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Comparing deliantra/server/common/button.C (file contents):
Revision 1.41 by root, Wed Apr 9 14:36:47 2008 UTC vs.
Revision 1.59 by root, Wed Oct 21 00:44:39 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 (©) 2005,2006,2007,2008,2009 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 * 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 != NULL; ab = ab->above) 238 for (object *ab = tmp->above; ab; ab = ab->above)
241 /* Bug? The pedestal code below looks for the head of
242 * the object, this bit doesn't. I'd think we should check
243 * for head here also. Maybe it also makese sense to
244 * make the for ab=tmp->above loop common, and alter
245 * behaviour based on object within that loop?
246 */
247
248 /* Basically, if the move_type matches that on what the 239 /* Basically, if the move_type matches that on what the
249 * button wants, we count it. The second check is so that 240 * button wants, we count it. The second check is so that
250 * objects don't move (swords, etc) will count. Note that 241 * objects who don't move (swords, etc) will count. Note that
251 * this means that more work is needed to make buttons 242 * this means that more work is needed to make buttons
252 * that are only triggered by flying objects. 243 * that are only triggered by flying objects.
253 */ 244 */
254 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
255 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 246 total += ab->head_ ()->total_weight ();
256 247
257 tmp->value = (tot >= tmp->weight) ? 1 : 0; 248 tmp->value = total >= tmp->weight;
258 if (tmp->value) 249
259 any_down = 1; 250 any_down = any_down || tmp->value;
260 } 251 }
261 else if (tmp->type == PEDESTAL) 252 else if (tmp->type == PEDESTAL)
262 { 253 {
254 bool is_match = is_match_expr (tmp->slaying);
263 tmp->value = 0; 255 tmp->value = 0;
256
264 for (ab = tmp->above; ab != NULL; ab = ab->above) 257 for (object *ab = tmp->above; ab; ab = ab->above)
265 { 258 {
266 head = ab->head_ (); 259 object *head = ab->head_ ();
260
267 /* Same note regarding move_type for buttons above apply here. */ 261 /* Same note regarding move_type for buttons above apply here. */
268 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)
269 (head->race == tmp->slaying || 265 : (head->race == tmp->slaying
270 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 266 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
271 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 267 || (tmp->slaying == shstr_player && head->type == PLAYER)))
268 {
272 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)
273 } 281 {
282 object *head = ab->head_ ();
274 283
275 if (tmp->value) 284 /* Same note regarding move_type for buttons above apply here. */
276 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;
277 } 294 }
278 } 295 }
296
279 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 */
280 op->value = 1; 298 op->value = 1;
281 299
300 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
301
282 /* If this button hasn't changed, don't do anything */ 302 /* If this button hasn't changed, don't do anything */
283 if (op->value != old_value) 303 if (op->value != old_value)
284 { 304 {
285 SET_ANIMATION (op, op->value); 305 SET_ANIMATION (op, op->value);
286 update_object (op, UP_OBJ_FACE); 306 update_object (op, UP_OBJ_FACE);
287 push_button (op); /* Make all other buttons the same */ 307 push_button (op, originator); /* Make all other buttons the same */
288 } 308 }
289} 309}
290 310
291void 311void
292use_trigger (object *op) 312use_trigger (object *op, object *originator)
293{ 313{
294 /* Toggle value */ 314 /* Toggle value */
295 op->value = !op->value; 315 op->value = !op->value;
316
296 push_button (op); 317 push_button (op, originator);
297} 318}
298 319
299/* 320/*
300 * Note: animate_object should be used instead of this, 321 * Note: animate_object should be used instead of this,
301 * but it can't handle animations in the 8 directions 322 * but it can't handle animations in the 8 directions
322 * 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
323 * objects on the same space that take the same sacrifice. 344 * objects on the same space that take the same sacrifice.
324 */ 345 */
325 346
326int 347int
327check_altar_sacrifice (const object *altar, const object *sacrifice) 348check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
328{ 349{
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
329 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) 356 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
330 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 357 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
331 && sacrifice->type != PLAYER) 358 && sacrifice->type != PLAYER)
332 { 359 {
333 if (ARCH_SACRIFICE (altar) == shstr_money 360 if (ARCH_SACRIFICE (altar) == shstr_money
337 364
338 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname 365 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
339 || ARCH_SACRIFICE (altar) == sacrifice->name 366 || ARCH_SACRIFICE (altar) == sacrifice->name
340 || ARCH_SACRIFICE (altar) == sacrifice->slaying 367 || ARCH_SACRIFICE (altar) == sacrifice->slaying
341 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) 368 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
342 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 369 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
343 return 1; 370 return 1;
344 } 371 }
345 372
346 return 0; 373 return 0;
347} 374}
354 * 381 *
355 * 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
356 * 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.
357 */ 384 */
358int 385int
359operate_altar (object *altar, object **sacrifice) 386operate_altar (object *altar, object **sacrifice, object *originator)
360{ 387{
361 if (!altar->map) 388 if (!altar->map)
362 { 389 {
363 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 390 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
364 return 0; 391 return 0;
365 } 392 }
366 393
367 if (!altar->slaying || altar->value) 394 if (!altar->slaying || altar->value)
368 return 0; 395 return 0;
369 396
370 if (!check_altar_sacrifice (altar, *sacrifice)) 397 if (!check_altar_sacrifice (altar, *sacrifice, originator))
371 return 0; 398 return 0;
372 399
373 /* check_altar_sacrifice should have already verified that enough money 400 /* check_altar_sacrifice should have already verified that enough money
374 * has been dropped. 401 * has been dropped.
375 */ 402 */
379 406
380 /* Round up any sacrifices. Altars don't make change either */ 407 /* Round up any sacrifices. Altars don't make change either */
381 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 408 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
382 number++; 409 number++;
383 410
384 *sacrifice = decrease_ob_nr (*sacrifice, number); 411 if (!(*sacrifice)->decrease (number))
412 *sacrifice = 0;
385 } 413 }
386 else 414 else
387 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 415 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
416 *sacrifice = 0;
388 417
389 if (altar->msg) 418 if (altar->msg)
390 new_info_map (NDI_BLACK, altar->map, altar->msg); 419 new_info_map (NDI_BLACK, altar->map, altar->msg);
391 420
392 return 1; 421 return 1;
393} 422}
394 423
395void 424void
396trigger_move (object *op, int state) /* 1 down and 0 up */ 425trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
397{ 426{
398 op->stats.wc = state; 427 op->stats.wc = state;
428
399 if (state) 429 if (state)
400 { 430 {
401 use_trigger (op); 431 use_trigger (op, originator);
402 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.);
403 op->speed_left = -1; 433 op->speed_left = -1;
404 } 434 }
405 else 435 else
406 { 436 {
407 use_trigger (op); 437 use_trigger (op, originator);
408 op->set_speed (0); 438 op->set_speed (0);
409 } 439 }
410} 440}
411 441
412 442
421 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 451 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
422 * 452 *
423 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 453 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
424 */ 454 */
425int 455int
426check_trigger (object *op, object *cause) 456check_trigger (object *op, object *cause, object *originator)
427{ 457{
428 object *tmp; 458 object *tmp;
429 int push = 0, tot = 0; 459 int push = 0, tot = 0;
430 int in_movement = op->stats.wc || op->speed; 460 int in_movement = op->stats.wc || op->speed;
431 461
432 switch (op->type) 462 switch (op->type)
433 { 463 {
434 case TRIGGER_BUTTON: 464 case TRIGGER_BUTTON:
435 if (op->weight > 0) 465 if (op->weight > 0)
436 { 466 {
437 if (cause) 467 if (cause)
438 { 468 {
439 for (tmp = op->above; tmp; tmp = tmp->above) 469 for (tmp = op->above; tmp; tmp = tmp->above)
440 /* Comment reproduced from update_buttons(): */ 470 /* Comment reproduced from update_buttons(): */
441 /* Basically, if the move_type matches that on what the 471 /* Basically, if the move_type matches that on what the
442 * button wants, we count it. The second check is so that 472 * button wants, we count it. The second check is so that
443 * objects that don't move (swords, etc) will count. Note that 473 * objects that don't move (swords, etc) will count. Note that
444 * this means that more work is needed to make buttons 474 * this means that more work is needed to make buttons
445 * 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":
446 */ 563 */
447 564 op->value = !op->value;
448 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 565 trigger_move (op, 1, cause);
449 { 566 op->last_sp = -op->last_sp;
450 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 567 op->value = !op->value;
451 }
452 if (tot >= op->weight)
453 push = 1;
454 if (op->stats.ac == push)
455 return 0;
456 op->stats.ac = push;
457 if (NUM_ANIMATIONS (op) > 1)
458 {
459 SET_ANIMATION (op, push);
460 update_object (op, UP_OBJ_FACE);
461 } 568 }
462 if (in_movement || !push) 569
463 return 0; 570 return cause == NULL;
464 } 571 }
465 trigger_move (op, push);
466 } 572 else
467 return 0;
468
469 case TRIGGER_PEDESTAL:
470 if (cause)
471 {
472 for (tmp = op->above; tmp; tmp = tmp->above)
473 {
474 object *head = tmp->head_ ();
475
476 /* See comment in TRIGGER_BUTTON about move_types */
477 if (((head->move_type & op->move_on) || head->move_type == 0)
478 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
479 {
480 push = 1;
481 break;
482 }
483 }
484
485 if (op->stats.ac == push)
486 return 0; 573 return 0;
487 574 }
488 op->stats.ac = push; 575 else
489 576 {
490 if (NUM_ANIMATIONS (op) > 1) 577 if (NUM_ANIMATIONS (op) > 1)
491 { 578 {
492 SET_ANIMATION (op, push); 579 SET_ANIMATION (op, 0);
493 update_object (op, UP_OBJ_FACE); 580 update_object (op, UP_OBJ_FACE);
494 } 581 }
495 582
496 update_object (op, UP_OBJ_FACE);
497
498 if (in_movement || !push)
499 return 0;
500 }
501
502 trigger_move (op, push);
503 return 0;
504
505 case TRIGGER_ALTAR:
506 if (cause)
507 {
508 if (in_movement)
509 return 0;
510
511 if (operate_altar (op, &cause))
512 {
513 if (NUM_ANIMATIONS (op) > 1)
514 {
515 SET_ANIMATION (op, 1);
516 update_object (op, UP_OBJ_FACE);
517 }
518
519 if (op->last_sp >= 0)
520 {
521 trigger_move (op, 1);
522 if (op->last_sp > 0)
523 op->last_sp = -op->last_sp;
524 }
525 else
526 {
527 /* for trigger altar with last_sp, the ON/OFF
528 * status (-> +/- value) is "simulated":
529 */
530 op->value = !op->value;
531 trigger_move (op, 1);
532 op->last_sp = -op->last_sp;
533 op->value = !op->value;
534 }
535
536 return cause == NULL;
537 }
538 else
539 return 0;
540 }
541 else
542 {
543 if (NUM_ANIMATIONS (op) > 1)
544 {
545 SET_ANIMATION (op, 0);
546 update_object (op, UP_OBJ_FACE);
547 }
548
549 /* If trigger_altar has "last_sp > 0" set on the map, 583 /* If trigger_altar has "last_sp > 0" set on the map,
550 * it will push the connected value only once per sacrifice. 584 * it will push the connected value only once per sacrifice.
551 * Otherwise (default), the connected value will be 585 * Otherwise (default), the connected value will be
552 * pushed twice: First by sacrifice, second by reset! -AV 586 * pushed twice: First by sacrifice, second by reset! -AV
553 */ 587 */
554 if (!op->last_sp) 588 if (!op->last_sp)
555 trigger_move (op, 0); 589 trigger_move (op, 0, cause);
556 else 590 else
557 { 591 {
558 op->stats.wc = 0; 592 op->stats.wc = 0;
559 op->value = !op->value; 593 op->value = !op->value;
560 op->set_speed (0); 594 op->set_speed (0);
561 } 595 }
562 } 596 }
563 return 0; 597 return 0;
564 598
565 case TRIGGER: 599 case TRIGGER:
566 if (cause) 600 if (cause)
567 { 601 {
568 if (in_movement) 602 if (in_movement)
569 return 0; 603 return 0;
570 604
571 push = 1; 605 push = 1;
572 } 606 }
573 607
574 if (NUM_ANIMATIONS (op) > 1) 608 if (NUM_ANIMATIONS (op) > 1)
575 { 609 {
576 SET_ANIMATION (op, push); 610 SET_ANIMATION (op, push);
577 update_object (op, UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
578 } 612 }
579 613
580 trigger_move (op, push); 614 trigger_move (op, push, cause);
581 return 1; 615 return 1;
582 616
583 default: 617 default:
584 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);
585 return 0; 619 return 0;
586 } 620 }
587} 621}
588 622
589void 623void
590add_button_link (object *button, maptile *map, int connected) 624object::add_link (maptile *map, shstr_tmp id)
591{ 625{
592 oblinkpt *obp;
593 objectlink *ol = get_objectlink ();
594
595 if (!map) 626 if (!map)
596 { 627 {
597 LOG (llevError, "Tried to add button-link without map.\n"); 628 LOG (llevError, "Tried to add button-link without map.\n");
598 return; 629 return;
599 } 630 }
600 631
601 button->path_attuned = connected; /* peterm: I need this so I can rebuild 632 flag [FLAG_IS_LINKED] = true;
602 a connected map from a template map. */
603 633
604 SET_FLAG (button, FLAG_IS_LINKED); 634 objectlink *ol = get_objectlink ();
605
606 ol->ob = button; 635 ol->ob = this;
607 636
608 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 637 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
609 ; 638 if (obp->id == id)
610
611 if (obp)
612 { 639 {
613 ol->next = obp->link; 640 ol->next = obp->link;
614 obp->link = ol; 641 obp->link = ol;
642 return;
615 } 643 }
616 else 644
617 {
618 obp = get_objectlinkpt (); 645 oblinkpt *obp = get_objectlinkpt ();
619 obp->value = connected; 646 obp->id = id;
620 647
621 obp->next = map->buttons; 648 obp->next = map->buttons;
622 map->buttons = obp; 649 map->buttons = obp;
623 obp->link = ol; 650 obp->link = ol;
624 }
625} 651}
626 652
627/* 653/*
628 * 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.
629 * This is only needed by editors. 655 * This is only needed by editors.
630 */ 656 */
631
632void 657void
633remove_button_link (object *op) 658object::remove_link ()
634{ 659{
635 oblinkpt *obp; 660 if (!map)
636 objectlink **olp, *ol;
637
638 if (op->map == NULL)
639 { 661 {
640 LOG (llevError, "remove_button_link() in object without map.\n"); 662 LOG (llevError, "remove_button_link() in object without map.\n");
641 return; 663 return;
642 } 664 }
643 665
644 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 666 if (!flag [FLAG_IS_LINKED])
645 { 667 {
646 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 668 LOG (llevError, "remove_button_linked() in unlinked object.\n");
647 return; 669 return;
648 } 670 }
649 671
672 flag [FLAG_IS_LINKED] = false;
673
650 for (obp = op->map->buttons; obp; obp = obp->next) 674 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
651 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 675 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
652 if (ol->ob == op) 676 if ((*olp)->ob == this)
653 { 677 {
654 678 objectlink *ol = *olp;
655/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
656 obp->value, op->name, op->map->path);
657*/
658 *olp = ol->next; 679 *olp = ol->next;
659 delete ol; 680 delete ol;
660 return; 681 return;
661 } 682 }
662 683
663 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 684 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
664 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 }
665} 709}
666 710
667/* 711/*
668 * Gets the objectlink for this connection from the map. 712 * Gets the objectlink for this connection from the map.
669 */ 713 */
670oblinkpt * 714oblinkpt *
671get_connection_links (maptile *map, long connection) 715maptile::find_link (shstr_tmp id)
672{ 716{
673 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 717 for (oblinkpt *obp = buttons; obp; obp = obp->next)
674 if (obp->value == connection) 718 if (obp->id == id)
675 return obp; 719 return obp;
676 720
677 return 0; 721 return 0;
678} 722}
679 723
680/* 724/*
681 * Return the first objectlink in the objects linked to this one 725 * Return the first objectlink in the objects linked to this one
682 */ 726 */
683
684oblinkpt * 727oblinkpt *
685get_button_links (const object *button) 728object::find_link () const
686{ 729{
687 oblinkpt *obp; 730 if (map)
688 objectlink *ol;
689
690 if (!button->map)
691 return NULL;
692
693 for (obp = button->map->buttons; obp; obp = obp->next) 731 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
694 for (ol = obp->link; ol; ol = ol->next) 732 for (objectlink *ol = obp->link; ol; ol = ol->next)
695 if (ol->ob == button) 733 if (ol->ob == this)
696 return obp; 734 return obp;
697 735
698 return NULL;
699}
700
701/*
702 * Made as a separate function to increase efficiency
703 */
704
705int
706get_button_value (const object *button)
707{
708 oblinkpt *obp;
709 objectlink *ol;
710
711 if (!button->map)
712 return 0;
713 for (obp = button->map->buttons; obp; obp = obp->next)
714 for (ol = obp->link; ol; ol = ol->next)
715 if (ol->ob == button)
716 return obp->value;
717 return 0; 736 return 0;
718} 737}
719 738
720/* This routine makes monsters who are 739/* This routine makes monsters who are
721 * standing on the 'mood floor' change their 740 * standing on the 'mood floor' change their
723 * If floor is to be triggered must have 742 * If floor is to be triggered must have
724 * a speed of zero (default is 1 for all 743 * a speed of zero (default is 1 for all
725 * but the charm floor type). 744 * but the charm floor type).
726 * by b.t. thomas@nomad.astro.psu.edu 745 * by b.t. thomas@nomad.astro.psu.edu
727 */ 746 */
728
729void 747void
730do_mood_floor (object *op, object *source) 748do_mood_floor (object *op, object *source)
731{ 749{
732 if (!source) 750 if (!source)
733 source = op; 751 source = op;
809 827
810 // FALL THROUGH 828 // FALL THROUGH
811 case 5: // kill all alives 829 case 5: // kill all alives
812 if (!tmp->flag [FLAG_PRECIOUS]) 830 if (!tmp->flag [FLAG_PRECIOUS])
813 { 831 {
814 get_archetype ("burnout")->insert_at (tmp, source); 832 archetype::get (shstr_burnout)->insert_at (tmp, source);
815 tmp->destroy (); 833 tmp->destroy ();
816 } 834 }
817 break; 835 break;
818 836
819 default: 837 default:
894 // and we have to set the value to 0 912 // and we have to set the value to 0
895 913
896 if (match && trig->last_sp) // match == having 914 if (match && trig->last_sp) // match == having
897 { 915 {
898 if (trig->last_heal) 916 if (trig->last_heal)
899 decrease_ob (match); 917 match->decrease ();
900 918
901 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
902 push_button (trig); 920 push_button (trig, op);
903 } 921 }
904 else if (!match && !trig->last_sp) // match == not having 922 else if (!match && !trig->last_sp) // match == not having
905 { 923 {
906 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
907 push_button (trig); 925 push_button (trig, op);
908 } 926 }
909} 927}
910 928

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