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Comparing deliantra/server/common/button.C (file contents):
Revision 1.3 by elmex, Tue Aug 29 17:29:27 2006 UTC vs.
Revision 1.21 by root, Sat Dec 30 10:16:10 2006 UTC

1/*
2 * static char *rcsid_button_c =
3 * "$Id: button.C,v 1.3 2006/08/29 17:29:27 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h> 25#include <funcpoint.h>
31 26
37 * elmex: 32 * elmex:
38 * This function takes a objectlink list with all the objects are going to be activated. 33 * This function takes a objectlink list with all the objects are going to be activated.
39 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
40 * The source argument can be 0 or the source object for this activation. 35 * The source argument can be 0 or the source object for this activation.
41 */ 36 */
37void
42void activate_connection_link (objectlink *ol, bool state, object *source = 0) 38activate_connection_link (objectlink * ol, bool state, object *source = 0)
43{ 39{
44 object *tmp = 0;
45
46 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
47 { 41 {
48 if (!ol->ob || ol->ob->count != ol->id) 42 if (!ol->ob)
49 { 43 {
50 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 44 LOG (llevError, "Internal error in activate_connection_link.\n");
51 continue; 45 continue;
52 } 46 }
47
53 /* a button link object can become freed when the map is saving. As 48 /* 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 49 * 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 50 * 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 51 * 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 52 * 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. 53 * re-loaded. As such, just exit this function if that is the case.
59 */ 54 */
60 55
61 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 56 if (QUERY_FLAG (ol->ob, FLAG_FREED))
62 return; 57 return;
58
63 tmp = ol->ob; 59 object *tmp = ol->ob;
64 60
65 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
66 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
67 continue; 63 continue;
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:
75 tmp->value = tmp->stats.maxsp ? !state : state; 71 tmp->value = tmp->stats.maxsp ? !state : state;
76 tmp->speed = 0.5; 72 tmp->set_speed (0.5);
77 update_ob_speed (tmp);
78 break; 73 break;
79 74
80 case CF_HANDLE: 75 case CF_HANDLE:
81 SET_ANIMATION (tmp, 76 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); 77 update_object (tmp, UP_OBJ_FACE);
85 break; 78 break;
86 79
87 case SIGN: 80 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 81 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 { 82 {
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 83 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food) 84 if (tmp->stats.food)
92 tmp->last_eat++; 85 tmp->last_eat++;
93 } 86 }
94 break; 87 break;
95 88
96 case ALTAR: 89 case ALTAR:
97 tmp->value = 1; 90 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 91 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 92 update_object (tmp, UP_OBJ_FACE);
100 break; 93 break;
101 94
102 case BUTTON: 95 case BUTTON:
103 case PEDESTAL: 96 case PEDESTAL:
104 tmp->value = state; 97 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
107 break; 100 break;
108 101
109 case MOOD_FLOOR: 102 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 103 do_mood_floor (tmp, source);
111 break; 104 break;
112 105
113 case TIMED_GATE: 106 case TIMED_GATE:
114 tmp->speed = tmp->arch->clone.speed; 107 tmp->set_speed (tmp->arch->clone.speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 108 tmp->value = tmp->arch->clone.value;
117 tmp->stats.sp = 1; 109 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 110 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 111 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 112 * from the head - this ensures that the data will consistent
121 */ 113 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 114 for (tmp = tmp->more; tmp; tmp = tmp->more)
123 { 115 {
124 tmp->speed = tmp->head->speed;
125 tmp->value = tmp->head->value; 116 tmp->value = tmp->head->value;
126 tmp->stats.sp = tmp->head->stats.sp; 117 tmp->stats.sp = tmp->head->stats.sp;
127 tmp->stats.hp = tmp->head->stats.hp; 118 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 119 tmp->set_speed (tmp->head->speed);
129 } 120 }
130 break; 121 break;
131 122
132 case DIRECTOR: 123 case DIRECTOR:
133 case FIREWALL: 124 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 125 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 126 move_firewall (tmp);
136 else 127 else
137 { 128 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 129 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 130 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140 animate_turning (tmp); 131 animate_turning (tmp);
141 } 132 }
142 break; 133 break;
143 134
144 case TELEPORTER: 135 case TELEPORTER:
145 move_teleporter (tmp); 136 move_teleporter (tmp);
146 break; 137 break;
147 138
148 case CREATOR: 139 case CREATOR:
149 move_creator (tmp); 140 move_creator (tmp);
150 break; 141 break;
151 142
152 case TRIGGER_MARKER: 143 case TRIGGER_MARKER:
153 move_marker (tmp); 144 move_marker (tmp);
154 break; 145 break;
155 146
156 case DUPLICATOR: 147 case DUPLICATOR:
157 move_duplicator (tmp); 148 move_duplicator (tmp);
158 break; 149 break;
159 } 150 }
160 } 151 }
161} 152}
162 153
163/* 154/*
170 * altars/pedestals/holes in the whole map. 161 * altars/pedestals/holes in the whole map.
171 * Changed the routine to loop through _all_ objects. 162 * Changed the routine to loop through _all_ objects.
172 * Better hurry with that linked list... 163 * Better hurry with that linked list...
173 * 164 *
174 */ 165 */
166void
175void push_button (object *op) 167push_button (object *op)
176{ 168{
177 oblinkpt *obp = get_button_links (op); 169 oblinkpt *obp = get_button_links (op);
178 170
179 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value))) 171 if (!obp)
180 return; 172 return;
181 173
182 if (obp && obp->link) 174 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
175 return;
176
183 activate_connection_link (obp->link, op->value, op); 177 activate_connection_link (obp->link, op->value, op);
184} 178}
185 179
186/* 180/*
187 * elmex: 181 * elmex:
188 * This activates a connection, similar to push_button (object *op) but it takes 182 * This activates a connection, similar to push_button (object *op) but it takes
189 * only a map, a connection value and a true or false flag that indicated whether 183 * only a map, a connection value and a true or false flag that indicated whether
190 * the connection was 'state' or 'released'. So that you can activate objects 184 * the connection was 'state' or 'released'. So that you can activate objects
191 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 185 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
192 * 186 *
193 */ 187 */
188void
194void activate_connection (mapstruct *map, long connection, bool state) 189activate_connection (maptile *map, long connection, bool state)
195{ 190{
196 if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state))) 191 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
197 return; 192 return;
198 193
199 oblinkpt *obp = get_connection_links (map, connection); 194 oblinkpt *obp = get_connection_links (map, connection);
200 if (obp && obp->link) 195
196 if (obp)
201 activate_connection_link (obp->link, state); 197 activate_connection_link (obp->link, state);
202} 198}
203 199
204/* 200/*
205 * Updates everything connected with the button op. 201 * Updates everything connected with the button op.
206 * After changing the state of a button, this function must be called 202 * After changing the state of a button, this function must be called
207 * to make sure that all gates and other buttons connected to the 203 * to make sure that all gates and other buttons connected to the
208 * button reacts to the (eventual) change of state. 204 * button reacts to the (eventual) change of state.
209 */ 205 */
210 206void
211void update_button(object *op) { 207update_button (object *op)
208{
212 object *ab,*tmp,*head; 209 object *ab, *tmp, *head;
213 int tot,any_down=0, old_value=op->value; 210 int tot, any_down = 0, old_value = op->value;
214 oblinkpt *obp = 0; 211 oblinkpt *obp = 0;
215 objectlink *ol; 212 objectlink *ol;
216 213
217 obp = get_button_links (op); 214 obp = get_button_links (op);
218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 215 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
219 if (obp) 216 if (obp)
220 for (ol = obp->link; ol; ol = ol->next) { 217 for (ol = obp->link; ol; ol = ol->next)
221 if (!ol->ob || ol->ob->count != ol->id) { 218 {
219 if (!ol->ob)
220 {
222 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 221 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
223 continue; 222 continue;
224 } 223 }
224
225 tmp = ol->ob; 225 tmp = ol->ob;
226 if (tmp->type==BUTTON) { 226 if (tmp->type == BUTTON)
227 {
227 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 228 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
228 /* Bug? The pedestal code below looks for the head of 229 /* Bug? The pedestal code below looks for the head of
229 * the object, this bit doesn't. I'd think we should check 230 * the object, this bit doesn't. I'd think we should check
230 * for head here also. Maybe it also makese sense to 231 * for head here also. Maybe it also makese sense to
231 * make the for ab=tmp->above loop common, and alter 232 * make the for ab=tmp->above loop common, and alter
232 * behaviour based on object within that loop? 233 * behaviour based on object within that loop?
233 */ 234 */
234 235
235 /* Basically, if the move_type matches that on what the 236 /* Basically, if the move_type matches that on what the
236 * button wants, we count it. The second check is so that 237 * button wants, we count it. The second check is so that
237 * objects don't move (swords, etc) will count. Note that 238 * objects don't move (swords, etc) will count. Note that
238 * this means that more work is needed to make buttons 239 * this means that more work is needed to make buttons
239 * that are only triggered by flying objects. 240 * that are only triggered by flying objects.
240 */ 241 */
241 if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 242 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
242 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 243 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
243 244
244 tmp->value=(tot>=tmp->weight)?1:0; 245 tmp->value = (tot >= tmp->weight) ? 1 : 0;
245 if(tmp->value) 246 if (tmp->value)
246 any_down=1; 247 any_down = 1;
248 }
247 } else if (tmp->type == PEDESTAL) { 249 else if (tmp->type == PEDESTAL)
250 {
248 tmp->value = 0; 251 tmp->value = 0;
249 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 252 for (ab = tmp->above; ab != NULL; ab = ab->above)
253 {
250 head = ab->head ? ab->head : ab; 254 head = ab->head ? ab->head : ab;
251 /* Same note regarding move_type for buttons above apply here. */ 255 /* Same note regarding move_type for buttons above apply here. */
252 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && 256 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
253 (head->race==tmp->slaying || 257 (head->race == tmp->slaying ||
254 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 258 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
255 (!strcmp (tmp->slaying, "player") && 259 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
256 head->type == PLAYER)))
257 tmp->value = 1; 260 tmp->value = 1;
258 } 261 }
259 if(tmp->value) 262 if (tmp->value)
260 any_down=1; 263 any_down = 1;
261 } 264 }
262 } 265 }
263 if(any_down) /* If any other buttons were down, force this to remain down */ 266 if (any_down) /* If any other buttons were down, force this to remain down */
264 op->value=1; 267 op->value = 1;
265 268
266 /* If this button hasn't changed, don't do anything */ 269 /* If this button hasn't changed, don't do anything */
267 if (op->value != old_value) { 270 if (op->value != old_value)
271 {
268 SET_ANIMATION(op, op->value); 272 SET_ANIMATION (op, op->value);
269 update_object(op, UP_OBJ_FACE); 273 update_object (op, UP_OBJ_FACE);
270 push_button(op); /* Make all other buttons the same */ 274 push_button (op); /* Make all other buttons the same */
271 }
272}
273
274/*
275 * Updates every button on the map (by calling update_button() for them).
276 */
277
278void update_buttons(mapstruct *m) {
279 objectlink *ol;
280 oblinkpt *obp;
281 for (obp = m->buttons; obp; obp = obp->next)
282 for (ol = obp->link; ol; ol = ol->next) {
283 if (!ol->ob || ol->ob->count != ol->id) {
284 LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
285 ol->ob?ol->ob->name:"null",
286 ol->ob?ol->ob->x:-1,
287 ol->ob?ol->ob->y:-1,
288 ol->id,
289 obp->value);
290 continue;
291 } 275 }
292 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
293 {
294 update_button(ol->ob);
295 break;
296 }
297 }
298} 276}
299 277
278void
300void use_trigger(object *op) 279use_trigger (object *op)
301{ 280{
302
303 /* Toggle value */ 281 /* Toggle value */
304 op->value = !op->value; 282 op->value = !op->value;
305 push_button(op); 283 push_button (op);
306} 284}
307 285
308/* 286/*
309 * Note: animate_object should be used instead of this, 287 * Note: animate_object should be used instead of this,
310 * but it can't handle animations in the 8 directions 288 * but it can't handle animations in the 8 directions
311 */ 289 */
312 290void
313void animate_turning(object *op) /* only one part objects */ 291animate_turning (object *op) /* only one part objects */
314{ 292{
315 if (++op->state >= NUM_ANIMATIONS(op)/8) 293 if (++op->state >= NUM_ANIMATIONS (op) / 8)
316 op->state=0; 294 op->state = 0;
317 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 295 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
318 op->state);
319 update_object(op,UP_OBJ_FACE); 296 update_object (op, UP_OBJ_FACE);
320} 297}
321 298
322#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 299#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
323#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 300#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
324 301
330 * 307 *
331 * 0.93.4: Linked objects (ie, objects that are connected) can not be 308 * 0.93.4: Linked objects (ie, objects that are connected) can not be
332 * sacrificed. This fixes a bug of trying to put multiple altars/related 309 * sacrificed. This fixes a bug of trying to put multiple altars/related
333 * objects on the same space that take the same sacrifice. 310 * objects on the same space that take the same sacrifice.
334 */ 311 */
335 312
313int
336int check_altar_sacrifice (const object *altar, const object *sacrifice) 314check_altar_sacrifice (const object *altar, const object *sacrifice)
337{ 315{
338 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 316 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
339 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
340 && sacrifice->type != PLAYER)
341 { 317 {
342 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 318 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
343 ARCH_SACRIFICE(altar) == sacrifice->name || 319 ARCH_SACRIFICE (altar) == sacrifice->name ||
344 ARCH_SACRIFICE(altar) == sacrifice->slaying || 320 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
345 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0)))) 321 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
346 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1)) 322 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
347 return 1; 323 return 1;
324
348 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 325 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
349 && sacrifice->type == MONEY
350 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 326 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
351 return 1; 327 return 1;
352 } 328 }
329
353 return 0; 330 return 0;
354} 331}
355
356 332
357/* 333/*
358 * operate_altar checks if sacrifice was accepted and removes sacrificed 334 * operate_altar checks if sacrifice was accepted and removes sacrificed
359 * objects. If sacrifice was succeed return 1 else 0. Might be better to 335 * objects. If sacrifice was succeed return 1 else 0. Might be better to
360 * call check_altar_sacrifice (above) than depend on the return value, 336 * call check_altar_sacrifice (above) than depend on the return value,
361 * since operate_altar will remove the sacrifice also. 337 * since operate_altar will remove the sacrifice also.
362 * 338 *
363 * If this function returns 1, '*sacrifice' is modified to point to the 339 * If this function returns 1, '*sacrifice' is modified to point to the
364 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 340 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
365 */ 341 */
366 342int
367int operate_altar (object *altar, object **sacrifice) 343operate_altar (object *altar, object **sacrifice)
368{ 344{
369
370 if ( ! altar->map) { 345 if (!altar->map)
346 {
371 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 347 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
372 return 0; 348 return 0;
373 } 349 }
374 350
375 if (!altar->slaying || altar->value) 351 if (!altar->slaying || altar->value)
376 return 0; 352 return 0;
377 353
378 if ( ! check_altar_sacrifice (altar, *sacrifice)) 354 if (!check_altar_sacrifice (altar, *sacrifice))
379 return 0; 355 return 0;
380 356
381 /* check_altar_sacrifice should have already verified that enough money 357 /* check_altar_sacrifice should have already verified that enough money
382 * has been dropped. 358 * has been dropped.
383 */ 359 */
384 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 360 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
361 {
385 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 362 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
386 363
387 /* Round up any sacrifices. Altars don't make change either */ 364 /* Round up any sacrifices. Altars don't make change either */
388 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 365 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
366 number++;
367
389 *sacrifice = decrease_ob_nr (*sacrifice, number); 368 *sacrifice = decrease_ob_nr (*sacrifice, number);
390 } 369 }
391 else 370 else
392 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 371 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
393 372
394 if (altar->msg) 373 if (altar->msg)
395 new_info_map(NDI_BLACK, altar->map, altar->msg); 374 new_info_map (NDI_BLACK, altar->map, altar->msg);
375
396 return 1; 376 return 1;
397} 377}
398 378
379void
399void trigger_move (object *op, int state) /* 1 down and 0 up */ 380trigger_move (object *op, int state) /* 1 down and 0 up */
400{ 381{
401 op->stats.wc = state; 382 op->stats.wc = state;
402 if (state) { 383 if (state)
384 {
403 use_trigger(op); 385 use_trigger (op);
404 if (op->stats.exp > 0) /* check sanity */ 386 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
405 op->speed = 1.0 / op->stats.exp;
406 else
407 op->speed = 1.0;
408 update_ob_speed(op);
409 op->speed_left = -1; 387 op->speed_left = -1;
410 } else { 388 }
389 else
390 {
411 use_trigger(op); 391 use_trigger (op);
412 op->speed = 0; 392 op->set_speed (0);
413 update_ob_speed(op);
414 } 393 }
415} 394}
416 395
417 396
418/* 397/*
425 * 404 *
426 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 405 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
427 * 406 *
428 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 407 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
429 */ 408 */
409int
430int check_trigger (object *op, object *cause) 410check_trigger (object *op, object *cause)
431{ 411{
432 object *tmp; 412 object *tmp;
433 int push = 0, tot = 0; 413 int push = 0, tot = 0;
434 int in_movement = op->stats.wc || op->speed; 414 int in_movement = op->stats.wc || op->speed;
435 415
436 switch (op->type) { 416 switch (op->type)
417 {
437 case TRIGGER_BUTTON: 418 case TRIGGER_BUTTON:
438 if (op->weight > 0) { 419 if (op->weight > 0)
420 {
439 if (cause) { 421 if (cause)
422 {
440 for (tmp = op->above; tmp; tmp = tmp->above) 423 for (tmp = op->above; tmp; tmp = tmp->above)
441 /* Comment reproduced from update_buttons(): */ 424 /* Comment reproduced from update_buttons(): */
442 /* Basically, if the move_type matches that on what the 425 /* Basically, if the move_type matches that on what the
443 * button wants, we count it. The second check is so that 426 * button wants, we count it. The second check is so that
444 * objects that don't move (swords, etc) will count. Note that 427 * objects that don't move (swords, etc) will count. Note that
445 * this means that more work is needed to make buttons 428 * this means that more work is needed to make buttons
446 * that are only triggered by flying objects. 429 * that are only triggered by flying objects.
447 */ 430 */
448 431
449 if ((tmp->move_type & op->move_on) || tmp->move_type==0) { 432 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
433 {
450 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) 434 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
451 + tmp->carrying;
452 } 435 }
453 if (tot >= op->weight) 436 if (tot >= op->weight)
454 push = 1; 437 push = 1;
455 if (op->stats.ac == push) 438 if (op->stats.ac == push)
456 return 0; 439 return 0;
457 op->stats.ac = push; 440 op->stats.ac = push;
458 if (NUM_ANIMATIONS(op) > 1) { 441 if (NUM_ANIMATIONS (op) > 1)
442 {
459 SET_ANIMATION (op, push); 443 SET_ANIMATION (op, push);
460 update_object (op, UP_OBJ_FACE); 444 update_object (op, UP_OBJ_FACE);
461 } 445 }
462 if (in_movement || ! push) 446 if (in_movement || !push)
463 return 0; 447 return 0;
464 } 448 }
465 trigger_move (op, push); 449 trigger_move (op, push);
466 } 450 }
467 return 0; 451 return 0;
468 452
469 case TRIGGER_PEDESTAL: 453 case TRIGGER_PEDESTAL:
470 if (cause) { 454 if (cause)
455 {
471 for (tmp = op->above; tmp; tmp = tmp->above) { 456 for (tmp = op->above; tmp; tmp = tmp->above)
457 {
472 object *head = tmp->head ? tmp->head : tmp; 458 object *head = tmp->head ? tmp->head : tmp;
473 459
474 /* See comment in TRIGGER_BUTTON about move_types */ 460 /* See comment in TRIGGER_BUTTON about move_types */
475 if (((head->move_type & op->move_on) || head->move_type==0) 461 if (((head->move_type & op->move_on) || head->move_type == 0)
476 && (head->race==op->slaying ||
477 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 462 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
463 {
478 push = 1; 464 push = 1;
479 break; 465 break;
480 } 466 }
481 } 467 }
482 if (op->stats.ac == push) 468 if (op->stats.ac == push)
483 return 0; 469 return 0;
484 op->stats.ac = push; 470 op->stats.ac = push;
485 if (NUM_ANIMATIONS(op) > 1) { 471 if (NUM_ANIMATIONS (op) > 1)
472 {
486 SET_ANIMATION (op, push); 473 SET_ANIMATION (op, push);
487 update_object (op, UP_OBJ_FACE); 474 update_object (op, UP_OBJ_FACE);
488 } 475 }
489 update_object(op,UP_OBJ_FACE); 476 update_object (op, UP_OBJ_FACE);
490 if (in_movement || ! push) 477 if (in_movement || !push)
491 return 0; 478 return 0;
492 } 479 }
493 trigger_move (op, push); 480 trigger_move (op, push);
494 return 0; 481 return 0;
495 482
496 case TRIGGER_ALTAR: 483 case TRIGGER_ALTAR:
497 if (cause) { 484 if (cause)
485 {
498 if (in_movement) 486 if (in_movement)
499 return 0; 487 return 0;
500 if (operate_altar (op, &cause)) { 488 if (operate_altar (op, &cause))
489 {
501 if (NUM_ANIMATIONS(op) > 1) { 490 if (NUM_ANIMATIONS (op) > 1)
491 {
502 SET_ANIMATION (op, 1); 492 SET_ANIMATION (op, 1);
503 update_object(op, UP_OBJ_FACE); 493 update_object (op, UP_OBJ_FACE);
504 } 494 }
505 if (op->last_sp >= 0) { 495 if (op->last_sp >= 0)
496 {
506 trigger_move (op, 1); 497 trigger_move (op, 1);
507 if (op->last_sp > 0) 498 if (op->last_sp > 0)
508 op->last_sp = -op->last_sp; 499 op->last_sp = -op->last_sp;
509 } 500 }
510 else { 501 else
502 {
511 /* for trigger altar with last_sp, the ON/OFF 503 /* for trigger altar with last_sp, the ON/OFF
512 * status (-> +/- value) is "simulated": 504 * status (-> +/- value) is "simulated":
513 */ 505 */
514 op->value = !op->value; 506 op->value = !op->value;
515 trigger_move (op, 1); 507 trigger_move (op, 1);
516 op->last_sp = -op->last_sp; 508 op->last_sp = -op->last_sp;
517 op->value = !op->value; 509 op->value = !op->value;
518 } 510 }
519 return cause == NULL; 511 return cause == NULL;
520 } else {
521 return 0;
522 } 512 }
523 } else { 513 else
524 if (NUM_ANIMATIONS(op) > 1) {
525 SET_ANIMATION (op, 0);
526 update_object(op, UP_OBJ_FACE);
527 } 514 {
528 515 return 0;
529 /* If trigger_altar has "last_sp > 0" set on the map,
530 * it will push the connected value only once per sacrifice.
531 * Otherwise (default), the connected value will be
532 * pushed twice: First by sacrifice, second by reset! -AV
533 */
534 if (!op->last_sp)
535 trigger_move (op, 0);
536 else {
537 op->stats.wc = 0;
538 op->value = !op->value;
539 op->speed = 0;
540 update_ob_speed(op);
541 } 516 }
542 } 517 }
518 else
519 {
520 if (NUM_ANIMATIONS (op) > 1)
521 {
522 SET_ANIMATION (op, 0);
523 update_object (op, UP_OBJ_FACE);
524 }
525
526 /* If trigger_altar has "last_sp > 0" set on the map,
527 * it will push the connected value only once per sacrifice.
528 * Otherwise (default), the connected value will be
529 * pushed twice: First by sacrifice, second by reset! -AV
530 */
531 if (!op->last_sp)
532 trigger_move (op, 0);
533 else
534 {
535 op->stats.wc = 0;
536 op->value = !op->value;
537 op->set_speed (0);
538 }
539 }
543 return 0; 540 return 0;
544 541
545 case TRIGGER: 542 case TRIGGER:
546 if (cause) { 543 if (cause)
544 {
547 if (in_movement) 545 if (in_movement)
548 return 0; 546 return 0;
547
549 push = 1; 548 push = 1;
550 } 549 }
550
551 if (NUM_ANIMATIONS(op) > 1) { 551 if (NUM_ANIMATIONS (op) > 1)
552 {
552 SET_ANIMATION (op, push); 553 SET_ANIMATION (op, push);
553 update_object(op, UP_OBJ_FACE); 554 update_object (op, UP_OBJ_FACE);
554 } 555 }
556
555 trigger_move (op, push); 557 trigger_move (op, push);
556 return 1; 558 return 1;
557 559
558 default: 560 default:
559 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 561 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
560 return 0; 562 return 0;
561 } 563 }
562} 564}
563 565
566void
564void add_button_link(object *button, mapstruct *map, int connected) { 567add_button_link (object *button, maptile *map, int connected)
568{
565 oblinkpt *obp; 569 oblinkpt *obp;
566 objectlink *ol = get_objectlink(); 570 objectlink *ol = get_objectlink ();
567 571
568 if (!map) { 572 if (!map)
573 {
569 LOG(llevError, "Tried to add button-link without map.\n"); 574 LOG (llevError, "Tried to add button-link without map.\n");
570 return; 575 return;
571 } 576 }
577
572 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild 578 button->path_attuned = connected; /* peterm: I need this so I can rebuild
573 a connected map from a template map. */ 579 a connected map from a template map. */
574/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
575 580
576 SET_FLAG(button,FLAG_IS_LINKED); 581 SET_FLAG (button, FLAG_IS_LINKED);
577 582
578 ol->ob = button; 583 ol->ob = button;
579 ol->id = button->count;
580 584
581 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 585 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
586 ;
582 587
583 if (obp) { 588 if (obp)
589 {
584 ol->next = obp->link; 590 ol->next = obp->link;
585 obp->link = ol; 591 obp->link = ol;
592 }
586 } else { 593 else
594 {
587 obp = get_objectlinkpt(); 595 obp = get_objectlinkpt ();
588 obp->value = connected; 596 obp->value = connected;
589 597
590 obp->next = map->buttons; 598 obp->next = map->buttons;
591 map->buttons = obp; 599 map->buttons = obp;
592 obp->link = ol; 600 obp->link = ol;
593 } 601 }
594} 602}
595 603
596/* 604/*
597 * Remove the object from the linked lists of buttons in the map. 605 * Remove the object from the linked lists of buttons in the map.
598 * This is only needed by editors. 606 * This is only needed by editors.
599 */ 607 */
600 608
609void
601void remove_button_link(object *op) { 610remove_button_link (object *op)
611{
602 oblinkpt *obp; 612 oblinkpt *obp;
603 objectlink **olp, *ol; 613 objectlink **olp, *ol;
604 614
605 if (op->map == NULL) { 615 if (op->map == NULL)
616 {
606 LOG(llevError, "remove_button_link() in object without map.\n"); 617 LOG (llevError, "remove_button_link() in object without map.\n");
607 return; 618 return;
608 } 619 }
620
609 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 621 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
622 {
610 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 623 LOG (llevError, "remove_button_linked() in unlinked object.\n");
611 return; 624 return;
612 } 625 }
626
613 for (obp = op->map->buttons; obp; obp = obp->next) 627 for (obp = op->map->buttons; obp; obp = obp->next)
614 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 628 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
615 if (ol->ob == op) { 629 if (ol->ob == op)
630 {
631
616/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 632/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
617 obp->value, op->name, op->map->path); 633 obp->value, op->name, op->map->path);
618*/ 634*/
619 *olp = ol->next; 635 *olp = ol->next;
620 free(ol); 636 delete ol;
621 return; 637 return;
622 } 638 }
639
623 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 640 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
624 CLEAR_FLAG(op,FLAG_IS_LINKED); 641 CLEAR_FLAG (op, FLAG_IS_LINKED);
625} 642}
626 643
627/* 644/*
628 * Gets the objectlink for this connection from the map. 645 * Gets the objectlink for this connection from the map.
629 */ 646 */
647oblinkpt *
630oblinkpt *get_connection_links (mapstruct *map, long connection) 648get_connection_links (maptile *map, long connection)
631{ 649{
632 for (oblinkpt *obp = map->buttons; obp; obp = obp->next) 650 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
633 if (obp->value == connection) 651 if (obp->value == connection)
634 return obp; 652 return obp;
653
635 return 0; 654 return 0;
636} 655}
637 656
638/* 657/*
639 * Return the first objectlink in the objects linked to this one 658 * Return the first objectlink in the objects linked to this one
640 */ 659 */
641 660
661oblinkpt *
642oblinkpt *get_button_links(const object *button) { 662get_button_links (const object *button)
663{
643 oblinkpt *obp; 664 oblinkpt *obp;
644 objectlink *ol; 665 objectlink *ol;
645 666
646 if (!button->map) 667 if (!button->map)
647 return NULL; 668 return NULL;
669
648 for (obp = button->map->buttons; obp; obp = obp->next) 670 for (obp = button->map->buttons; obp; obp = obp->next)
649 for (ol = obp->link; ol; ol = ol->next) 671 for (ol = obp->link; ol; ol = ol->next)
650 if (ol->ob == button && ol->id == button->count) 672 if (ol->ob == button)
651 return obp; 673 return obp;
674
652 return NULL; 675 return NULL;
653} 676}
654 677
655/* 678/*
656 * Made as a separate function to increase efficiency 679 * Made as a separate function to increase efficiency
657 */ 680 */
658 681
682int
659int get_button_value(const object *button) { 683get_button_value (const object *button)
684{
660 oblinkpt *obp; 685 oblinkpt *obp;
661 objectlink *ol; 686 objectlink *ol;
662 687
663 if (!button->map) 688 if (!button->map)
664 return 0; 689 return 0;
665 for (obp = button->map->buttons; obp; obp = obp->next) 690 for (obp = button->map->buttons; obp; obp = obp->next)
666 for (ol = obp->link; ol; ol = ol->next) 691 for (ol = obp->link; ol; ol = ol->next)
667 if (ol->ob == button && ol->id == button->count) 692 if (ol->ob == button)
668 return obp->value; 693 return obp->value;
669 return 0; 694 return 0;
670} 695}
671 696
672/* This routine makes monsters who are 697/* This routine makes monsters who are
675 * If floor is to be triggered must have 700 * If floor is to be triggered must have
676 * a speed of zero (default is 1 for all 701 * a speed of zero (default is 1 for all
677 * but the charm floor type). 702 * but the charm floor type).
678 * by b.t. thomas@nomad.astro.psu.edu 703 * by b.t. thomas@nomad.astro.psu.edu
679 */ 704 */
680 705
706void
681void do_mood_floor(object *op, object *source) { 707do_mood_floor (object *op, object *source)
708{
682 object *tmp; 709 object *tmp;
683 object *tmp2; 710 object *tmp2;
684 711
685 if (!source) 712 if (!source)
686 source = op; 713 source = op;
687 714
688 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 715 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
689 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 716 if (QUERY_FLAG (tmp, FLAG_MONSTER))
717 break;
690 718
691 /* doesn't effect players, and if there is a player on this space, won't also 719 /* doesn't effect players, and if there is a player on this space, won't also
692 * be a monster here. 720 * be a monster here.
693 */ 721 */
694 if (!tmp || tmp->type == PLAYER) return; 722 if (!tmp || tmp->type == PLAYER)
723 return;
695 724
696 switch(op->last_sp) { 725 switch (op->last_sp)
726 {
697 case 0: /* furious--make all monsters mad */ 727 case 0: /* furious--make all monsters mad */
698 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
699 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
700 if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
701 CLEAR_FLAG(tmp, FLAG_FRIENDLY);
702 remove_friendly_object(tmp);
703 tmp->attack_movement = 0;
704 /* lots of checks here, but want to make sure we don't
705 * dereference a null value
706 */
707 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER &&
708 tmp->owner->contr->ranges[range_golem]==tmp) {
709 tmp->owner->contr->ranges[range_golem]=NULL;
710 tmp->owner->contr->golem_count = 0;
711 }
712 tmp->owner = 0;
713 }
714 break;
715 case 1: /* angry -- get neutral monsters mad */
716 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&& 728 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
717 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
718 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); 729 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
730 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
731 {
732 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
733 remove_friendly_object (tmp);
734 tmp->attack_movement = 0;
735 /* lots of checks here, but want to make sure we don't
736 * dereference a null value
737 */
738 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp)
739 tmp->owner->contr->ranges[range_golem] = 0;
740
741 tmp->owner = 0;
742 }
719 break; 743 break;
744 case 1: /* angry -- get neutral monsters mad */
745 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
746 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
747 break;
720 case 2: /* calm -- pacify unfriendly monsters */ 748 case 2: /* calm -- pacify unfriendly monsters */
721 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 749 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
722 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 750 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
751 break;
752 case 3: /* make all monsters fall asleep */
753 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
754 SET_FLAG (tmp, FLAG_SLEEP);
755 break;
756 case 4: /* charm all monsters */
757 if (op == source)
758 break; /* only if 'connected' */
759
760 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */
761 tmp2->type != PLAYER; tmp2 = tmp2->above)
762 if (tmp2->above == NULL)
723 break; 763 break;
724 case 3: /* make all monsters fall asleep */
725 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
726 SET_FLAG(tmp, FLAG_SLEEP);
727 break;
728 case 4: /* charm all monsters */
729 if (op == source) break; /* only if 'connected' */
730 764
731 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */
732 tmp2->type!=PLAYER;tmp2=tmp2->above)
733 if(tmp2->above==NULL) break;
734
735 if (tmp2->type != PLAYER) 765 if (tmp2->type != PLAYER)
736 break; 766 break;
737 set_owner(tmp,tmp2); 767
768 tmp->set_owner (tmp2);
738 SET_FLAG(tmp,FLAG_MONSTER); 769 SET_FLAG (tmp, FLAG_MONSTER);
770
739 tmp->stats.exp = 0; 771 tmp->stats.exp = 0;
740 SET_FLAG(tmp, FLAG_FRIENDLY); 772 SET_FLAG (tmp, FLAG_FRIENDLY);
773
741 add_friendly_object (tmp); 774 add_friendly_object (tmp);
742 tmp->attack_movement = PETMOVE; 775 tmp->attack_movement = PETMOVE;
743 break; 776 break;
744 777
745 default: 778 default:
746 break; 779 break;
747
748 } 780 }
749} 781}
750 782
751/* this function returns the object it matches, or NULL if non. 783/* this function returns the object it matches, or NULL if non.
752 * It will descend through containers to find the object. 784 * It will descend through containers to find the object.
753 * slaying = match object slaying flag 785 * slaying = match object slaying flag
754 * race = match object archetype name flag 786 * race = match object archetype name flag
755 * hp = match object type (excpt type '0'== PLAYER) 787 * hp = match object type (excpt type '0'== PLAYER)
756 */ 788 */
757 789object *
758object * check_inv_recursive(object *op, const object *trig) 790check_inv_recursive (object *op, const object *trig)
759{ 791{
760 object *tmp,*ret=NULL; 792 object *tmp, *ret = NULL;
761 793
762 /* First check the object itself. */ 794 /* First check the object itself. */
763 if((trig->stats.hp && (op->type == trig->stats.hp)) 795 if ((trig->stats.hp && (op->type == trig->stats.hp))
764 || (trig->slaying && (op->slaying == trig->slaying)) 796 || (trig->slaying && (op->slaying == trig->slaying))
765 || (trig->race && (op->arch->name == trig->race))) 797 || (trig->race && (op->arch->name == trig->race)))
766 return op; 798 return op;
767 799
768 for(tmp=op->inv; tmp; tmp=tmp->below) { 800 for (tmp = op->inv; tmp; tmp = tmp->below)
801 {
769 if (tmp->inv) { 802 if (tmp->inv)
803 {
770 ret=check_inv_recursive(tmp, trig); 804 ret = check_inv_recursive (tmp, trig);
805 if (ret)
771 if (ret) return ret; 806 return ret;
772 } 807 }
773 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 808 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
774 || (trig->slaying && (tmp->slaying == trig->slaying)) 809 || (trig->slaying && (tmp->slaying == trig->slaying))
775 || (trig->race && (tmp->arch->name == trig->race))) 810 || (trig->race && (tmp->arch->name == trig->race)))
776 return tmp; 811 return tmp;
777 } 812 }
778 return NULL; 813 return NULL;
779} 814}
780 815
781/* check_inv(), a function to search the inventory, 816/* check_inv(), a function to search the inventory,
782 * of a player and then based on a set of conditions, 817 * of a player and then based on a set of conditions,
783 * the square will activate connected items. 818 * the square will activate connected items.
784 * Monsters can't trigger this square (for now) 819 * Monsters can't trigger this square (for now)
785 * Values are: last_sp = 1/0 obj/no obj triggers 820 * Values are: last_sp = 1/0 obj/no obj triggers
786 * last_heal = 1/0 remove/dont remove obj if triggered 821 * last_heal = 1/0 remove/dont remove obj if triggered
787 * -b.t. (thomas@nomad.astro.psu.edu 822 * -b.t. (thomas@nomad.astro.psu.edu
788 */ 823 *
789 824 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
825 * because the check-inventory semantic essentially only applies when
826 * something is above the inventory checker.
827 * The semantic prior this change was: trigger if something has moved on or off
828 * and has a matching item. Imagine what happens if someone steps on the inventory
829 * checker with a matching item, has it, activates the connection, throws the item
830 * away, and then leaves the inventory checker. That would've caused an always-enabled
831 * state in the inventory checker. This won't happen anymore now.
832 *
833 */
834void
790void check_inv (object *op, object *trig) { 835check_inv (object *op, object *trig)
791object *match; 836{
837 trig->value = 0; // deactivate if none of the following conditions apply
792 838
793 if(op->type != PLAYER) return; 839 if (object *pl = trig->ms ().player ())
840 {
794 match = check_inv_recursive(op,trig); 841 object *match = check_inv_recursive (pl, trig);
842
795 if (match && trig->last_sp) { 843 if (match && trig->last_sp) // match == having
844 {
796 if(trig->last_heal) 845 if (trig->last_heal)
797 decrease_ob(match); 846 decrease_ob (match);
798 use_trigger(trig);
799 }
800 else if (!match && !trig->last_sp)
801 use_trigger(trig);
802}
803 847
804 848 trig->value = 1;
805/* This does a minimal check of the button link consistency for object
806 * map. All it really does it much sure the object id link that is set
807 * matches what the object has.
808 */
809void verify_button_links(const mapstruct *map) {
810 oblinkpt *obp;
811 objectlink *ol;
812
813 if (!map) return;
814
815 for (obp = map->buttons; obp; obp = obp->next) {
816 for (ol=obp->link; ol; ol=ol->next) {
817 if (ol->id!=ol->ob->count)
818 LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count);
819 } 849 }
850 else if (!match && !trig->last_sp) // match == not having
851 trig->value = 1;
820 } 852 }
853
854 push_button (trig);
821} 855}
856

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