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Comparing deliantra/server/common/button.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:35 2006 UTC vs.
Revision 1.28 by root, Mon Jan 29 15:36:25 2007 UTC

1/* 1/*
2 * static char *rcsid_button_c =
3 * "$Id: button.C,v 1.2 2006/08/29 08:01:35 root Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h> 26#include <funcpoint.h>
31 27
32/* 28/*
33 * This code is no longer highly inefficient 8) 29 * This code is no longer highly inefficient 8)
34 */ 30 */
35 31
36/* 32/*
33 * elmex:
34 * This function takes a objectlink list with all the objects are going to be activated.
35 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
36 * The source argument can be 0 or the source object for this activation.
37 */
38void
39activate_connection_link (objectlink * ol, bool state, object *source = 0)
40{
41 for (; ol; ol = ol->next)
42 {
43 if (!ol->ob)
44 {
45 LOG (llevError, "Internal error in activate_connection_link.\n");
46 continue;
47 }
48
49 /* a button link object can become freed when the map is saving. As
50 * a map is saved, objects are removed and freed, and if an object is
51 * on top of a button, this function is eventually called. If a map
52 * is getting moved out of memory, the status of buttons and levers
53 * probably isn't important - it will get sorted out when the map is
54 * re-loaded. As such, just exit this function if that is the case.
55 */
56
57 if (QUERY_FLAG (ol->ob, FLAG_FREED))
58 return;
59
60 object *tmp = ol->ob;
61
62 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue;
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 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->set_speed (0.5);
74 break;
75
76 case CF_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE);
79 break;
80
81 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 {
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food)
86 tmp->last_eat++;
87 }
88 break;
89
90 case ALTAR:
91 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE);
94 break;
95
96 case BUTTON:
97 case PEDESTAL:
98 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE);
101 break;
102
103 case MOOD_FLOOR:
104 do_mood_floor (tmp, source);
105 break;
106
107 case TIMED_GATE:
108 tmp->set_speed (tmp->arch->clone.speed);
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 */
115 for (tmp = tmp->more; tmp; tmp = tmp->more)
116 {
117 tmp->value = tmp->head->value;
118 tmp->stats.sp = tmp->head->stats.sp;
119 tmp->stats.hp = tmp->head->stats.hp;
120 tmp->set_speed (tmp->head->speed);
121 }
122 break;
123
124 case DIRECTOR:
125 case FIREWALL:
126 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
127 move_firewall (tmp);
128 else
129 {
130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
132 animate_turning (tmp);
133 }
134 break;
135
136 case TELEPORTER:
137 move_teleporter (tmp);
138 break;
139
140 case CREATOR:
141 move_creator (tmp);
142 break;
143
144 case TRIGGER_MARKER:
145 move_marker (tmp);
146 break;
147
148 case DUPLICATOR:
149 move_duplicator (tmp);
150 break;
151 }
152 }
153}
154
155/*
156 * elmex:
157 * This is the new push_button function, it got split up so that
158 * you can activate connections without a button now!
159 * old but still valid comment:
160 *
37 * Push the specified object. This can affect other buttons/gates/handles 161 * Push the specified object. This can affect other buttons/gates/handles
38 * altars/pedestals/holes in the whole map. 162 * altars/pedestals/holes in the whole map.
39 * Changed the routine to loop through _all_ objects. 163 * Changed the routine to loop through _all_ objects.
40 * Better hurry with that linked list... 164 * Better hurry with that linked list...
41 */ 165 *
42 166 */
167void
43void push_button(object *op) { 168push_button (object *op)
44 object *tmp; 169{
45 objectlink *ol; 170 oblinkpt *obp = get_button_links (op);
46 171
47/* LOG(llevDebug, "push_button: %s (%d)\n", op->name, op->count); */ 172 if (!obp)
48 for (ol = get_button_links(op); ol; ol = ol->next) { 173 return;
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 */
60
61 if (QUERY_FLAG(ol->ob, FLAG_FREED)) return;
62 tmp = ol->ob;
63 174
64 /* if the criteria isn't appropriate, don't do anything */ 175 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
65 if (op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue; 176 return;
66 if (!op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue;
67 177
68 switch(tmp->type) { 178 activate_connection_link (obp->link, op->value, op);
179}
69 180
70 case GATE: 181/*
71 case HOLE: 182 * elmex:
72 tmp->value=tmp->stats.maxsp?!op->value:op->value; 183 * This activates a connection, similar to push_button (object *op) but it takes
73 tmp->speed=0.5; 184 * only a map, a connection value and a true or false flag that indicated whether
74 update_ob_speed(tmp); 185 * the connection was 'state' or 'released'. So that you can activate objects
75 break; 186 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
187 *
188 */
189void
190activate_connection (maptile *map, long connection, bool state)
191{
192 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
193 return;
76 194
77 case CF_HANDLE: 195 oblinkpt *obp = get_connection_links (map, connection);
78 SET_ANIMATION(tmp, (tmp->value=tmp->stats.maxsp?!op->value:op->value));
79 update_object(tmp,UP_OBJ_FACE);
80 break;
81 196
82 case SIGN: 197 if (obp)
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) { 198 activate_connection_link (obp->link, state);
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 */
115 for (tmp=tmp->more; tmp!=NULL; tmp=tmp->more) {
116 tmp->speed = tmp->head->speed;
117 tmp->value = tmp->head->value;
118 tmp->stats.sp = tmp->head->stats.sp;
119 tmp->stats.hp = tmp->head->stats.hp;
120 update_ob_speed(tmp);
121 }
122 break;
123
124 case DIRECTOR:
125 case FIREWALL:
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} 199}
152 200
153/* 201/*
154 * Updates everything connected with the button op. 202 * Updates everything connected with the button op.
155 * After changing the state of a button, this function must be called 203 * 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 204 * to make sure that all gates and other buttons connected to the
157 * button reacts to the (eventual) change of state. 205 * button reacts to the (eventual) change of state.
158 */ 206 */
159 207void
160void update_button(object *op) { 208update_button (object *op)
209{
161 object *ab,*tmp,*head; 210 object *ab, *tmp, *head;
162 int tot,any_down=0, old_value=op->value; 211 int tot, any_down = 0, old_value = op->value;
212 oblinkpt *obp = 0;
163 objectlink *ol; 213 objectlink *ol;
164 214
215 obp = get_button_links (op);
165 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 216 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
217 if (obp)
166 for (ol = get_button_links(op); ol; ol = ol->next) { 218 for (ol = obp->link; ol; ol = ol->next)
167 if (!ol->ob || ol->ob->count != ol->id) { 219 {
220 if (!ol->ob)
221 {
168 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 222 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
169 continue; 223 continue;
170 } 224 }
225
171 tmp = ol->ob; 226 tmp = ol->ob;
172 if (tmp->type==BUTTON) { 227 if (tmp->type == BUTTON)
228 {
173 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 229 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
174 /* Bug? The pedestal code below looks for the head of 230 /* Bug? The pedestal code below looks for the head of
175 * the object, this bit doesn't. I'd think we should check 231 * the object, this bit doesn't. I'd think we should check
176 * for head here also. Maybe it also makese sense to 232 * for head here also. Maybe it also makese sense to
177 * make the for ab=tmp->above loop common, and alter 233 * make the for ab=tmp->above loop common, and alter
178 * behaviour based on object within that loop? 234 * behaviour based on object within that loop?
179 */ 235 */
180 236
181 /* Basically, if the move_type matches that on what the 237 /* Basically, if the move_type matches that on what the
182 * button wants, we count it. The second check is so that 238 * button wants, we count it. The second check is so that
183 * objects don't move (swords, etc) will count. Note that 239 * objects don't move (swords, etc) will count. Note that
184 * this means that more work is needed to make buttons 240 * this means that more work is needed to make buttons
185 * that are only triggered by flying objects. 241 * that are only triggered by flying objects.
186 */ 242 */
187 if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 243 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
188 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 244 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
189 245
190 tmp->value=(tot>=tmp->weight)?1:0; 246 tmp->value = (tot >= tmp->weight) ? 1 : 0;
191 if(tmp->value) 247 if (tmp->value)
192 any_down=1; 248 any_down = 1;
249 }
193 } else if (tmp->type == PEDESTAL) { 250 else if (tmp->type == PEDESTAL)
251 {
194 tmp->value = 0; 252 tmp->value = 0;
195 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 253 for (ab = tmp->above; ab != NULL; ab = ab->above)
254 {
196 head = ab->head ? ab->head : ab; 255 head = ab->head ? ab->head : ab;
197 /* Same note regarding move_type for buttons above apply here. */ 256 /* Same note regarding move_type for buttons above apply here. */
198 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && 257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
199 (head->race==tmp->slaying || 258 (head->race == tmp->slaying ||
200 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
201 (!strcmp (tmp->slaying, "player") && 260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
202 head->type == PLAYER)))
203 tmp->value = 1; 261 tmp->value = 1;
204 } 262 }
205 if(tmp->value) 263 if (tmp->value)
206 any_down=1; 264 any_down = 1;
207 } 265 }
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;
237 } 266 }
238 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL) 267 if (any_down) /* If any other buttons were down, force this to remain down */
268 op->value = 1;
269
270 /* If this button hasn't changed, don't do anything */
271 if (op->value != old_value)
239 { 272 {
240 update_button(ol->ob); 273 SET_ANIMATION (op, op->value);
241 break; 274 update_object (op, UP_OBJ_FACE);
275 push_button (op); /* Make all other buttons the same */
242 } 276 }
243 }
244} 277}
245 278
279void
246void use_trigger(object *op) 280use_trigger (object *op)
247{ 281{
248
249 /* Toggle value */ 282 /* Toggle value */
250 op->value = !op->value; 283 op->value = !op->value;
251 push_button(op); 284 push_button (op);
252} 285}
253 286
254/* 287/*
255 * Note: animate_object should be used instead of this, 288 * Note: animate_object should be used instead of this,
256 * but it can't handle animations in the 8 directions 289 * but it can't handle animations in the 8 directions
257 */ 290 */
258 291void
259void animate_turning(object *op) /* only one part objects */ 292animate_turning (object *op) /* only one part objects */
260{ 293{
261 if (++op->state >= NUM_ANIMATIONS(op)/8) 294 if (++op->state >= NUM_ANIMATIONS (op) / 8)
262 op->state=0; 295 op->state = 0;
263 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 296 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
264 op->state);
265 update_object(op,UP_OBJ_FACE); 297 update_object (op, UP_OBJ_FACE);
266} 298}
267 299
268#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 300#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
269#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 301#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
270 302
276 * 308 *
277 * 0.93.4: Linked objects (ie, objects that are connected) can not be 309 * 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 310 * sacrificed. This fixes a bug of trying to put multiple altars/related
279 * objects on the same space that take the same sacrifice. 311 * objects on the same space that take the same sacrifice.
280 */ 312 */
281 313
314int
282int check_altar_sacrifice (const object *altar, const object *sacrifice) 315check_altar_sacrifice (const object *altar, const object *sacrifice)
283{ 316{
284 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 317 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
285 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
286 && sacrifice->type != PLAYER)
287 { 318 {
288 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 319 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
289 ARCH_SACRIFICE(altar) == sacrifice->name || 320 ARCH_SACRIFICE (altar) == sacrifice->name ||
290 ARCH_SACRIFICE(altar) == sacrifice->slaying || 321 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
291 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0)))) 322 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
292 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1)) 323 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
293 return 1; 324 return 1;
325
294 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 326 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
295 && sacrifice->type == MONEY
296 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 327 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
297 return 1; 328 return 1;
298 } 329 }
330
299 return 0; 331 return 0;
300} 332}
301
302 333
303/* 334/*
304 * operate_altar checks if sacrifice was accepted and removes sacrificed 335 * operate_altar checks if sacrifice was accepted and removes sacrificed
305 * objects. If sacrifice was succeed return 1 else 0. Might be better to 336 * 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, 337 * call check_altar_sacrifice (above) than depend on the return value,
307 * since operate_altar will remove the sacrifice also. 338 * since operate_altar will remove the sacrifice also.
308 * 339 *
309 * If this function returns 1, '*sacrifice' is modified to point to the 340 * 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. 341 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
311 */ 342 */
312 343int
313int operate_altar (object *altar, object **sacrifice) 344operate_altar (object *altar, object **sacrifice)
314{ 345{
315
316 if ( ! altar->map) { 346 if (!altar->map)
347 {
317 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 348 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
318 return 0; 349 return 0;
319 } 350 }
320 351
321 if (!altar->slaying || altar->value) 352 if (!altar->slaying || altar->value)
322 return 0; 353 return 0;
323 354
324 if ( ! check_altar_sacrifice (altar, *sacrifice)) 355 if (!check_altar_sacrifice (altar, *sacrifice))
325 return 0; 356 return 0;
326 357
327 /* check_altar_sacrifice should have already verified that enough money 358 /* check_altar_sacrifice should have already verified that enough money
328 * has been dropped. 359 * has been dropped.
329 */ 360 */
330 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 361 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
362 {
331 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 363 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
332 364
333 /* Round up any sacrifices. Altars don't make change either */ 365 /* Round up any sacrifices. Altars don't make change either */
334 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 366 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
367 number++;
368
335 *sacrifice = decrease_ob_nr (*sacrifice, number); 369 *sacrifice = decrease_ob_nr (*sacrifice, number);
336 } 370 }
337 else 371 else
338 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 372 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
339 373
340 if (altar->msg) 374 if (altar->msg)
341 new_info_map(NDI_BLACK, altar->map, altar->msg); 375 new_info_map (NDI_BLACK, altar->map, altar->msg);
376
342 return 1; 377 return 1;
343} 378}
344 379
380void
345void trigger_move (object *op, int state) /* 1 down and 0 up */ 381trigger_move (object *op, int state) /* 1 down and 0 up */
346{ 382{
347 op->stats.wc = state; 383 op->stats.wc = state;
348 if (state) { 384 if (state)
385 {
349 use_trigger(op); 386 use_trigger (op);
350 if (op->stats.exp > 0) /* check sanity */ 387 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
351 op->speed = 1.0 / op->stats.exp;
352 else
353 op->speed = 1.0;
354 update_ob_speed(op);
355 op->speed_left = -1; 388 op->speed_left = -1;
356 } else { 389 }
390 else
391 {
357 use_trigger(op); 392 use_trigger (op);
358 op->speed = 0; 393 op->set_speed (0);
359 update_ob_speed(op);
360 } 394 }
361} 395}
362 396
363 397
364/* 398/*
371 * 405 *
372 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 406 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
373 * 407 *
374 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 408 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
375 */ 409 */
410int
376int check_trigger (object *op, object *cause) 411check_trigger (object *op, object *cause)
377{ 412{
378 object *tmp; 413 object *tmp;
379 int push = 0, tot = 0; 414 int push = 0, tot = 0;
380 int in_movement = op->stats.wc || op->speed; 415 int in_movement = op->stats.wc || op->speed;
381 416
382 switch (op->type) { 417 switch (op->type)
418 {
383 case TRIGGER_BUTTON: 419 case TRIGGER_BUTTON:
384 if (op->weight > 0) { 420 if (op->weight > 0)
421 {
385 if (cause) { 422 if (cause)
423 {
386 for (tmp = op->above; tmp; tmp = tmp->above) 424 for (tmp = op->above; tmp; tmp = tmp->above)
387 /* Comment reproduced from update_buttons(): */ 425 /* Comment reproduced from update_buttons(): */
388 /* Basically, if the move_type matches that on what the 426 /* Basically, if the move_type matches that on what the
389 * button wants, we count it. The second check is so that 427 * button wants, we count it. The second check is so that
390 * objects that don't move (swords, etc) will count. Note that 428 * objects that don't move (swords, etc) will count. Note that
391 * this means that more work is needed to make buttons 429 * this means that more work is needed to make buttons
392 * that are only triggered by flying objects. 430 * that are only triggered by flying objects.
393 */ 431 */
394 432
395 if ((tmp->move_type & op->move_on) || tmp->move_type==0) { 433 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
434 {
396 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) 435 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
397 + tmp->carrying;
398 } 436 }
399 if (tot >= op->weight) 437 if (tot >= op->weight)
400 push = 1; 438 push = 1;
401 if (op->stats.ac == push) 439 if (op->stats.ac == push)
402 return 0; 440 return 0;
403 op->stats.ac = push; 441 op->stats.ac = push;
404 if (NUM_ANIMATIONS(op) > 1) { 442 if (NUM_ANIMATIONS (op) > 1)
443 {
405 SET_ANIMATION (op, push); 444 SET_ANIMATION (op, push);
406 update_object (op, UP_OBJ_FACE); 445 update_object (op, UP_OBJ_FACE);
407 } 446 }
408 if (in_movement || ! push) 447 if (in_movement || !push)
409 return 0; 448 return 0;
410 } 449 }
411 trigger_move (op, push); 450 trigger_move (op, push);
412 } 451 }
413 return 0; 452 return 0;
414 453
415 case TRIGGER_PEDESTAL: 454 case TRIGGER_PEDESTAL:
416 if (cause) { 455 if (cause)
456 {
417 for (tmp = op->above; tmp; tmp = tmp->above) { 457 for (tmp = op->above; tmp; tmp = tmp->above)
458 {
418 object *head = tmp->head ? tmp->head : tmp; 459 object *head = tmp->head ? tmp->head : tmp;
419 460
420 /* See comment in TRIGGER_BUTTON about move_types */ 461 /* See comment in TRIGGER_BUTTON about move_types */
421 if (((head->move_type & op->move_on) || head->move_type==0) 462 if (((head->move_type & op->move_on) || head->move_type == 0)
422 && (head->race==op->slaying ||
423 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 463 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
464 {
424 push = 1; 465 push = 1;
425 break; 466 break;
426 } 467 }
427 } 468 }
428 if (op->stats.ac == push) 469 if (op->stats.ac == push)
429 return 0; 470 return 0;
430 op->stats.ac = push; 471 op->stats.ac = push;
431 if (NUM_ANIMATIONS(op) > 1) { 472 if (NUM_ANIMATIONS (op) > 1)
473 {
432 SET_ANIMATION (op, push); 474 SET_ANIMATION (op, push);
433 update_object (op, UP_OBJ_FACE); 475 update_object (op, UP_OBJ_FACE);
434 } 476 }
435 update_object(op,UP_OBJ_FACE); 477 update_object (op, UP_OBJ_FACE);
436 if (in_movement || ! push) 478 if (in_movement || !push)
437 return 0; 479 return 0;
438 } 480 }
439 trigger_move (op, push); 481 trigger_move (op, push);
440 return 0; 482 return 0;
441 483
442 case TRIGGER_ALTAR: 484 case TRIGGER_ALTAR:
443 if (cause) { 485 if (cause)
486 {
444 if (in_movement) 487 if (in_movement)
445 return 0; 488 return 0;
446 if (operate_altar (op, &cause)) { 489 if (operate_altar (op, &cause))
490 {
447 if (NUM_ANIMATIONS(op) > 1) { 491 if (NUM_ANIMATIONS (op) > 1)
492 {
448 SET_ANIMATION (op, 1); 493 SET_ANIMATION (op, 1);
449 update_object(op, UP_OBJ_FACE); 494 update_object (op, UP_OBJ_FACE);
450 } 495 }
451 if (op->last_sp >= 0) { 496 if (op->last_sp >= 0)
497 {
452 trigger_move (op, 1); 498 trigger_move (op, 1);
453 if (op->last_sp > 0) 499 if (op->last_sp > 0)
454 op->last_sp = -op->last_sp; 500 op->last_sp = -op->last_sp;
455 } 501 }
456 else { 502 else
503 {
457 /* for trigger altar with last_sp, the ON/OFF 504 /* for trigger altar with last_sp, the ON/OFF
458 * status (-> +/- value) is "simulated": 505 * status (-> +/- value) is "simulated":
459 */ 506 */
460 op->value = !op->value; 507 op->value = !op->value;
461 trigger_move (op, 1); 508 trigger_move (op, 1);
462 op->last_sp = -op->last_sp; 509 op->last_sp = -op->last_sp;
463 op->value = !op->value; 510 op->value = !op->value;
464 } 511 }
465 return cause == NULL; 512 return cause == NULL;
466 } else {
467 return 0;
468 } 513 }
469 } else { 514 else
470 if (NUM_ANIMATIONS(op) > 1) {
471 SET_ANIMATION (op, 0);
472 update_object(op, UP_OBJ_FACE);
473 } 515 {
474 516 return 0;
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 } 517 }
488 } 518 }
519 else
520 {
521 if (NUM_ANIMATIONS (op) > 1)
522 {
523 SET_ANIMATION (op, 0);
524 update_object (op, UP_OBJ_FACE);
525 }
526
527 /* If trigger_altar has "last_sp > 0" set on the map,
528 * it will push the connected value only once per sacrifice.
529 * Otherwise (default), the connected value will be
530 * pushed twice: First by sacrifice, second by reset! -AV
531 */
532 if (!op->last_sp)
533 trigger_move (op, 0);
534 else
535 {
536 op->stats.wc = 0;
537 op->value = !op->value;
538 op->set_speed (0);
539 }
540 }
489 return 0; 541 return 0;
490 542
491 case TRIGGER: 543 case TRIGGER:
492 if (cause) { 544 if (cause)
545 {
493 if (in_movement) 546 if (in_movement)
494 return 0; 547 return 0;
548
495 push = 1; 549 push = 1;
496 } 550 }
551
497 if (NUM_ANIMATIONS(op) > 1) { 552 if (NUM_ANIMATIONS (op) > 1)
553 {
498 SET_ANIMATION (op, push); 554 SET_ANIMATION (op, push);
499 update_object(op, UP_OBJ_FACE); 555 update_object (op, UP_OBJ_FACE);
500 } 556 }
557
501 trigger_move (op, push); 558 trigger_move (op, push);
502 return 1; 559 return 1;
503 560
504 default: 561 default:
505 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 562 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
506 return 0; 563 return 0;
507 } 564 }
508} 565}
509 566
567void
510void add_button_link(object *button, mapstruct *map, int connected) { 568add_button_link (object *button, maptile *map, int connected)
569{
511 oblinkpt *obp; 570 oblinkpt *obp;
512 objectlink *ol = get_objectlink(); 571 objectlink *ol = get_objectlink ();
513 572
514 if (!map) { 573 if (!map)
574 {
515 LOG(llevError, "Tried to add button-link without map.\n"); 575 LOG (llevError, "Tried to add button-link without map.\n");
516 return; 576 return;
517 } 577 }
578
518 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild 579 button->path_attuned = connected; /* peterm: I need this so I can rebuild
519 a connected map from a template map. */ 580 a connected map from a template map. */
520/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
521 581
522 SET_FLAG(button,FLAG_IS_LINKED); 582 SET_FLAG (button, FLAG_IS_LINKED);
523 583
524 ol->ob = button; 584 ol->ob = button;
525 ol->id = button->count;
526 585
527 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 586 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
587 ;
528 588
529 if (obp) { 589 if (obp)
590 {
530 ol->next = obp->link; 591 ol->next = obp->link;
531 obp->link = ol; 592 obp->link = ol;
593 }
532 } else { 594 else
595 {
533 obp = get_objectlinkpt(); 596 obp = get_objectlinkpt ();
534 obp->value = connected; 597 obp->value = connected;
535 598
536 obp->next = map->buttons; 599 obp->next = map->buttons;
537 map->buttons = obp; 600 map->buttons = obp;
538 obp->link = ol; 601 obp->link = ol;
539 } 602 }
540} 603}
541 604
542/* 605/*
543 * Remove the object from the linked lists of buttons in the map. 606 * Remove the object from the linked lists of buttons in the map.
544 * This is only needed by editors. 607 * This is only needed by editors.
545 */ 608 */
546 609
610void
547void remove_button_link(object *op) { 611remove_button_link (object *op)
612{
548 oblinkpt *obp; 613 oblinkpt *obp;
549 objectlink **olp, *ol; 614 objectlink **olp, *ol;
550 615
551 if (op->map == NULL) { 616 if (op->map == NULL)
617 {
552 LOG(llevError, "remove_button_link() in object without map.\n"); 618 LOG (llevError, "remove_button_link() in object without map.\n");
553 return; 619 return;
554 } 620 }
621
555 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 622 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
623 {
556 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 624 LOG (llevError, "remove_button_linked() in unlinked object.\n");
557 return; 625 return;
558 } 626 }
627
559 for (obp = op->map->buttons; obp; obp = obp->next) 628 for (obp = op->map->buttons; obp; obp = obp->next)
560 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 629 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
561 if (ol->ob == op) { 630 if (ol->ob == op)
631 {
632
562/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 633/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
563 obp->value, op->name, op->map->path); 634 obp->value, op->name, op->map->path);
564*/ 635*/
565 *olp = ol->next; 636 *olp = ol->next;
566 free(ol); 637 delete ol;
567 return; 638 return;
568 } 639 }
640
569 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 641 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
570 CLEAR_FLAG(op,FLAG_IS_LINKED); 642 CLEAR_FLAG (op, FLAG_IS_LINKED);
571} 643}
572 644
645/*
646 * Gets the objectlink for this connection from the map.
647 */
648oblinkpt *
649get_connection_links (maptile *map, long connection)
650{
651 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
652 if (obp->value == connection)
653 return obp;
654
655 return 0;
656}
657
573/* 658/*
574 * Return the first objectlink in the objects linked to this one 659 * Return the first objectlink in the objects linked to this one
575 */ 660 */
576 661
662oblinkpt *
577objectlink *get_button_links(const object *button) { 663get_button_links (const object *button)
664{
578 oblinkpt *obp; 665 oblinkpt *obp;
579 objectlink *ol; 666 objectlink *ol;
580 667
581 if (!button->map) 668 if (!button->map)
582 return NULL; 669 return NULL;
670
583 for (obp = button->map->buttons; obp; obp = obp->next) 671 for (obp = button->map->buttons; obp; obp = obp->next)
584 for (ol = obp->link; ol; ol = ol->next) 672 for (ol = obp->link; ol; ol = ol->next)
585 if (ol->ob == button && ol->id == button->count) 673 if (ol->ob == button)
586 return obp->link; 674 return obp;
675
587 return NULL; 676 return NULL;
588} 677}
589 678
590/* 679/*
591 * Made as a separate function to increase efficiency 680 * Made as a separate function to increase efficiency
592 */ 681 */
593 682
683int
594int get_button_value(const object *button) { 684get_button_value (const object *button)
685{
595 oblinkpt *obp; 686 oblinkpt *obp;
596 objectlink *ol; 687 objectlink *ol;
597 688
598 if (!button->map) 689 if (!button->map)
599 return 0; 690 return 0;
600 for (obp = button->map->buttons; obp; obp = obp->next) 691 for (obp = button->map->buttons; obp; obp = obp->next)
601 for (ol = obp->link; ol; ol = ol->next) 692 for (ol = obp->link; ol; ol = ol->next)
602 if (ol->ob == button && ol->id == button->count) 693 if (ol->ob == button)
603 return obp->value; 694 return obp->value;
604 return 0; 695 return 0;
605} 696}
606 697
607/* This routine makes monsters who are 698/* This routine makes monsters who are
610 * If floor is to be triggered must have 701 * If floor is to be triggered must have
611 * a speed of zero (default is 1 for all 702 * a speed of zero (default is 1 for all
612 * but the charm floor type). 703 * but the charm floor type).
613 * by b.t. thomas@nomad.astro.psu.edu 704 * by b.t. thomas@nomad.astro.psu.edu
614 */ 705 */
615 706
707void
616void do_mood_floor(object *op, object *op2) { 708do_mood_floor (object *op, object *source)
709{
710 if (!source)
711 source = op;
712
713 mapspace &ms = op->ms ();
714
715 if (!(ms.flags () & P_IS_ALIVE))
716 return;
717
617 object *tmp; 718 object *tmp;
618 object *tmp2;
619 719
620 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 720 for (tmp = ms.top; tmp; tmp = tmp->below)
621 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 721 if (QUERY_FLAG (tmp, FLAG_MONSTER))
722 break;
622 723
623 /* doesn't effect players, and if there is a player on this space, won't also 724 /* doesn't effect players, and if there is a player on this space, won't also
624 * be a monster here. 725 * be a monster here.
625 */ 726 */
727 //TODO: have players really FLAG_MONSTER? kept it for safety
626 if (!tmp || tmp->type == PLAYER) return; 728 if (!tmp || tmp->type == PLAYER)
729 return;
627 730
628 switch(op->last_sp) { 731 switch (op->last_sp)
732 {
629 case 0: /* furious--make all monsters mad */ 733 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)) 734 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
735 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
736
737 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
738 {
739 remove_friendly_object (tmp);
740
741 tmp->attack_movement = 0;
742 /* lots of checks here, but want to make sure we don't
743 * dereference a null value
744 */
745 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp)
746 tmp->owner->contr->ranges[range_golem] = 0;
747
748 tmp->owner = 0;
749 }
750 break;
751
752 case 1: /* angry -- get neutral monsters mad */
753 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
754 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
755 break;
756
757 case 2: /* calm -- pacify unfriendly monsters */
654 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 758 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
655 break; 759 break;
760
656 case 3: /* make all monsters fall asleep */ 761 case 3: /* make all monsters fall asleep */
657 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
658 SET_FLAG(tmp, FLAG_SLEEP); 762 SET_FLAG (tmp, FLAG_SLEEP);
659 break; 763 break;
764
660 case 4: /* charm all monsters */ 765 case 4: /* charm all monsters */
661 766 if (op == source)
662 if(op == op2) break; /* only if 'connected' */ 767 break; /* only if 'connected' */
663
664 for(tmp2=get_map_ob(op2->map,op2->x,op2->y); /* finding an owner */
665 tmp2->type!=PLAYER;tmp2=tmp2->above)
666 if(tmp2->above==NULL) break;
667 768
668 if (tmp2->type != PLAYER) 769 if (object *pl = source->ms ().player ())
669 break; 770 {
670 set_owner(tmp,tmp2); 771 tmp->set_owner (pl);
671 SET_FLAG(tmp,FLAG_MONSTER); 772 SET_FLAG (tmp, FLAG_MONSTER);
773
672 tmp->stats.exp = 0; 774 tmp->stats.exp = 0;
673 SET_FLAG(tmp, FLAG_FRIENDLY); 775
674 add_friendly_object (tmp); 776 add_friendly_object (tmp);
675 tmp->attack_movement = PETMOVE; 777 tmp->attack_movement = PETMOVE;
778 }
779 break;
780
781 case 6:
782 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
676 break; 783 break;
677 784
785 // FALL THROUGH
786 case 5:
787 get_archetype ("burnout")->insert_at (tmp, source);
788 tmp->destroy ();
789 break;
790
678 default: 791 default:
679 break; 792 break;
680
681 } 793 }
682} 794}
683 795
684/* this function returns the object it matches, or NULL if non. 796/* this function returns the object it matches, or NULL if non.
685 * It will descend through containers to find the object. 797 * It will descend through containers to find the object.
686 * slaying = match object slaying flag 798 * slaying = match object slaying flag
687 * race = match object archetype name flag 799 * race = match object archetype name flag
688 * hp = match object type (excpt type '0'== PLAYER) 800 * hp = match object type (excpt type '0'== PLAYER)
689 */ 801 */
690 802object *
691object * check_inv_recursive(object *op, const object *trig) 803check_inv_recursive (object *op, const object *trig)
692{ 804{
693 object *tmp,*ret=NULL; 805 object *tmp, *ret = NULL;
694 806
695 /* First check the object itself. */ 807 /* First check the object itself. */
696 if((trig->stats.hp && (op->type == trig->stats.hp)) 808 if ((trig->stats.hp && (op->type == trig->stats.hp))
697 || (trig->slaying && (op->slaying == trig->slaying)) 809 || (trig->slaying && (op->slaying == trig->slaying))
698 || (trig->race && (op->arch->name == trig->race))) 810 || (trig->race && (op->arch->name == trig->race)))
699 return op; 811 return op;
700 812
701 for(tmp=op->inv; tmp; tmp=tmp->below) { 813 for (tmp = op->inv; tmp; tmp = tmp->below)
814 {
702 if (tmp->inv) { 815 if (tmp->inv)
816 {
703 ret=check_inv_recursive(tmp, trig); 817 ret = check_inv_recursive (tmp, trig);
818 if (ret)
704 if (ret) return ret; 819 return ret;
705 } 820 }
706 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 821 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
707 || (trig->slaying && (tmp->slaying == trig->slaying)) 822 || (trig->slaying && (tmp->slaying == trig->slaying))
708 || (trig->race && (tmp->arch->name == trig->race))) 823 || (trig->race && (tmp->arch->name == trig->race)))
709 return tmp; 824 return tmp;
710 } 825 }
711 return NULL; 826 return NULL;
712} 827}
713 828
714/* check_inv(), a function to search the inventory, 829/* check_inv(), a function to search the inventory,
715 * of a player and then based on a set of conditions, 830 * of a player and then based on a set of conditions,
716 * the square will activate connected items. 831 * the square will activate connected items.
717 * Monsters can't trigger this square (for now) 832 * Monsters can't trigger this square (for now)
718 * Values are: last_sp = 1/0 obj/no obj triggers 833 * Values are: last_sp = 1/0 obj/no obj triggers
719 * last_heal = 1/0 remove/dont remove obj if triggered 834 * last_heal = 1/0 remove/dont remove obj if triggered
720 * -b.t. (thomas@nomad.astro.psu.edu 835 * -b.t. (thomas@nomad.astro.psu.edu
721 */ 836 *
722 837 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
838 * because the check-inventory semantic essentially only applies when
839 * something is above the inventory checker.
840 * The semantic prior this change was: trigger if something has moved on or off
841 * and has a matching item. Imagine what happens if someone steps on the inventory
842 * checker with a matching item, has it, activates the connection, throws the item
843 * away, and then leaves the inventory checker. That would've caused an always-enabled
844 * state in the inventory checker. This won't happen anymore now.
845 *
846 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
847 * whether op is on this mapspace or not, because the value (1|0) depends
848 * on this information. also make sure to only push_button if op has
849 * a matching item (because when we do a push_button with value=0 timed gates
850 * will still open)! (i hope i got the semantics right this time)
851 *
852 */
853void
723void check_inv (object *op, object *trig) { 854check_inv (object *op, object *trig)
724object *match; 855{
856 trig->value = 0; // deactivate if none of the following conditions apply
725 857
726 if(op->type != PLAYER) return; 858 object *pl = trig->ms ().player ();
727 match = check_inv_recursive(op,trig); 859 object *match = check_inv_recursive (op, trig);
728 if (match && trig->last_sp) { 860
861 // elmex: a note about (pl == op):
862 // if pl == 0 then the player has left this space
863 // if pl != 0 then a player is on this mapspace, but then
864 // we still have to check whether it's the player that triggered
865 // this inv-checker, because if not, then the op left this inv-checker
866 // and we have to set the value to 0
867
868 if (match && trig->last_sp) // match == having
869 {
729 if(trig->last_heal) 870 if (trig->last_heal)
730 decrease_ob(match); 871 decrease_ob (match);
731 use_trigger(trig); 872
873 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
874 push_button (trig);
875 }
876 else if (!match && !trig->last_sp) // match == not having
732 } 877 {
733 else if (!match && !trig->last_sp) 878 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
734 use_trigger(trig); 879 push_button (trig);
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 } 880 }
754} 881}
882

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