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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 1.59 by root, Wed Oct 21 00:44:39 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 (©) 2005,2006,2007,2008,2009 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 T_HANDLE:
76 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
77 update_object (tmp, UP_OBJ_FACE); 83 update_object (tmp, UP_OBJ_FACE);
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 }
272 }
273
274 any_down = any_down || tmp->value;
275 }
276 else if (tmp->type == T_MATCH)
277 {
278 tmp->value = 0;
279
280 for (object *ab = tmp->above; ab; ab = ab->above)
262 } 281 {
282 object *head = ab->head_ ();
263 283
264 if (tmp->value) 284 /* Same note regarding move_type for buttons above apply here. */
265 any_down = 1; 285 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
286 if (match (tmp->slaying, head, tmp, originator))
287 {
288 tmp->value = 1;
289 break;
290 }
291 }
292
293 any_down = any_down || tmp->value;
266 } 294 }
267 } 295 }
296
268 if (any_down) /* If any other buttons were down, force this to remain down */ 297 if (any_down) /* If any other buttons were down, force this to remain down */
269 op->value = 1; 298 op->value = 1;
270 299
300 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
301
271 /* If this button hasn't changed, don't do anything */ 302 /* If this button hasn't changed, don't do anything */
272 if (op->value != old_value) 303 if (op->value != old_value)
273 { 304 {
274 SET_ANIMATION (op, op->value); 305 SET_ANIMATION (op, op->value);
275 update_object (op, UP_OBJ_FACE); 306 update_object (op, UP_OBJ_FACE);
276 push_button (op); /* Make all other buttons the same */ 307 push_button (op, originator); /* Make all other buttons the same */
277 } 308 }
278} 309}
279 310
280void 311void
281use_trigger (object *op) 312use_trigger (object *op, object *originator)
282{ 313{
283 /* Toggle value */ 314 /* Toggle value */
284 op->value = !op->value; 315 op->value = !op->value;
316
285 push_button (op); 317 push_button (op, originator);
286} 318}
287 319
288/* 320/*
289 * Note: animate_object should be used instead of this, 321 * Note: animate_object should be used instead of this,
290 * but it can't handle animations in the 8 directions 322 * but it can't handle animations in the 8 directions
311 * sacrificed. This fixes a bug of trying to put multiple altars/related 343 * sacrificed. This fixes a bug of trying to put multiple altars/related
312 * objects on the same space that take the same sacrifice. 344 * objects on the same space that take the same sacrifice.
313 */ 345 */
314 346
315int 347int
316check_altar_sacrifice (const object *altar, const object *sacrifice) 348check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
317{ 349{
318 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 350 if (sacrifice->flag [FLAG_UNPAID])
351 return 0;
352
353 if (is_match_expr (ARCH_SACRIFICE (altar)))
354 return match (ARCH_SACRIFICE (altar), altar, originator);
355
356 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
357 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
358 && sacrifice->type != PLAYER)
319 { 359 {
360 if (ARCH_SACRIFICE (altar) == shstr_money
361 && sacrifice->type == MONEY
362 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
363 return 1;
364
320 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname 365 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
321 || ARCH_SACRIFICE (altar) == sacrifice->name 366 || ARCH_SACRIFICE (altar) == sacrifice->name
322 || ARCH_SACRIFICE (altar) == sacrifice->slaying 367 || ARCH_SACRIFICE (altar) == sacrifice->slaying
323 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 368 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
324 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 369 && 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; 370 return 1;
330 } 371 }
331 372
332 return 0; 373 return 0;
333} 374}
340 * 381 *
341 * If this function returns 1, '*sacrifice' is modified to point to the 382 * 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. 383 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
343 */ 384 */
344int 385int
345operate_altar (object *altar, object **sacrifice) 386operate_altar (object *altar, object **sacrifice, object *originator)
346{ 387{
347 if (!altar->map) 388 if (!altar->map)
348 { 389 {
349 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 390 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
350 return 0; 391 return 0;
351 } 392 }
352 393
353 if (!altar->slaying || altar->value) 394 if (!altar->slaying || altar->value)
354 return 0; 395 return 0;
355 396
356 if (!check_altar_sacrifice (altar, *sacrifice)) 397 if (!check_altar_sacrifice (altar, *sacrifice, originator))
357 return 0; 398 return 0;
358 399
359 /* check_altar_sacrifice should have already verified that enough money 400 /* check_altar_sacrifice should have already verified that enough money
360 * has been dropped. 401 * has been dropped.
361 */ 402 */
362 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 403 if (ARCH_SACRIFICE (altar) == shstr_money)
363 { 404 {
364 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 405 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
365 406
366 /* Round up any sacrifices. Altars don't make change either */ 407 /* Round up any sacrifices. Altars don't make change either */
367 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 408 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
368 number++; 409 number++;
369 410
370 *sacrifice = decrease_ob_nr (*sacrifice, number); 411 if (!(*sacrifice)->decrease (number))
412 *sacrifice = 0;
371 } 413 }
372 else 414 else
373 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 415 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
416 *sacrifice = 0;
374 417
375 if (altar->msg) 418 if (altar->msg)
376 new_info_map (NDI_BLACK, altar->map, altar->msg); 419 new_info_map (NDI_BLACK, altar->map, altar->msg);
377 420
378 return 1; 421 return 1;
379} 422}
380 423
381void 424void
382trigger_move (object *op, int state) /* 1 down and 0 up */ 425trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
383{ 426{
384 op->stats.wc = state; 427 op->stats.wc = state;
428
385 if (state) 429 if (state)
386 { 430 {
387 use_trigger (op); 431 use_trigger (op, originator);
388 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 432 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
389 op->speed_left = -1; 433 op->speed_left = -1;
390 } 434 }
391 else 435 else
392 { 436 {
393 use_trigger (op); 437 use_trigger (op, originator);
394 op->set_speed (0); 438 op->set_speed (0);
395 } 439 }
396} 440}
397 441
398 442
407 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 451 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
408 * 452 *
409 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 453 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
410 */ 454 */
411int 455int
412check_trigger (object *op, object *cause) 456check_trigger (object *op, object *cause, object *originator)
413{ 457{
414 object *tmp; 458 object *tmp;
415 int push = 0, tot = 0; 459 int push = 0, tot = 0;
416 int in_movement = op->stats.wc || op->speed; 460 int in_movement = op->stats.wc || op->speed;
417 461
418 switch (op->type) 462 switch (op->type)
419 { 463 {
420 case TRIGGER_BUTTON: 464 case TRIGGER_BUTTON:
421 if (op->weight > 0) 465 if (op->weight > 0)
422 { 466 {
423 if (cause) 467 if (cause)
424 { 468 {
425 for (tmp = op->above; tmp; tmp = tmp->above) 469 for (tmp = op->above; tmp; tmp = tmp->above)
426 /* Comment reproduced from update_buttons(): */ 470 /* Comment reproduced from update_buttons(): */
427 /* Basically, if the move_type matches that on what the 471 /* Basically, if the move_type matches that on what the
428 * button wants, we count it. The second check is so that 472 * button wants, we count it. The second check is so that
429 * objects that don't move (swords, etc) will count. Note that 473 * objects that don't move (swords, etc) will count. Note that
430 * this means that more work is needed to make buttons 474 * this means that more work is needed to make buttons
431 * that are only triggered by flying objects. 475 * that are only triggered by flying objects.
476 */
477 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
478 tot += tmp->head_ ()->total_weight ();
479
480 if (tot >= op->weight)
481 push = 1;
482
483 if (op->stats.ac == push)
484 return 0;
485
486 op->stats.ac = push;
487 if (NUM_ANIMATIONS (op) > 1)
488 {
489 SET_ANIMATION (op, push);
490 update_object (op, UP_OBJ_FACE);
491 }
492
493 if (in_movement || !push)
494 return 0;
495 }
496
497 trigger_move (op, push, cause);
498 }
499
500 return 0;
501
502 case TRIGGER_PEDESTAL:
503 if (cause)
504 {
505 for (tmp = op->above; tmp; tmp = tmp->above)
506 {
507 object *head = tmp->head_ ();
508
509 /* See comment in TRIGGER_BUTTON about move_types */
510 if (((head->move_type & op->move_on) || head->move_type == 0)
511 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
512 {
513 push = 1;
514 break;
515 }
516 }
517
518 if (op->stats.ac == push)
519 return 0;
520
521 op->stats.ac = push;
522
523 if (NUM_ANIMATIONS (op) > 1)
524 {
525 SET_ANIMATION (op, push);
526 update_object (op, UP_OBJ_FACE);
527 }
528
529 update_object (op, UP_OBJ_FACE);
530
531 if (in_movement || !push)
532 return 0;
533 }
534
535 trigger_move (op, push, cause);
536 return 0;
537
538 case TRIGGER_ALTAR:
539 if (cause)
540 {
541 if (in_movement)
542 return 0;
543
544 if (operate_altar (op, &cause)) /* TODO: originator? */
545 {
546 if (NUM_ANIMATIONS (op) > 1)
547 {
548 SET_ANIMATION (op, 1);
549 update_object (op, UP_OBJ_FACE);
550 }
551
552 if (op->last_sp >= 0)
553 {
554 trigger_move (op, 1, cause);
555
556 if (op->last_sp > 0)
557 op->last_sp = -op->last_sp;
558 }
559 else
560 {
561 /* for trigger altar with last_sp, the ON/OFF
562 * status (-> +/- value) is "simulated":
432 */ 563 */
433 564 op->value = !op->value;
434 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 565 trigger_move (op, 1, cause);
435 { 566 op->last_sp = -op->last_sp;
436 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 567 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 } 568 }
448 if (in_movement || !push) 569
449 return 0; 570 return cause == NULL;
450 } 571 }
451 trigger_move (op, push);
452 } 572 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; 573 return 0;
473 574 }
474 op->stats.ac = push; 575 else
475 576 {
476 if (NUM_ANIMATIONS (op) > 1) 577 if (NUM_ANIMATIONS (op) > 1)
477 { 578 {
478 SET_ANIMATION (op, push); 579 SET_ANIMATION (op, 0);
479 update_object (op, UP_OBJ_FACE); 580 update_object (op, UP_OBJ_FACE);
480 } 581 }
481 582
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, 583 /* If trigger_altar has "last_sp > 0" set on the map,
536 * it will push the connected value only once per sacrifice. 584 * it will push the connected value only once per sacrifice.
537 * Otherwise (default), the connected value will be 585 * Otherwise (default), the connected value will be
538 * pushed twice: First by sacrifice, second by reset! -AV 586 * pushed twice: First by sacrifice, second by reset! -AV
539 */ 587 */
540 if (!op->last_sp) 588 if (!op->last_sp)
541 trigger_move (op, 0); 589 trigger_move (op, 0, cause);
542 else 590 else
543 { 591 {
544 op->stats.wc = 0; 592 op->stats.wc = 0;
545 op->value = !op->value; 593 op->value = !op->value;
546 op->set_speed (0); 594 op->set_speed (0);
547 } 595 }
548 } 596 }
549 return 0; 597 return 0;
550 598
551 case TRIGGER: 599 case TRIGGER:
552 if (cause) 600 if (cause)
553 { 601 {
554 if (in_movement) 602 if (in_movement)
555 return 0; 603 return 0;
556 604
557 push = 1; 605 push = 1;
558 } 606 }
559 607
560 if (NUM_ANIMATIONS (op) > 1) 608 if (NUM_ANIMATIONS (op) > 1)
561 { 609 {
562 SET_ANIMATION (op, push); 610 SET_ANIMATION (op, push);
563 update_object (op, UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
564 } 612 }
565 613
566 trigger_move (op, push); 614 trigger_move (op, push, cause);
567 return 1; 615 return 1;
568 616
569 default: 617 default:
570 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 618 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
571 return 0; 619 return 0;
572 } 620 }
573} 621}
574 622
575void 623void
576add_button_link (object *button, maptile *map, int connected) 624object::add_link (maptile *map, shstr_tmp id)
577{ 625{
578 oblinkpt *obp;
579 objectlink *ol = get_objectlink ();
580
581 if (!map) 626 if (!map)
582 { 627 {
583 LOG (llevError, "Tried to add button-link without map.\n"); 628 LOG (llevError, "Tried to add button-link without map.\n");
584 return; 629 return;
585 } 630 }
586 631
587 button->path_attuned = connected; /* peterm: I need this so I can rebuild 632 flag [FLAG_IS_LINKED] = true;
588 a connected map from a template map. */
589 633
590 SET_FLAG (button, FLAG_IS_LINKED); 634 objectlink *ol = get_objectlink ();
591
592 ol->ob = button; 635 ol->ob = this;
593 636
594 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 637 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
595 ; 638 if (obp->id == id)
596
597 if (obp)
598 { 639 {
599 ol->next = obp->link; 640 ol->next = obp->link;
600 obp->link = ol; 641 obp->link = ol;
642 return;
601 } 643 }
602 else 644
603 {
604 obp = get_objectlinkpt (); 645 oblinkpt *obp = get_objectlinkpt ();
605 obp->value = connected; 646 obp->id = id;
606 647
607 obp->next = map->buttons; 648 obp->next = map->buttons;
608 map->buttons = obp; 649 map->buttons = obp;
609 obp->link = ol; 650 obp->link = ol;
610 }
611} 651}
612 652
613/* 653/*
614 * Remove the object from the linked lists of buttons in the map. 654 * Remove the object from the linked lists of buttons in the map.
615 * This is only needed by editors. 655 * This is only needed by editors.
616 */ 656 */
617
618void 657void
619remove_button_link (object *op) 658object::remove_link ()
620{ 659{
621 oblinkpt *obp; 660 if (!map)
622 objectlink **olp, *ol;
623
624 if (op->map == NULL)
625 { 661 {
626 LOG (llevError, "remove_button_link() in object without map.\n"); 662 LOG (llevError, "remove_button_link() in object without map.\n");
627 return; 663 return;
628 } 664 }
629 665
630 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 666 if (!flag [FLAG_IS_LINKED])
631 { 667 {
632 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 668 LOG (llevError, "remove_button_linked() in unlinked object.\n");
633 return; 669 return;
634 } 670 }
635 671
672 flag [FLAG_IS_LINKED] = false;
673
636 for (obp = op->map->buttons; obp; obp = obp->next) 674 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
637 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 675 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
638 if (ol->ob == op) 676 if ((*olp)->ob == this)
639 { 677 {
640 678 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; 679 *olp = ol->next;
645 delete ol; 680 delete ol;
646 return; 681 return;
647 } 682 }
648 683
649 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 684 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
650 CLEAR_FLAG (op, FLAG_IS_LINKED); 685}
686
687/*
688 * Updates every button on the map (by calling update_button() for them).
689 */
690void
691maptile::update_buttons ()
692{
693 for (oblinkpt *obp = buttons; obp; obp = obp->next)
694 for (objectlink *ol = obp->link; ol; ol = ol->next)
695 {
696 if (!ol->ob)
697 {
698 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
699 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
700 continue;
701 }
702
703 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
704 {
705 update_button (ol->ob, 0);
706 break;
707 }
708 }
651} 709}
652 710
653/* 711/*
654 * Gets the objectlink for this connection from the map. 712 * Gets the objectlink for this connection from the map.
655 */ 713 */
656oblinkpt * 714oblinkpt *
657get_connection_links (maptile *map, long connection) 715maptile::find_link (shstr_tmp id)
658{ 716{
659 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 717 for (oblinkpt *obp = buttons; obp; obp = obp->next)
660 if (obp->value == connection) 718 if (obp->id == id)
661 return obp; 719 return obp;
662 720
663 return 0; 721 return 0;
664} 722}
665 723
666/* 724/*
667 * Return the first objectlink in the objects linked to this one 725 * Return the first objectlink in the objects linked to this one
668 */ 726 */
669
670oblinkpt * 727oblinkpt *
671get_button_links (const object *button) 728object::find_link () const
672{ 729{
673 oblinkpt *obp; 730 if (map)
674 objectlink *ol;
675
676 if (!button->map)
677 return NULL;
678
679 for (obp = button->map->buttons; obp; obp = obp->next) 731 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
680 for (ol = obp->link; ol; ol = ol->next) 732 for (objectlink *ol = obp->link; ol; ol = ol->next)
681 if (ol->ob == button) 733 if (ol->ob == this)
682 return obp; 734 return obp;
683 735
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; 736 return 0;
704} 737}
705 738
706/* This routine makes monsters who are 739/* This routine makes monsters who are
707 * standing on the 'mood floor' change their 740 * standing on the 'mood floor' change their
709 * If floor is to be triggered must have 742 * If floor is to be triggered must have
710 * a speed of zero (default is 1 for all 743 * a speed of zero (default is 1 for all
711 * but the charm floor type). 744 * but the charm floor type).
712 * by b.t. thomas@nomad.astro.psu.edu 745 * by b.t. thomas@nomad.astro.psu.edu
713 */ 746 */
714
715void 747void
716do_mood_floor (object *op, object *source) 748do_mood_floor (object *op, object *source)
717{ 749{
718 if (!source) 750 if (!source)
719 source = op; 751 source = op;
795 827
796 // FALL THROUGH 828 // FALL THROUGH
797 case 5: // kill all alives 829 case 5: // kill all alives
798 if (!tmp->flag [FLAG_PRECIOUS]) 830 if (!tmp->flag [FLAG_PRECIOUS])
799 { 831 {
800 get_archetype ("burnout")->insert_at (tmp, source); 832 archetype::get (shstr_burnout)->insert_at (tmp, source);
801 tmp->destroy (); 833 tmp->destroy ();
802 } 834 }
803 break; 835 break;
804 836
805 default: 837 default:
880 // and we have to set the value to 0 912 // and we have to set the value to 0
881 913
882 if (match && trig->last_sp) // match == having 914 if (match && trig->last_sp) // match == having
883 { 915 {
884 if (trig->last_heal) 916 if (trig->last_heal)
885 decrease_ob (match); 917 match->decrease ();
886 918
887 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 919 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
888 push_button (trig); 920 push_button (trig, op);
889 } 921 }
890 else if (!match && !trig->last_sp) // match == not having 922 else if (!match && !trig->last_sp) // match == not having
891 { 923 {
892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 924 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
893 push_button (trig); 925 push_button (trig, op);
894 } 926 }
895} 927}
896 928

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