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Comparing deliantra/server/common/button.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.54 by root, Sun Oct 11 18:18:03 2009 UTC

1/* 1/*
2 * static char *rcsid_button_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: button.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 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,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h>
31 25
32/* 26/*
33 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
34 */ 28 */
35 29
36/* 30/*
31 * elmex:
32 * This function takes a objectlink list with all the objects are going to be activated.
33 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
34 * The activator argument can be 0 or the source object for this activation.
35 * the originator is the player or monster who did something.
36 */
37static void
38activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
39{
40 for (; ol; ol = ol->next)
41 {
42 if (!ol->ob)
43 {
44 LOG (llevError, "Internal error in activate_connection_link.\n");
45 continue;
46 }
47
48 /* a button link object can become freed when the map is saving. As
49 * a map is saved, objects are removed and freed, and if an object is
50 * on top of a button, this function is eventually called. If a map
51 * is getting moved out of memory, the status of buttons and levers
52 * probably isn't important - it will get sorted out when the map is
53 * re-loaded. As such, just exit this function if that is the case.
54 */
55
56 if (QUERY_FLAG (ol->ob, FLAG_FREED))
57 return;
58
59 object *tmp = ol->ob;
60
61 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63 continue;
64
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue;
67
68 switch (tmp->type)
69 {
70 case GATE:
71 case HOLE:
72 if (!tmp->active)
73 tmp->play_sound (tmp->sound
74 ? tmp->sound
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
76 tmp->value = tmp->stats.maxsp ? !state : state;
77 tmp->set_speed (0.5);
78 break;
79
80 case CF_HANDLE:
81 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
82 update_object (tmp, UP_OBJ_FACE);
83 break;
84
85 case SIGN:
86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
90 if (tmp->stats.food)
91 tmp->last_eat++;
92 }
93 break;
94
95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
97 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE);
100 break;
101
102 case BUTTON:
103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
105 tmp->value = state;
106 SET_ANIMATION (tmp, tmp->value);
107 update_object (tmp, UP_OBJ_FACE);
108 break;
109
110 case MOOD_FLOOR:
111 do_mood_floor (tmp, activator);
112 break;
113
114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
117
118 tmp->set_speed (tmp->arch->speed);
119 tmp->value = tmp->arch->value;
120 tmp->stats.sp = 1;
121 tmp->stats.hp = tmp->stats.maxhp;
122 /* Handle multipart gates. We copy the value for the other parts
123 * from the head - this ensures that the data will consistent
124 */
125 for (object *part = tmp->more; part; part = part->more)
126 {
127 part->value = tmp->value;
128 part->stats.sp = tmp->stats.sp;
129 part->stats.hp = tmp->stats.hp;
130 part->set_speed (tmp->speed);
131 }
132 break;
133
134 case DIRECTOR:
135 case FIREWALL:
136 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
137 move_firewall (tmp);
138 else
139 {
140 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
141 animate_turning (tmp);
142 }
143 break;
144
145 case TELEPORTER:
146 move_teleporter (tmp);
147 break;
148
149 case CREATOR:
150 move_creator (tmp);
151 break;
152
153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
155 move_marker (tmp);
156 break;
157
158 case DUPLICATOR:
159 move_duplicator (tmp);
160 break;
161
162 case MAPSCRIPT:
163 cfperl_mapscript_activate (tmp, state, activator, originator);
164 break;
165 }
166 }
167}
168
169/*
170 * elmex:
171 * This is the new push_button function, it got split up so that
172 * you can activate connections without a button now!
173 * old but still valid comment:
174 *
37 * Push the specified object. This can affect other buttons/gates/handles 175 * Push the specified object. This can affect other buttons/gates/handles
38 * altars/pedestals/holes in the whole map. 176 * altars/pedestals/holes in the whole map.
39 * Changed the routine to loop through _all_ objects. 177 * Changed the routine to loop through _all_ objects.
40 * Better hurry with that linked list... 178 * Better hurry with that linked list...
41 */ 179 *
42
43void push_button(object *op) {
44 object *tmp;
45 objectlink *ol;
46
47/* LOG(llevDebug, "push_button: %s (%d)\n", op->name, op->count); */
48 for (ol = get_button_links(op); ol; ol = ol->next) {
49 if (!ol->ob || ol->ob->count != ol->id) {
50 LOG(llevError, "Internal error in push_button (%s).\n", op->name);
51 continue;
52 }
53 /* a button link object can become freed when the map is saving. As
54 * a map is saved, objects are removed and freed, and if an object is
55 * on top of a button, this function is eventually called. If a map
56 * is getting moved out of memory, the status of buttons and levers
57 * probably isn't important - it will get sorted out when the map is
58 * re-loaded. As such, just exit this function if that is the case.
59 */ 180 */
181void
182push_button (object *op, object *originator)
183{
184 if (oblinkpt *obp = op->find_link ())
60 185 {
61 if (QUERY_FLAG(ol->ob, FLAG_FREED)) return; 186 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
62 tmp = ol->ob; 187 return;
63 188
64 /* if the criteria isn't appropriate, don't do anything */ 189 activate_connection_link (obp->link, op->value, op, originator);
65 if (op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue; 190 }
66 if (!op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue; 191}
67 192
68 switch(tmp->type) { 193/*
69 194 * elmex:
70 case GATE: 195 * This activates a connection, similar to push_button (object *op) but it takes
71 case HOLE: 196 * only a map, a connection value and a true or false flag that indicated whether
72 tmp->value=tmp->stats.maxsp?!op->value:op->value; 197 * the connection was 'state' or 'released'. So that you can activate objects
73 tmp->speed=0.5; 198 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
74 update_ob_speed(tmp); 199 *
75 break;
76
77 case CF_HANDLE:
78 SET_ANIMATION(tmp, (tmp->value=tmp->stats.maxsp?!op->value:op->value));
79 update_object(tmp,UP_OBJ_FACE);
80 break;
81
82 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) {
84 new_info_map(NDI_UNIQUE | NDI_NAVY,tmp->map,tmp->msg);
85 if (tmp->stats.food) tmp->last_eat++;
86 }
87 break;
88
89 case ALTAR:
90 tmp->value = 1;
91 SET_ANIMATION(tmp, tmp->value);
92 update_object(tmp,UP_OBJ_FACE);
93 break;
94
95 case BUTTON:
96 case PEDESTAL:
97 tmp->value=op->value;
98 SET_ANIMATION(tmp, tmp->value);
99 update_object(tmp,UP_OBJ_FACE);
100 break;
101
102 case MOOD_FLOOR:
103 do_mood_floor(tmp, op);
104 break;
105
106 case TIMED_GATE:
107 tmp->speed = tmp->arch->clone.speed;
108 update_ob_speed(tmp); /* original values */
109 tmp->value = tmp->arch->clone.value;
110 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent
114 */ 200 */
115 for (tmp=tmp->more; tmp!=NULL; tmp=tmp->more) { 201void
116 tmp->speed = tmp->head->speed; 202maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
117 tmp->value = tmp->head->value; 203{
118 tmp->stats.sp = tmp->head->stats.sp; 204 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
119 tmp->stats.hp = tmp->head->stats.hp; 205 return;
120 update_ob_speed(tmp);
121 }
122 break;
123 206
124 case DIRECTOR: 207 if (oblinkpt *obp = find_link (id))
125 case FIREWALL: 208 activate_connection_link (obp->link, state, activator, originator);
126 if(!QUERY_FLAG(tmp,FLAG_ANIMATE)&&tmp->type==FIREWALL) move_firewall(tmp);
127 else {
128 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
129 tmp->stats.sp = ((tmp->stats.sp-1)%8)+1;
130 animate_turning(tmp);
131 }
132 break;
133
134 case TELEPORTER:
135 move_teleporter(tmp);
136 break;
137
138 case CREATOR:
139 move_creator(tmp);
140 break;
141
142 case TRIGGER_MARKER:
143 move_marker(tmp);
144 break;
145
146 case DUPLICATOR:
147 move_duplicator(tmp);
148 break;
149 }
150 }
151} 209}
152 210
153/* 211/*
154 * Updates everything connected with the button op. 212 * Updates everything connected with the button op.
155 * After changing the state of a button, this function must be called 213 * After changing the state of a button, this function must be called
156 * to make sure that all gates and other buttons connected to the 214 * to make sure that all gates and other buttons connected to the
157 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
158 */ 216 */
159 217void
160void update_button(object *op) { 218update_button (object *op, object *originator)
161 object *ab,*tmp,*head; 219{
162 int tot,any_down=0, old_value=op->value; 220 int any_down = 0, old_value = op->value;
163 objectlink *ol;
164 221
165 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 222 if (oblinkpt *obp = op->find_link ())
166 for (ol = get_button_links(op); ol; ol = ol->next) { 223 for (objectlink *ol = obp->link; ol; ol = ol->next)
167 if (!ol->ob || ol->ob->count != ol->id) { 224 {
225 if (!ol->ob)
226 {
168 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 227 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
169 continue;
170 }
171 tmp = ol->ob;
172 if (tmp->type==BUTTON) {
173 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above)
174 /* Bug? The pedestal code below looks for the head of
175 * the object, this bit doesn't. I'd think we should check
176 * for head here also. Maybe it also makese sense to
177 * make the for ab=tmp->above loop common, and alter
178 * behaviour based on object within that loop?
179 */
180
181 /* Basically, if the move_type matches that on what the
182 * button wants, we count it. The second check is so that
183 * objects don't move (swords, etc) will count. Note that
184 * this means that more work is needed to make buttons
185 * that are only triggered by flying objects.
186 */
187 if ((ab->move_type & tmp->move_on) || ab->move_type==0 )
188 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying;
189
190 tmp->value=(tot>=tmp->weight)?1:0;
191 if(tmp->value)
192 any_down=1;
193 } else if (tmp->type == PEDESTAL) {
194 tmp->value = 0;
195 for(ab=tmp->above; ab!=NULL; ab=ab->above) {
196 head = ab->head ? ab->head : ab;
197 /* Same note regarding move_type for buttons above apply here. */
198 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) &&
199 (head->race==tmp->slaying ||
200 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) ||
201 (!strcmp (tmp->slaying, "player") &&
202 head->type == PLAYER)))
203 tmp->value = 1;
204 }
205 if(tmp->value)
206 any_down=1;
207 }
208 }
209 if(any_down) /* If any other buttons were down, force this to remain down */
210 op->value=1;
211
212 /* If this button hasn't changed, don't do anything */
213 if (op->value != old_value) {
214 SET_ANIMATION(op, op->value);
215 update_object(op, UP_OBJ_FACE);
216 push_button(op); /* Make all other buttons the same */
217 }
218}
219
220/*
221 * Updates every button on the map (by calling update_button() for them).
222 */
223
224void update_buttons(mapstruct *m) {
225 objectlink *ol;
226 oblinkpt *obp;
227 for (obp = m->buttons; obp; obp = obp->next)
228 for (ol = obp->link; ol; ol = ol->next) {
229 if (!ol->ob || ol->ob->count != ol->id) {
230 LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
231 ol->ob?ol->ob->name:"null",
232 ol->ob?ol->ob->x:-1,
233 ol->ob?ol->ob->y:-1,
234 ol->id,
235 obp->value);
236 continue; 228 continue;
229 }
230
231 object *tmp = ol->ob;
232
233 if (tmp->type == BUTTON)
234 {
235 sint32 total = 0;
236
237 for (object *ab = tmp->above; ab; ab = ab->above)
238 /* Basically, if the move_type matches that on what the
239 * button wants, we count it. The second check is so that
240 * objects who don't move (swords, etc) will count. Note that
241 * this means that more work is needed to make buttons
242 * that are only triggered by flying objects.
243 */
244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
245 total += ab->head_ ()->total_weight ();
246
247 tmp->value = total >= tmp->weight;
248
249 any_down = any_down || tmp->value;
250 }
251 else if (tmp->type == PEDESTAL)
252 {
253 tmp->value = 0;
254
255 for (object *ab = tmp->above; ab; ab = ab->above)
256 {
257 object *head = ab->head_ ();
258
259 /* Same note regarding move_type for buttons above apply here. */
260 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
261 && (head->race == tmp->slaying
262 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
263 || (tmp->slaying == shstr_player && head->type == PLAYER)))
264 tmp->value = 1;
265 }
266
267 any_down = any_down || tmp->value;
268 }
237 } 269 }
238 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL) 270
271 if (any_down) /* If any other buttons were down, force this to remain down */
272 op->value = 1;
273
274 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
275
276 /* If this button hasn't changed, don't do anything */
277 if (op->value != old_value)
239 { 278 {
240 update_button(ol->ob); 279 SET_ANIMATION (op, op->value);
241 break; 280 update_object (op, UP_OBJ_FACE);
281 push_button (op, originator); /* Make all other buttons the same */
242 } 282 }
243 }
244} 283}
245 284
246void use_trigger(object *op) 285void
286use_trigger (object *op, object *originator)
247{ 287{
248
249 /* Toggle value */ 288 /* Toggle value */
250 op->value = !op->value; 289 op->value = !op->value;
251 push_button(op); 290
291 push_button (op, originator);
252} 292}
253 293
254/* 294/*
255 * Note: animate_object should be used instead of this, 295 * Note: animate_object should be used instead of this,
256 * but it can't handle animations in the 8 directions 296 * but it can't handle animations in the 8 directions
257 */ 297 */
258 298void
259void animate_turning(object *op) /* only one part objects */ 299animate_turning (object *op) /* only one part objects */
260{ 300{
261 if (++op->state >= NUM_ANIMATIONS(op)/8) 301 if (++op->state >= NUM_ANIMATIONS (op) / 8)
262 op->state=0; 302 op->state = 0;
263 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 303 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
264 op->state);
265 update_object(op,UP_OBJ_FACE); 304 update_object (op, UP_OBJ_FACE);
266} 305}
267 306
268#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 307#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
269#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 308#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
270 309
276 * 315 *
277 * 0.93.4: Linked objects (ie, objects that are connected) can not be 316 * 0.93.4: Linked objects (ie, objects that are connected) can not be
278 * sacrificed. This fixes a bug of trying to put multiple altars/related 317 * sacrificed. This fixes a bug of trying to put multiple altars/related
279 * objects on the same space that take the same sacrifice. 318 * objects on the same space that take the same sacrifice.
280 */ 319 */
281 320
321int
282int check_altar_sacrifice (const object *altar, const object *sacrifice) 322check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
283{ 323{
324 if (sacrifice->flag [FLAG_UNPAID])
325 return 0;
326
327 if (is_match_expr (ARCH_SACRIFICE (altar)))
328 return match (ARCH_SACRIFICE (altar), altar, originator);
329
284 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 330 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
285 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 331 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
286 && sacrifice->type != PLAYER) 332 && sacrifice->type != PLAYER)
287 { 333 {
288 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 334 if (ARCH_SACRIFICE (altar) == shstr_money
289 ARCH_SACRIFICE(altar) == sacrifice->name ||
290 ARCH_SACRIFICE(altar) == sacrifice->slaying ||
291 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0))))
292 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1))
293 return 1;
294 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0
295 && sacrifice->type == MONEY 335 && sacrifice->type == MONEY
296 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 336 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
297 return 1; 337 return 1;
338
339 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
340 || ARCH_SACRIFICE (altar) == sacrifice->name
341 || ARCH_SACRIFICE (altar) == sacrifice->slaying
342 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
343 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
344 return 1;
298 } 345 }
346
299 return 0; 347 return 0;
300} 348}
301
302 349
303/* 350/*
304 * operate_altar checks if sacrifice was accepted and removes sacrificed 351 * operate_altar checks if sacrifice was accepted and removes sacrificed
305 * objects. If sacrifice was succeed return 1 else 0. Might be better to 352 * objects. If sacrifice was succeed return 1 else 0. Might be better to
306 * call check_altar_sacrifice (above) than depend on the return value, 353 * call check_altar_sacrifice (above) than depend on the return value,
307 * since operate_altar will remove the sacrifice also. 354 * since operate_altar will remove the sacrifice also.
308 * 355 *
309 * If this function returns 1, '*sacrifice' is modified to point to the 356 * If this function returns 1, '*sacrifice' is modified to point to the
310 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 357 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
311 */ 358 */
312 359int
313int operate_altar (object *altar, object **sacrifice) 360operate_altar (object *altar, object **sacrifice, object *originator)
314{ 361{
315
316 if ( ! altar->map) { 362 if (!altar->map)
363 {
317 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 364 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
318 return 0; 365 return 0;
319 } 366 }
320 367
321 if (!altar->slaying || altar->value) 368 if (!altar->slaying || altar->value)
322 return 0; 369 return 0;
323 370
324 if ( ! check_altar_sacrifice (altar, *sacrifice)) 371 if (!check_altar_sacrifice (altar, *sacrifice, originator))
325 return 0; 372 return 0;
326 373
327 /* check_altar_sacrifice should have already verified that enough money 374 /* check_altar_sacrifice should have already verified that enough money
328 * has been dropped. 375 * has been dropped.
329 */ 376 */
330 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 377 if (ARCH_SACRIFICE (altar) == shstr_money)
378 {
331 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 379 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
332 380
333 /* Round up any sacrifices. Altars don't make change either */ 381 /* Round up any sacrifices. Altars don't make change either */
334 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 382 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
335 *sacrifice = decrease_ob_nr (*sacrifice, number); 383 number++;
384
385 if (!(*sacrifice)->decrease (number))
386 *sacrifice = 0;
336 } 387 }
337 else 388 else
338 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 389 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
339 390 *sacrifice = 0;
391
340 if (altar->msg) 392 if (altar->msg)
341 new_info_map(NDI_BLACK, altar->map, altar->msg); 393 new_info_map (NDI_BLACK, altar->map, altar->msg);
394
342 return 1; 395 return 1;
343} 396}
344 397
398void
345void trigger_move (object *op, int state) /* 1 down and 0 up */ 399trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
346{ 400{
347 op->stats.wc = state; 401 op->stats.wc = state;
402
348 if (state) { 403 if (state)
349 use_trigger(op); 404 {
350 if (op->stats.exp > 0) /* check sanity */ 405 use_trigger (op, originator);
351 op->speed = 1.0 / op->stats.exp; 406 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
352 else
353 op->speed = 1.0;
354 update_ob_speed(op);
355 op->speed_left = -1; 407 op->speed_left = -1;
356 } else { 408 }
357 use_trigger(op); 409 else
358 op->speed = 0; 410 {
359 update_ob_speed(op); 411 use_trigger (op, originator);
412 op->set_speed (0);
360 } 413 }
361} 414}
362 415
363 416
364/* 417/*
371 * 424 *
372 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 425 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
373 * 426 *
374 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 427 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
375 */ 428 */
429int
376int check_trigger (object *op, object *cause) 430check_trigger (object *op, object *cause, object *originator)
377{ 431{
378 object *tmp; 432 object *tmp;
379 int push = 0, tot = 0; 433 int push = 0, tot = 0;
380 int in_movement = op->stats.wc || op->speed; 434 int in_movement = op->stats.wc || op->speed;
381 435
382 switch (op->type) { 436 switch (op->type)
437 {
383 case TRIGGER_BUTTON: 438 case TRIGGER_BUTTON:
384 if (op->weight > 0) { 439 if (op->weight > 0)
385 if (cause) { 440 {
441 if (cause)
442 {
386 for (tmp = op->above; tmp; tmp = tmp->above) 443 for (tmp = op->above; tmp; tmp = tmp->above)
387 /* Comment reproduced from update_buttons(): */ 444 /* Comment reproduced from update_buttons(): */
388 /* Basically, if the move_type matches that on what the 445 /* Basically, if the move_type matches that on what the
389 * button wants, we count it. The second check is so that 446 * button wants, we count it. The second check is so that
390 * objects that don't move (swords, etc) will count. Note that 447 * objects that don't move (swords, etc) will count. Note that
391 * this means that more work is needed to make buttons 448 * this means that more work is needed to make buttons
392 * that are only triggered by flying objects. 449 * that are only triggered by flying objects.
393 */
394
395 if ((tmp->move_type & op->move_on) || tmp->move_type==0) {
396 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1)
397 + tmp->carrying;
398 }
399 if (tot >= op->weight)
400 push = 1;
401 if (op->stats.ac == push)
402 return 0;
403 op->stats.ac = push;
404 if (NUM_ANIMATIONS(op) > 1) {
405 SET_ANIMATION (op, push);
406 update_object (op, UP_OBJ_FACE);
407 } 450 */
408 if (in_movement || ! push)
409 return 0;
410 }
411 trigger_move (op, push);
412 }
413 return 0;
414
415 case TRIGGER_PEDESTAL:
416 if (cause) {
417 for (tmp = op->above; tmp; tmp = tmp->above) {
418 object *head = tmp->head ? tmp->head : tmp;
419
420 /* See comment in TRIGGER_BUTTON about move_types */
421 if (((head->move_type & op->move_on) || head->move_type==0) 451 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
422 && (head->race==op->slaying || 452 tot += tmp->head_ ()->total_weight ();
423 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 453
424 push = 1; 454 if (tot >= op->weight)
425 break; 455 push = 1;
426 } 456
427 } 457 if (op->stats.ac == push)
428 if (op->stats.ac == push) 458 return 0;
429 return 0; 459
430 op->stats.ac = push; 460 op->stats.ac = push;
431 if (NUM_ANIMATIONS(op) > 1) { 461 if (NUM_ANIMATIONS (op) > 1)
462 {
432 SET_ANIMATION (op, push); 463 SET_ANIMATION (op, push);
433 update_object (op, UP_OBJ_FACE); 464 update_object (op, UP_OBJ_FACE);
434 }
435 update_object(op,UP_OBJ_FACE);
436 if (in_movement || ! push)
437 return 0;
438 }
439 trigger_move (op, push);
440 return 0;
441
442 case TRIGGER_ALTAR:
443 if (cause) {
444 if (in_movement)
445 return 0;
446 if (operate_altar (op, &cause)) {
447 if (NUM_ANIMATIONS(op) > 1) {
448 SET_ANIMATION (op, 1);
449 update_object(op, UP_OBJ_FACE);
450 } 465 }
451 if (op->last_sp >= 0) { 466
452 trigger_move (op, 1); 467 if (in_movement || !push)
453 if (op->last_sp > 0) 468 return 0;
454 op->last_sp = -op->last_sp; 469 }
455 } 470
456 else { 471 trigger_move (op, push, cause);
457 /* for trigger altar with last_sp, the ON/OFF 472 }
458 * status (-> +/- value) is "simulated": 473
459 */
460 op->value = !op->value;
461 trigger_move (op, 1);
462 op->last_sp = -op->last_sp;
463 op->value = !op->value;
464 }
465 return cause == NULL;
466 } else {
467 return 0; 474 return 0;
468 } 475
469 } else { 476 case TRIGGER_PEDESTAL:
470 if (NUM_ANIMATIONS(op) > 1) { 477 if (cause)
471 SET_ANIMATION (op, 0); 478 {
472 update_object(op, UP_OBJ_FACE); 479 for (tmp = op->above; tmp; tmp = tmp->above)
480 {
481 object *head = tmp->head_ ();
482
483 /* See comment in TRIGGER_BUTTON about move_types */
484 if (((head->move_type & op->move_on) || head->move_type == 0)
485 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
486 {
487 push = 1;
488 break;
473 } 489 }
474 490 }
475 /* If trigger_altar has "last_sp > 0" set on the map,
476 * it will push the connected value only once per sacrifice.
477 * Otherwise (default), the connected value will be
478 * pushed twice: First by sacrifice, second by reset! -AV
479 */
480 if (!op->last_sp)
481 trigger_move (op, 0);
482 else {
483 op->stats.wc = 0;
484 op->value = !op->value;
485 op->speed = 0;
486 update_ob_speed(op);
487 }
488 }
489 return 0;
490 491
491 case TRIGGER: 492 if (op->stats.ac == push)
492 if (cause) { 493 return 0;
493 if (in_movement) 494
494 return 0; 495 op->stats.ac = push;
495 push = 1; 496
496 }
497 if (NUM_ANIMATIONS(op) > 1) { 497 if (NUM_ANIMATIONS (op) > 1)
498 {
498 SET_ANIMATION (op, push); 499 SET_ANIMATION (op, push);
499 update_object(op, UP_OBJ_FACE); 500 update_object (op, UP_OBJ_FACE);
500 } 501 }
502
503 update_object (op, UP_OBJ_FACE);
504
505 if (in_movement || !push)
506 return 0;
507 }
508
501 trigger_move (op, push); 509 trigger_move (op, push, cause);
510 return 0;
511
512 case TRIGGER_ALTAR:
513 if (cause)
514 {
515 if (in_movement)
516 return 0;
517
518 if (operate_altar (op, &cause)) /* TODO: originator? */
519 {
520 if (NUM_ANIMATIONS (op) > 1)
521 {
522 SET_ANIMATION (op, 1);
523 update_object (op, UP_OBJ_FACE);
524 }
525
526 if (op->last_sp >= 0)
527 {
528 trigger_move (op, 1, cause);
529
530 if (op->last_sp > 0)
531 op->last_sp = -op->last_sp;
532 }
533 else
534 {
535 /* for trigger altar with last_sp, the ON/OFF
536 * status (-> +/- value) is "simulated":
537 */
538 op->value = !op->value;
539 trigger_move (op, 1, cause);
540 op->last_sp = -op->last_sp;
541 op->value = !op->value;
542 }
543
544 return cause == NULL;
545 }
546 else
547 return 0;
548 }
549 else
550 {
551 if (NUM_ANIMATIONS (op) > 1)
552 {
553 SET_ANIMATION (op, 0);
554 update_object (op, UP_OBJ_FACE);
555 }
556
557 /* If trigger_altar has "last_sp > 0" set on the map,
558 * it will push the connected value only once per sacrifice.
559 * Otherwise (default), the connected value will be
560 * pushed twice: First by sacrifice, second by reset! -AV
561 */
562 if (!op->last_sp)
563 trigger_move (op, 0, cause);
564 else
565 {
566 op->stats.wc = 0;
567 op->value = !op->value;
568 op->set_speed (0);
569 }
570 }
571 return 0;
572
573 case TRIGGER:
574 if (cause)
575 {
576 if (in_movement)
577 return 0;
578
579 push = 1;
580 }
581
582 if (NUM_ANIMATIONS (op) > 1)
583 {
584 SET_ANIMATION (op, push);
585 update_object (op, UP_OBJ_FACE);
586 }
587
588 trigger_move (op, push, cause);
502 return 1; 589 return 1;
503 590
504 default: 591 default:
505 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 592 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
506 return 0; 593 return 0;
594 }
595}
596
597void
598object::add_link (maptile *map, shstr_tmp id)
599{
600 if (!map)
507 } 601 {
508} 602 LOG (llevError, "Tried to add button-link without map.\n");
603 return;
604 }
509 605
510void add_button_link(object *button, mapstruct *map, int connected) { 606 flag [FLAG_IS_LINKED] = true;
511 oblinkpt *obp; 607
512 objectlink *ol = get_objectlink(); 608 objectlink *ol = get_objectlink ();
513
514 if (!map) {
515 LOG(llevError, "Tried to add button-link without map.\n");
516 return;
517 }
518 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild
519 a connected map from a template map. */
520/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
521
522 SET_FLAG(button,FLAG_IS_LINKED);
523
524 ol->ob = button; 609 ol->ob = this;
525 ol->id = button->count;
526 610
527 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 611 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
528 612 if (obp->id == id)
529 if (obp) { 613 {
530 ol->next = obp->link; 614 ol->next = obp->link;
531 obp->link = ol; 615 obp->link = ol;
532 } else { 616 return;
617 }
618
533 obp = get_objectlinkpt(); 619 oblinkpt *obp = get_objectlinkpt ();
534 obp->value = connected; 620 obp->id = id;
535 621
536 obp->next = map->buttons; 622 obp->next = map->buttons;
537 map->buttons = obp; 623 map->buttons = obp;
538 obp->link = ol; 624 obp->link = ol;
539 }
540} 625}
541 626
542/* 627/*
543 * Remove the object from the linked lists of buttons in the map. 628 * Remove the object from the linked lists of buttons in the map.
544 * This is only needed by editors. 629 * This is only needed by editors.
545 */ 630 */
546 631void
547void remove_button_link(object *op) { 632object::remove_link ()
548 oblinkpt *obp; 633{
549 objectlink **olp, *ol; 634 if (!map)
550 635 {
551 if (op->map == NULL) {
552 LOG(llevError, "remove_button_link() in object without map.\n"); 636 LOG (llevError, "remove_button_link() in object without map.\n");
553 return; 637 return;
554 } 638 }
555 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 639
640 if (!flag [FLAG_IS_LINKED])
641 {
556 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 642 LOG (llevError, "remove_button_linked() in unlinked object.\n");
557 return; 643 return;
558 } 644 }
645
646 flag [FLAG_IS_LINKED] = false;
647
559 for (obp = op->map->buttons; obp; obp = obp->next) 648 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
560 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 649 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
561 if (ol->ob == op) { 650 if ((*olp)->ob == this)
562/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 651 {
563 obp->value, op->name, op->map->path); 652 objectlink *ol = *olp;
564*/
565 *olp = ol->next; 653 *olp = ol->next;
566 free(ol); 654 delete ol;
567 return; 655 return;
656 }
657
658 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
659}
660
661/*
662 * Updates every button on the map (by calling update_button() for them).
663 */
664void
665maptile::update_buttons ()
666{
667 for (oblinkpt *obp = buttons; obp; obp = obp->next)
668 for (objectlink *ol = obp->link; ol; ol = ol->next)
669 {
670 if (!ol->ob)
671 {
672 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
673 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
674 continue;
675 }
676
677 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
678 {
679 update_button (ol->ob, 0);
680 break;
681 }
568 } 682 }
569 LOG(llevError, "remove_button_linked(): couldn't find object.\n");
570 CLEAR_FLAG(op,FLAG_IS_LINKED);
571} 683}
572 684
685/*
686 * Gets the objectlink for this connection from the map.
687 */
688oblinkpt *
689maptile::find_link (shstr_tmp id)
690{
691 for (oblinkpt *obp = buttons; obp; obp = obp->next)
692 if (obp->id == id)
693 return obp;
694
695 return 0;
696}
697
573/* 698/*
574 * Return the first objectlink in the objects linked to this one 699 * Return the first objectlink in the objects linked to this one
575 */ 700 */
576
577objectlink *get_button_links(const object *button) {
578 oblinkpt *obp; 701oblinkpt *
579 objectlink *ol; 702object::find_link () const
580 703{
581 if (!button->map) 704 if (map)
582 return NULL;
583 for (obp = button->map->buttons; obp; obp = obp->next) 705 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
584 for (ol = obp->link; ol; ol = ol->next) 706 for (objectlink *ol = obp->link; ol; ol = ol->next)
585 if (ol->ob == button && ol->id == button->count) 707 if (ol->ob == this)
586 return obp->link; 708 return obp;
587 return NULL;
588}
589 709
590/*
591 * Made as a separate function to increase efficiency
592 */
593
594int get_button_value(const object *button) {
595 oblinkpt *obp;
596 objectlink *ol;
597
598 if (!button->map)
599 return 0;
600 for (obp = button->map->buttons; obp; obp = obp->next)
601 for (ol = obp->link; ol; ol = ol->next)
602 if (ol->ob == button && ol->id == button->count)
603 return obp->value;
604 return 0; 710 return 0;
605} 711}
606 712
607/* This routine makes monsters who are 713/* This routine makes monsters who are
608 * standing on the 'mood floor' change their 714 * standing on the 'mood floor' change their
610 * If floor is to be triggered must have 716 * If floor is to be triggered must have
611 * a speed of zero (default is 1 for all 717 * a speed of zero (default is 1 for all
612 * but the charm floor type). 718 * but the charm floor type).
613 * by b.t. thomas@nomad.astro.psu.edu 719 * by b.t. thomas@nomad.astro.psu.edu
614 */ 720 */
615 721void
616void do_mood_floor(object *op, object *op2) { 722do_mood_floor (object *op, object *source)
723{
724 if (!source)
725 source = op;
726
727 mapspace &ms = op->ms ();
728
729 if (!(ms.flags () & P_IS_ALIVE))
730 return;
731
617 object *tmp; 732 object *tmp;
618 object *tmp2;
619 733
620 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 734 for (tmp = ms.top; tmp; tmp = tmp->below)
621 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 735 if (QUERY_FLAG (tmp, FLAG_MONSTER))
736 break;
622 737
623 /* doesn't effect players, and if there is a player on this space, won't also 738 /* doesn't effect players, and if there is a player on this space, won't also
624 * be a monster here. 739 * be a monster here.
625 */ 740 */
741 //TODO: have players really FLAG_MONSTER? kept it for safety
626 if (!tmp || tmp->type == PLAYER) return; 742 if (!tmp || tmp->type == PLAYER)
743 return;
627 744
628 switch(op->last_sp) { 745 switch (op->last_sp)
746 {
629 case 0: /* furious--make all monsters mad */ 747 case 0: /* furious--make all monsters mad */
630 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
631 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
632 if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
633 CLEAR_FLAG(tmp, FLAG_FRIENDLY);
634 remove_friendly_object(tmp);
635 tmp->attack_movement = 0;
636 /* lots of checks here, but want to make sure we don't
637 * dereference a null value
638 */
639 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER &&
640 tmp->owner->contr->ranges[range_golem]==tmp) {
641 tmp->owner->contr->ranges[range_golem]=NULL;
642 tmp->owner->contr->golem_count = 0;
643 }
644 tmp->owner = 0;
645 }
646 break;
647 case 1: /* angry -- get neutral monsters mad */
648 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&&
649 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
650 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
651 break;
652 case 2: /* calm -- pacify unfriendly monsters */
653 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 748 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
749 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
750
751 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
752 {
753 tmp->attack_movement = 0;
754 /* lots of checks here, but want to make sure we don't
755 * dereference a null value
756 */
757 if (tmp->type == GOLEM
758 && tmp->owner
759 && tmp->owner->type == PLAYER
760 && tmp->owner->contr->golem == tmp)
761 tmp->owner->contr->golem = 0;
762
763 tmp->owner = 0;
764
765 remove_friendly_object (tmp);
766 }
767 break;
768
769 case 1: /* angry -- get neutral monsters mad */
770 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
771 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
772 break;
773
774 case 2: /* calm -- pacify unfriendly monsters */
654 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 775 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
655 break; 776 break;
777
656 case 3: /* make all monsters fall asleep */ 778 case 3: /* make all monsters fall asleep */
657 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
658 SET_FLAG(tmp, FLAG_SLEEP); 779 SET_FLAG (tmp, FLAG_SLEEP);
659 break; 780 break;
660 case 4: /* charm all monsters */
661 781
662 if(op == op2) break; /* only if 'connected' */ 782 case 4: /* charm all monsters */
663 783 if (op == source)
664 for(tmp2=get_map_ob(op2->map,op2->x,op2->y); /* finding an owner */ 784 break; /* only if 'connected' */
665 tmp2->type!=PLAYER;tmp2=tmp2->above)
666 if(tmp2->above==NULL) break;
667 785
668 if (tmp2->type != PLAYER) 786 if (object *pl = source->ms ().player ())
669 break; 787 {
670 set_owner(tmp,tmp2); 788 tmp->set_owner (pl);
671 SET_FLAG(tmp,FLAG_MONSTER); 789 SET_FLAG (tmp, FLAG_MONSTER);
672 tmp->stats.exp = 0; 790
673 SET_FLAG(tmp, FLAG_FRIENDLY); 791 tmp->stats.exp = 0;
792
674 add_friendly_object (tmp); 793 add_friendly_object (tmp);
675 tmp->attack_movement = PETMOVE; 794 tmp->attack_movement = PETMOVE;
676 break; 795 }
796 break;
677 797
798 case 6: // kill monsters
799 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
800 break;
801
802 // FALL THROUGH
803 case 5: // kill all alives
804 if (!tmp->flag [FLAG_PRECIOUS])
805 {
806 archetype::get (shstr_burnout)->insert_at (tmp, source);
807 tmp->destroy ();
808 }
809 break;
810
678 default: 811 default:
679 break; 812 break;
680
681 } 813 }
682} 814}
683 815
684/* this function returns the object it matches, or NULL if non. 816/* this function returns the object it matches, or NULL if non.
685 * It will descend through containers to find the object. 817 * It will descend through containers to find the object.
686 * slaying = match object slaying flag 818 * slaying = match object slaying flag
687 * race = match object archetype name flag 819 * race = match object archetype name flag
688 * hp = match object type (excpt type '0'== PLAYER) 820 * hp = match object type (excpt type '0'== PLAYER)
689 */ 821 */
690 822object *
691object * check_inv_recursive(object *op, const object *trig) 823check_inv_recursive (object *op, const object *trig)
692{ 824{
693 object *tmp,*ret=NULL; 825 object *tmp, *ret = NULL;
694 826
695 /* First check the object itself. */ 827 /* First check the object itself. */
696 if((trig->stats.hp && (op->type == trig->stats.hp)) 828 if ((trig->stats.hp && (op->type == trig->stats.hp))
697 || (trig->slaying && (op->slaying == trig->slaying)) 829 || (trig->slaying && (op->slaying == trig->slaying))
698 || (trig->race && (op->arch->name == trig->race))) 830 || (trig->race && (op->arch->archname == trig->race)))
699 return op; 831 return op;
700 832
701 for(tmp=op->inv; tmp; tmp=tmp->below) { 833 for (tmp = op->inv; tmp; tmp = tmp->below)
702 if (tmp->inv) { 834 {
835 if (tmp->inv)
836 {
703 ret=check_inv_recursive(tmp, trig); 837 ret = check_inv_recursive (tmp, trig);
704 if (ret) return ret; 838 if (ret)
705 } 839 return ret;
840 }
706 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 841 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
707 || (trig->slaying && (tmp->slaying == trig->slaying)) 842 || (trig->slaying && (tmp->slaying == trig->slaying))
708 || (trig->race && (tmp->arch->name == trig->race))) 843 || (trig->race && (tmp->arch->archname == trig->race)))
709 return tmp; 844 return tmp;
710 } 845 }
711 return NULL; 846 return NULL;
712} 847}
713 848
714/* check_inv(), a function to search the inventory, 849/* check_inv(), a function to search the inventory,
715 * of a player and then based on a set of conditions, 850 * of a player and then based on a set of conditions,
716 * the square will activate connected items. 851 * the square will activate connected items.
717 * Monsters can't trigger this square (for now) 852 * Monsters can't trigger this square (for now)
718 * Values are: last_sp = 1/0 obj/no obj triggers 853 * Values are: last_sp = 1/0 obj/no obj triggers
719 * last_heal = 1/0 remove/dont remove obj if triggered 854 * last_heal = 1/0 remove/dont remove obj if triggered
720 * -b.t. (thomas@nomad.astro.psu.edu 855 * -b.t. (thomas@nomad.astro.psu.edu
721 */ 856 *
722 857 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
858 * because the check-inventory semantic essentially only applies when
859 * something is above the inventory checker.
860 * The semantic prior this change was: trigger if something has moved on or off
861 * and has a matching item. Imagine what happens if someone steps on the inventory
862 * checker with a matching item, has it, activates the connection, throws the item
863 * away, and then leaves the inventory checker. That would've caused an always-enabled
864 * state in the inventory checker. This won't happen anymore now.
865 *
866 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
867 * whether op is on this mapspace or not, because the value (1|0) depends
868 * on this information. also make sure to only push_button if op has
869 * a matching item (because when we do a push_button with value=0 timed gates
870 * will still open)! (i hope i got the semantics right this time)
871 *
872 */
873void
723void check_inv (object *op, object *trig) { 874check_inv (object *op, object *trig)
724object *match; 875{
876 trig->value = 0; // deactivate if none of the following conditions apply
725 877
726 if(op->type != PLAYER) return; 878 object *pl = trig->ms ().player ();
727 match = check_inv_recursive(op,trig); 879 object *match = check_inv_recursive (op, trig);
728 if (match && trig->last_sp) { 880
881 // elmex: a note about (pl == op):
882 // if pl == 0 then the player has left this space
883 // if pl != 0 then a player is on this mapspace, but then
884 // we still have to check whether it's the player that triggered
885 // this inv-checker, because if not, then the op left this inv-checker
886 // and we have to set the value to 0
887
888 if (match && trig->last_sp) // match == having
889 {
729 if(trig->last_heal) 890 if (trig->last_heal)
730 decrease_ob(match); 891 match->decrease ();
731 use_trigger(trig); 892
893 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
894 push_button (trig, op);
895 }
896 else if (!match && !trig->last_sp) // match == not having
732 } 897 {
733 else if (!match && !trig->last_sp) 898 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
734 use_trigger(trig); 899 push_button (trig, op);
735}
736
737
738/* This does a minimal check of the button link consistency for object
739 * map. All it really does it much sure the object id link that is set
740 * matches what the object has.
741 */
742void verify_button_links(const mapstruct *map) {
743 oblinkpt *obp;
744 objectlink *ol;
745
746 if (!map) return;
747
748 for (obp = map->buttons; obp; obp = obp->next) {
749 for (ol=obp->link; ol; ol=ol->next) {
750 if (ol->id!=ol->ob->count)
751 LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count);
752 }
753 } 900 }
754} 901}
902

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