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Comparing deliantra/server/common/button.C (file contents):
Revision 1.36 by root, Sun Jul 1 05:00:17 2007 UTC vs.
Revision 1.56 by root, Mon Oct 12 14:00:57 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 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 {
59 object *tmp = ol->ob; 60 object *tmp = ol->ob;
60 61
61 /* if the criteria isn't appropriate, don't do anything */ 62 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63 continue; 64 continue;
65
64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 66 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
65 continue; 67 continue;
66 68
67 switch (tmp->type) 69 switch (tmp->type)
68 { 70 {
69 case GATE: 71 case GATE:
70 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"));
71 tmp->value = tmp->stats.maxsp ? !state : state; 77 tmp->value = tmp->stats.maxsp ? !state : state;
72 tmp->set_speed (0.5); 78 tmp->set_speed (0.5);
73 break; 79 break;
74 80
75 case CF_HANDLE: 81 case CF_HANDLE:
78 break; 84 break;
79 85
80 case SIGN: 86 case SIGN:
81 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 87 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
82 { 88 {
89 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
83 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
84 if (tmp->stats.food) 91 if (tmp->stats.food)
85 tmp->last_eat++; 92 tmp->last_eat++;
86 } 93 }
87 break; 94 break;
88 95
89 case ALTAR: 96 case ALTAR:
97 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
90 tmp->value = 1; 98 tmp->value = 1;
91 SET_ANIMATION (tmp, tmp->value); 99 SET_ANIMATION (tmp, tmp->value);
92 update_object (tmp, UP_OBJ_FACE); 100 update_object (tmp, UP_OBJ_FACE);
93 break; 101 break;
94 102
95 case BUTTON: 103 case BUTTON:
96 case PEDESTAL: 104 case PEDESTAL:
105 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
97 tmp->value = state; 106 tmp->value = state;
98 SET_ANIMATION (tmp, tmp->value); 107 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 108 update_object (tmp, UP_OBJ_FACE);
100 break; 109 break;
101 110
102 case MOOD_FLOOR: 111 case MOOD_FLOOR:
103 do_mood_floor (tmp, source); 112 do_mood_floor (tmp, activator);
104 break; 113 break;
105 114
106 case TIMED_GATE: 115 case TIMED_GATE:
116 if (!tmp->active)
117 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
118
107 tmp->set_speed (tmp->arch->speed); 119 tmp->set_speed (tmp->arch->speed);
108 tmp->value = tmp->arch->value; 120 tmp->value = tmp->arch->value;
109 tmp->stats.sp = 1; 121 tmp->stats.sp = 1;
110 tmp->stats.hp = tmp->stats.maxhp; 122 tmp->stats.hp = tmp->stats.maxhp;
111 /* Handle multipart gates. We copy the value for the other parts 123 /* Handle multipart gates. We copy the value for the other parts
124 case FIREWALL: 136 case FIREWALL:
125 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 137 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
126 move_firewall (tmp); 138 move_firewall (tmp);
127 else 139 else
128 { 140 {
129 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 141 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
130 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
131
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, state, activator, originator);
150 break; 165 break;
151 } 166 }
152 } 167 }
153} 168}
154 169
163 * Changed the routine to loop through _all_ objects. 178 * Changed the routine to loop through _all_ objects.
164 * Better hurry with that linked list... 179 * Better hurry with that linked list...
165 * 180 *
166 */ 181 */
167void 182void
168push_button (object *op) 183push_button (object *op, object *originator)
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), ARG_OBJECT (op), ARG_OBJECT (originator)))
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, originator);
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, int state, object *activator, 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, activator, 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
204 * to make sure that all gates and other buttons connected to the 215 * to make sure that all gates and other buttons connected to the
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, object *originator)
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 {
254 bool is_match = is_match_expr (tmp->slaying);
252 tmp->value = 0; 255 tmp->value = 0;
256
253 for (ab = tmp->above; ab != NULL; ab = ab->above) 257 for (object *ab = tmp->above; ab; ab = ab->above)
254 { 258 {
255 head = ab->head_ (); 259 object *head = ab->head_ ();
260
256 /* Same note regarding move_type for buttons above apply here. */ 261 /* Same note regarding move_type for buttons above apply here. */
257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 262 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
263 if (is_match
264 ? match (tmp->slaying, head, tmp, originator)
258 (head->race == tmp->slaying || 265 : (head->race == tmp->slaying
259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 266 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 267 || (tmp->slaying == shstr_player && head->type == PLAYER)))
268 {
261 tmp->value = 1; 269 tmp->value = 1;
270 break;
271 }
262 } 272 }
263 273
264 if (tmp->value) 274 any_down = any_down || tmp->value;
265 any_down = 1;
266 } 275 }
267 } 276 }
277
268 if (any_down) /* If any other buttons were down, force this to remain down */ 278 if (any_down) /* If any other buttons were down, force this to remain down */
269 op->value = 1; 279 op->value = 1;
270 280
281 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
282
271 /* If this button hasn't changed, don't do anything */ 283 /* If this button hasn't changed, don't do anything */
272 if (op->value != old_value) 284 if (op->value != old_value)
273 { 285 {
274 SET_ANIMATION (op, op->value); 286 SET_ANIMATION (op, op->value);
275 update_object (op, UP_OBJ_FACE); 287 update_object (op, UP_OBJ_FACE);
276 push_button (op); /* Make all other buttons the same */ 288 push_button (op, originator); /* Make all other buttons the same */
277 } 289 }
278} 290}
279 291
280void 292void
281use_trigger (object *op) 293use_trigger (object *op, object *originator)
282{ 294{
283 /* Toggle value */ 295 /* Toggle value */
284 op->value = !op->value; 296 op->value = !op->value;
297
285 push_button (op); 298 push_button (op, originator);
286} 299}
287 300
288/* 301/*
289 * Note: animate_object should be used instead of this, 302 * Note: animate_object should be used instead of this,
290 * but it can't handle animations in the 8 directions 303 * but it can't handle animations in the 8 directions
311 * sacrificed. This fixes a bug of trying to put multiple altars/related 324 * sacrificed. This fixes a bug of trying to put multiple altars/related
312 * objects on the same space that take the same sacrifice. 325 * objects on the same space that take the same sacrifice.
313 */ 326 */
314 327
315int 328int
316check_altar_sacrifice (const object *altar, const object *sacrifice) 329check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
317{ 330{
318 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 331 if (sacrifice->flag [FLAG_UNPAID])
332 return 0;
333
334 if (is_match_expr (ARCH_SACRIFICE (altar)))
335 return match (ARCH_SACRIFICE (altar), altar, originator);
336
337 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
338 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
339 && sacrifice->type != PLAYER)
319 { 340 {
341 if (ARCH_SACRIFICE (altar) == shstr_money
342 && sacrifice->type == MONEY
343 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
344 return 1;
345
320 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname 346 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
321 || ARCH_SACRIFICE (altar) == sacrifice->name 347 || ARCH_SACRIFICE (altar) == sacrifice->name
322 || ARCH_SACRIFICE (altar) == sacrifice->slaying 348 || ARCH_SACRIFICE (altar) == sacrifice->slaying
323 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 349 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
324 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 350 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
325 return 1;
326
327 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
328 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
329 return 1; 351 return 1;
330 } 352 }
331 353
332 return 0; 354 return 0;
333} 355}
340 * 362 *
341 * If this function returns 1, '*sacrifice' is modified to point to the 363 * If this function returns 1, '*sacrifice' is modified to point to the
342 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 364 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
343 */ 365 */
344int 366int
345operate_altar (object *altar, object **sacrifice) 367operate_altar (object *altar, object **sacrifice, object *originator)
346{ 368{
347 if (!altar->map) 369 if (!altar->map)
348 { 370 {
349 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 371 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
350 return 0; 372 return 0;
351 } 373 }
352 374
353 if (!altar->slaying || altar->value) 375 if (!altar->slaying || altar->value)
354 return 0; 376 return 0;
355 377
356 if (!check_altar_sacrifice (altar, *sacrifice)) 378 if (!check_altar_sacrifice (altar, *sacrifice, originator))
357 return 0; 379 return 0;
358 380
359 /* check_altar_sacrifice should have already verified that enough money 381 /* check_altar_sacrifice should have already verified that enough money
360 * has been dropped. 382 * has been dropped.
361 */ 383 */
362 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 384 if (ARCH_SACRIFICE (altar) == shstr_money)
363 { 385 {
364 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 386 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
365 387
366 /* Round up any sacrifices. Altars don't make change either */ 388 /* Round up any sacrifices. Altars don't make change either */
367 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 389 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
368 number++; 390 number++;
369 391
370 *sacrifice = decrease_ob_nr (*sacrifice, number); 392 if (!(*sacrifice)->decrease (number))
393 *sacrifice = 0;
371 } 394 }
372 else 395 else
373 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 396 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
397 *sacrifice = 0;
374 398
375 if (altar->msg) 399 if (altar->msg)
376 new_info_map (NDI_BLACK, altar->map, altar->msg); 400 new_info_map (NDI_BLACK, altar->map, altar->msg);
377 401
378 return 1; 402 return 1;
379} 403}
380 404
381void 405void
382trigger_move (object *op, int state) /* 1 down and 0 up */ 406trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
383{ 407{
384 op->stats.wc = state; 408 op->stats.wc = state;
409
385 if (state) 410 if (state)
386 { 411 {
387 use_trigger (op); 412 use_trigger (op, originator);
388 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 413 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
389 op->speed_left = -1; 414 op->speed_left = -1;
390 } 415 }
391 else 416 else
392 { 417 {
393 use_trigger (op); 418 use_trigger (op, originator);
394 op->set_speed (0); 419 op->set_speed (0);
395 } 420 }
396} 421}
397 422
398 423
407 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 432 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
408 * 433 *
409 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 434 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
410 */ 435 */
411int 436int
412check_trigger (object *op, object *cause) 437check_trigger (object *op, object *cause, object *originator)
413{ 438{
414 object *tmp; 439 object *tmp;
415 int push = 0, tot = 0; 440 int push = 0, tot = 0;
416 int in_movement = op->stats.wc || op->speed; 441 int in_movement = op->stats.wc || op->speed;
417 442
418 switch (op->type) 443 switch (op->type)
419 { 444 {
420 case TRIGGER_BUTTON: 445 case TRIGGER_BUTTON:
421 if (op->weight > 0) 446 if (op->weight > 0)
422 { 447 {
423 if (cause) 448 if (cause)
424 { 449 {
425 for (tmp = op->above; tmp; tmp = tmp->above) 450 for (tmp = op->above; tmp; tmp = tmp->above)
426 /* Comment reproduced from update_buttons(): */ 451 /* Comment reproduced from update_buttons(): */
427 /* Basically, if the move_type matches that on what the 452 /* Basically, if the move_type matches that on what the
428 * button wants, we count it. The second check is so that 453 * button wants, we count it. The second check is so that
429 * objects that don't move (swords, etc) will count. Note that 454 * objects that don't move (swords, etc) will count. Note that
430 * this means that more work is needed to make buttons 455 * this means that more work is needed to make buttons
431 * that are only triggered by flying objects. 456 * that are only triggered by flying objects.
457 */
458 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
459 tot += tmp->head_ ()->total_weight ();
460
461 if (tot >= op->weight)
462 push = 1;
463
464 if (op->stats.ac == push)
465 return 0;
466
467 op->stats.ac = push;
468 if (NUM_ANIMATIONS (op) > 1)
469 {
470 SET_ANIMATION (op, push);
471 update_object (op, UP_OBJ_FACE);
472 }
473
474 if (in_movement || !push)
475 return 0;
476 }
477
478 trigger_move (op, push, cause);
479 }
480
481 return 0;
482
483 case TRIGGER_PEDESTAL:
484 if (cause)
485 {
486 for (tmp = op->above; tmp; tmp = tmp->above)
487 {
488 object *head = tmp->head_ ();
489
490 /* See comment in TRIGGER_BUTTON about move_types */
491 if (((head->move_type & op->move_on) || head->move_type == 0)
492 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
493 {
494 push = 1;
495 break;
496 }
497 }
498
499 if (op->stats.ac == push)
500 return 0;
501
502 op->stats.ac = push;
503
504 if (NUM_ANIMATIONS (op) > 1)
505 {
506 SET_ANIMATION (op, push);
507 update_object (op, UP_OBJ_FACE);
508 }
509
510 update_object (op, UP_OBJ_FACE);
511
512 if (in_movement || !push)
513 return 0;
514 }
515
516 trigger_move (op, push, cause);
517 return 0;
518
519 case TRIGGER_ALTAR:
520 if (cause)
521 {
522 if (in_movement)
523 return 0;
524
525 if (operate_altar (op, &cause)) /* TODO: originator? */
526 {
527 if (NUM_ANIMATIONS (op) > 1)
528 {
529 SET_ANIMATION (op, 1);
530 update_object (op, UP_OBJ_FACE);
531 }
532
533 if (op->last_sp >= 0)
534 {
535 trigger_move (op, 1, cause);
536
537 if (op->last_sp > 0)
538 op->last_sp = -op->last_sp;
539 }
540 else
541 {
542 /* for trigger altar with last_sp, the ON/OFF
543 * status (-> +/- value) is "simulated":
432 */ 544 */
433 545 op->value = !op->value;
434 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 546 trigger_move (op, 1, cause);
435 { 547 op->last_sp = -op->last_sp;
436 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 548 op->value = !op->value;
437 }
438 if (tot >= op->weight)
439 push = 1;
440 if (op->stats.ac == push)
441 return 0;
442 op->stats.ac = push;
443 if (NUM_ANIMATIONS (op) > 1)
444 {
445 SET_ANIMATION (op, push);
446 update_object (op, UP_OBJ_FACE);
447 } 549 }
448 if (in_movement || !push) 550
449 return 0; 551 return cause == NULL;
450 } 552 }
451 trigger_move (op, push);
452 } 553 else
453 return 0;
454
455 case TRIGGER_PEDESTAL:
456 if (cause)
457 {
458 for (tmp = op->above; tmp; tmp = tmp->above)
459 {
460 object *head = tmp->head_ ();
461
462 /* See comment in TRIGGER_BUTTON about move_types */
463 if (((head->move_type & op->move_on) || head->move_type == 0)
464 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
465 {
466 push = 1;
467 break;
468 }
469 }
470
471 if (op->stats.ac == push)
472 return 0; 554 return 0;
473 555 }
474 op->stats.ac = push; 556 else
475 557 {
476 if (NUM_ANIMATIONS (op) > 1) 558 if (NUM_ANIMATIONS (op) > 1)
477 { 559 {
478 SET_ANIMATION (op, push); 560 SET_ANIMATION (op, 0);
479 update_object (op, UP_OBJ_FACE); 561 update_object (op, UP_OBJ_FACE);
480 } 562 }
481 563
482 update_object (op, UP_OBJ_FACE);
483
484 if (in_movement || !push)
485 return 0;
486 }
487
488 trigger_move (op, push);
489 return 0;
490
491 case TRIGGER_ALTAR:
492 if (cause)
493 {
494 if (in_movement)
495 return 0;
496
497 if (operate_altar (op, &cause))
498 {
499 if (NUM_ANIMATIONS (op) > 1)
500 {
501 SET_ANIMATION (op, 1);
502 update_object (op, UP_OBJ_FACE);
503 }
504
505 if (op->last_sp >= 0)
506 {
507 trigger_move (op, 1);
508 if (op->last_sp > 0)
509 op->last_sp = -op->last_sp;
510 }
511 else
512 {
513 /* for trigger altar with last_sp, the ON/OFF
514 * status (-> +/- value) is "simulated":
515 */
516 op->value = !op->value;
517 trigger_move (op, 1);
518 op->last_sp = -op->last_sp;
519 op->value = !op->value;
520 }
521
522 return cause == NULL;
523 }
524 else
525 return 0;
526 }
527 else
528 {
529 if (NUM_ANIMATIONS (op) > 1)
530 {
531 SET_ANIMATION (op, 0);
532 update_object (op, UP_OBJ_FACE);
533 }
534
535 /* If trigger_altar has "last_sp > 0" set on the map, 564 /* If trigger_altar has "last_sp > 0" set on the map,
536 * it will push the connected value only once per sacrifice. 565 * it will push the connected value only once per sacrifice.
537 * Otherwise (default), the connected value will be 566 * Otherwise (default), the connected value will be
538 * pushed twice: First by sacrifice, second by reset! -AV 567 * pushed twice: First by sacrifice, second by reset! -AV
539 */ 568 */
540 if (!op->last_sp) 569 if (!op->last_sp)
541 trigger_move (op, 0); 570 trigger_move (op, 0, cause);
542 else 571 else
543 { 572 {
544 op->stats.wc = 0; 573 op->stats.wc = 0;
545 op->value = !op->value; 574 op->value = !op->value;
546 op->set_speed (0); 575 op->set_speed (0);
547 } 576 }
548 } 577 }
549 return 0; 578 return 0;
550 579
551 case TRIGGER: 580 case TRIGGER:
552 if (cause) 581 if (cause)
553 { 582 {
554 if (in_movement) 583 if (in_movement)
555 return 0; 584 return 0;
556 585
557 push = 1; 586 push = 1;
558 } 587 }
559 588
560 if (NUM_ANIMATIONS (op) > 1) 589 if (NUM_ANIMATIONS (op) > 1)
561 { 590 {
562 SET_ANIMATION (op, push); 591 SET_ANIMATION (op, push);
563 update_object (op, UP_OBJ_FACE); 592 update_object (op, UP_OBJ_FACE);
564 } 593 }
565 594
566 trigger_move (op, push); 595 trigger_move (op, push, cause);
567 return 1; 596 return 1;
568 597
569 default: 598 default:
570 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 599 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
571 return 0; 600 return 0;
572 } 601 }
573} 602}
574 603
575void 604void
576add_button_link (object *button, maptile *map, int connected) 605object::add_link (maptile *map, shstr_tmp id)
577{ 606{
578 oblinkpt *obp;
579 objectlink *ol = get_objectlink ();
580
581 if (!map) 607 if (!map)
582 { 608 {
583 LOG (llevError, "Tried to add button-link without map.\n"); 609 LOG (llevError, "Tried to add button-link without map.\n");
584 return; 610 return;
585 } 611 }
586 612
587 button->path_attuned = connected; /* peterm: I need this so I can rebuild 613 flag [FLAG_IS_LINKED] = true;
588 a connected map from a template map. */
589 614
590 SET_FLAG (button, FLAG_IS_LINKED); 615 objectlink *ol = get_objectlink ();
591
592 ol->ob = button; 616 ol->ob = this;
593 617
594 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 618 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
595 ; 619 if (obp->id == id)
596
597 if (obp)
598 { 620 {
599 ol->next = obp->link; 621 ol->next = obp->link;
600 obp->link = ol; 622 obp->link = ol;
623 return;
601 } 624 }
602 else 625
603 {
604 obp = get_objectlinkpt (); 626 oblinkpt *obp = get_objectlinkpt ();
605 obp->value = connected; 627 obp->id = id;
606 628
607 obp->next = map->buttons; 629 obp->next = map->buttons;
608 map->buttons = obp; 630 map->buttons = obp;
609 obp->link = ol; 631 obp->link = ol;
610 }
611} 632}
612 633
613/* 634/*
614 * Remove the object from the linked lists of buttons in the map. 635 * Remove the object from the linked lists of buttons in the map.
615 * This is only needed by editors. 636 * This is only needed by editors.
616 */ 637 */
617
618void 638void
619remove_button_link (object *op) 639object::remove_link ()
620{ 640{
621 oblinkpt *obp; 641 if (!map)
622 objectlink **olp, *ol;
623
624 if (op->map == NULL)
625 { 642 {
626 LOG (llevError, "remove_button_link() in object without map.\n"); 643 LOG (llevError, "remove_button_link() in object without map.\n");
627 return; 644 return;
628 } 645 }
629 646
630 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 647 if (!flag [FLAG_IS_LINKED])
631 { 648 {
632 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 649 LOG (llevError, "remove_button_linked() in unlinked object.\n");
633 return; 650 return;
634 } 651 }
635 652
653 flag [FLAG_IS_LINKED] = false;
654
636 for (obp = op->map->buttons; obp; obp = obp->next) 655 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
637 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 656 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
638 if (ol->ob == op) 657 if ((*olp)->ob == this)
639 { 658 {
640 659 objectlink *ol = *olp;
641/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
642 obp->value, op->name, op->map->path);
643*/
644 *olp = ol->next; 660 *olp = ol->next;
645 delete ol; 661 delete ol;
646 return; 662 return;
647 } 663 }
648 664
649 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 665 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
650 CLEAR_FLAG (op, FLAG_IS_LINKED); 666}
667
668/*
669 * Updates every button on the map (by calling update_button() for them).
670 */
671void
672maptile::update_buttons ()
673{
674 for (oblinkpt *obp = buttons; obp; obp = obp->next)
675 for (objectlink *ol = obp->link; ol; ol = ol->next)
676 {
677 if (!ol->ob)
678 {
679 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
680 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
681 continue;
682 }
683
684 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
685 {
686 update_button (ol->ob, 0);
687 break;
688 }
689 }
651} 690}
652 691
653/* 692/*
654 * Gets the objectlink for this connection from the map. 693 * Gets the objectlink for this connection from the map.
655 */ 694 */
656oblinkpt * 695oblinkpt *
657get_connection_links (maptile *map, long connection) 696maptile::find_link (shstr_tmp id)
658{ 697{
659 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 698 for (oblinkpt *obp = buttons; obp; obp = obp->next)
660 if (obp->value == connection) 699 if (obp->id == id)
661 return obp; 700 return obp;
662 701
663 return 0; 702 return 0;
664} 703}
665 704
666/* 705/*
667 * Return the first objectlink in the objects linked to this one 706 * Return the first objectlink in the objects linked to this one
668 */ 707 */
669
670oblinkpt * 708oblinkpt *
671get_button_links (const object *button) 709object::find_link () const
672{ 710{
673 oblinkpt *obp; 711 if (map)
674 objectlink *ol;
675
676 if (!button->map)
677 return NULL;
678
679 for (obp = button->map->buttons; obp; obp = obp->next) 712 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
680 for (ol = obp->link; ol; ol = ol->next) 713 for (objectlink *ol = obp->link; ol; ol = ol->next)
681 if (ol->ob == button) 714 if (ol->ob == this)
682 return obp; 715 return obp;
683 716
684 return NULL;
685}
686
687/*
688 * Made as a separate function to increase efficiency
689 */
690
691int
692get_button_value (const object *button)
693{
694 oblinkpt *obp;
695 objectlink *ol;
696
697 if (!button->map)
698 return 0;
699 for (obp = button->map->buttons; obp; obp = obp->next)
700 for (ol = obp->link; ol; ol = ol->next)
701 if (ol->ob == button)
702 return obp->value;
703 return 0; 717 return 0;
704} 718}
705 719
706/* This routine makes monsters who are 720/* This routine makes monsters who are
707 * standing on the 'mood floor' change their 721 * standing on the 'mood floor' change their
709 * If floor is to be triggered must have 723 * If floor is to be triggered must have
710 * a speed of zero (default is 1 for all 724 * a speed of zero (default is 1 for all
711 * but the charm floor type). 725 * but the charm floor type).
712 * by b.t. thomas@nomad.astro.psu.edu 726 * by b.t. thomas@nomad.astro.psu.edu
713 */ 727 */
714
715void 728void
716do_mood_floor (object *op, object *source) 729do_mood_floor (object *op, object *source)
717{ 730{
718 if (!source) 731 if (!source)
719 source = op; 732 source = op;
795 808
796 // FALL THROUGH 809 // FALL THROUGH
797 case 5: // kill all alives 810 case 5: // kill all alives
798 if (!tmp->flag [FLAG_PRECIOUS]) 811 if (!tmp->flag [FLAG_PRECIOUS])
799 { 812 {
800 get_archetype ("burnout")->insert_at (tmp, source); 813 archetype::get (shstr_burnout)->insert_at (tmp, source);
801 tmp->destroy (); 814 tmp->destroy ();
802 } 815 }
803 break; 816 break;
804 817
805 default: 818 default:
880 // and we have to set the value to 0 893 // and we have to set the value to 0
881 894
882 if (match && trig->last_sp) // match == having 895 if (match && trig->last_sp) // match == having
883 { 896 {
884 if (trig->last_heal) 897 if (trig->last_heal)
885 decrease_ob (match); 898 match->decrease ();
886 899
887 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 900 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
888 push_button (trig); 901 push_button (trig, op);
889 } 902 }
890 else if (!match && !trig->last_sp) // match == not having 903 else if (!match && !trig->last_sp) // match == not having
891 { 904 {
892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 905 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
893 push_button (trig); 906 push_button (trig, op);
894 } 907 }
895} 908}
896 909

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