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Comparing deliantra/server/common/button.C (file contents):
Revision 1.42 by root, Sun Apr 20 22:03:21 2008 UTC vs.
Revision 1.57 by root, Mon Oct 12 21:27:54 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify 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 <support@deliantra.net> 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 {
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole")); 76 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
76 tmp->value = tmp->stats.maxsp ? !state : state; 77 tmp->value = tmp->stats.maxsp ? !state : state;
77 tmp->set_speed (0.5); 78 tmp->set_speed (0.5);
78 break; 79 break;
79 80
80 case CF_HANDLE: 81 case T_HANDLE:
81 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
82 update_object (tmp, UP_OBJ_FACE); 83 update_object (tmp, UP_OBJ_FACE);
83 break; 84 break;
84 85
85 case SIGN: 86 case SIGN:
106 SET_ANIMATION (tmp, tmp->value); 107 SET_ANIMATION (tmp, tmp->value);
107 update_object (tmp, UP_OBJ_FACE); 108 update_object (tmp, UP_OBJ_FACE);
108 break; 109 break;
109 110
110 case MOOD_FLOOR: 111 case MOOD_FLOOR:
111 do_mood_floor (tmp, source); 112 do_mood_floor (tmp, activator);
112 break; 113 break;
113 114
114 case TIMED_GATE: 115 case TIMED_GATE:
115 if (!tmp->active) 116 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); 117 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
118
117 tmp->set_speed (tmp->arch->speed); 119 tmp->set_speed (tmp->arch->speed);
118 tmp->value = tmp->arch->value; 120 tmp->value = tmp->arch->value;
119 tmp->stats.sp = 1; 121 tmp->stats.sp = 1;
120 tmp->stats.hp = tmp->stats.maxhp; 122 tmp->stats.hp = tmp->stats.maxhp;
121 /* Handle multipart gates. We copy the value for the other parts 123 /* Handle multipart gates. We copy the value for the other parts
134 case FIREWALL: 136 case FIREWALL:
135 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 137 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
136 move_firewall (tmp); 138 move_firewall (tmp);
137 else 139 else
138 { 140 {
139 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 141 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
140 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
141
142 animate_turning (tmp); 142 animate_turning (tmp);
143 } 143 }
144 break; 144 break;
145 145
146 case TELEPORTER: 146 case TELEPORTER:
156 move_marker (tmp); 156 move_marker (tmp);
157 break; 157 break;
158 158
159 case DUPLICATOR: 159 case DUPLICATOR:
160 move_duplicator (tmp); 160 move_duplicator (tmp);
161 break;
162
163 case MAPSCRIPT:
164 cfperl_mapscript_activate (tmp, state, activator, originator);
161 break; 165 break;
162 } 166 }
163 } 167 }
164} 168}
165 169
174 * Changed the routine to loop through _all_ objects. 178 * Changed the routine to loop through _all_ objects.
175 * Better hurry with that linked list... 179 * Better hurry with that linked list...
176 * 180 *
177 */ 181 */
178void 182void
179push_button (object *op) 183push_button (object *op, object *originator)
180{ 184{
181 oblinkpt *obp = get_button_links (op); 185 if (oblinkpt *obp = op->find_link ())
182 186 {
183 if (!obp) 187 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
184 return; 188 return;
185 189
186 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
187 return;
188
189 activate_connection_link (obp->link, op->value, op); 190 activate_connection_link (obp->link, op->value, op, originator);
191 }
190} 192}
191 193
192/* 194/*
193 * elmex: 195 * elmex:
194 * 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
196 * 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
197 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 199 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
198 * 200 *
199 */ 201 */
200void 202void
201activate_connection (maptile *map, long connection, bool state) 203maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
202{ 204{
203 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)))
204 return; 206 return;
205 207
206 oblinkpt *obp = get_connection_links (map, connection); 208 if (oblinkpt *obp = find_link (id))
207
208 if (obp)
209 activate_connection_link (obp->link, state); 209 activate_connection_link (obp->link, state, activator, originator);
210} 210}
211 211
212/* 212/*
213 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
214 * 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
215 * 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
216 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
217 */ 217 */
218void 218void
219update_button (object *op) 219update_button (object *op, object *originator)
220{ 220{
221 object *ab, *tmp, *head;
222 int tot, any_down = 0, old_value = op->value; 221 int any_down = 0, old_value = op->value;
223 oblinkpt *obp = 0;
224 objectlink *ol;
225 222
226 obp = get_button_links (op); 223 if (oblinkpt *obp = op->find_link ())
227 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
228 if (obp)
229 for (ol = obp->link; ol; ol = ol->next) 224 for (objectlink *ol = obp->link; ol; ol = ol->next)
230 { 225 {
231 if (!ol->ob) 226 if (!ol->ob)
232 { 227 {
233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 228 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
234 continue; 229 continue;
235 } 230 }
236 231
237 tmp = ol->ob; 232 object *tmp = ol->ob;
233
238 if (tmp->type == BUTTON) 234 if (tmp->type == BUTTON)
239 { 235 {
236 sint32 total = 0;
237
240 for (ab = tmp->above, tot = 0; ab; ab = ab->above) 238 for (object *ab = tmp->above; ab; ab = ab->above)
239 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that
241 * objects who don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects.
244 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246 total += ab->head_ ()->total_weight ();
247
248 tmp->value = total >= tmp->weight;
249
250 any_down = any_down || tmp->value;
251 }
252 else if (tmp->type == PEDESTAL)
253 {
254 bool is_match = is_match_expr (tmp->slaying);
255 tmp->value = 0;
256
257 for (object *ab = tmp->above; ab; ab = ab->above)
241 { 258 {
242 head = ab->head_ (); 259 object *head = ab->head_ ();
243 260
244 /* Basically, if the move_type matches that on what the 261 /* Same note regarding move_type for buttons above apply here. */
245 * button wants, we count it. The second check is so that
246 * objects who don't move (swords, etc) will count. Note that
247 * this means that more work is needed to make buttons
248 * that are only triggered by flying objects.
249 */
250 if ((head->move_type & tmp->move_on) || head->move_type == 0) 262 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
251 tot += head->total_weight (); 263 if (is_match
264 ? match (tmp->slaying, head, tmp, originator)
265 : (head->race == tmp->slaying
266 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
267 || (tmp->slaying == shstr_player && head->type == PLAYER)))
268 {
269 tmp->value = 1;
270 break;
271 }
252 } 272 }
253 273
254 tmp->value = tot >= tmp->weight ? 1 : 0;
255 }
256 else if (tmp->type == PEDESTAL)
257 {
258 tmp->value = 0;
259
260 for (ab = tmp->above; ab; ab = ab->above)
261 {
262 head = ab->head_ ();
263
264 /* Same note regarding move_type for buttons above apply here. */
265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
266 (head->race == tmp->slaying ||
267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
269 tmp->value = 1;
270 }
271 }
272
273 any_down = any_down || tmp->value; 274 any_down = any_down || tmp->value;
275 }
274 } 276 }
275 277
276 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 */
277 op->value = 1; 279 op->value = 1;
278 280
281 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
282
279 /* If this button hasn't changed, don't do anything */ 283 /* If this button hasn't changed, don't do anything */
280 if (op->value != old_value) 284 if (op->value != old_value)
281 { 285 {
282 SET_ANIMATION (op, op->value); 286 SET_ANIMATION (op, op->value);
283 update_object (op, UP_OBJ_FACE); 287 update_object (op, UP_OBJ_FACE);
284 push_button (op); /* Make all other buttons the same */ 288 push_button (op, originator); /* Make all other buttons the same */
285 } 289 }
286} 290}
287 291
288void 292void
289use_trigger (object *op) 293use_trigger (object *op, object *originator)
290{ 294{
291 /* Toggle value */ 295 /* Toggle value */
292 op->value = !op->value; 296 op->value = !op->value;
297
293 push_button (op); 298 push_button (op, originator);
294} 299}
295 300
296/* 301/*
297 * Note: animate_object should be used instead of this, 302 * Note: animate_object should be used instead of this,
298 * but it can't handle animations in the 8 directions 303 * but it can't handle animations in the 8 directions
319 * 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
320 * objects on the same space that take the same sacrifice. 325 * objects on the same space that take the same sacrifice.
321 */ 326 */
322 327
323int 328int
324check_altar_sacrifice (const object *altar, const object *sacrifice) 329check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
325{ 330{
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
326 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) 337 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
327 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 338 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
328 && sacrifice->type != PLAYER) 339 && sacrifice->type != PLAYER)
329 { 340 {
330 if (ARCH_SACRIFICE (altar) == shstr_money 341 if (ARCH_SACRIFICE (altar) == shstr_money
351 * 362 *
352 * 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
353 * 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.
354 */ 365 */
355int 366int
356operate_altar (object *altar, object **sacrifice) 367operate_altar (object *altar, object **sacrifice, object *originator)
357{ 368{
358 if (!altar->map) 369 if (!altar->map)
359 { 370 {
360 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 371 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
361 return 0; 372 return 0;
362 } 373 }
363 374
364 if (!altar->slaying || altar->value) 375 if (!altar->slaying || altar->value)
365 return 0; 376 return 0;
366 377
367 if (!check_altar_sacrifice (altar, *sacrifice)) 378 if (!check_altar_sacrifice (altar, *sacrifice, originator))
368 return 0; 379 return 0;
369 380
370 /* check_altar_sacrifice should have already verified that enough money 381 /* check_altar_sacrifice should have already verified that enough money
371 * has been dropped. 382 * has been dropped.
372 */ 383 */
376 387
377 /* Round up any sacrifices. Altars don't make change either */ 388 /* Round up any sacrifices. Altars don't make change either */
378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 389 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
379 number++; 390 number++;
380 391
381 *sacrifice = decrease_ob_nr (*sacrifice, number); 392 if (!(*sacrifice)->decrease (number))
393 *sacrifice = 0;
382 } 394 }
383 else 395 else
384 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 396 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
397 *sacrifice = 0;
385 398
386 if (altar->msg) 399 if (altar->msg)
387 new_info_map (NDI_BLACK, altar->map, altar->msg); 400 new_info_map (NDI_BLACK, altar->map, altar->msg);
388 401
389 return 1; 402 return 1;
390} 403}
391 404
392void 405void
393trigger_move (object *op, int state) /* 1 down and 0 up */ 406trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
394{ 407{
395 op->stats.wc = state; 408 op->stats.wc = state;
409
396 if (state) 410 if (state)
397 { 411 {
398 use_trigger (op); 412 use_trigger (op, originator);
399 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.);
400 op->speed_left = -1; 414 op->speed_left = -1;
401 } 415 }
402 else 416 else
403 { 417 {
404 use_trigger (op); 418 use_trigger (op, originator);
405 op->set_speed (0); 419 op->set_speed (0);
406 } 420 }
407} 421}
408 422
409 423
418 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 432 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
419 * 433 *
420 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 434 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
421 */ 435 */
422int 436int
423check_trigger (object *op, object *cause) 437check_trigger (object *op, object *cause, object *originator)
424{ 438{
425 object *tmp; 439 object *tmp;
426 int push = 0, tot = 0; 440 int push = 0, tot = 0;
427 int in_movement = op->stats.wc || op->speed; 441 int in_movement = op->stats.wc || op->speed;
428 442
429 switch (op->type) 443 switch (op->type)
430 { 444 {
431 case TRIGGER_BUTTON: 445 case TRIGGER_BUTTON:
432 if (op->weight > 0) 446 if (op->weight > 0)
433 { 447 {
434 if (cause) 448 if (cause)
435 { 449 {
436 for (tmp = op->above; tmp; tmp = tmp->above) 450 for (tmp = op->above; tmp; tmp = tmp->above)
437 /* Comment reproduced from update_buttons(): */ 451 /* Comment reproduced from update_buttons(): */
438 /* Basically, if the move_type matches that on what the 452 /* Basically, if the move_type matches that on what the
439 * button wants, we count it. The second check is so that 453 * button wants, we count it. The second check is so that
440 * objects that don't move (swords, etc) will count. Note that 454 * objects that don't move (swords, etc) will count. Note that
441 * this means that more work is needed to make buttons 455 * this means that more work is needed to make buttons
442 * 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":
443 */ 544 */
444 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 545 op->value = !op->value;
445 tot += tmp->head_ ()->total_weight (); 546 trigger_move (op, 1, cause);
446 547 op->last_sp = -op->last_sp;
447 if (tot >= op->weight) 548 op->value = !op->value;
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 } 549 }
459 550
460 if (in_movement || !push) 551 return cause == NULL;
461 return 0;
462 } 552 }
463 trigger_move (op, push);
464 } 553 else
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 || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
478 {
479 push = 1;
480 break;
481 }
482 }
483
484 if (op->stats.ac == push)
485 return 0; 554 return 0;
486 555 }
487 op->stats.ac = push; 556 else
488 557 {
489 if (NUM_ANIMATIONS (op) > 1) 558 if (NUM_ANIMATIONS (op) > 1)
490 { 559 {
491 SET_ANIMATION (op, push); 560 SET_ANIMATION (op, 0);
492 update_object (op, UP_OBJ_FACE); 561 update_object (op, UP_OBJ_FACE);
493 } 562 }
494 563
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":
528 */
529 op->value = !op->value;
530 trigger_move (op, 1);
531 op->last_sp = -op->last_sp;
532 op->value = !op->value;
533 }
534
535 return cause == NULL;
536 }
537 else
538 return 0;
539 }
540 else
541 {
542 if (NUM_ANIMATIONS (op) > 1)
543 {
544 SET_ANIMATION (op, 0);
545 update_object (op, UP_OBJ_FACE);
546 }
547
548 /* If trigger_altar has "last_sp > 0" set on the map, 564 /* If trigger_altar has "last_sp > 0" set on the map,
549 * it will push the connected value only once per sacrifice. 565 * it will push the connected value only once per sacrifice.
550 * Otherwise (default), the connected value will be 566 * Otherwise (default), the connected value will be
551 * pushed twice: First by sacrifice, second by reset! -AV 567 * pushed twice: First by sacrifice, second by reset! -AV
552 */ 568 */
553 if (!op->last_sp) 569 if (!op->last_sp)
554 trigger_move (op, 0); 570 trigger_move (op, 0, cause);
555 else 571 else
556 { 572 {
557 op->stats.wc = 0; 573 op->stats.wc = 0;
558 op->value = !op->value; 574 op->value = !op->value;
559 op->set_speed (0); 575 op->set_speed (0);
560 } 576 }
561 } 577 }
562 return 0; 578 return 0;
563 579
564 case TRIGGER: 580 case TRIGGER:
565 if (cause) 581 if (cause)
566 { 582 {
567 if (in_movement) 583 if (in_movement)
568 return 0; 584 return 0;
569 585
570 push = 1; 586 push = 1;
571 } 587 }
572 588
573 if (NUM_ANIMATIONS (op) > 1) 589 if (NUM_ANIMATIONS (op) > 1)
574 { 590 {
575 SET_ANIMATION (op, push); 591 SET_ANIMATION (op, push);
576 update_object (op, UP_OBJ_FACE); 592 update_object (op, UP_OBJ_FACE);
577 } 593 }
578 594
579 trigger_move (op, push); 595 trigger_move (op, push, cause);
580 return 1; 596 return 1;
581 597
582 default: 598 default:
583 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);
584 return 0; 600 return 0;
585 } 601 }
586} 602}
587 603
588void 604void
589add_button_link (object *button, maptile *map, int connected) 605object::add_link (maptile *map, shstr_tmp id)
590{ 606{
591 oblinkpt *obp;
592 objectlink *ol = get_objectlink ();
593
594 if (!map) 607 if (!map)
595 { 608 {
596 LOG (llevError, "Tried to add button-link without map.\n"); 609 LOG (llevError, "Tried to add button-link without map.\n");
597 return; 610 return;
598 } 611 }
599 612
600 button->path_attuned = connected; /* peterm: I need this so I can rebuild 613 flag [FLAG_IS_LINKED] = true;
601 a connected map from a template map. */
602 614
603 SET_FLAG (button, FLAG_IS_LINKED); 615 objectlink *ol = get_objectlink ();
604
605 ol->ob = button; 616 ol->ob = this;
606 617
607 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 618 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
608 ; 619 if (obp->id == id)
609
610 if (obp)
611 { 620 {
612 ol->next = obp->link; 621 ol->next = obp->link;
613 obp->link = ol; 622 obp->link = ol;
623 return;
614 } 624 }
615 else 625
616 {
617 obp = get_objectlinkpt (); 626 oblinkpt *obp = get_objectlinkpt ();
618 obp->value = connected; 627 obp->id = id;
619 628
620 obp->next = map->buttons; 629 obp->next = map->buttons;
621 map->buttons = obp; 630 map->buttons = obp;
622 obp->link = ol; 631 obp->link = ol;
623 }
624} 632}
625 633
626/* 634/*
627 * 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.
628 * This is only needed by editors. 636 * This is only needed by editors.
629 */ 637 */
630
631void 638void
632remove_button_link (object *op) 639object::remove_link ()
633{ 640{
634 oblinkpt *obp; 641 if (!map)
635 objectlink **olp, *ol;
636
637 if (op->map == NULL)
638 { 642 {
639 LOG (llevError, "remove_button_link() in object without map.\n"); 643 LOG (llevError, "remove_button_link() in object without map.\n");
640 return; 644 return;
641 } 645 }
642 646
643 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 647 if (!flag [FLAG_IS_LINKED])
644 { 648 {
645 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 649 LOG (llevError, "remove_button_linked() in unlinked object.\n");
646 return; 650 return;
647 } 651 }
648 652
653 flag [FLAG_IS_LINKED] = false;
654
649 for (obp = op->map->buttons; obp; obp = obp->next) 655 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
650 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 656 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
651 if (ol->ob == op) 657 if ((*olp)->ob == this)
652 { 658 {
653 659 objectlink *ol = *olp;
654/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
655 obp->value, op->name, op->map->path);
656*/
657 *olp = ol->next; 660 *olp = ol->next;
658 delete ol; 661 delete ol;
659 return; 662 return;
660 } 663 }
661 664
662 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 665 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
663 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 }
664} 690}
665 691
666/* 692/*
667 * Gets the objectlink for this connection from the map. 693 * Gets the objectlink for this connection from the map.
668 */ 694 */
669oblinkpt * 695oblinkpt *
670get_connection_links (maptile *map, long connection) 696maptile::find_link (shstr_tmp id)
671{ 697{
672 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 698 for (oblinkpt *obp = buttons; obp; obp = obp->next)
673 if (obp->value == connection) 699 if (obp->id == id)
674 return obp; 700 return obp;
675 701
676 return 0; 702 return 0;
677} 703}
678 704
679/* 705/*
680 * Return the first objectlink in the objects linked to this one 706 * Return the first objectlink in the objects linked to this one
681 */ 707 */
682
683oblinkpt * 708oblinkpt *
684get_button_links (const object *button) 709object::find_link () const
685{ 710{
686 oblinkpt *obp; 711 if (map)
687 objectlink *ol;
688
689 if (!button->map)
690 return NULL;
691
692 for (obp = button->map->buttons; obp; obp = obp->next) 712 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
693 for (ol = obp->link; ol; ol = ol->next) 713 for (objectlink *ol = obp->link; ol; ol = ol->next)
694 if (ol->ob == button) 714 if (ol->ob == this)
695 return obp; 715 return obp;
696 716
697 return NULL;
698}
699
700/*
701 * Made as a separate function to increase efficiency
702 */
703
704int
705get_button_value (const object *button)
706{
707 oblinkpt *obp;
708 objectlink *ol;
709
710 if (!button->map)
711 return 0;
712 for (obp = button->map->buttons; obp; obp = obp->next)
713 for (ol = obp->link; ol; ol = ol->next)
714 if (ol->ob == button)
715 return obp->value;
716 return 0; 717 return 0;
717} 718}
718 719
719/* This routine makes monsters who are 720/* This routine makes monsters who are
720 * standing on the 'mood floor' change their 721 * standing on the 'mood floor' change their
722 * If floor is to be triggered must have 723 * If floor is to be triggered must have
723 * a speed of zero (default is 1 for all 724 * a speed of zero (default is 1 for all
724 * but the charm floor type). 725 * but the charm floor type).
725 * by b.t. thomas@nomad.astro.psu.edu 726 * by b.t. thomas@nomad.astro.psu.edu
726 */ 727 */
727
728void 728void
729do_mood_floor (object *op, object *source) 729do_mood_floor (object *op, object *source)
730{ 730{
731 if (!source) 731 if (!source)
732 source = op; 732 source = op;
808 808
809 // FALL THROUGH 809 // FALL THROUGH
810 case 5: // kill all alives 810 case 5: // kill all alives
811 if (!tmp->flag [FLAG_PRECIOUS]) 811 if (!tmp->flag [FLAG_PRECIOUS])
812 { 812 {
813 get_archetype ("burnout")->insert_at (tmp, source); 813 archetype::get (shstr_burnout)->insert_at (tmp, source);
814 tmp->destroy (); 814 tmp->destroy ();
815 } 815 }
816 break; 816 break;
817 817
818 default: 818 default:
893 // and we have to set the value to 0 893 // and we have to set the value to 0
894 894
895 if (match && trig->last_sp) // match == having 895 if (match && trig->last_sp) // match == having
896 { 896 {
897 if (trig->last_heal) 897 if (trig->last_heal)
898 decrease_ob (match); 898 match->decrease ();
899 899
900 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
901 push_button (trig); 901 push_button (trig, op);
902 } 902 }
903 else if (!match && !trig->last_sp) // match == not having 903 else if (!match && !trig->last_sp) // match == not having
904 { 904 {
905 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
906 push_button (trig); 906 push_button (trig, op);
907 } 907 }
908} 908}
909 909

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