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Comparing deliantra/server/common/button.C (file contents):
Revision 1.32 by root, Thu May 17 21:32:08 2007 UTC vs.
Revision 1.58 by root, Thu Oct 15 21:40:42 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify 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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27 26
28/* 27/*
29 * This code is no longer highly inefficient 8) 28 * This code is no longer highly inefficient 8)
30 */ 29 */
31 30
32/* 31/*
33 * elmex: 32 * elmex:
34 * 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.
35 * 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.
36 * 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.
37 */ 37 */
38void 38static void
39activate_connection_link (objectlink * ol, bool state, object *source = 0) 39activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
40{ 40{
41 for (; ol; ol = ol->next) 41 for (; ol; ol = ol->next)
42 { 42 {
43 if (!ol->ob) 43 if (!ol->ob)
44 { 44 {
60 object *tmp = ol->ob; 60 object *tmp = ol->ob;
61 61
62 /* if the criteria isn't appropriate, don't do anything */ 62 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 64 continue;
65
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 66 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue; 67 continue;
67 68
68 switch (tmp->type) 69 switch (tmp->type)
69 { 70 {
70 case GATE: 71 case GATE:
71 case HOLE: 72 case HOLE:
73 if (!tmp->active)
74 tmp->play_sound (tmp->sound
75 ? tmp->sound
76 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 77 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->set_speed (0.5); 78 tmp->set_speed (0.5);
74 break; 79 break;
75 80
76 case CF_HANDLE: 81 case T_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE); 83 update_object (tmp, UP_OBJ_FACE);
79 break; 84 break;
80 85
81 case SIGN: 86 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 87 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 88 {
89 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food) 91 if (tmp->stats.food)
86 tmp->last_eat++; 92 tmp->last_eat++;
87 } 93 }
88 break; 94 break;
89 95
90 case ALTAR: 96 case ALTAR:
97 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
91 tmp->value = 1; 98 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 99 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 100 update_object (tmp, UP_OBJ_FACE);
94 break; 101 break;
95 102
96 case BUTTON: 103 case BUTTON:
97 case PEDESTAL: 104 case PEDESTAL:
105 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
98 tmp->value = state; 106 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 107 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 108 update_object (tmp, UP_OBJ_FACE);
101 break; 109 break;
102 110
103 case MOOD_FLOOR: 111 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 112 do_mood_floor (tmp, activator);
105 break; 113 break;
106 114
107 case TIMED_GATE: 115 case TIMED_GATE:
116 if (!tmp->active)
117 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
118
108 tmp->set_speed (tmp->arch->clone.speed); 119 tmp->set_speed (tmp->arch->speed);
109 tmp->value = tmp->arch->clone.value; 120 tmp->value = tmp->arch->value;
110 tmp->stats.sp = 1; 121 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp; 122 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts 123 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent 124 * from the head - this ensures that the data will consistent
114 */ 125 */
125 case FIREWALL: 136 case FIREWALL:
126 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 137 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
127 move_firewall (tmp); 138 move_firewall (tmp);
128 else 139 else
129 { 140 {
130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 141 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
132
133 animate_turning (tmp); 142 animate_turning (tmp);
134 } 143 }
135 break; 144 break;
136 145
137 case TELEPORTER: 146 case TELEPORTER:
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, state, activator, originator);
151 break; 165 break;
152 } 166 }
153 } 167 }
154} 168}
155 169
164 * Changed the routine to loop through _all_ objects. 178 * Changed the routine to loop through _all_ objects.
165 * Better hurry with that linked list... 179 * Better hurry with that linked list...
166 * 180 *
167 */ 181 */
168void 182void
169push_button (object *op) 183push_button (object *op, object *originator)
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), ARG_OBJECT (op), ARG_OBJECT (originator)))
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, originator);
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, int state, object *activator, 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, activator, 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
205 * 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
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, object *originator)
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 {
254 bool is_match = is_match_expr (tmp->slaying);
253 tmp->value = 0; 255 tmp->value = 0;
256
254 for (ab = tmp->above; ab != NULL; ab = ab->above) 257 for (object *ab = tmp->above; ab; ab = ab->above)
255 { 258 {
256 head = ab->head_ (); 259 object *head = ab->head_ ();
260
257 /* Same note regarding move_type for buttons above apply here. */ 261 /* Same note regarding move_type for buttons above apply here. */
258 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)
259 (head->race == tmp->slaying || 265 : (head->race == tmp->slaying
260 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 266 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
261 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 267 || (tmp->slaying == shstr_player && head->type == PLAYER)))
268 {
262 tmp->value = 1; 269 tmp->value = 1;
270 break;
271 }
263 } 272 }
264 273
265 if (tmp->value) 274 any_down = any_down || tmp->value;
266 any_down = 1;
267 } 275 }
268 } 276 }
277
269 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 */
270 op->value = 1; 279 op->value = 1;
271 280
281 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
282
272 /* If this button hasn't changed, don't do anything */ 283 /* If this button hasn't changed, don't do anything */
273 if (op->value != old_value) 284 if (op->value != old_value)
274 { 285 {
275 SET_ANIMATION (op, op->value); 286 SET_ANIMATION (op, op->value);
276 update_object (op, UP_OBJ_FACE); 287 update_object (op, UP_OBJ_FACE);
277 push_button (op); /* Make all other buttons the same */ 288 push_button (op, originator); /* Make all other buttons the same */
278 } 289 }
279} 290}
280 291
281void 292void
282use_trigger (object *op) 293use_trigger (object *op, object *originator)
283{ 294{
284 /* Toggle value */ 295 /* Toggle value */
285 op->value = !op->value; 296 op->value = !op->value;
297
286 push_button (op); 298 push_button (op, originator);
287} 299}
288 300
289/* 301/*
290 * Note: animate_object should be used instead of this, 302 * Note: animate_object should be used instead of this,
291 * but it can't handle animations in the 8 directions 303 * but it can't handle animations in the 8 directions
312 * 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
313 * objects on the same space that take the same sacrifice. 325 * objects on the same space that take the same sacrifice.
314 */ 326 */
315 327
316int 328int
317check_altar_sacrifice (const object *altar, const object *sacrifice) 329check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
318{ 330{
319 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)
320 { 340 {
321 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 341 if (ARCH_SACRIFICE (altar) == shstr_money
322 ARCH_SACRIFICE (altar) == sacrifice->name || 342 && sacrifice->type == MONEY
323 ARCH_SACRIFICE (altar) == sacrifice->slaying || 343 && 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; 344 return 1;
327 345
328 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 346 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
329 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 347 || ARCH_SACRIFICE (altar) == sacrifice->name
348 || ARCH_SACRIFICE (altar) == sacrifice->slaying
349 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
350 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
330 return 1; 351 return 1;
331 } 352 }
332 353
333 return 0; 354 return 0;
334} 355}
341 * 362 *
342 * 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
343 * 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.
344 */ 365 */
345int 366int
346operate_altar (object *altar, object **sacrifice) 367operate_altar (object *altar, object **sacrifice, object *originator)
347{ 368{
348 if (!altar->map) 369 if (!altar->map)
349 { 370 {
350 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 371 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
351 return 0; 372 return 0;
352 } 373 }
353 374
354 if (!altar->slaying || altar->value) 375 if (!altar->slaying || altar->value)
355 return 0; 376 return 0;
356 377
357 if (!check_altar_sacrifice (altar, *sacrifice)) 378 if (!check_altar_sacrifice (altar, *sacrifice, originator))
358 return 0; 379 return 0;
359 380
360 /* check_altar_sacrifice should have already verified that enough money 381 /* check_altar_sacrifice should have already verified that enough money
361 * has been dropped. 382 * has been dropped.
362 */ 383 */
363 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 384 if (ARCH_SACRIFICE (altar) == shstr_money)
364 { 385 {
365 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 386 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
366 387
367 /* Round up any sacrifices. Altars don't make change either */ 388 /* Round up any sacrifices. Altars don't make change either */
368 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 389 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
369 number++; 390 number++;
370 391
371 *sacrifice = decrease_ob_nr (*sacrifice, number); 392 if (!(*sacrifice)->decrease (number))
393 *sacrifice = 0;
372 } 394 }
373 else 395 else
374 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 396 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
397 *sacrifice = 0;
375 398
376 if (altar->msg) 399 if (altar->msg)
377 new_info_map (NDI_BLACK, altar->map, altar->msg); 400 new_info_map (NDI_BLACK, altar->map, altar->msg);
378 401
379 return 1; 402 return 1;
380} 403}
381 404
382void 405void
383trigger_move (object *op, int state) /* 1 down and 0 up */ 406trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
384{ 407{
385 op->stats.wc = state; 408 op->stats.wc = state;
409
386 if (state) 410 if (state)
387 { 411 {
388 use_trigger (op); 412 use_trigger (op, originator);
389 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.);
390 op->speed_left = -1; 414 op->speed_left = -1;
391 } 415 }
392 else 416 else
393 { 417 {
394 use_trigger (op); 418 use_trigger (op, originator);
395 op->set_speed (0); 419 op->set_speed (0);
396 } 420 }
397} 421}
398 422
399 423
408 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 432 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
409 * 433 *
410 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 434 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
411 */ 435 */
412int 436int
413check_trigger (object *op, object *cause) 437check_trigger (object *op, object *cause, object *originator)
414{ 438{
415 object *tmp; 439 object *tmp;
416 int push = 0, tot = 0; 440 int push = 0, tot = 0;
417 int in_movement = op->stats.wc || op->speed; 441 int in_movement = op->stats.wc || op->speed;
418 442
419 switch (op->type) 443 switch (op->type)
420 { 444 {
421 case TRIGGER_BUTTON: 445 case TRIGGER_BUTTON:
422 if (op->weight > 0) 446 if (op->weight > 0)
423 { 447 {
424 if (cause) 448 if (cause)
425 { 449 {
426 for (tmp = op->above; tmp; tmp = tmp->above) 450 for (tmp = op->above; tmp; tmp = tmp->above)
427 /* Comment reproduced from update_buttons(): */ 451 /* Comment reproduced from update_buttons(): */
428 /* Basically, if the move_type matches that on what the 452 /* Basically, if the move_type matches that on what the
429 * button wants, we count it. The second check is so that 453 * button wants, we count it. The second check is so that
430 * objects that don't move (swords, etc) will count. Note that 454 * objects that don't move (swords, etc) will count. Note that
431 * this means that more work is needed to make buttons 455 * this means that more work is needed to make buttons
432 * 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":
433 */ 544 */
434 545 op->value = !op->value;
435 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 546 trigger_move (op, 1, cause);
436 { 547 op->last_sp = -op->last_sp;
437 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 548 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 } 549 }
449 if (in_movement || !push) 550
450 return 0; 551 return cause == NULL;
451 } 552 }
452 trigger_move (op, push);
453 } 553 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; 554 return 0;
474 555 }
475 op->stats.ac = push; 556 else
476 557 {
477 if (NUM_ANIMATIONS (op) > 1) 558 if (NUM_ANIMATIONS (op) > 1)
478 { 559 {
479 SET_ANIMATION (op, push); 560 SET_ANIMATION (op, 0);
480 update_object (op, UP_OBJ_FACE); 561 update_object (op, UP_OBJ_FACE);
481 } 562 }
482 563
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, 564 /* If trigger_altar has "last_sp > 0" set on the map,
537 * it will push the connected value only once per sacrifice. 565 * it will push the connected value only once per sacrifice.
538 * Otherwise (default), the connected value will be 566 * Otherwise (default), the connected value will be
539 * pushed twice: First by sacrifice, second by reset! -AV 567 * pushed twice: First by sacrifice, second by reset! -AV
540 */ 568 */
541 if (!op->last_sp) 569 if (!op->last_sp)
542 trigger_move (op, 0); 570 trigger_move (op, 0, cause);
543 else 571 else
544 { 572 {
545 op->stats.wc = 0; 573 op->stats.wc = 0;
546 op->value = !op->value; 574 op->value = !op->value;
547 op->set_speed (0); 575 op->set_speed (0);
548 } 576 }
549 } 577 }
550 return 0; 578 return 0;
551 579
552 case TRIGGER: 580 case TRIGGER:
553 if (cause) 581 if (cause)
554 { 582 {
555 if (in_movement) 583 if (in_movement)
556 return 0; 584 return 0;
557 585
558 push = 1; 586 push = 1;
559 } 587 }
560 588
561 if (NUM_ANIMATIONS (op) > 1) 589 if (NUM_ANIMATIONS (op) > 1)
562 { 590 {
563 SET_ANIMATION (op, push); 591 SET_ANIMATION (op, push);
564 update_object (op, UP_OBJ_FACE); 592 update_object (op, UP_OBJ_FACE);
565 } 593 }
566 594
567 trigger_move (op, push); 595 trigger_move (op, push, cause);
568 return 1; 596 return 1;
569 597
570 default: 598 default:
571 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);
572 return 0; 600 return 0;
573 } 601 }
574} 602}
575 603
576void 604void
577add_button_link (object *button, maptile *map, int connected) 605object::add_link (maptile *map, shstr_tmp id)
578{ 606{
579 oblinkpt *obp;
580 objectlink *ol = get_objectlink ();
581
582 if (!map) 607 if (!map)
583 { 608 {
584 LOG (llevError, "Tried to add button-link without map.\n"); 609 LOG (llevError, "Tried to add button-link without map.\n");
585 return; 610 return;
586 } 611 }
587 612
588 button->path_attuned = connected; /* peterm: I need this so I can rebuild 613 flag [FLAG_IS_LINKED] = true;
589 a connected map from a template map. */
590 614
591 SET_FLAG (button, FLAG_IS_LINKED); 615 objectlink *ol = get_objectlink ();
592
593 ol->ob = button; 616 ol->ob = this;
594 617
595 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 618 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
596 ; 619 if (obp->id == id)
597
598 if (obp)
599 { 620 {
600 ol->next = obp->link; 621 ol->next = obp->link;
601 obp->link = ol; 622 obp->link = ol;
623 return;
602 } 624 }
603 else 625
604 {
605 obp = get_objectlinkpt (); 626 oblinkpt *obp = get_objectlinkpt ();
606 obp->value = connected; 627 obp->id = id;
607 628
608 obp->next = map->buttons; 629 obp->next = map->buttons;
609 map->buttons = obp; 630 map->buttons = obp;
610 obp->link = ol; 631 obp->link = ol;
611 }
612} 632}
613 633
614/* 634/*
615 * 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.
616 * This is only needed by editors. 636 * This is only needed by editors.
617 */ 637 */
618
619void 638void
620remove_button_link (object *op) 639object::remove_link ()
621{ 640{
622 oblinkpt *obp; 641 if (!map)
623 objectlink **olp, *ol;
624
625 if (op->map == NULL)
626 { 642 {
627 LOG (llevError, "remove_button_link() in object without map.\n"); 643 LOG (llevError, "remove_button_link() in object without map.\n");
628 return; 644 return;
629 } 645 }
630 646
631 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 647 if (!flag [FLAG_IS_LINKED])
632 { 648 {
633 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 649 LOG (llevError, "remove_button_linked() in unlinked object.\n");
634 return; 650 return;
635 } 651 }
636 652
653 flag [FLAG_IS_LINKED] = false;
654
637 for (obp = op->map->buttons; obp; obp = obp->next) 655 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
638 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 656 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
639 if (ol->ob == op) 657 if ((*olp)->ob == this)
640 { 658 {
641 659 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; 660 *olp = ol->next;
646 delete ol; 661 delete ol;
647 return; 662 return;
648 } 663 }
649 664
650 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 665 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
651 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 }
652} 690}
653 691
654/* 692/*
655 * Gets the objectlink for this connection from the map. 693 * Gets the objectlink for this connection from the map.
656 */ 694 */
657oblinkpt * 695oblinkpt *
658get_connection_links (maptile *map, long connection) 696maptile::find_link (shstr_tmp id)
659{ 697{
660 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 698 for (oblinkpt *obp = buttons; obp; obp = obp->next)
661 if (obp->value == connection) 699 if (obp->id == id)
662 return obp; 700 return obp;
663 701
664 return 0; 702 return 0;
665} 703}
666 704
667/* 705/*
668 * Return the first objectlink in the objects linked to this one 706 * Return the first objectlink in the objects linked to this one
669 */ 707 */
670
671oblinkpt * 708oblinkpt *
672get_button_links (const object *button) 709object::find_link () const
673{ 710{
674 oblinkpt *obp; 711 if (map)
675 objectlink *ol;
676
677 if (!button->map)
678 return NULL;
679
680 for (obp = button->map->buttons; obp; obp = obp->next) 712 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
681 for (ol = obp->link; ol; ol = ol->next) 713 for (objectlink *ol = obp->link; ol; ol = ol->next)
682 if (ol->ob == button) 714 if (ol->ob == this)
683 return obp; 715 return obp;
684 716
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; 717 return 0;
705} 718}
706 719
707/* This routine makes monsters who are 720/* This routine makes monsters who are
708 * standing on the 'mood floor' change their 721 * standing on the 'mood floor' change their
710 * If floor is to be triggered must have 723 * If floor is to be triggered must have
711 * a speed of zero (default is 1 for all 724 * a speed of zero (default is 1 for all
712 * but the charm floor type). 725 * but the charm floor type).
713 * by b.t. thomas@nomad.astro.psu.edu 726 * by b.t. thomas@nomad.astro.psu.edu
714 */ 727 */
715
716void 728void
717do_mood_floor (object *op, object *source) 729do_mood_floor (object *op, object *source)
718{ 730{
719 if (!source) 731 if (!source)
720 source = op; 732 source = op;
796 808
797 // FALL THROUGH 809 // FALL THROUGH
798 case 5: // kill all alives 810 case 5: // kill all alives
799 if (!tmp->flag [FLAG_PRECIOUS]) 811 if (!tmp->flag [FLAG_PRECIOUS])
800 { 812 {
801 get_archetype ("burnout")->insert_at (tmp, source); 813 archetype::get (shstr_burnout)->insert_at (tmp, source);
802 tmp->destroy (); 814 tmp->destroy ();
803 } 815 }
804 break; 816 break;
805 817
806 default: 818 default:
820 object *tmp, *ret = NULL; 832 object *tmp, *ret = NULL;
821 833
822 /* First check the object itself. */ 834 /* First check the object itself. */
823 if ((trig->stats.hp && (op->type == trig->stats.hp)) 835 if ((trig->stats.hp && (op->type == trig->stats.hp))
824 || (trig->slaying && (op->slaying == trig->slaying)) 836 || (trig->slaying && (op->slaying == trig->slaying))
825 || (trig->race && (op->arch->name == trig->race))) 837 || (trig->race && (op->arch->archname == trig->race)))
826 return op; 838 return op;
827 839
828 for (tmp = op->inv; tmp; tmp = tmp->below) 840 for (tmp = op->inv; tmp; tmp = tmp->below)
829 { 841 {
830 if (tmp->inv) 842 if (tmp->inv)
833 if (ret) 845 if (ret)
834 return ret; 846 return ret;
835 } 847 }
836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 848 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
837 || (trig->slaying && (tmp->slaying == trig->slaying)) 849 || (trig->slaying && (tmp->slaying == trig->slaying))
838 || (trig->race && (tmp->arch->name == trig->race))) 850 || (trig->race && (tmp->arch->archname == trig->race)))
839 return tmp; 851 return tmp;
840 } 852 }
841 return NULL; 853 return NULL;
842} 854}
843 855
881 // and we have to set the value to 0 893 // and we have to set the value to 0
882 894
883 if (match && trig->last_sp) // match == having 895 if (match && trig->last_sp) // match == having
884 { 896 {
885 if (trig->last_heal) 897 if (trig->last_heal)
886 decrease_ob (match); 898 match->decrease ();
887 899
888 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
889 push_button (trig); 901 push_button (trig, op);
890 } 902 }
891 else if (!match && !trig->last_sp) // match == not having 903 else if (!match && !trig->last_sp) // match == not having
892 { 904 {
893 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
894 push_button (trig); 906 push_button (trig, op);
895 } 907 }
896} 908}
897 909

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