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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 1.45 by root, Tue Apr 22 01:06:22 2008 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 1.3 2006/08/29 17:29:27 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 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"));
114 tmp->speed = tmp->arch->clone.speed; 116 tmp->set_speed (tmp->arch->speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 117 tmp->value = tmp->arch->value;
117 tmp->stats.sp = 1; 118 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 119 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 120 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 121 * from the head - this ensures that the data will consistent
121 */ 122 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 123 for (object *part = tmp->more; part; part = part->more)
123 { 124 {
124 tmp->speed = tmp->head->speed; 125 part->value = tmp->value;
125 tmp->value = tmp->head->value; 126 part->stats.sp = tmp->stats.sp;
126 tmp->stats.sp = tmp->head->stats.sp; 127 part->stats.hp = tmp->stats.hp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 128 part->set_speed (tmp->speed);
129 } 129 }
130 break; 130 break;
131 131
132 case DIRECTOR: 132 case DIRECTOR:
133 case FIREWALL: 133 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 135 move_firewall (tmp);
136 else 136 else
137 { 137 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140
140 animate_turning (tmp); 141 animate_turning (tmp);
141 } 142 }
142 break; 143 break;
143 144
144 case TELEPORTER: 145 case TELEPORTER:
145 move_teleporter (tmp); 146 move_teleporter (tmp);
146 break; 147 break;
147 148
148 case CREATOR: 149 case CREATOR:
149 move_creator (tmp); 150 move_creator (tmp);
150 break; 151 break;
151 152
152 case TRIGGER_MARKER: 153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
153 move_marker (tmp); 155 move_marker (tmp);
154 break; 156 break;
155 157
156 case DUPLICATOR: 158 case DUPLICATOR:
157 move_duplicator (tmp); 159 move_duplicator (tmp);
158 break; 160 break;
159 } 161 }
160 } 162 }
161} 163}
162 164
163/* 165/*
170 * altars/pedestals/holes in the whole map. 172 * altars/pedestals/holes in the whole map.
171 * Changed the routine to loop through _all_ objects. 173 * Changed the routine to loop through _all_ objects.
172 * Better hurry with that linked list... 174 * Better hurry with that linked list...
173 * 175 *
174 */ 176 */
177void
175void push_button (object *op) 178push_button (object *op)
176{ 179{
177 oblinkpt *obp = get_button_links (op); 180 oblinkpt *obp = get_button_links (op);
178 181
179 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value))) 182 if (!obp)
180 return; 183 return;
181 184
182 if (obp && obp->link) 185 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
186 return;
187
183 activate_connection_link (obp->link, op->value, op); 188 activate_connection_link (obp->link, op->value, op);
184} 189}
185 190
186/* 191/*
187 * elmex: 192 * elmex:
188 * This activates a connection, similar to push_button (object *op) but it takes 193 * 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 194 * 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 195 * the connection was 'state' or 'released'. So that you can activate objects
191 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 196 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
192 * 197 *
193 */ 198 */
199void
194void activate_connection (mapstruct *map, long connection, bool state) 200activate_connection (maptile *map, long connection, bool state)
195{ 201{
196 if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state))) 202 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
197 return; 203 return;
198 204
199 oblinkpt *obp = get_connection_links (map, connection); 205 oblinkpt *obp = get_connection_links (map, connection);
200 if (obp && obp->link) 206
207 if (obp)
201 activate_connection_link (obp->link, state); 208 activate_connection_link (obp->link, state);
202} 209}
203 210
204/* 211/*
205 * Updates everything connected with the button op. 212 * Updates everything connected with the button op.
206 * After changing the state of a button, this function must be called 213 * After changing the state of a button, this function must be called
207 * to make sure that all gates and other buttons connected to the 214 * to make sure that all gates and other buttons connected to the
208 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
209 */ 216 */
210 217void
211void update_button(object *op) { 218update_button (object *op)
212 object *ab,*tmp,*head; 219{
213 int tot,any_down=0, old_value=op->value; 220 int any_down = 0, old_value = op->value;
214 oblinkpt *obp = 0; 221 oblinkpt *obp = 0;
215 objectlink *ol; 222 objectlink *ol;
216 223
217 obp = get_button_links (op); 224 obp = get_button_links (op);
218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
219 if (obp) 225 if (obp)
220 for (ol = obp->link; ol; ol = ol->next) { 226 for (ol = obp->link; ol; ol = ol->next)
221 if (!ol->ob || ol->ob->count != ol->id) { 227 {
228 if (!ol->ob)
229 {
222 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 230 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
223 continue; 231 continue;
224 } 232 }
233
225 tmp = ol->ob; 234 object *tmp = ol->ob;
235
226 if (tmp->type==BUTTON) { 236 if (tmp->type == BUTTON)
237 {
238 sint32 total = 0;
239
227 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 240 for (object *ab = tmp->above; ab; ab = ab->above)
228 /* Bug? The pedestal code below looks for the head of
229 * the object, this bit doesn't. I'd think we should check
230 * for head here also. Maybe it also makese sense to
231 * make the for ab=tmp->above loop common, and alter
232 * behaviour based on object within that loop?
233 */
234
235 /* Basically, if the move_type matches that on what the 241 /* Basically, if the move_type matches that on what the
236 * button wants, we count it. The second check is so that 242 * button wants, we count it. The second check is so that
237 * objects don't move (swords, etc) will count. Note that 243 * objects who don't move (swords, etc) will count. Note that
238 * this means that more work is needed to make buttons 244 * this means that more work is needed to make buttons
239 * that are only triggered by flying objects. 245 * that are only triggered by flying objects.
240 */ 246 */
241 if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 247 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
242 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 248 total += ab->head_ ()->total_weight ();
243 249
244 tmp->value=(tot>=tmp->weight)?1:0; 250 tmp->value = total >= tmp->weight;
245 if(tmp->value) 251
246 any_down=1; 252 any_down = any_down || tmp->value;
253 }
247 } else if (tmp->type == PEDESTAL) { 254 else if (tmp->type == PEDESTAL)
255 {
248 tmp->value = 0; 256 tmp->value = 0;
257
249 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 258 for (object *ab = tmp->above; ab; ab = ab->above)
250 head = ab->head ? ab->head : ab; 259 {
260 object *head = ab->head_ ();
261
251 /* Same note regarding move_type for buttons above apply here. */ 262 /* Same note regarding move_type for buttons above apply here. */
252 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && 263 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
253 (head->race==tmp->slaying || 264 && (head->race == tmp->slaying
254 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 265 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
255 (!strcmp (tmp->slaying, "player") && 266 || (tmp->slaying == shstr_player && head->type == PLAYER)))
256 head->type == PLAYER)))
257 tmp->value = 1; 267 tmp->value = 1;
258 } 268 }
259 if(tmp->value) 269
260 any_down=1; 270 any_down = any_down || tmp->value;
261 } 271 }
262 } 272 }
273
263 if(any_down) /* If any other buttons were down, force this to remain down */ 274 if (any_down) /* If any other buttons were down, force this to remain down */
264 op->value=1; 275 op->value = 1;
265 276
277 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
278
266 /* If this button hasn't changed, don't do anything */ 279 /* If this button hasn't changed, don't do anything */
267 if (op->value != old_value) { 280 if (op->value != old_value)
281 {
268 SET_ANIMATION(op, op->value); 282 SET_ANIMATION (op, op->value);
269 update_object(op, UP_OBJ_FACE); 283 update_object (op, UP_OBJ_FACE);
270 push_button(op); /* Make all other buttons the same */ 284 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 } 285 }
292 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
293 {
294 update_button(ol->ob);
295 break;
296 }
297 }
298} 286}
299 287
288void
300void use_trigger(object *op) 289use_trigger (object *op)
301{ 290{
302
303 /* Toggle value */ 291 /* Toggle value */
304 op->value = !op->value; 292 op->value = !op->value;
305 push_button(op); 293 push_button (op);
306} 294}
307 295
308/* 296/*
309 * Note: animate_object should be used instead of this, 297 * Note: animate_object should be used instead of this,
310 * but it can't handle animations in the 8 directions 298 * but it can't handle animations in the 8 directions
311 */ 299 */
312 300void
313void animate_turning(object *op) /* only one part objects */ 301animate_turning (object *op) /* only one part objects */
314{ 302{
315 if (++op->state >= NUM_ANIMATIONS(op)/8) 303 if (++op->state >= NUM_ANIMATIONS (op) / 8)
316 op->state=0; 304 op->state = 0;
317 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 305 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
318 op->state);
319 update_object(op,UP_OBJ_FACE); 306 update_object (op, UP_OBJ_FACE);
320} 307}
321 308
322#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 309#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
323#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 310#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
324 311
330 * 317 *
331 * 0.93.4: Linked objects (ie, objects that are connected) can not be 318 * 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 319 * sacrificed. This fixes a bug of trying to put multiple altars/related
333 * objects on the same space that take the same sacrifice. 320 * objects on the same space that take the same sacrifice.
334 */ 321 */
335 322
323int
336int check_altar_sacrifice (const object *altar, const object *sacrifice) 324check_altar_sacrifice (const object *altar, const object *sacrifice)
337{ 325{
338 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 326 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
339 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 327 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
340 && sacrifice->type != PLAYER) 328 && sacrifice->type != PLAYER)
341 { 329 {
342 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 330 if (ARCH_SACRIFICE (altar) == shstr_money
343 ARCH_SACRIFICE(altar) == sacrifice->name ||
344 ARCH_SACRIFICE(altar) == sacrifice->slaying ||
345 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0))))
346 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1))
347 return 1;
348 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0
349 && sacrifice->type == MONEY 331 && sacrifice->type == MONEY
350 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 332 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
351 return 1; 333 return 1;
334
335 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
336 || ARCH_SACRIFICE (altar) == sacrifice->name
337 || ARCH_SACRIFICE (altar) == sacrifice->slaying
338 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
339 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
340 return 1;
352 } 341 }
342
353 return 0; 343 return 0;
354} 344}
355
356 345
357/* 346/*
358 * operate_altar checks if sacrifice was accepted and removes sacrificed 347 * operate_altar checks if sacrifice was accepted and removes sacrificed
359 * objects. If sacrifice was succeed return 1 else 0. Might be better to 348 * 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, 349 * call check_altar_sacrifice (above) than depend on the return value,
361 * since operate_altar will remove the sacrifice also. 350 * since operate_altar will remove the sacrifice also.
362 * 351 *
363 * If this function returns 1, '*sacrifice' is modified to point to the 352 * 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. 353 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
365 */ 354 */
366 355int
367int operate_altar (object *altar, object **sacrifice) 356operate_altar (object *altar, object **sacrifice)
368{ 357{
369
370 if ( ! altar->map) { 358 if (!altar->map)
359 {
371 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 360 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
372 return 0; 361 return 0;
373 } 362 }
374 363
375 if (!altar->slaying || altar->value) 364 if (!altar->slaying || altar->value)
376 return 0; 365 return 0;
377 366
378 if ( ! check_altar_sacrifice (altar, *sacrifice)) 367 if (!check_altar_sacrifice (altar, *sacrifice))
379 return 0; 368 return 0;
380 369
381 /* check_altar_sacrifice should have already verified that enough money 370 /* check_altar_sacrifice should have already verified that enough money
382 * has been dropped. 371 * has been dropped.
383 */ 372 */
384 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 373 if (ARCH_SACRIFICE (altar) == shstr_money)
374 {
385 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 375 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
386 376
387 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
388 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
389 *sacrifice = decrease_ob_nr (*sacrifice, number); 379 number++;
380
381 if (!(*sacrifice)->decrease (number))
382 *sacrifice = 0;
390 } 383 }
391 else 384 else
392 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 385 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
393 386 *sacrifice = 0;
387
394 if (altar->msg) 388 if (altar->msg)
395 new_info_map(NDI_BLACK, altar->map, altar->msg); 389 new_info_map (NDI_BLACK, altar->map, altar->msg);
390
396 return 1; 391 return 1;
397} 392}
398 393
394void
399void trigger_move (object *op, int state) /* 1 down and 0 up */ 395trigger_move (object *op, int state) /* 1 down and 0 up */
400{ 396{
401 op->stats.wc = state; 397 op->stats.wc = state;
402 if (state) { 398 if (state)
399 {
403 use_trigger(op); 400 use_trigger (op);
404 if (op->stats.exp > 0) /* check sanity */ 401 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; 402 op->speed_left = -1;
410 } else { 403 }
404 else
405 {
411 use_trigger(op); 406 use_trigger (op);
412 op->speed = 0; 407 op->set_speed (0);
413 update_ob_speed(op);
414 } 408 }
415} 409}
416 410
417 411
418/* 412/*
425 * 419 *
426 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 420 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
427 * 421 *
428 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 422 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
429 */ 423 */
424int
430int check_trigger (object *op, object *cause) 425check_trigger (object *op, object *cause)
431{ 426{
432 object *tmp; 427 object *tmp;
433 int push = 0, tot = 0; 428 int push = 0, tot = 0;
434 int in_movement = op->stats.wc || op->speed; 429 int in_movement = op->stats.wc || op->speed;
435 430
436 switch (op->type) { 431 switch (op->type)
432 {
437 case TRIGGER_BUTTON: 433 case TRIGGER_BUTTON:
438 if (op->weight > 0) { 434 if (op->weight > 0)
439 if (cause) {
440 for (tmp = op->above; tmp; tmp = tmp->above)
441 /* Comment reproduced from update_buttons(): */
442 /* Basically, if the move_type matches that on what the
443 * button wants, we count it. The second check is so that
444 * objects that don't move (swords, etc) will count. Note that
445 * this means that more work is needed to make buttons
446 * that are only triggered by flying objects.
447 */
448
449 if ((tmp->move_type & op->move_on) || tmp->move_type==0) {
450 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1)
451 + tmp->carrying;
452 }
453 if (tot >= op->weight)
454 push = 1;
455 if (op->stats.ac == push)
456 return 0;
457 op->stats.ac = push;
458 if (NUM_ANIMATIONS(op) > 1) {
459 SET_ANIMATION (op, push);
460 update_object (op, UP_OBJ_FACE);
461 }
462 if (in_movement || ! push)
463 return 0;
464 }
465 trigger_move (op, push);
466 } 435 {
467 return 0;
468
469 case TRIGGER_PEDESTAL:
470 if (cause) { 436 if (cause)
437 {
471 for (tmp = op->above; tmp; tmp = tmp->above) { 438 for (tmp = op->above; tmp; tmp = tmp->above)
472 object *head = tmp->head ? tmp->head : tmp; 439 /* Comment reproduced from update_buttons(): */
473 440 /* Basically, if the move_type matches that on what the
474 /* See comment in TRIGGER_BUTTON about move_types */ 441 * button wants, we count it. The second check is so that
475 if (((head->move_type & op->move_on) || head->move_type==0) 442 * objects that don't move (swords, etc) will count. Note that
476 && (head->race==op->slaying || 443 * this means that more work is needed to make buttons
477 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 444 * that are only triggered by flying objects.
478 push = 1;
479 break;
480 } 445 */
481 } 446 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
447 tot += tmp->head_ ()->total_weight ();
448
449 if (tot >= op->weight)
450 push = 1;
451
482 if (op->stats.ac == push) 452 if (op->stats.ac == push)
483 return 0; 453 return 0;
454
484 op->stats.ac = push; 455 op->stats.ac = push;
485 if (NUM_ANIMATIONS(op) > 1) { 456 if (NUM_ANIMATIONS (op) > 1)
457 {
486 SET_ANIMATION (op, push); 458 SET_ANIMATION (op, push);
487 update_object (op, UP_OBJ_FACE); 459 update_object (op, UP_OBJ_FACE);
488 } 460 }
489 update_object(op,UP_OBJ_FACE); 461
490 if (in_movement || ! push) 462 if (in_movement || !push)
491 return 0; 463 return 0;
492 } 464 }
493 trigger_move (op, push); 465 trigger_move (op, push);
466 }
467
468 return 0;
469
470 case TRIGGER_PEDESTAL:
471 if (cause)
472 {
473 for (tmp = op->above; tmp; tmp = tmp->above)
474 {
475 object *head = tmp->head_ ();
476
477 /* See comment in TRIGGER_BUTTON about move_types */
478 if (((head->move_type & op->move_on) || head->move_type == 0)
479 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
480 {
481 push = 1;
482 break;
483 }
484 }
485
486 if (op->stats.ac == push)
494 return 0; 487 return 0;
495 488
489 op->stats.ac = push;
490
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, push);
494 update_object (op, UP_OBJ_FACE);
495 }
496
497 update_object (op, UP_OBJ_FACE);
498
499 if (in_movement || !push)
500 return 0;
501 }
502
503 trigger_move (op, push);
504 return 0;
505
496 case TRIGGER_ALTAR: 506 case TRIGGER_ALTAR:
497 if (cause) { 507 if (cause)
508 {
498 if (in_movement) 509 if (in_movement)
499 return 0; 510 return 0;
511
500 if (operate_altar (op, &cause)) { 512 if (operate_altar (op, &cause))
501 if (NUM_ANIMATIONS(op) > 1) {
502 SET_ANIMATION (op, 1);
503 update_object(op, UP_OBJ_FACE);
504 }
505 if (op->last_sp >= 0) {
506 trigger_move (op, 1);
507 if (op->last_sp > 0)
508 op->last_sp = -op->last_sp;
509 }
510 else {
511 /* for trigger altar with last_sp, the ON/OFF
512 * status (-> +/- value) is "simulated":
513 */
514 op->value = !op->value;
515 trigger_move (op, 1);
516 op->last_sp = -op->last_sp;
517 op->value = !op->value;
518 }
519 return cause == NULL;
520 } else {
521 return 0;
522 } 513 {
523 } else {
524 if (NUM_ANIMATIONS(op) > 1) { 514 if (NUM_ANIMATIONS (op) > 1)
515 {
525 SET_ANIMATION (op, 0); 516 SET_ANIMATION (op, 1);
526 update_object(op, UP_OBJ_FACE); 517 update_object (op, UP_OBJ_FACE);
527 } 518 }
528 519
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) 520 if (op->last_sp >= 0)
521 {
535 trigger_move (op, 0); 522 trigger_move (op, 1);
523 if (op->last_sp > 0)
524 op->last_sp = -op->last_sp;
525 }
536 else { 526 else
537 op->stats.wc = 0; 527 {
528 /* for trigger altar with last_sp, the ON/OFF
529 * status (-> +/- value) is "simulated":
530 */
538 op->value = !op->value; 531 op->value = !op->value;
539 op->speed = 0; 532 trigger_move (op, 1);
540 update_ob_speed(op); 533 op->last_sp = -op->last_sp;
534 op->value = !op->value;
541 } 535 }
536
537 return cause == NULL;
542 } 538 }
539 else
543 return 0; 540 return 0;
544
545 case TRIGGER:
546 if (cause) {
547 if (in_movement)
548 return 0;
549 push = 1;
550 } 541 }
542 else
543 {
551 if (NUM_ANIMATIONS(op) > 1) { 544 if (NUM_ANIMATIONS (op) > 1)
545 {
552 SET_ANIMATION (op, push); 546 SET_ANIMATION (op, 0);
553 update_object(op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
554 } 548 }
549
550 /* If trigger_altar has "last_sp > 0" set on the map,
551 * it will push the connected value only once per sacrifice.
552 * Otherwise (default), the connected value will be
553 * pushed twice: First by sacrifice, second by reset! -AV
554 */
555 if (!op->last_sp)
556 trigger_move (op, 0);
557 else
558 {
559 op->stats.wc = 0;
560 op->value = !op->value;
561 op->set_speed (0);
562 }
563 }
564 return 0;
565
566 case TRIGGER:
567 if (cause)
568 {
569 if (in_movement)
570 return 0;
571
572 push = 1;
573 }
574
575 if (NUM_ANIMATIONS (op) > 1)
576 {
577 SET_ANIMATION (op, push);
578 update_object (op, UP_OBJ_FACE);
579 }
580
555 trigger_move (op, push); 581 trigger_move (op, push);
556 return 1; 582 return 1;
557 583
558 default: 584 default:
559 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 585 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
560 return 0; 586 return 0;
561 } 587 }
562} 588}
563 589
590void
564void add_button_link(object *button, mapstruct *map, int connected) { 591add_button_link (object *button, maptile *map, int connected)
592{
565 oblinkpt *obp; 593 oblinkpt *obp;
566 objectlink *ol = get_objectlink(); 594 objectlink *ol = get_objectlink ();
567 595
568 if (!map) { 596 if (!map)
597 {
569 LOG(llevError, "Tried to add button-link without map.\n"); 598 LOG (llevError, "Tried to add button-link without map.\n");
570 return; 599 return;
571 } 600 }
601
572 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild 602 button->path_attuned = connected; /* peterm: I need this so I can rebuild
573 a connected map from a template map. */ 603 a connected map from a template map. */
574/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
575 604
576 SET_FLAG(button,FLAG_IS_LINKED); 605 SET_FLAG (button, FLAG_IS_LINKED);
577 606
578 ol->ob = button; 607 ol->ob = button;
579 ol->id = button->count;
580 608
581 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 609 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
610 ;
582 611
583 if (obp) { 612 if (obp)
613 {
584 ol->next = obp->link; 614 ol->next = obp->link;
585 obp->link = ol; 615 obp->link = ol;
616 }
586 } else { 617 else
618 {
587 obp = get_objectlinkpt(); 619 obp = get_objectlinkpt ();
588 obp->value = connected; 620 obp->value = connected;
589 621
590 obp->next = map->buttons; 622 obp->next = map->buttons;
591 map->buttons = obp; 623 map->buttons = obp;
592 obp->link = ol; 624 obp->link = ol;
593 } 625 }
594} 626}
595 627
596/* 628/*
597 * Remove the object from the linked lists of buttons in the map. 629 * Remove the object from the linked lists of buttons in the map.
598 * This is only needed by editors. 630 * This is only needed by editors.
599 */ 631 */
600 632
633void
601void remove_button_link(object *op) { 634remove_button_link (object *op)
635{
602 oblinkpt *obp; 636 oblinkpt *obp;
603 objectlink **olp, *ol; 637 objectlink **olp, *ol;
604 638
605 if (op->map == NULL) { 639 if (op->map == NULL)
640 {
606 LOG(llevError, "remove_button_link() in object without map.\n"); 641 LOG (llevError, "remove_button_link() in object without map.\n");
607 return; 642 return;
608 } 643 }
644
609 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 645 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
646 {
610 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 647 LOG (llevError, "remove_button_linked() in unlinked object.\n");
611 return; 648 return;
612 } 649 }
650
613 for (obp = op->map->buttons; obp; obp = obp->next) 651 for (obp = op->map->buttons; obp; obp = obp->next)
614 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 652 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
615 if (ol->ob == op) { 653 if (ol->ob == op)
654 {
655
616/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 656/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
617 obp->value, op->name, op->map->path); 657 obp->value, op->name, op->map->path);
618*/ 658*/
619 *olp = ol->next; 659 *olp = ol->next;
620 free(ol); 660 delete ol;
621 return; 661 return;
622 } 662 }
663
623 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 664 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
624 CLEAR_FLAG(op,FLAG_IS_LINKED); 665 CLEAR_FLAG (op, FLAG_IS_LINKED);
625} 666}
626 667
627/* 668/*
628 * Gets the objectlink for this connection from the map. 669 * Gets the objectlink for this connection from the map.
629 */ 670 */
671oblinkpt *
630oblinkpt *get_connection_links (mapstruct *map, long connection) 672get_connection_links (maptile *map, long connection)
631{ 673{
632 for (oblinkpt *obp = map->buttons; obp; obp = obp->next) 674 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
633 if (obp->value == connection) 675 if (obp->value == connection)
634 return obp; 676 return obp;
677
635 return 0; 678 return 0;
636} 679}
637 680
638/* 681/*
639 * Return the first objectlink in the objects linked to this one 682 * Return the first objectlink in the objects linked to this one
640 */ 683 */
641 684
685oblinkpt *
642oblinkpt *get_button_links(const object *button) { 686get_button_links (const object *button)
687{
643 oblinkpt *obp; 688 oblinkpt *obp;
644 objectlink *ol; 689 objectlink *ol;
645 690
646 if (!button->map) 691 if (!button->map)
647 return NULL; 692 return NULL;
693
648 for (obp = button->map->buttons; obp; obp = obp->next) 694 for (obp = button->map->buttons; obp; obp = obp->next)
649 for (ol = obp->link; ol; ol = ol->next) 695 for (ol = obp->link; ol; ol = ol->next)
650 if (ol->ob == button && ol->id == button->count) 696 if (ol->ob == button)
651 return obp; 697 return obp;
698
652 return NULL; 699 return NULL;
653} 700}
654 701
655/* 702/*
656 * Made as a separate function to increase efficiency 703 * Made as a separate function to increase efficiency
657 */ 704 */
658 705
706int
659int get_button_value(const object *button) { 707get_button_value (const object *button)
708{
660 oblinkpt *obp; 709 oblinkpt *obp;
661 objectlink *ol; 710 objectlink *ol;
662 711
663 if (!button->map) 712 if (!button->map)
664 return 0; 713 return 0;
665 for (obp = button->map->buttons; obp; obp = obp->next) 714 for (obp = button->map->buttons; obp; obp = obp->next)
666 for (ol = obp->link; ol; ol = ol->next) 715 for (ol = obp->link; ol; ol = ol->next)
667 if (ol->ob == button && ol->id == button->count) 716 if (ol->ob == button)
668 return obp->value; 717 return obp->value;
669 return 0; 718 return 0;
670} 719}
671 720
672/* This routine makes monsters who are 721/* This routine makes monsters who are
675 * If floor is to be triggered must have 724 * If floor is to be triggered must have
676 * a speed of zero (default is 1 for all 725 * a speed of zero (default is 1 for all
677 * but the charm floor type). 726 * but the charm floor type).
678 * by b.t. thomas@nomad.astro.psu.edu 727 * by b.t. thomas@nomad.astro.psu.edu
679 */ 728 */
680 729
730void
681void do_mood_floor(object *op, object *source) { 731do_mood_floor (object *op, object *source)
682 object *tmp; 732{
683 object *tmp2;
684
685 if (!source) 733 if (!source)
686 source = op; 734 source = op;
687 735
688 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 736 mapspace &ms = op->ms ();
737
738 if (!(ms.flags () & P_IS_ALIVE))
739 return;
740
741 object *tmp;
742
743 for (tmp = ms.top; tmp; tmp = tmp->below)
689 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 744 if (QUERY_FLAG (tmp, FLAG_MONSTER))
745 break;
690 746
691 /* doesn't effect players, and if there is a player on this space, won't also 747 /* doesn't effect players, and if there is a player on this space, won't also
692 * be a monster here. 748 * be a monster here.
693 */ 749 */
750 //TODO: have players really FLAG_MONSTER? kept it for safety
694 if (!tmp || tmp->type == PLAYER) return; 751 if (!tmp || tmp->type == PLAYER)
752 return;
695 753
696 switch(op->last_sp) { 754 switch (op->last_sp)
755 {
697 case 0: /* furious--make all monsters mad */ 756 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)&&
717 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
718 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
719 break;
720 case 2: /* calm -- pacify unfriendly monsters */
721 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 757 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
758 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
759
760 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
761 {
762 tmp->attack_movement = 0;
763 /* lots of checks here, but want to make sure we don't
764 * dereference a null value
765 */
766 if (tmp->type == GOLEM
767 && tmp->owner
768 && tmp->owner->type == PLAYER
769 && tmp->owner->contr->golem == tmp)
770 tmp->owner->contr->golem = 0;
771
772 tmp->owner = 0;
773
774 remove_friendly_object (tmp);
775 }
776 break;
777
778 case 1: /* angry -- get neutral monsters mad */
779 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
780 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
781 break;
782
783 case 2: /* calm -- pacify unfriendly monsters */
722 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 784 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
723 break; 785 break;
786
724 case 3: /* make all monsters fall asleep */ 787 case 3: /* make all monsters fall asleep */
725 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
726 SET_FLAG(tmp, FLAG_SLEEP); 788 SET_FLAG (tmp, FLAG_SLEEP);
727 break; 789 break;
790
728 case 4: /* charm all monsters */ 791 case 4: /* charm all monsters */
729 if (op == source) break; /* only if 'connected' */ 792 if (op == source)
793 break; /* only if 'connected' */
730 794
731 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */ 795 if (object *pl = source->ms ().player ())
732 tmp2->type!=PLAYER;tmp2=tmp2->above) 796 {
733 if(tmp2->above==NULL) break; 797 tmp->set_owner (pl);
734
735 if (tmp2->type != PLAYER)
736 break;
737 set_owner(tmp,tmp2);
738 SET_FLAG(tmp,FLAG_MONSTER); 798 SET_FLAG (tmp, FLAG_MONSTER);
799
739 tmp->stats.exp = 0; 800 tmp->stats.exp = 0;
740 SET_FLAG(tmp, FLAG_FRIENDLY); 801
741 add_friendly_object (tmp); 802 add_friendly_object (tmp);
742 tmp->attack_movement = PETMOVE; 803 tmp->attack_movement = PETMOVE;
804 }
805 break;
806
807 case 6: // kill monsters
808 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
743 break; 809 break;
744 810
811 // FALL THROUGH
812 case 5: // kill all alives
813 if (!tmp->flag [FLAG_PRECIOUS])
814 {
815 get_archetype ("burnout")->insert_at (tmp, source);
816 tmp->destroy ();
817 }
818 break;
819
745 default: 820 default:
746 break; 821 break;
747
748 } 822 }
749} 823}
750 824
751/* this function returns the object it matches, or NULL if non. 825/* this function returns the object it matches, or NULL if non.
752 * It will descend through containers to find the object. 826 * It will descend through containers to find the object.
753 * slaying = match object slaying flag 827 * slaying = match object slaying flag
754 * race = match object archetype name flag 828 * race = match object archetype name flag
755 * hp = match object type (excpt type '0'== PLAYER) 829 * hp = match object type (excpt type '0'== PLAYER)
756 */ 830 */
757 831object *
758object * check_inv_recursive(object *op, const object *trig) 832check_inv_recursive (object *op, const object *trig)
759{ 833{
760 object *tmp,*ret=NULL; 834 object *tmp, *ret = NULL;
761 835
762 /* First check the object itself. */ 836 /* First check the object itself. */
763 if((trig->stats.hp && (op->type == trig->stats.hp)) 837 if ((trig->stats.hp && (op->type == trig->stats.hp))
764 || (trig->slaying && (op->slaying == trig->slaying)) 838 || (trig->slaying && (op->slaying == trig->slaying))
765 || (trig->race && (op->arch->name == trig->race))) 839 || (trig->race && (op->arch->archname == trig->race)))
766 return op; 840 return op;
767 841
768 for(tmp=op->inv; tmp; tmp=tmp->below) { 842 for (tmp = op->inv; tmp; tmp = tmp->below)
843 {
769 if (tmp->inv) { 844 if (tmp->inv)
845 {
770 ret=check_inv_recursive(tmp, trig); 846 ret = check_inv_recursive (tmp, trig);
847 if (ret)
771 if (ret) return ret; 848 return ret;
772 } 849 }
773 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 850 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
774 || (trig->slaying && (tmp->slaying == trig->slaying)) 851 || (trig->slaying && (tmp->slaying == trig->slaying))
775 || (trig->race && (tmp->arch->name == trig->race))) 852 || (trig->race && (tmp->arch->archname == trig->race)))
776 return tmp; 853 return tmp;
777 } 854 }
778 return NULL; 855 return NULL;
779} 856}
780 857
781/* check_inv(), a function to search the inventory, 858/* check_inv(), a function to search the inventory,
782 * of a player and then based on a set of conditions, 859 * of a player and then based on a set of conditions,
783 * the square will activate connected items. 860 * the square will activate connected items.
784 * Monsters can't trigger this square (for now) 861 * Monsters can't trigger this square (for now)
785 * Values are: last_sp = 1/0 obj/no obj triggers 862 * Values are: last_sp = 1/0 obj/no obj triggers
786 * last_heal = 1/0 remove/dont remove obj if triggered 863 * last_heal = 1/0 remove/dont remove obj if triggered
787 * -b.t. (thomas@nomad.astro.psu.edu 864 * -b.t. (thomas@nomad.astro.psu.edu
788 */ 865 *
789 866 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
867 * because the check-inventory semantic essentially only applies when
868 * something is above the inventory checker.
869 * The semantic prior this change was: trigger if something has moved on or off
870 * and has a matching item. Imagine what happens if someone steps on the inventory
871 * checker with a matching item, has it, activates the connection, throws the item
872 * away, and then leaves the inventory checker. That would've caused an always-enabled
873 * state in the inventory checker. This won't happen anymore now.
874 *
875 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
876 * whether op is on this mapspace or not, because the value (1|0) depends
877 * on this information. also make sure to only push_button if op has
878 * a matching item (because when we do a push_button with value=0 timed gates
879 * will still open)! (i hope i got the semantics right this time)
880 *
881 */
882void
790void check_inv (object *op, object *trig) { 883check_inv (object *op, object *trig)
791object *match; 884{
885 trig->value = 0; // deactivate if none of the following conditions apply
792 886
793 if(op->type != PLAYER) return; 887 object *pl = trig->ms ().player ();
794 match = check_inv_recursive(op,trig); 888 object *match = check_inv_recursive (op, trig);
795 if (match && trig->last_sp) { 889
890 // elmex: a note about (pl == op):
891 // if pl == 0 then the player has left this space
892 // if pl != 0 then a player is on this mapspace, but then
893 // we still have to check whether it's the player that triggered
894 // this inv-checker, because if not, then the op left this inv-checker
895 // and we have to set the value to 0
896
897 if (match && trig->last_sp) // match == having
898 {
796 if(trig->last_heal) 899 if (trig->last_heal)
797 decrease_ob(match); 900 match->decrease ();
798 use_trigger(trig); 901
902 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
903 push_button (trig);
904 }
905 else if (!match && !trig->last_sp) // match == not having
799 } 906 {
800 else if (!match && !trig->last_sp) 907 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
801 use_trigger(trig); 908 push_button (trig);
802}
803
804
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 }
820 } 909 }
821} 910}
911

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