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Comparing deliantra/server/common/button.C (file contents):
Revision 1.33 by root, Mon May 28 21:21:40 2007 UTC vs.
Revision 1.51 by root, Thu Jan 8 03:03:23 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 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 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 it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <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 */
141 case CREATOR: 150 case CREATOR:
142 move_creator (tmp); 151 move_creator (tmp);
143 break; 152 break;
144 153
145 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
146 move_marker (tmp); 156 move_marker (tmp);
147 break; 157 break;
148 158
149 case DUPLICATOR: 159 case DUPLICATOR:
150 move_duplicator (tmp); 160 move_duplicator (tmp);
161 break;
162
163 case MAPSCRIPT:
164 cfperl_mapscript_activate (tmp, source, state);
151 break; 165 break;
152 } 166 }
153 } 167 }
154} 168}
155 169
166 * 180 *
167 */ 181 */
168void 182void
169push_button (object *op) 183push_button (object *op)
170{ 184{
171 oblinkpt *obp = get_button_links (op); 185 if (oblinkpt *obp = op->find_link ())
172 186 {
173 if (!obp) 187 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value)))
174 return; 188 return;
175 189
176 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
177 return;
178
179 activate_connection_link (obp->link, op->value, op); 190 activate_connection_link (obp->link, op->value, op);
191 }
180} 192}
181 193
182/* 194/*
183 * elmex: 195 * elmex:
184 * 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
186 * 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
187 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 199 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
188 * 200 *
189 */ 201 */
190void 202void
191activate_connection (maptile *map, long connection, bool state) 203maptile::trigger (shstr_tmp id, bool state, object *originator)
192{ 204{
193 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)))
194 return; 206 return;
195 207
196 oblinkpt *obp = get_connection_links (map, connection); 208 if (oblinkpt *obp = find_link (id))
197
198 if (obp)
199 activate_connection_link (obp->link, state); 209 activate_connection_link (obp->link, state, originator);
200} 210}
201 211
202/* 212/*
203 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
204 * 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
206 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
207 */ 217 */
208void 218void
209update_button (object *op) 219update_button (object *op)
210{ 220{
211 object *ab, *tmp, *head;
212 int tot, any_down = 0, old_value = op->value; 221 int any_down = 0, old_value = op->value;
213 oblinkpt *obp = 0;
214 objectlink *ol;
215 222
216 obp = get_button_links (op); 223 if (oblinkpt *obp = op->find_link ())
217 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
218 if (obp)
219 for (ol = obp->link; ol; ol = ol->next) 224 for (objectlink *ol = obp->link; ol; ol = ol->next)
220 { 225 {
221 if (!ol->ob) 226 if (!ol->ob)
222 { 227 {
223 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 228 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
224 continue; 229 continue;
225 } 230 }
226 231
227 tmp = ol->ob; 232 object *tmp = ol->ob;
233
228 if (tmp->type == BUTTON) 234 if (tmp->type == BUTTON)
229 { 235 {
236 sint32 total = 0;
237
230 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 238 for (object *ab = tmp->above; ab; ab = ab->above)
231 /* Bug? The pedestal code below looks for the head of
232 * the object, this bit doesn't. I'd think we should check
233 * for head here also. Maybe it also makese sense to
234 * make the for ab=tmp->above loop common, and alter
235 * behaviour based on object within that loop?
236 */
237
238 /* Basically, if the move_type matches that on what the 239 /* Basically, if the move_type matches that on what the
239 * button wants, we count it. The second check is so that 240 * button wants, we count it. The second check is so that
240 * objects don't move (swords, etc) will count. Note that 241 * objects who don't move (swords, etc) will count. Note that
241 * this means that more work is needed to make buttons 242 * this means that more work is needed to make buttons
242 * that are only triggered by flying objects. 243 * that are only triggered by flying objects.
243 */ 244 */
244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
245 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 246 total += ab->head_ ()->total_weight ();
246 247
247 tmp->value = (tot >= tmp->weight) ? 1 : 0; 248 tmp->value = total >= tmp->weight;
248 if (tmp->value) 249
249 any_down = 1; 250 any_down = any_down || tmp->value;
250 } 251 }
251 else if (tmp->type == PEDESTAL) 252 else if (tmp->type == PEDESTAL)
252 { 253 {
253 tmp->value = 0; 254 tmp->value = 0;
255
254 for (ab = tmp->above; ab != NULL; ab = ab->above) 256 for (object *ab = tmp->above; ab; ab = ab->above)
255 { 257 {
256 head = ab->head_ (); 258 object *head = ab->head_ ();
259
257 /* Same note regarding move_type for buttons above apply here. */ 260 /* Same note regarding move_type for buttons above apply here. */
258 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 261 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
259 (head->race == tmp->slaying || 262 && (head->race == tmp->slaying
260 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 263 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
261 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 264 || (tmp->slaying == shstr_player && head->type == PLAYER)))
262 tmp->value = 1; 265 tmp->value = 1;
263 } 266 }
264 267
265 if (tmp->value) 268 any_down = any_down || tmp->value;
266 any_down = 1;
267 } 269 }
268 } 270 }
271
269 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 */
270 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);
271 276
272 /* If this button hasn't changed, don't do anything */ 277 /* If this button hasn't changed, don't do anything */
273 if (op->value != old_value) 278 if (op->value != old_value)
274 { 279 {
275 SET_ANIMATION (op, op->value); 280 SET_ANIMATION (op, op->value);
314 */ 319 */
315 320
316int 321int
317check_altar_sacrifice (const object *altar, const object *sacrifice) 322check_altar_sacrifice (const object *altar, const object *sacrifice)
318{ 323{
319 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)
320 { 327 {
321 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 328 if (ARCH_SACRIFICE (altar) == shstr_money
322 ARCH_SACRIFICE (altar) == sacrifice->name || 329 && sacrifice->type == MONEY
323 ARCH_SACRIFICE (altar) == sacrifice->slaying || 330 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
324 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
325 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
326 return 1; 331 return 1;
327 332
328 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 333 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
329 && 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 ())
330 return 1; 338 return 1;
331 } 339 }
332 340
333 return 0; 341 return 0;
334} 342}
358 return 0; 366 return 0;
359 367
360 /* check_altar_sacrifice should have already verified that enough money 368 /* check_altar_sacrifice should have already verified that enough money
361 * has been dropped. 369 * has been dropped.
362 */ 370 */
363 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 371 if (ARCH_SACRIFICE (altar) == shstr_money)
364 { 372 {
365 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 373 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
366 374
367 /* Round up any sacrifices. Altars don't make change either */ 375 /* Round up any sacrifices. Altars don't make change either */
368 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 376 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
369 number++; 377 number++;
370 378
371 *sacrifice = decrease_ob_nr (*sacrifice, number); 379 if (!(*sacrifice)->decrease (number))
380 *sacrifice = 0;
372 } 381 }
373 else 382 else
374 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 383 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
384 *sacrifice = 0;
375 385
376 if (altar->msg) 386 if (altar->msg)
377 new_info_map (NDI_BLACK, altar->map, altar->msg); 387 new_info_map (NDI_BLACK, altar->map, altar->msg);
378 388
379 return 1; 389 return 1;
416 int push = 0, tot = 0; 426 int push = 0, tot = 0;
417 int in_movement = op->stats.wc || op->speed; 427 int in_movement = op->stats.wc || op->speed;
418 428
419 switch (op->type) 429 switch (op->type)
420 { 430 {
421 case TRIGGER_BUTTON: 431 case TRIGGER_BUTTON:
422 if (op->weight > 0) 432 if (op->weight > 0)
423 { 433 {
424 if (cause) 434 if (cause)
425 { 435 {
426 for (tmp = op->above; tmp; tmp = tmp->above) 436 for (tmp = op->above; tmp; tmp = tmp->above)
427 /* Comment reproduced from update_buttons(): */ 437 /* Comment reproduced from update_buttons(): */
428 /* Basically, if the move_type matches that on what the 438 /* Basically, if the move_type matches that on what the
429 * button wants, we count it. The second check is so that 439 * button wants, we count it. The second check is so that
430 * objects that don't move (swords, etc) will count. Note that 440 * objects that don't move (swords, etc) will count. Note that
431 * this means that more work is needed to make buttons 441 * this means that more work is needed to make buttons
432 * 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":
433 */ 528 */
434 529 op->value = !op->value;
435 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 530 trigger_move (op, 1);
436 { 531 op->last_sp = -op->last_sp;
437 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 532 op->value = !op->value;
438 }
439 if (tot >= op->weight)
440 push = 1;
441 if (op->stats.ac == push)
442 return 0;
443 op->stats.ac = push;
444 if (NUM_ANIMATIONS (op) > 1)
445 {
446 SET_ANIMATION (op, push);
447 update_object (op, UP_OBJ_FACE);
448 } 533 }
449 if (in_movement || !push) 534
450 return 0; 535 return cause == NULL;
451 } 536 }
452 trigger_move (op, push);
453 } 537 else
454 return 0;
455
456 case TRIGGER_PEDESTAL:
457 if (cause)
458 {
459 for (tmp = op->above; tmp; tmp = tmp->above)
460 {
461 object *head = tmp->head_ ();
462
463 /* See comment in TRIGGER_BUTTON about move_types */
464 if (((head->move_type & op->move_on) || head->move_type == 0)
465 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
466 {
467 push = 1;
468 break;
469 }
470 }
471
472 if (op->stats.ac == push)
473 return 0; 538 return 0;
474 539 }
475 op->stats.ac = push; 540 else
476 541 {
477 if (NUM_ANIMATIONS (op) > 1) 542 if (NUM_ANIMATIONS (op) > 1)
478 { 543 {
479 SET_ANIMATION (op, push); 544 SET_ANIMATION (op, 0);
480 update_object (op, UP_OBJ_FACE); 545 update_object (op, UP_OBJ_FACE);
481 } 546 }
482 547
483 update_object (op, UP_OBJ_FACE);
484
485 if (in_movement || !push)
486 return 0;
487 }
488
489 trigger_move (op, push);
490 return 0;
491
492 case TRIGGER_ALTAR:
493 if (cause)
494 {
495 if (in_movement)
496 return 0;
497
498 if (operate_altar (op, &cause))
499 {
500 if (NUM_ANIMATIONS (op) > 1)
501 {
502 SET_ANIMATION (op, 1);
503 update_object (op, UP_OBJ_FACE);
504 }
505
506 if (op->last_sp >= 0)
507 {
508 trigger_move (op, 1);
509 if (op->last_sp > 0)
510 op->last_sp = -op->last_sp;
511 }
512 else
513 {
514 /* for trigger altar with last_sp, the ON/OFF
515 * status (-> +/- value) is "simulated":
516 */
517 op->value = !op->value;
518 trigger_move (op, 1);
519 op->last_sp = -op->last_sp;
520 op->value = !op->value;
521 }
522
523 return cause == NULL;
524 }
525 else
526 return 0;
527 }
528 else
529 {
530 if (NUM_ANIMATIONS (op) > 1)
531 {
532 SET_ANIMATION (op, 0);
533 update_object (op, UP_OBJ_FACE);
534 }
535
536 /* If trigger_altar has "last_sp > 0" set on the map, 548 /* If trigger_altar has "last_sp > 0" set on the map,
537 * it will push the connected value only once per sacrifice. 549 * it will push the connected value only once per sacrifice.
538 * Otherwise (default), the connected value will be 550 * Otherwise (default), the connected value will be
539 * pushed twice: First by sacrifice, second by reset! -AV 551 * pushed twice: First by sacrifice, second by reset! -AV
540 */ 552 */
541 if (!op->last_sp) 553 if (!op->last_sp)
542 trigger_move (op, 0); 554 trigger_move (op, 0);
543 else 555 else
544 { 556 {
545 op->stats.wc = 0; 557 op->stats.wc = 0;
546 op->value = !op->value; 558 op->value = !op->value;
547 op->set_speed (0); 559 op->set_speed (0);
548 } 560 }
549 } 561 }
550 return 0; 562 return 0;
551 563
552 case TRIGGER: 564 case TRIGGER:
553 if (cause) 565 if (cause)
554 { 566 {
555 if (in_movement) 567 if (in_movement)
556 return 0; 568 return 0;
557 569
558 push = 1; 570 push = 1;
559 } 571 }
560 572
561 if (NUM_ANIMATIONS (op) > 1) 573 if (NUM_ANIMATIONS (op) > 1)
562 { 574 {
563 SET_ANIMATION (op, push); 575 SET_ANIMATION (op, push);
564 update_object (op, UP_OBJ_FACE); 576 update_object (op, UP_OBJ_FACE);
565 } 577 }
566 578
567 trigger_move (op, push); 579 trigger_move (op, push);
568 return 1; 580 return 1;
569 581
570 default: 582 default:
571 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);
572 return 0; 584 return 0;
573 } 585 }
574} 586}
575 587
576void 588void
577add_button_link (object *button, maptile *map, int connected) 589object::add_link (maptile *map, shstr_tmp id)
578{ 590{
579 oblinkpt *obp;
580 objectlink *ol = get_objectlink ();
581
582 if (!map) 591 if (!map)
583 { 592 {
584 LOG (llevError, "Tried to add button-link without map.\n"); 593 LOG (llevError, "Tried to add button-link without map.\n");
585 return; 594 return;
586 } 595 }
587 596
588 button->path_attuned = connected; /* peterm: I need this so I can rebuild 597 flag [FLAG_IS_LINKED] = true;
589 a connected map from a template map. */
590 598
591 SET_FLAG (button, FLAG_IS_LINKED); 599 objectlink *ol = get_objectlink ();
592
593 ol->ob = button; 600 ol->ob = this;
594 601
595 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 602 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
596 ; 603 if (obp->id == id)
597
598 if (obp)
599 { 604 {
600 ol->next = obp->link; 605 ol->next = obp->link;
601 obp->link = ol; 606 obp->link = ol;
607 return;
602 } 608 }
603 else 609
604 {
605 obp = get_objectlinkpt (); 610 oblinkpt *obp = get_objectlinkpt ();
606 obp->value = connected; 611 obp->id = id;
607 612
608 obp->next = map->buttons; 613 obp->next = map->buttons;
609 map->buttons = obp; 614 map->buttons = obp;
610 obp->link = ol; 615 obp->link = ol;
611 }
612} 616}
613 617
614/* 618/*
615 * 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.
616 * This is only needed by editors. 620 * This is only needed by editors.
617 */ 621 */
618
619void 622void
620remove_button_link (object *op) 623object::remove_link ()
621{ 624{
622 oblinkpt *obp; 625 if (!map)
623 objectlink **olp, *ol;
624
625 if (op->map == NULL)
626 { 626 {
627 LOG (llevError, "remove_button_link() in object without map.\n"); 627 LOG (llevError, "remove_button_link() in object without map.\n");
628 return; 628 return;
629 } 629 }
630 630
631 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 631 if (!flag [FLAG_IS_LINKED])
632 { 632 {
633 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 633 LOG (llevError, "remove_button_linked() in unlinked object.\n");
634 return; 634 return;
635 } 635 }
636 636
637 flag [FLAG_IS_LINKED] = false;
638
637 for (obp = op->map->buttons; obp; obp = obp->next) 639 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
638 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 640 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
639 if (ol->ob == op) 641 if ((*olp)->ob == this)
640 { 642 {
641 643 objectlink *ol = *olp;
642/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
643 obp->value, op->name, op->map->path);
644*/
645 *olp = ol->next; 644 *olp = ol->next;
646 delete ol; 645 delete ol;
647 return; 646 return;
648 } 647 }
649 648
650 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 649 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
651 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 }
652} 674}
653 675
654/* 676/*
655 * Gets the objectlink for this connection from the map. 677 * Gets the objectlink for this connection from the map.
656 */ 678 */
657oblinkpt * 679oblinkpt *
658get_connection_links (maptile *map, long connection) 680maptile::find_link (shstr_tmp id)
659{ 681{
660 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 682 for (oblinkpt *obp = buttons; obp; obp = obp->next)
661 if (obp->value == connection) 683 if (obp->id == id)
662 return obp; 684 return obp;
663 685
664 return 0; 686 return 0;
665} 687}
666 688
667/* 689/*
668 * Return the first objectlink in the objects linked to this one 690 * Return the first objectlink in the objects linked to this one
669 */ 691 */
670
671oblinkpt * 692oblinkpt *
672get_button_links (const object *button) 693object::find_link () const
673{ 694{
674 oblinkpt *obp; 695 if (map)
675 objectlink *ol;
676
677 if (!button->map)
678 return NULL;
679
680 for (obp = button->map->buttons; obp; obp = obp->next) 696 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
681 for (ol = obp->link; ol; ol = ol->next) 697 for (objectlink *ol = obp->link; ol; ol = ol->next)
682 if (ol->ob == button) 698 if (ol->ob == this)
683 return obp; 699 return obp;
684 700
685 return NULL;
686}
687
688/*
689 * Made as a separate function to increase efficiency
690 */
691
692int
693get_button_value (const object *button)
694{
695 oblinkpt *obp;
696 objectlink *ol;
697
698 if (!button->map)
699 return 0;
700 for (obp = button->map->buttons; obp; obp = obp->next)
701 for (ol = obp->link; ol; ol = ol->next)
702 if (ol->ob == button)
703 return obp->value;
704 return 0; 701 return 0;
705} 702}
706 703
707/* This routine makes monsters who are 704/* This routine makes monsters who are
708 * standing on the 'mood floor' change their 705 * standing on the 'mood floor' change their
710 * If floor is to be triggered must have 707 * If floor is to be triggered must have
711 * a speed of zero (default is 1 for all 708 * a speed of zero (default is 1 for all
712 * but the charm floor type). 709 * but the charm floor type).
713 * by b.t. thomas@nomad.astro.psu.edu 710 * by b.t. thomas@nomad.astro.psu.edu
714 */ 711 */
715
716void 712void
717do_mood_floor (object *op, object *source) 713do_mood_floor (object *op, object *source)
718{ 714{
719 if (!source) 715 if (!source)
720 source = op; 716 source = op;
796 792
797 // FALL THROUGH 793 // FALL THROUGH
798 case 5: // kill all alives 794 case 5: // kill all alives
799 if (!tmp->flag [FLAG_PRECIOUS]) 795 if (!tmp->flag [FLAG_PRECIOUS])
800 { 796 {
801 get_archetype ("burnout")->insert_at (tmp, source); 797 archetype::get (shstr_burnout)->insert_at (tmp, source);
802 tmp->destroy (); 798 tmp->destroy ();
803 } 799 }
804 break; 800 break;
805 801
806 default: 802 default:
820 object *tmp, *ret = NULL; 816 object *tmp, *ret = NULL;
821 817
822 /* First check the object itself. */ 818 /* First check the object itself. */
823 if ((trig->stats.hp && (op->type == trig->stats.hp)) 819 if ((trig->stats.hp && (op->type == trig->stats.hp))
824 || (trig->slaying && (op->slaying == trig->slaying)) 820 || (trig->slaying && (op->slaying == trig->slaying))
825 || (trig->race && (op->arch->name == trig->race))) 821 || (trig->race && (op->arch->archname == trig->race)))
826 return op; 822 return op;
827 823
828 for (tmp = op->inv; tmp; tmp = tmp->below) 824 for (tmp = op->inv; tmp; tmp = tmp->below)
829 { 825 {
830 if (tmp->inv) 826 if (tmp->inv)
833 if (ret) 829 if (ret)
834 return ret; 830 return ret;
835 } 831 }
836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 832 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
837 || (trig->slaying && (tmp->slaying == trig->slaying)) 833 || (trig->slaying && (tmp->slaying == trig->slaying))
838 || (trig->race && (tmp->arch->name == trig->race))) 834 || (trig->race && (tmp->arch->archname == trig->race)))
839 return tmp; 835 return tmp;
840 } 836 }
841 return NULL; 837 return NULL;
842} 838}
843 839
881 // and we have to set the value to 0 877 // and we have to set the value to 0
882 878
883 if (match && trig->last_sp) // match == having 879 if (match && trig->last_sp) // match == having
884 { 880 {
885 if (trig->last_heal) 881 if (trig->last_heal)
886 decrease_ob (match); 882 match->decrease ();
887 883
888 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
889 push_button (trig); 885 push_button (trig);
890 } 886 }
891 else if (!match && !trig->last_sp) // match == not having 887 else if (!match && !trig->last_sp) // match == not having

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