IS_LINKED); 650}
651
652/*
653 * Updates every button on the map (by calling update_button() for them).
654 */
655void
656maptile::update_buttons ()
657{
658 for (oblinkpt *obp = buttons; obp; obp = obp->next)
659 for (objectlink *ol = obp->link; ol; ol = ol->next)
660 {
661 if (!ol->ob)
662 {
663 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
664 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
665 continue;
666 }
667
668 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
669 {
670 update_button (ol->ob);
671 break;
672 }
673 }
643} 674}
644 675
645/* 676/*
646 * Gets the objectlink for this connection from the map. 677 * Gets the objectlink for this connection from the map.
647 */ 678 */
648oblinkpt * 679oblinkpt *
649get_connection_links (maptile *map, long connection) 680maptile::find_link (shstr_tmp id)
650{ 681{
651 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 682 for (oblinkpt *obp = buttons; obp; obp = obp->next)
652 if (obp->value == connection) 683 if (obp->id == id)
653 return obp; 684 return obp;
654 685
655 return 0; 686 return 0;
656} 687}
657 688
658/* 689/*
659 * Return the first objectlink in the objects linked to this one 690 * Return the first objectlink in the objects linked to this one
660 */ 691 */
661
662oblinkpt * 692oblinkpt *
663get_button_links (const object *button) 693object::find_link () const
664{ 694{
665 oblinkpt *obp; 695 if (map)
666 objectlink *ol;
667
668 if (!button->map)
669 return NULL;
670
671 for (obp = button->map->buttons; obp; obp = obp->next) 696 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
672 for (ol = obp->link; ol; ol = ol->next) 697 for (objectlink *ol = obp->link; ol; ol = ol->next)
673 if (ol->ob == button) 698 if (ol->ob == this)
674 return obp; 699 return obp;
675 700
676 return NULL;
677}
678
679/*
680 * Made as a separate function to increase efficiency
681 */
682
683int
684get_button_value (const object *button)
685{
686 oblinkpt *obp;
687 objectlink *ol;
688
689 if (!button->map)
690 return 0;
691 for (obp = button->map->buttons; obp; obp = obp->next)
692 for (ol = obp->link; ol; ol = ol->next)
693 if (ol->ob == button)
694 return obp->value;
695 return 0; 701 return 0;
696} 702}
697 703
698/* This routine makes monsters who are 704/* This routine makes monsters who are
699 * standing on the 'mood floor' change their 705 * standing on the 'mood floor' change their
701 * If floor is to be triggered must have 707 * If floor is to be triggered must have
702 * a speed of zero (default is 1 for all 708 * a speed of zero (default is 1 for all
703 * but the charm floor type). 709 * but the charm floor type).
704 * by b.t. thomas@nomad.astro.psu.edu 710 * by b.t. thomas@nomad.astro.psu.edu
705 */ 711 */
706
707void 712void
708do_mood_floor (object *op, object *source) 713do_mood_floor (object *op, object *source)
709{ 714{
710 if (!source) 715 if (!source)
711 source = op; 716 source = op;
741 * dereference a null value 746 * dereference a null value
742 */ 747 */
743 if (tmp->type == GOLEM 748 if (tmp->type == GOLEM
744 && tmp->owner 749 && tmp->owner
745 && tmp->owner->type == PLAYER 750 && tmp->owner->type == PLAYER
746 && tmp->owner->contr->ranges[range_golem] == tmp) 751 && tmp->owner->contr->golem == tmp)
747 tmp->owner->contr->ranges[range_golem] = 0; 752 tmp->owner->contr->golem = 0;
748 753
749 tmp->owner = 0; 754 tmp->owner = 0;
750 755
751 remove_friendly_object (tmp); 756 remove_friendly_object (tmp);
752 } 757 }
779 add_friendly_object (tmp); 784 add_friendly_object (tmp);
780 tmp->attack_movement = PETMOVE; 785 tmp->attack_movement = PETMOVE;
781 } 786 }
782 break; 787 break;
783 788
784 case 6: 789 case 6: // kill monsters
785 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) 790 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
786 break; 791 break;
787 792
788 // FALL THROUGH 793 // FALL THROUGH
789 case 5: 794 case 5: // kill all alives
795 if (!tmp->flag [FLAG_PRECIOUS])
796 {
790 get_archetype ("burnout")->insert_at (tmp, source); 797 archetype::get (shstr_burnout)->insert_at (tmp, source);
791 tmp->destroy (); 798 tmp->destroy ();
799 }
792 break; 800 break;
793 801
794 default: 802 default:
795 break; 803 break;
796 } 804 }
808 object *tmp, *ret = NULL; 816 object *tmp, *ret = NULL;
809 817
810 /* First check the object itself. */ 818 /* First check the object itself. */
811 if ((trig->stats.hp && (op->type == trig->stats.hp)) 819 if ((trig->stats.hp && (op->type == trig->stats.hp))
812 || (trig->slaying && (op->slaying == trig->slaying)) 820 || (trig->slaying && (op->slaying == trig->slaying))
813 || (trig->race && (op->arch->name == trig->race))) 821 || (trig->race && (op->arch->archname == trig->race)))
814 return op; 822 return op;
815 823
816 for (tmp = op->inv; tmp; tmp = tmp->below) 824 for (tmp = op->inv; tmp; tmp = tmp->below)
817 { 825 {
818 if (tmp->inv) 826 if (tmp->inv)
821 if (ret) 829 if (ret)
822 return ret; 830 return ret;
823 } 831 }
824 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 832 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
825 || (trig->slaying && (tmp->slaying == trig->slaying)) 833 || (trig->slaying && (tmp->slaying == trig->slaying))
826 || (trig->race && (tmp->arch->name == trig->race))) 834 || (trig->race && (tmp->arch->archname == trig->race)))
827 return tmp; 835 return tmp;
828 } 836 }
829 return NULL; 837 return NULL;
830} 838}
831 839
869 // and we have to set the value to 0 877 // and we have to set the value to 0
870 878
871 if (match && trig->last_sp) // match == having 879 if (match && trig->last_sp) // match == having
872 { 880 {
873 if (trig->last_heal) 881 if (trig->last_heal)
874 decrease_ob (match); 882 match->decrease ();
875 883
876 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 884 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
877 push_button (trig); 885 push_button (trig);
878 } 886 }
879 else if (!match && !trig->last_sp) // match == not having 887 else if (!match && !trig->last_sp) // match == not having

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines