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Comparing deliantra/server/common/button.C (file contents):
Revision 1.4 by elmex, Wed Aug 30 12:42:56 2006 UTC vs.
Revision 1.51 by root, Thu Jan 8 03:03:23 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 1.4 2006/08/30 12:42:56 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
37 * elmex: 31 * elmex:
38 * This function takes a objectlink list with all the objects are going to be activated. 32 * This function takes a objectlink list with all the objects are going to be activated.
39 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 33 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
40 * The source argument can be 0 or the source object for this activation. 34 * The source argument can be 0 or the source object for this activation.
41 */ 35 */
36void
42void activate_connection_link (objectlink *ol, bool state, object *source = 0) 37activate_connection_link (objectlink *ol, bool state, object *source = 0)
43{ 38{
44 object *tmp = 0;
45
46 for (; ol; ol = ol->next) 39 for (; ol; ol = ol->next)
47 { 40 {
48 if (!ol->ob || ol->ob->count != ol->id) 41 if (!ol->ob)
49 { 42 {
50 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 43 LOG (llevError, "Internal error in activate_connection_link.\n");
51 continue; 44 continue;
52 } 45 }
46
53 /* a button link object can become freed when the map is saving. As 47 /* 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 48 * 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 49 * 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 50 * 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 51 * 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. 52 * re-loaded. As such, just exit this function if that is the case.
59 */ 53 */
60 54
61 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 55 if (QUERY_FLAG (ol->ob, FLAG_FREED))
62 return; 56 return;
57
63 tmp = ol->ob; 58 object *tmp = ol->ob;
64 59
65 /* if the criteria isn't appropriate, don't do anything */ 60 /* if the criteria isn't appropriate, don't do anything */
66 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 61 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
67 continue; 62 continue;
63
68 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
69 continue; 65 continue;
70 66
71 switch (tmp->type) 67 switch (tmp->type)
72 { 68 {
73 case GATE: 69 case GATE:
74 case HOLE: 70 case HOLE:
71 if (!tmp->active)
72 tmp->play_sound (tmp->sound
73 ? tmp->sound
74 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
75 tmp->value = tmp->stats.maxsp ? !state : state; 75 tmp->value = tmp->stats.maxsp ? !state : state;
76 tmp->speed = 0.5; 76 tmp->set_speed (0.5);
77 update_ob_speed (tmp);
78 break; 77 break;
79 78
80 case CF_HANDLE: 79 case CF_HANDLE:
81 SET_ANIMATION (tmp, 80 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
82 (tmp->value =
83 tmp->stats.maxsp ? !state : state));
84 update_object (tmp, UP_OBJ_FACE); 81 update_object (tmp, UP_OBJ_FACE);
85 break; 82 break;
86 83
87 case SIGN: 84 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 85 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 { 86 {
87 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 88 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food) 89 if (tmp->stats.food)
92 tmp->last_eat++; 90 tmp->last_eat++;
93 } 91 }
94 break; 92 break;
95 93
96 case ALTAR: 94 case ALTAR:
95 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
97 tmp->value = 1; 96 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 97 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 98 update_object (tmp, UP_OBJ_FACE);
100 break; 99 break;
101 100
102 case BUTTON: 101 case BUTTON:
103 case PEDESTAL: 102 case PEDESTAL:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
104 tmp->value = state; 104 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
107 break; 107 break;
108 108
109 case MOOD_FLOOR: 109 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 110 do_mood_floor (tmp, source);
111 break; 111 break;
112 112
113 case TIMED_GATE: 113 case TIMED_GATE:
114 if (!tmp->active)
115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
116
114 tmp->speed = tmp->arch->clone.speed; 117 tmp->set_speed (tmp->arch->speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 118 tmp->value = tmp->arch->value;
117 tmp->stats.sp = 1; 119 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 120 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 121 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 122 * from the head - this ensures that the data will consistent
121 */ 123 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 124 for (object *part = tmp->more; part; part = part->more)
123 { 125 {
124 tmp->speed = tmp->head->speed; 126 part->value = tmp->value;
125 tmp->value = tmp->head->value; 127 part->stats.sp = tmp->stats.sp;
126 tmp->stats.sp = tmp->head->stats.sp; 128 part->stats.hp = tmp->stats.hp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 129 part->set_speed (tmp->speed);
129 } 130 }
130 break; 131 break;
131 132
132 case DIRECTOR: 133 case DIRECTOR:
133 case FIREWALL: 134 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 135 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 136 move_firewall (tmp);
136 else 137 else
137 { 138 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 139 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 140 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
141
140 animate_turning (tmp); 142 animate_turning (tmp);
141 } 143 }
142 break; 144 break;
143 145
144 case TELEPORTER: 146 case TELEPORTER:
145 move_teleporter (tmp); 147 move_teleporter (tmp);
146 break; 148 break;
147 149
148 case CREATOR: 150 case CREATOR:
149 move_creator (tmp); 151 move_creator (tmp);
150 break; 152 break;
151 153
152 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
153 move_marker (tmp); 156 move_marker (tmp);
154 break; 157 break;
155 158
156 case DUPLICATOR: 159 case DUPLICATOR:
157 move_duplicator (tmp); 160 move_duplicator (tmp);
158 break; 161 break;
162
163 case MAPSCRIPT:
164 cfperl_mapscript_activate (tmp, source, state);
165 break;
159 } 166 }
160 } 167 }
161} 168}
162 169
163/* 170/*
170 * altars/pedestals/holes in the whole map. 177 * altars/pedestals/holes in the whole map.
171 * Changed the routine to loop through _all_ objects. 178 * Changed the routine to loop through _all_ objects.
172 * Better hurry with that linked list... 179 * Better hurry with that linked list...
173 * 180 *
174 */ 181 */
182void
175void push_button (object *op) 183push_button (object *op)
176{ 184{
177 oblinkpt *obp = get_button_links (op); 185 if (oblinkpt *obp = op->find_link ())
178 186 {
179 if (!obp) 187 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value)))
180 return; 188 return;
181 189
182 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value)))
183 return;
184
185 activate_connection_link (obp->link, op->value, op); 190 activate_connection_link (obp->link, op->value, op);
191 }
186} 192}
187 193
188/* 194/*
189 * elmex: 195 * elmex:
190 * 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
191 * only a map, a connection value and a true or false flag that indicated whether 197 * only a map, a connection value and a true or false flag that indicated whether
192 * 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
193 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 199 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
194 * 200 *
195 */ 201 */
196void activate_connection (mapstruct *map, long connection, bool state) 202void
203maptile::trigger (shstr_tmp id, bool state, object *originator)
197{ 204{
198 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)))
199 return; 206 return;
200 207
201 oblinkpt *obp = get_connection_links (map, connection); 208 if (oblinkpt *obp = find_link (id))
202 if (obp)
203 activate_connection_link (obp->link, state); 209 activate_connection_link (obp->link, state, originator);
204} 210}
205 211
206/* 212/*
207 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
208 * 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
209 * 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
210 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
211 */ 217 */
212 218void
213void update_button(object *op) { 219update_button (object *op)
214 object *ab,*tmp,*head; 220{
215 int tot,any_down=0, old_value=op->value; 221 int any_down = 0, old_value = op->value;
216 oblinkpt *obp = 0;
217 objectlink *ol;
218 222
219 obp = get_button_links (op); 223 if (oblinkpt *obp = op->find_link ())
220 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
221 if (obp)
222 for (ol = obp->link; ol; ol = ol->next) { 224 for (objectlink *ol = obp->link; ol; ol = ol->next)
223 if (!ol->ob || ol->ob->count != ol->id) { 225 {
226 if (!ol->ob)
227 {
224 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 228 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
225 continue; 229 continue;
226 } 230 }
231
227 tmp = ol->ob; 232 object *tmp = ol->ob;
233
228 if (tmp->type==BUTTON) { 234 if (tmp->type == BUTTON)
235 {
236 sint32 total = 0;
237
229 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 238 for (object *ab = tmp->above; ab; ab = ab->above)
230 /* Bug? The pedestal code below looks for the head of
231 * the object, this bit doesn't. I'd think we should check
232 * for head here also. Maybe it also makese sense to
233 * make the for ab=tmp->above loop common, and alter
234 * behaviour based on object within that loop?
235 */
236
237 /* Basically, if the move_type matches that on what the 239 /* Basically, if the move_type matches that on what the
238 * button wants, we count it. The second check is so that 240 * button wants, we count it. The second check is so that
239 * objects don't move (swords, etc) will count. Note that 241 * objects who don't move (swords, etc) will count. Note that
240 * this means that more work is needed to make buttons 242 * this means that more work is needed to make buttons
241 * that are only triggered by flying objects. 243 * that are only triggered by flying objects.
242 */ 244 */
243 if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
244 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 246 total += ab->head_ ()->total_weight ();
245 247
246 tmp->value=(tot>=tmp->weight)?1:0; 248 tmp->value = total >= tmp->weight;
247 if(tmp->value) 249
248 any_down=1; 250 any_down = any_down || tmp->value;
251 }
249 } else if (tmp->type == PEDESTAL) { 252 else if (tmp->type == PEDESTAL)
253 {
250 tmp->value = 0; 254 tmp->value = 0;
255
251 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 256 for (object *ab = tmp->above; ab; ab = ab->above)
252 head = ab->head ? ab->head : ab; 257 {
258 object *head = ab->head_ ();
259
253 /* Same note regarding move_type for buttons above apply here. */ 260 /* Same note regarding move_type for buttons above apply here. */
254 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && 261 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
255 (head->race==tmp->slaying || 262 && (head->race == tmp->slaying
256 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 263 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
257 (!strcmp (tmp->slaying, "player") && 264 || (tmp->slaying == shstr_player && head->type == PLAYER)))
258 head->type == PLAYER)))
259 tmp->value = 1; 265 tmp->value = 1;
260 } 266 }
261 if(tmp->value) 267
262 any_down=1; 268 any_down = any_down || tmp->value;
263 } 269 }
264 } 270 }
271
265 if(any_down) /* If any other buttons were down, force this to remain down */ 272 if (any_down) /* If any other buttons were down, force this to remain down */
266 op->value=1; 273 op->value = 1;
267 274
275 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
276
268 /* If this button hasn't changed, don't do anything */ 277 /* If this button hasn't changed, don't do anything */
269 if (op->value != old_value) { 278 if (op->value != old_value)
279 {
270 SET_ANIMATION(op, op->value); 280 SET_ANIMATION (op, op->value);
271 update_object(op, UP_OBJ_FACE); 281 update_object (op, UP_OBJ_FACE);
272 push_button(op); /* Make all other buttons the same */ 282 push_button (op); /* Make all other buttons the same */
273 }
274}
275
276/*
277 * Updates every button on the map (by calling update_button() for them).
278 */
279
280void update_buttons(mapstruct *m) {
281 objectlink *ol;
282 oblinkpt *obp;
283 for (obp = m->buttons; obp; obp = obp->next)
284 for (ol = obp->link; ol; ol = ol->next) {
285 if (!ol->ob || ol->ob->count != ol->id) {
286 LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
287 ol->ob?ol->ob->name:"null",
288 ol->ob?ol->ob->x:-1,
289 ol->ob?ol->ob->y:-1,
290 ol->id,
291 obp->value);
292 continue;
293 } 283 }
294 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
295 {
296 update_button(ol->ob);
297 break;
298 }
299 }
300} 284}
301 285
286void
302void use_trigger(object *op) 287use_trigger (object *op)
303{ 288{
304
305 /* Toggle value */ 289 /* Toggle value */
306 op->value = !op->value; 290 op->value = !op->value;
307 push_button(op); 291 push_button (op);
308} 292}
309 293
310/* 294/*
311 * Note: animate_object should be used instead of this, 295 * Note: animate_object should be used instead of this,
312 * but it can't handle animations in the 8 directions 296 * but it can't handle animations in the 8 directions
313 */ 297 */
314 298void
315void animate_turning(object *op) /* only one part objects */ 299animate_turning (object *op) /* only one part objects */
316{ 300{
317 if (++op->state >= NUM_ANIMATIONS(op)/8) 301 if (++op->state >= NUM_ANIMATIONS (op) / 8)
318 op->state=0; 302 op->state = 0;
319 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);
320 op->state);
321 update_object(op,UP_OBJ_FACE); 304 update_object (op, UP_OBJ_FACE);
322} 305}
323 306
324#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 307#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
325#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 308#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
326 309
332 * 315 *
333 * 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
334 * 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
335 * objects on the same space that take the same sacrifice. 318 * objects on the same space that take the same sacrifice.
336 */ 319 */
337 320
321int
338int check_altar_sacrifice (const object *altar, const object *sacrifice) 322check_altar_sacrifice (const object *altar, const object *sacrifice)
339{ 323{
340 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 324 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
341 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 325 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
342 && sacrifice->type != PLAYER) 326 && sacrifice->type != PLAYER)
343 { 327 {
344 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 328 if (ARCH_SACRIFICE (altar) == shstr_money
345 ARCH_SACRIFICE(altar) == sacrifice->name ||
346 ARCH_SACRIFICE(altar) == sacrifice->slaying ||
347 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0))))
348 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1))
349 return 1;
350 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0
351 && sacrifice->type == MONEY 329 && sacrifice->type == MONEY
352 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 330 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
353 return 1; 331 return 1;
332
333 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
334 || ARCH_SACRIFICE (altar) == sacrifice->name
335 || ARCH_SACRIFICE (altar) == sacrifice->slaying
336 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
337 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
338 return 1;
354 } 339 }
340
355 return 0; 341 return 0;
356} 342}
357
358 343
359/* 344/*
360 * operate_altar checks if sacrifice was accepted and removes sacrificed 345 * operate_altar checks if sacrifice was accepted and removes sacrificed
361 * objects. If sacrifice was succeed return 1 else 0. Might be better to 346 * objects. If sacrifice was succeed return 1 else 0. Might be better to
362 * call check_altar_sacrifice (above) than depend on the return value, 347 * call check_altar_sacrifice (above) than depend on the return value,
363 * since operate_altar will remove the sacrifice also. 348 * since operate_altar will remove the sacrifice also.
364 * 349 *
365 * If this function returns 1, '*sacrifice' is modified to point to the 350 * If this function returns 1, '*sacrifice' is modified to point to the
366 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 351 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
367 */ 352 */
368 353int
369int operate_altar (object *altar, object **sacrifice) 354operate_altar (object *altar, object **sacrifice)
370{ 355{
371
372 if ( ! altar->map) { 356 if (!altar->map)
357 {
373 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 358 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
374 return 0; 359 return 0;
375 } 360 }
376 361
377 if (!altar->slaying || altar->value) 362 if (!altar->slaying || altar->value)
378 return 0; 363 return 0;
379 364
380 if ( ! check_altar_sacrifice (altar, *sacrifice)) 365 if (!check_altar_sacrifice (altar, *sacrifice))
381 return 0; 366 return 0;
382 367
383 /* check_altar_sacrifice should have already verified that enough money 368 /* check_altar_sacrifice should have already verified that enough money
384 * has been dropped. 369 * has been dropped.
385 */ 370 */
386 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 371 if (ARCH_SACRIFICE (altar) == shstr_money)
372 {
387 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 373 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
388 374
389 /* Round up any sacrifices. Altars don't make change either */ 375 /* Round up any sacrifices. Altars don't make change either */
390 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 376 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
391 *sacrifice = decrease_ob_nr (*sacrifice, number); 377 number++;
378
379 if (!(*sacrifice)->decrease (number))
380 *sacrifice = 0;
392 } 381 }
393 else 382 else
394 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 383 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
395 384 *sacrifice = 0;
385
396 if (altar->msg) 386 if (altar->msg)
397 new_info_map(NDI_BLACK, altar->map, altar->msg); 387 new_info_map (NDI_BLACK, altar->map, altar->msg);
388
398 return 1; 389 return 1;
399} 390}
400 391
392void
401void trigger_move (object *op, int state) /* 1 down and 0 up */ 393trigger_move (object *op, int state) /* 1 down and 0 up */
402{ 394{
403 op->stats.wc = state; 395 op->stats.wc = state;
404 if (state) { 396 if (state)
397 {
405 use_trigger(op); 398 use_trigger (op);
406 if (op->stats.exp > 0) /* check sanity */ 399 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
407 op->speed = 1.0 / op->stats.exp;
408 else
409 op->speed = 1.0;
410 update_ob_speed(op);
411 op->speed_left = -1; 400 op->speed_left = -1;
412 } else { 401 }
402 else
403 {
413 use_trigger(op); 404 use_trigger (op);
414 op->speed = 0; 405 op->set_speed (0);
415 update_ob_speed(op);
416 } 406 }
417} 407}
418 408
419 409
420/* 410/*
427 * 417 *
428 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 418 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
429 * 419 *
430 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 420 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
431 */ 421 */
422int
432int check_trigger (object *op, object *cause) 423check_trigger (object *op, object *cause)
433{ 424{
434 object *tmp; 425 object *tmp;
435 int push = 0, tot = 0; 426 int push = 0, tot = 0;
436 int in_movement = op->stats.wc || op->speed; 427 int in_movement = op->stats.wc || op->speed;
437 428
438 switch (op->type) { 429 switch (op->type)
430 {
439 case TRIGGER_BUTTON: 431 case TRIGGER_BUTTON:
440 if (op->weight > 0) { 432 if (op->weight > 0)
441 if (cause) {
442 for (tmp = op->above; tmp; tmp = tmp->above)
443 /* Comment reproduced from update_buttons(): */
444 /* Basically, if the move_type matches that on what the
445 * button wants, we count it. The second check is so that
446 * objects that don't move (swords, etc) will count. Note that
447 * this means that more work is needed to make buttons
448 * that are only triggered by flying objects.
449 */
450
451 if ((tmp->move_type & op->move_on) || tmp->move_type==0) {
452 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1)
453 + tmp->carrying;
454 }
455 if (tot >= op->weight)
456 push = 1;
457 if (op->stats.ac == push)
458 return 0;
459 op->stats.ac = push;
460 if (NUM_ANIMATIONS(op) > 1) {
461 SET_ANIMATION (op, push);
462 update_object (op, UP_OBJ_FACE);
463 }
464 if (in_movement || ! push)
465 return 0;
466 }
467 trigger_move (op, push);
468 } 433 {
469 return 0;
470
471 case TRIGGER_PEDESTAL:
472 if (cause) { 434 if (cause)
435 {
473 for (tmp = op->above; tmp; tmp = tmp->above) { 436 for (tmp = op->above; tmp; tmp = tmp->above)
474 object *head = tmp->head ? tmp->head : tmp; 437 /* Comment reproduced from update_buttons(): */
475 438 /* Basically, if the move_type matches that on what the
476 /* See comment in TRIGGER_BUTTON about move_types */ 439 * button wants, we count it. The second check is so that
477 if (((head->move_type & op->move_on) || head->move_type==0) 440 * objects that don't move (swords, etc) will count. Note that
478 && (head->race==op->slaying || 441 * this means that more work is needed to make buttons
479 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 442 * that are only triggered by flying objects.
480 push = 1;
481 break;
482 } 443 */
483 } 444 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
445 tot += tmp->head_ ()->total_weight ();
446
447 if (tot >= op->weight)
448 push = 1;
449
484 if (op->stats.ac == push) 450 if (op->stats.ac == push)
485 return 0; 451 return 0;
452
486 op->stats.ac = push; 453 op->stats.ac = push;
487 if (NUM_ANIMATIONS(op) > 1) { 454 if (NUM_ANIMATIONS (op) > 1)
455 {
488 SET_ANIMATION (op, push); 456 SET_ANIMATION (op, push);
489 update_object (op, UP_OBJ_FACE); 457 update_object (op, UP_OBJ_FACE);
490 } 458 }
491 update_object(op,UP_OBJ_FACE); 459
492 if (in_movement || ! push) 460 if (in_movement || !push)
493 return 0; 461 return 0;
494 } 462 }
495 trigger_move (op, push); 463 trigger_move (op, push);
464 }
465
466 return 0;
467
468 case TRIGGER_PEDESTAL:
469 if (cause)
470 {
471 for (tmp = op->above; tmp; tmp = tmp->above)
472 {
473 object *head = tmp->head_ ();
474
475 /* See comment in TRIGGER_BUTTON about move_types */
476 if (((head->move_type & op->move_on) || head->move_type == 0)
477 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
478 {
479 push = 1;
480 break;
481 }
482 }
483
484 if (op->stats.ac == push)
496 return 0; 485 return 0;
497 486
487 op->stats.ac = push;
488
489 if (NUM_ANIMATIONS (op) > 1)
490 {
491 SET_ANIMATION (op, push);
492 update_object (op, UP_OBJ_FACE);
493 }
494
495 update_object (op, UP_OBJ_FACE);
496
497 if (in_movement || !push)
498 return 0;
499 }
500
501 trigger_move (op, push);
502 return 0;
503
498 case TRIGGER_ALTAR: 504 case TRIGGER_ALTAR:
499 if (cause) { 505 if (cause)
506 {
500 if (in_movement) 507 if (in_movement)
501 return 0; 508 return 0;
509
502 if (operate_altar (op, &cause)) { 510 if (operate_altar (op, &cause))
503 if (NUM_ANIMATIONS(op) > 1) {
504 SET_ANIMATION (op, 1);
505 update_object(op, UP_OBJ_FACE);
506 }
507 if (op->last_sp >= 0) {
508 trigger_move (op, 1);
509 if (op->last_sp > 0)
510 op->last_sp = -op->last_sp;
511 }
512 else {
513 /* for trigger altar with last_sp, the ON/OFF
514 * status (-> +/- value) is "simulated":
515 */
516 op->value = !op->value;
517 trigger_move (op, 1);
518 op->last_sp = -op->last_sp;
519 op->value = !op->value;
520 }
521 return cause == NULL;
522 } else {
523 return 0;
524 } 511 {
525 } else {
526 if (NUM_ANIMATIONS(op) > 1) { 512 if (NUM_ANIMATIONS (op) > 1)
513 {
527 SET_ANIMATION (op, 0); 514 SET_ANIMATION (op, 1);
528 update_object(op, UP_OBJ_FACE); 515 update_object (op, UP_OBJ_FACE);
529 } 516 }
530 517
531 /* If trigger_altar has "last_sp > 0" set on the map,
532 * it will push the connected value only once per sacrifice.
533 * Otherwise (default), the connected value will be
534 * pushed twice: First by sacrifice, second by reset! -AV
535 */
536 if (!op->last_sp) 518 if (op->last_sp >= 0)
519 {
537 trigger_move (op, 0); 520 trigger_move (op, 1);
521 if (op->last_sp > 0)
522 op->last_sp = -op->last_sp;
523 }
538 else { 524 else
539 op->stats.wc = 0; 525 {
526 /* for trigger altar with last_sp, the ON/OFF
527 * status (-> +/- value) is "simulated":
528 */
540 op->value = !op->value; 529 op->value = !op->value;
541 op->speed = 0; 530 trigger_move (op, 1);
542 update_ob_speed(op); 531 op->last_sp = -op->last_sp;
532 op->value = !op->value;
543 } 533 }
534
535 return cause == NULL;
544 } 536 }
537 else
545 return 0; 538 return 0;
546
547 case TRIGGER:
548 if (cause) {
549 if (in_movement)
550 return 0;
551 push = 1;
552 } 539 }
540 else
541 {
553 if (NUM_ANIMATIONS(op) > 1) { 542 if (NUM_ANIMATIONS (op) > 1)
543 {
554 SET_ANIMATION (op, push); 544 SET_ANIMATION (op, 0);
555 update_object(op, UP_OBJ_FACE); 545 update_object (op, UP_OBJ_FACE);
556 } 546 }
547
548 /* If trigger_altar has "last_sp > 0" set on the map,
549 * it will push the connected value only once per sacrifice.
550 * Otherwise (default), the connected value will be
551 * pushed twice: First by sacrifice, second by reset! -AV
552 */
553 if (!op->last_sp)
554 trigger_move (op, 0);
555 else
556 {
557 op->stats.wc = 0;
558 op->value = !op->value;
559 op->set_speed (0);
560 }
561 }
562 return 0;
563
564 case TRIGGER:
565 if (cause)
566 {
567 if (in_movement)
568 return 0;
569
570 push = 1;
571 }
572
573 if (NUM_ANIMATIONS (op) > 1)
574 {
575 SET_ANIMATION (op, push);
576 update_object (op, UP_OBJ_FACE);
577 }
578
557 trigger_move (op, push); 579 trigger_move (op, push);
558 return 1; 580 return 1;
559 581
560 default: 582 default:
561 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 583 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
562 return 0; 584 return 0;
585 }
586}
587
588void
589object::add_link (maptile *map, shstr_tmp id)
590{
591 if (!map)
563 } 592 {
564} 593 LOG (llevError, "Tried to add button-link without map.\n");
594 return;
595 }
565 596
566void add_button_link(object *button, mapstruct *map, int connected) { 597 flag [FLAG_IS_LINKED] = true;
567 oblinkpt *obp; 598
568 objectlink *ol = get_objectlink(); 599 objectlink *ol = get_objectlink ();
569
570 if (!map) {
571 LOG(llevError, "Tried to add button-link without map.\n");
572 return;
573 }
574 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild
575 a connected map from a template map. */
576/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
577
578 SET_FLAG(button,FLAG_IS_LINKED);
579
580 ol->ob = button; 600 ol->ob = this;
581 ol->id = button->count;
582 601
583 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 602 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
584 603 if (obp->id == id)
585 if (obp) { 604 {
586 ol->next = obp->link; 605 ol->next = obp->link;
587 obp->link = ol; 606 obp->link = ol;
588 } else { 607 return;
608 }
609
589 obp = get_objectlinkpt(); 610 oblinkpt *obp = get_objectlinkpt ();
590 obp->value = connected; 611 obp->id = id;
591 612
592 obp->next = map->buttons; 613 obp->next = map->buttons;
593 map->buttons = obp; 614 map->buttons = obp;
594 obp->link = ol; 615 obp->link = ol;
595 }
596} 616}
597 617
598/* 618/*
599 * Remove the object from the linked lists of buttons in the map. 619 * Remove the object from the linked lists of buttons in the map.
600 * This is only needed by editors. 620 * This is only needed by editors.
601 */ 621 */
602 622void
603void remove_button_link(object *op) { 623object::remove_link ()
604 oblinkpt *obp; 624{
605 objectlink **olp, *ol; 625 if (!map)
606 626 {
607 if (op->map == NULL) {
608 LOG(llevError, "remove_button_link() in object without map.\n"); 627 LOG (llevError, "remove_button_link() in object without map.\n");
609 return; 628 return;
610 } 629 }
611 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 630
631 if (!flag [FLAG_IS_LINKED])
632 {
612 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 633 LOG (llevError, "remove_button_linked() in unlinked object.\n");
613 return; 634 return;
614 } 635 }
636
637 flag [FLAG_IS_LINKED] = false;
638
615 for (obp = op->map->buttons; obp; obp = obp->next) 639 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
616 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 640 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
617 if (ol->ob == op) { 641 if ((*olp)->ob == this)
618/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 642 {
619 obp->value, op->name, op->map->path); 643 objectlink *ol = *olp;
620*/
621 *olp = ol->next; 644 *olp = ol->next;
622 free(ol); 645 delete ol;
623 return; 646 return;
647 }
648
649 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
650}
651
652/*
653 * Updates every button on the map (by calling update_button() for them).
654 */
655void
656maptile::update_buttons ()
657{
658 for (oblinkpt *obp = buttons; obp; obp = obp->next)
659 for (objectlink *ol = obp->link; ol; ol = ol->next)
660 {
661 if (!ol->ob)
662 {
663 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
664 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
665 continue;
666 }
667
668 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
669 {
670 update_button (ol->ob);
671 break;
672 }
624 } 673 }
625 LOG(llevError, "remove_button_linked(): couldn't find object.\n");
626 CLEAR_FLAG(op,FLAG_IS_LINKED);
627} 674}
628 675
629/* 676/*
630 * Gets the objectlink for this connection from the map. 677 * Gets the objectlink for this connection from the map.
631 */ 678 */
632oblinkpt *get_connection_links (mapstruct *map, long connection) 679oblinkpt *
680maptile::find_link (shstr_tmp id)
633{ 681{
634 for (oblinkpt *obp = map->buttons; obp; obp = obp->next) 682 for (oblinkpt *obp = buttons; obp; obp = obp->next)
635 if (obp->value == connection) 683 if (obp->id == id)
636 return obp; 684 return obp;
685
637 return 0; 686 return 0;
638} 687}
639 688
640/* 689/*
641 * Return the first objectlink in the objects linked to this one 690 * Return the first objectlink in the objects linked to this one
642 */ 691 */
643
644oblinkpt *get_button_links(const object *button) {
645 oblinkpt *obp; 692oblinkpt *
646 objectlink *ol; 693object::find_link () const
647 694{
648 if (!button->map) 695 if (map)
649 return NULL;
650 for (obp = button->map->buttons; obp; obp = obp->next) 696 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
651 for (ol = obp->link; ol; ol = ol->next) 697 for (objectlink *ol = obp->link; ol; ol = ol->next)
652 if (ol->ob == button && ol->id == button->count) 698 if (ol->ob == this)
653 return obp; 699 return obp;
654 return NULL;
655}
656 700
657/*
658 * Made as a separate function to increase efficiency
659 */
660
661int get_button_value(const object *button) {
662 oblinkpt *obp;
663 objectlink *ol;
664
665 if (!button->map)
666 return 0;
667 for (obp = button->map->buttons; obp; obp = obp->next)
668 for (ol = obp->link; ol; ol = ol->next)
669 if (ol->ob == button && ol->id == button->count)
670 return obp->value;
671 return 0; 701 return 0;
672} 702}
673 703
674/* This routine makes monsters who are 704/* This routine makes monsters who are
675 * standing on the 'mood floor' change their 705 * standing on the 'mood floor' change their
677 * If floor is to be triggered must have 707 * If floor is to be triggered must have
678 * a speed of zero (default is 1 for all 708 * a speed of zero (default is 1 for all
679 * but the charm floor type). 709 * but the charm floor type).
680 * by b.t. thomas@nomad.astro.psu.edu 710 * by b.t. thomas@nomad.astro.psu.edu
681 */ 711 */
682 712void
683void do_mood_floor(object *op, object *source) { 713do_mood_floor (object *op, object *source)
684 object *tmp; 714{
685 object *tmp2;
686
687 if (!source) 715 if (!source)
688 source = op; 716 source = op;
689 717
690 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 718 mapspace &ms = op->ms ();
719
720 if (!(ms.flags () & P_IS_ALIVE))
721 return;
722
723 object *tmp;
724
725 for (tmp = ms.top; tmp; tmp = tmp->below)
691 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 726 if (QUERY_FLAG (tmp, FLAG_MONSTER))
727 break;
692 728
693 /* doesn't effect players, and if there is a player on this space, won't also 729 /* doesn't effect players, and if there is a player on this space, won't also
694 * be a monster here. 730 * be a monster here.
695 */ 731 */
732 //TODO: have players really FLAG_MONSTER? kept it for safety
696 if (!tmp || tmp->type == PLAYER) return; 733 if (!tmp || tmp->type == PLAYER)
734 return;
697 735
698 switch(op->last_sp) { 736 switch (op->last_sp)
737 {
699 case 0: /* furious--make all monsters mad */ 738 case 0: /* furious--make all monsters mad */
700 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
701 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
702 if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
703 CLEAR_FLAG(tmp, FLAG_FRIENDLY);
704 remove_friendly_object(tmp);
705 tmp->attack_movement = 0;
706 /* lots of checks here, but want to make sure we don't
707 * dereference a null value
708 */
709 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER &&
710 tmp->owner->contr->ranges[range_golem]==tmp) {
711 tmp->owner->contr->ranges[range_golem]=NULL;
712 tmp->owner->contr->golem_count = 0;
713 }
714 tmp->owner = 0;
715 }
716 break;
717 case 1: /* angry -- get neutral monsters mad */
718 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&&
719 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
720 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
721 break;
722 case 2: /* calm -- pacify unfriendly monsters */
723 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 739 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
740 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
741
742 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
743 {
744 tmp->attack_movement = 0;
745 /* lots of checks here, but want to make sure we don't
746 * dereference a null value
747 */
748 if (tmp->type == GOLEM
749 && tmp->owner
750 && tmp->owner->type == PLAYER
751 && tmp->owner->contr->golem == tmp)
752 tmp->owner->contr->golem = 0;
753
754 tmp->owner = 0;
755
756 remove_friendly_object (tmp);
757 }
758 break;
759
760 case 1: /* angry -- get neutral monsters mad */
761 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
762 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
763 break;
764
765 case 2: /* calm -- pacify unfriendly monsters */
724 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 766 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
725 break; 767 break;
768
726 case 3: /* make all monsters fall asleep */ 769 case 3: /* make all monsters fall asleep */
727 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
728 SET_FLAG(tmp, FLAG_SLEEP); 770 SET_FLAG (tmp, FLAG_SLEEP);
729 break; 771 break;
772
730 case 4: /* charm all monsters */ 773 case 4: /* charm all monsters */
731 if (op == source) break; /* only if 'connected' */ 774 if (op == source)
775 break; /* only if 'connected' */
732 776
733 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */ 777 if (object *pl = source->ms ().player ())
734 tmp2->type!=PLAYER;tmp2=tmp2->above) 778 {
735 if(tmp2->above==NULL) break; 779 tmp->set_owner (pl);
736
737 if (tmp2->type != PLAYER)
738 break;
739 set_owner(tmp,tmp2);
740 SET_FLAG(tmp,FLAG_MONSTER); 780 SET_FLAG (tmp, FLAG_MONSTER);
781
741 tmp->stats.exp = 0; 782 tmp->stats.exp = 0;
742 SET_FLAG(tmp, FLAG_FRIENDLY); 783
743 add_friendly_object (tmp); 784 add_friendly_object (tmp);
744 tmp->attack_movement = PETMOVE; 785 tmp->attack_movement = PETMOVE;
786 }
787 break;
788
789 case 6: // kill monsters
790 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
745 break; 791 break;
746 792
793 // FALL THROUGH
794 case 5: // kill all alives
795 if (!tmp->flag [FLAG_PRECIOUS])
796 {
797 archetype::get (shstr_burnout)->insert_at (tmp, source);
798 tmp->destroy ();
799 }
800 break;
801
747 default: 802 default:
748 break; 803 break;
749
750 } 804 }
751} 805}
752 806
753/* this function returns the object it matches, or NULL if non. 807/* this function returns the object it matches, or NULL if non.
754 * It will descend through containers to find the object. 808 * It will descend through containers to find the object.
755 * slaying = match object slaying flag 809 * slaying = match object slaying flag
756 * race = match object archetype name flag 810 * race = match object archetype name flag
757 * hp = match object type (excpt type '0'== PLAYER) 811 * hp = match object type (excpt type '0'== PLAYER)
758 */ 812 */
759 813object *
760object * check_inv_recursive(object *op, const object *trig) 814check_inv_recursive (object *op, const object *trig)
761{ 815{
762 object *tmp,*ret=NULL; 816 object *tmp, *ret = NULL;
763 817
764 /* First check the object itself. */ 818 /* First check the object itself. */
765 if((trig->stats.hp && (op->type == trig->stats.hp)) 819 if ((trig->stats.hp && (op->type == trig->stats.hp))
766 || (trig->slaying && (op->slaying == trig->slaying)) 820 || (trig->slaying && (op->slaying == trig->slaying))
767 || (trig->race && (op->arch->name == trig->race))) 821 || (trig->race && (op->arch->archname == trig->race)))
768 return op; 822 return op;
769 823
770 for(tmp=op->inv; tmp; tmp=tmp->below) { 824 for (tmp = op->inv; tmp; tmp = tmp->below)
825 {
771 if (tmp->inv) { 826 if (tmp->inv)
827 {
772 ret=check_inv_recursive(tmp, trig); 828 ret = check_inv_recursive (tmp, trig);
829 if (ret)
773 if (ret) return ret; 830 return ret;
774 } 831 }
775 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 832 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
776 || (trig->slaying && (tmp->slaying == trig->slaying)) 833 || (trig->slaying && (tmp->slaying == trig->slaying))
777 || (trig->race && (tmp->arch->name == trig->race))) 834 || (trig->race && (tmp->arch->archname == trig->race)))
778 return tmp; 835 return tmp;
779 } 836 }
780 return NULL; 837 return NULL;
781} 838}
782 839
783/* check_inv(), a function to search the inventory, 840/* check_inv(), a function to search the inventory,
784 * of a player and then based on a set of conditions, 841 * of a player and then based on a set of conditions,
785 * the square will activate connected items. 842 * the square will activate connected items.
786 * Monsters can't trigger this square (for now) 843 * Monsters can't trigger this square (for now)
787 * Values are: last_sp = 1/0 obj/no obj triggers 844 * Values are: last_sp = 1/0 obj/no obj triggers
788 * last_heal = 1/0 remove/dont remove obj if triggered 845 * last_heal = 1/0 remove/dont remove obj if triggered
789 * -b.t. (thomas@nomad.astro.psu.edu 846 * -b.t. (thomas@nomad.astro.psu.edu
790 */ 847 *
791 848 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
849 * because the check-inventory semantic essentially only applies when
850 * something is above the inventory checker.
851 * The semantic prior this change was: trigger if something has moved on or off
852 * and has a matching item. Imagine what happens if someone steps on the inventory
853 * checker with a matching item, has it, activates the connection, throws the item
854 * away, and then leaves the inventory checker. That would've caused an always-enabled
855 * state in the inventory checker. This won't happen anymore now.
856 *
857 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
858 * whether op is on this mapspace or not, because the value (1|0) depends
859 * on this information. also make sure to only push_button if op has
860 * a matching item (because when we do a push_button with value=0 timed gates
861 * will still open)! (i hope i got the semantics right this time)
862 *
863 */
864void
792void check_inv (object *op, object *trig) { 865check_inv (object *op, object *trig)
793object *match; 866{
867 trig->value = 0; // deactivate if none of the following conditions apply
794 868
795 if(op->type != PLAYER) return; 869 object *pl = trig->ms ().player ();
796 match = check_inv_recursive(op,trig); 870 object *match = check_inv_recursive (op, trig);
797 if (match && trig->last_sp) { 871
872 // elmex: a note about (pl == op):
873 // if pl == 0 then the player has left this space
874 // if pl != 0 then a player is on this mapspace, but then
875 // we still have to check whether it's the player that triggered
876 // this inv-checker, because if not, then the op left this inv-checker
877 // and we have to set the value to 0
878
879 if (match && trig->last_sp) // match == having
880 {
798 if(trig->last_heal) 881 if (trig->last_heal)
799 decrease_ob(match); 882 match->decrease ();
800 use_trigger(trig); 883
884 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
885 push_button (trig);
886 }
887 else if (!match && !trig->last_sp) // match == not having
801 } 888 {
802 else if (!match && !trig->last_sp) 889 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
803 use_trigger(trig); 890 push_button (trig);
804}
805
806
807/* This does a minimal check of the button link consistency for object
808 * map. All it really does it much sure the object id link that is set
809 * matches what the object has.
810 */
811void verify_button_links(const mapstruct *map) {
812 oblinkpt *obp;
813 objectlink *ol;
814
815 if (!map) return;
816
817 for (obp = map->buttons; obp; obp = obp->next) {
818 for (ol=obp->link; ol; ol=ol->next) {
819 if (ol->id!=ol->ob->count)
820 LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count);
821 }
822 } 891 }
823} 892}
893

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