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Comparing deliantra/server/common/button.C (file contents):
Revision 1.5 by root, Thu Aug 31 17:54:14 2006 UTC vs.
Revision 1.54 by root, Sun Oct 11 18:18:03 2009 UTC

1/* 1/*
2 * static char *rcsid_button_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: button.C,v 1.5 2006/08/31 17:54:14 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h>
31 25
32/* 26/*
33 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
34 */ 28 */
35 29
36/* 30/*
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 activator argument can be 0 or the source object for this activation.
35 * the originator is the player or monster who did something.
41 */ 36 */
42void activate_connection_link (objectlink *ol, bool state, object *source = 0) 37static void
38activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
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;
64
68 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
69 continue; 66 continue;
70 67
71 switch (tmp->type) 68 switch (tmp->type)
72 { 69 {
73 case GATE: 70 case GATE:
74 case HOLE: 71 case HOLE:
72 if (!tmp->active)
73 tmp->play_sound (tmp->sound
74 ? tmp->sound
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
75 tmp->value = tmp->stats.maxsp ? !state : state; 76 tmp->value = tmp->stats.maxsp ? !state : state;
76 tmp->speed = 0.5; 77 tmp->set_speed (0.5);
77 update_ob_speed (tmp);
78 break; 78 break;
79 79
80 case CF_HANDLE: 80 case CF_HANDLE:
81 SET_ANIMATION (tmp, 81 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); 82 update_object (tmp, UP_OBJ_FACE);
85 break; 83 break;
86 84
87 case SIGN: 85 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 { 87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food) 90 if (tmp->stats.food)
92 tmp->last_eat++; 91 tmp->last_eat++;
93 } 92 }
94 break; 93 break;
95 94
96 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
97 tmp->value = 1; 97 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
100 break; 100 break;
101 101
102 case BUTTON: 102 case BUTTON:
103 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
104 tmp->value = state; 105 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
107 break; 108 break;
108 109
109 case MOOD_FLOOR: 110 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, activator);
111 break; 112 break;
112 113
113 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
117
114 tmp->speed = tmp->arch->clone.speed; 118 tmp->set_speed (tmp->arch->speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 119 tmp->value = tmp->arch->value;
117 tmp->stats.sp = 1; 120 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 121 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 122 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 123 * from the head - this ensures that the data will consistent
121 */ 124 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 125 for (object *part = tmp->more; part; part = part->more)
123 { 126 {
124 tmp->speed = tmp->head->speed; 127 part->value = tmp->value;
125 tmp->value = tmp->head->value; 128 part->stats.sp = tmp->stats.sp;
126 tmp->stats.sp = tmp->head->stats.sp; 129 part->stats.hp = tmp->stats.hp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 130 part->set_speed (tmp->speed);
129 } 131 }
130 break; 132 break;
131 133
132 case DIRECTOR: 134 case DIRECTOR:
133 case FIREWALL: 135 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 136 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 137 move_firewall (tmp);
136 else 138 else
137 { 139 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 140 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
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;
161
162 case MAPSCRIPT:
163 cfperl_mapscript_activate (tmp, state, activator, originator);
164 break;
159 } 165 }
160 } 166 }
161} 167}
162 168
163/* 169/*
170 * altars/pedestals/holes in the whole map. 176 * altars/pedestals/holes in the whole map.
171 * Changed the routine to loop through _all_ objects. 177 * Changed the routine to loop through _all_ objects.
172 * Better hurry with that linked list... 178 * Better hurry with that linked list...
173 * 179 *
174 */ 180 */
175void push_button (object *op) 181void
182push_button (object *op, object *originator)
176{ 183{
177 oblinkpt *obp = get_button_links (op); 184 if (oblinkpt *obp = op->find_link ())
178 185 {
179 if (!obp) 186 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
180 return; 187 return;
181 188
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); 189 activate_connection_link (obp->link, op->value, op, originator);
190 }
186} 191}
187 192
188/* 193/*
189 * elmex: 194 * elmex:
190 * This activates a connection, similar to push_button (object *op) but it takes 195 * 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 196 * 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 197 * the connection was 'state' or 'released'. So that you can activate objects
193 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 198 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
194 * 199 *
195 */ 200 */
196void activate_connection (mapstruct *map, long connection, bool state) 201void
202maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
197{ 203{
198 if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state))) 204 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
199 return; 205 return;
200 206
201 oblinkpt *obp = get_connection_links (map, connection); 207 if (oblinkpt *obp = find_link (id))
202 if (obp)
203 activate_connection_link (obp->link, state); 208 activate_connection_link (obp->link, state, activator, originator);
204} 209}
205 210
206/* 211/*
207 * Updates everything connected with the button op. 212 * Updates everything connected with the button op.
208 * 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
209 * 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
210 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
211 */ 216 */
212 217void
213void update_button(object *op) { 218update_button (object *op, object *originator)
214 object *ab,*tmp,*head; 219{
215 int tot,any_down=0, old_value=op->value; 220 int any_down = 0, old_value = op->value;
216 oblinkpt *obp = 0;
217 objectlink *ol;
218 221
219 obp = get_button_links (op); 222 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) { 223 for (objectlink *ol = obp->link; ol; ol = ol->next)
223 if (!ol->ob || ol->ob->count != ol->id) { 224 {
225 if (!ol->ob)
226 {
224 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 227 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
225 continue; 228 continue;
226 } 229 }
230
227 tmp = ol->ob; 231 object *tmp = ol->ob;
232
228 if (tmp->type==BUTTON) { 233 if (tmp->type == BUTTON)
234 {
235 sint32 total = 0;
236
229 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 237 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 238 /* Basically, if the move_type matches that on what the
238 * button wants, we count it. The second check is so that 239 * button wants, we count it. The second check is so that
239 * objects don't move (swords, etc) will count. Note that 240 * objects who don't move (swords, etc) will count. Note that
240 * this means that more work is needed to make buttons 241 * this means that more work is needed to make buttons
241 * that are only triggered by flying objects. 242 * that are only triggered by flying objects.
242 */ 243 */
243 if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
244 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 245 total += ab->head_ ()->total_weight ();
245 246
246 tmp->value=(tot>=tmp->weight)?1:0; 247 tmp->value = total >= tmp->weight;
247 if(tmp->value) 248
248 any_down=1; 249 any_down = any_down || tmp->value;
250 }
249 } else if (tmp->type == PEDESTAL) { 251 else if (tmp->type == PEDESTAL)
252 {
250 tmp->value = 0; 253 tmp->value = 0;
254
251 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 255 for (object *ab = tmp->above; ab; ab = ab->above)
252 head = ab->head ? ab->head : ab; 256 {
257 object *head = ab->head_ ();
258
253 /* Same note regarding move_type for buttons above apply here. */ 259 /* Same note regarding move_type for buttons above apply here. */
254 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && 260 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
255 (head->race==tmp->slaying || 261 && (head->race == tmp->slaying
256 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 262 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
257 (!strcmp (tmp->slaying, "player") && 263 || (tmp->slaying == shstr_player && head->type == PLAYER)))
258 head->type == PLAYER)))
259 tmp->value = 1; 264 tmp->value = 1;
260 } 265 }
261 if(tmp->value) 266
262 any_down=1; 267 any_down = any_down || tmp->value;
263 } 268 }
264 } 269 }
270
265 if(any_down) /* If any other buttons were down, force this to remain down */ 271 if (any_down) /* If any other buttons were down, force this to remain down */
266 op->value=1; 272 op->value = 1;
267 273
274 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
275
268 /* If this button hasn't changed, don't do anything */ 276 /* If this button hasn't changed, don't do anything */
269 if (op->value != old_value) { 277 if (op->value != old_value)
278 {
270 SET_ANIMATION(op, op->value); 279 SET_ANIMATION (op, op->value);
271 update_object(op, UP_OBJ_FACE); 280 update_object (op, UP_OBJ_FACE);
272 push_button(op); /* Make all other buttons the same */ 281 push_button (op, originator); /* 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?(const char *)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 } 282 }
294 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
295 {
296 update_button(ol->ob);
297 break;
298 }
299 }
300} 283}
301 284
302void use_trigger(object *op) 285void
286use_trigger (object *op, object *originator)
303{ 287{
304
305 /* Toggle value */ 288 /* Toggle value */
306 op->value = !op->value; 289 op->value = !op->value;
307 push_button(op); 290
291 push_button (op, originator);
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 (object *altar, object *sacrifice, object *originator)
339{ 323{
324 if (sacrifice->flag [FLAG_UNPAID])
325 return 0;
326
327 if (is_match_expr (ARCH_SACRIFICE (altar)))
328 return match (ARCH_SACRIFICE (altar), altar, originator);
329
340 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 330 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
341 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 331 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
342 && sacrifice->type != PLAYER) 332 && sacrifice->type != PLAYER)
343 { 333 {
344 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 334 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 335 && sacrifice->type == MONEY
352 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 336 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
353 return 1; 337 return 1;
338
339 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
340 || ARCH_SACRIFICE (altar) == sacrifice->name
341 || ARCH_SACRIFICE (altar) == sacrifice->slaying
342 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
343 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
344 return 1;
354 } 345 }
346
355 return 0; 347 return 0;
356} 348}
357
358 349
359/* 350/*
360 * operate_altar checks if sacrifice was accepted and removes sacrificed 351 * operate_altar checks if sacrifice was accepted and removes sacrificed
361 * objects. If sacrifice was succeed return 1 else 0. Might be better to 352 * objects. If sacrifice was succeed return 1 else 0. Might be better to
362 * call check_altar_sacrifice (above) than depend on the return value, 353 * call check_altar_sacrifice (above) than depend on the return value,
363 * since operate_altar will remove the sacrifice also. 354 * since operate_altar will remove the sacrifice also.
364 * 355 *
365 * If this function returns 1, '*sacrifice' is modified to point to the 356 * If this function returns 1, '*sacrifice' is modified to point to the
366 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 357 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
367 */ 358 */
368 359int
369int operate_altar (object *altar, object **sacrifice) 360operate_altar (object *altar, object **sacrifice, object *originator)
370{ 361{
371
372 if ( ! altar->map) { 362 if (!altar->map)
363 {
373 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 364 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
374 return 0; 365 return 0;
375 } 366 }
376 367
377 if (!altar->slaying || altar->value) 368 if (!altar->slaying || altar->value)
378 return 0; 369 return 0;
379 370
380 if ( ! check_altar_sacrifice (altar, *sacrifice)) 371 if (!check_altar_sacrifice (altar, *sacrifice, originator))
381 return 0; 372 return 0;
382 373
383 /* check_altar_sacrifice should have already verified that enough money 374 /* check_altar_sacrifice should have already verified that enough money
384 * has been dropped. 375 * has been dropped.
385 */ 376 */
386 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 377 if (ARCH_SACRIFICE (altar) == shstr_money)
378 {
387 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 379 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
388 380
389 /* Round up any sacrifices. Altars don't make change either */ 381 /* Round up any sacrifices. Altars don't make change either */
390 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 382 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
391 *sacrifice = decrease_ob_nr (*sacrifice, number); 383 number++;
384
385 if (!(*sacrifice)->decrease (number))
386 *sacrifice = 0;
392 } 387 }
393 else 388 else
394 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 389 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
395 390 *sacrifice = 0;
391
396 if (altar->msg) 392 if (altar->msg)
397 new_info_map(NDI_BLACK, altar->map, altar->msg); 393 new_info_map (NDI_BLACK, altar->map, altar->msg);
394
398 return 1; 395 return 1;
399} 396}
400 397
398void
401void trigger_move (object *op, int state) /* 1 down and 0 up */ 399trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
402{ 400{
403 op->stats.wc = state; 401 op->stats.wc = state;
402
404 if (state) { 403 if (state)
405 use_trigger(op); 404 {
406 if (op->stats.exp > 0) /* check sanity */ 405 use_trigger (op, originator);
407 op->speed = 1.0 / op->stats.exp; 406 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
408 else
409 op->speed = 1.0;
410 update_ob_speed(op);
411 op->speed_left = -1; 407 op->speed_left = -1;
412 } else { 408 }
413 use_trigger(op); 409 else
410 {
411 use_trigger (op, originator);
414 op->speed = 0; 412 op->set_speed (0);
415 update_ob_speed(op);
416 } 413 }
417} 414}
418 415
419 416
420/* 417/*
427 * 424 *
428 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 425 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
429 * 426 *
430 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 427 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
431 */ 428 */
429int
432int check_trigger (object *op, object *cause) 430check_trigger (object *op, object *cause, object *originator)
433{ 431{
434 object *tmp; 432 object *tmp;
435 int push = 0, tot = 0; 433 int push = 0, tot = 0;
436 int in_movement = op->stats.wc || op->speed; 434 int in_movement = op->stats.wc || op->speed;
437 435
438 switch (op->type) { 436 switch (op->type)
437 {
439 case TRIGGER_BUTTON: 438 case TRIGGER_BUTTON:
440 if (op->weight > 0) { 439 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 } 440 {
469 return 0;
470
471 case TRIGGER_PEDESTAL:
472 if (cause) { 441 if (cause)
442 {
473 for (tmp = op->above; tmp; tmp = tmp->above) { 443 for (tmp = op->above; tmp; tmp = tmp->above)
474 object *head = tmp->head ? tmp->head : tmp; 444 /* Comment reproduced from update_buttons(): */
475 445 /* Basically, if the move_type matches that on what the
476 /* See comment in TRIGGER_BUTTON about move_types */ 446 * button wants, we count it. The second check is so that
477 if (((head->move_type & op->move_on) || head->move_type==0) 447 * objects that don't move (swords, etc) will count. Note that
478 && (head->race==op->slaying || 448 * this means that more work is needed to make buttons
479 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 449 * that are only triggered by flying objects.
480 push = 1;
481 break;
482 } 450 */
483 } 451 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
452 tot += tmp->head_ ()->total_weight ();
453
454 if (tot >= op->weight)
455 push = 1;
456
484 if (op->stats.ac == push) 457 if (op->stats.ac == push)
485 return 0; 458 return 0;
459
486 op->stats.ac = push; 460 op->stats.ac = push;
487 if (NUM_ANIMATIONS(op) > 1) { 461 if (NUM_ANIMATIONS (op) > 1)
462 {
488 SET_ANIMATION (op, push); 463 SET_ANIMATION (op, push);
489 update_object (op, UP_OBJ_FACE); 464 update_object (op, UP_OBJ_FACE);
490 } 465 }
491 update_object(op,UP_OBJ_FACE); 466
492 if (in_movement || ! push) 467 if (in_movement || !push)
493 return 0; 468 return 0;
494 } 469 }
470
495 trigger_move (op, push); 471 trigger_move (op, push, cause);
472 }
473
474 return 0;
475
476 case TRIGGER_PEDESTAL:
477 if (cause)
478 {
479 for (tmp = op->above; tmp; tmp = tmp->above)
480 {
481 object *head = tmp->head_ ();
482
483 /* See comment in TRIGGER_BUTTON about move_types */
484 if (((head->move_type & op->move_on) || head->move_type == 0)
485 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
486 {
487 push = 1;
488 break;
489 }
490 }
491
492 if (op->stats.ac == push)
496 return 0; 493 return 0;
497 494
495 op->stats.ac = push;
496
497 if (NUM_ANIMATIONS (op) > 1)
498 {
499 SET_ANIMATION (op, push);
500 update_object (op, UP_OBJ_FACE);
501 }
502
503 update_object (op, UP_OBJ_FACE);
504
505 if (in_movement || !push)
506 return 0;
507 }
508
509 trigger_move (op, push, cause);
510 return 0;
511
498 case TRIGGER_ALTAR: 512 case TRIGGER_ALTAR:
499 if (cause) { 513 if (cause)
514 {
500 if (in_movement) 515 if (in_movement)
501 return 0; 516 return 0;
517
502 if (operate_altar (op, &cause)) { 518 if (operate_altar (op, &cause)) /* TODO: originator? */
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 } 519 {
525 } else {
526 if (NUM_ANIMATIONS(op) > 1) { 520 if (NUM_ANIMATIONS (op) > 1)
521 {
527 SET_ANIMATION (op, 0); 522 SET_ANIMATION (op, 1);
528 update_object(op, UP_OBJ_FACE); 523 update_object (op, UP_OBJ_FACE);
529 } 524 }
530 525
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) 526 if (op->last_sp >= 0)
527 {
537 trigger_move (op, 0); 528 trigger_move (op, 1, cause);
529
530 if (op->last_sp > 0)
531 op->last_sp = -op->last_sp;
532 }
538 else { 533 else
539 op->stats.wc = 0; 534 {
535 /* for trigger altar with last_sp, the ON/OFF
536 * status (-> +/- value) is "simulated":
537 */
540 op->value = !op->value; 538 op->value = !op->value;
541 op->speed = 0; 539 trigger_move (op, 1, cause);
542 update_ob_speed(op); 540 op->last_sp = -op->last_sp;
541 op->value = !op->value;
543 } 542 }
543
544 return cause == NULL;
544 } 545 }
546 else
545 return 0; 547 return 0;
546
547 case TRIGGER:
548 if (cause) {
549 if (in_movement)
550 return 0;
551 push = 1;
552 } 548 }
549 else
550 {
553 if (NUM_ANIMATIONS(op) > 1) { 551 if (NUM_ANIMATIONS (op) > 1)
552 {
554 SET_ANIMATION (op, push); 553 SET_ANIMATION (op, 0);
555 update_object(op, UP_OBJ_FACE); 554 update_object (op, UP_OBJ_FACE);
556 } 555 }
556
557 /* If trigger_altar has "last_sp > 0" set on the map,
558 * it will push the connected value only once per sacrifice.
559 * Otherwise (default), the connected value will be
560 * pushed twice: First by sacrifice, second by reset! -AV
561 */
562 if (!op->last_sp)
557 trigger_move (op, push); 563 trigger_move (op, 0, cause);
564 else
565 {
566 op->stats.wc = 0;
567 op->value = !op->value;
568 op->set_speed (0);
569 }
570 }
571 return 0;
572
573 case TRIGGER:
574 if (cause)
575 {
576 if (in_movement)
558 return 1; 577 return 0;
559 578
579 push = 1;
580 }
581
582 if (NUM_ANIMATIONS (op) > 1)
583 {
584 SET_ANIMATION (op, push);
585 update_object (op, UP_OBJ_FACE);
586 }
587
588 trigger_move (op, push, cause);
589 return 1;
590
560 default: 591 default:
561 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 592 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
562 return 0; 593 return 0;
594 }
595}
596
597void
598object::add_link (maptile *map, shstr_tmp id)
599{
600 if (!map)
563 } 601 {
564} 602 LOG (llevError, "Tried to add button-link without map.\n");
603 return;
604 }
565 605
566void add_button_link(object *button, mapstruct *map, int connected) { 606 flag [FLAG_IS_LINKED] = true;
567 oblinkpt *obp; 607
568 objectlink *ol = get_objectlink(); 608 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; 609 ol->ob = this;
581 ol->id = button->count;
582 610
583 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 611 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
584 612 if (obp->id == id)
585 if (obp) { 613 {
586 ol->next = obp->link; 614 ol->next = obp->link;
587 obp->link = ol; 615 obp->link = ol;
588 } else { 616 return;
617 }
618
589 obp = get_objectlinkpt(); 619 oblinkpt *obp = get_objectlinkpt ();
590 obp->value = connected; 620 obp->id = id;
591 621
592 obp->next = map->buttons; 622 obp->next = map->buttons;
593 map->buttons = obp; 623 map->buttons = obp;
594 obp->link = ol; 624 obp->link = ol;
595 }
596} 625}
597 626
598/* 627/*
599 * Remove the object from the linked lists of buttons in the map. 628 * Remove the object from the linked lists of buttons in the map.
600 * This is only needed by editors. 629 * This is only needed by editors.
601 */ 630 */
602 631void
603void remove_button_link(object *op) { 632object::remove_link ()
604 oblinkpt *obp; 633{
605 objectlink **olp, *ol; 634 if (!map)
606 635 {
607 if (op->map == NULL) {
608 LOG(llevError, "remove_button_link() in object without map.\n"); 636 LOG (llevError, "remove_button_link() in object without map.\n");
609 return; 637 return;
610 } 638 }
611 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 639
640 if (!flag [FLAG_IS_LINKED])
641 {
612 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 642 LOG (llevError, "remove_button_linked() in unlinked object.\n");
613 return; 643 return;
614 } 644 }
645
646 flag [FLAG_IS_LINKED] = false;
647
615 for (obp = op->map->buttons; obp; obp = obp->next) 648 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
616 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 649 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
617 if (ol->ob == op) { 650 if ((*olp)->ob == this)
618/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 651 {
619 obp->value, op->name, op->map->path); 652 objectlink *ol = *olp;
620*/
621 *olp = ol->next; 653 *olp = ol->next;
622 free(ol); 654 delete ol;
623 return; 655 return;
656 }
657
658 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
659}
660
661/*
662 * Updates every button on the map (by calling update_button() for them).
663 */
664void
665maptile::update_buttons ()
666{
667 for (oblinkpt *obp = buttons; obp; obp = obp->next)
668 for (objectlink *ol = obp->link; ol; ol = ol->next)
669 {
670 if (!ol->ob)
671 {
672 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
673 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
674 continue;
675 }
676
677 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
678 {
679 update_button (ol->ob, 0);
680 break;
681 }
624 } 682 }
625 LOG(llevError, "remove_button_linked(): couldn't find object.\n");
626 CLEAR_FLAG(op,FLAG_IS_LINKED);
627} 683}
628 684
629/* 685/*
630 * Gets the objectlink for this connection from the map. 686 * Gets the objectlink for this connection from the map.
631 */ 687 */
632oblinkpt *get_connection_links (mapstruct *map, long connection) 688oblinkpt *
689maptile::find_link (shstr_tmp id)
633{ 690{
634 for (oblinkpt *obp = map->buttons; obp; obp = obp->next) 691 for (oblinkpt *obp = buttons; obp; obp = obp->next)
635 if (obp->value == connection) 692 if (obp->id == id)
636 return obp; 693 return obp;
694
637 return 0; 695 return 0;
638} 696}
639 697
640/* 698/*
641 * Return the first objectlink in the objects linked to this one 699 * Return the first objectlink in the objects linked to this one
642 */ 700 */
643
644oblinkpt *get_button_links(const object *button) {
645 oblinkpt *obp; 701oblinkpt *
646 objectlink *ol; 702object::find_link () const
647 703{
648 if (!button->map) 704 if (map)
649 return NULL;
650 for (obp = button->map->buttons; obp; obp = obp->next) 705 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
651 for (ol = obp->link; ol; ol = ol->next) 706 for (objectlink *ol = obp->link; ol; ol = ol->next)
652 if (ol->ob == button && ol->id == button->count) 707 if (ol->ob == this)
653 return obp; 708 return obp;
654 return NULL;
655}
656 709
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; 710 return 0;
672} 711}
673 712
674/* This routine makes monsters who are 713/* This routine makes monsters who are
675 * standing on the 'mood floor' change their 714 * standing on the 'mood floor' change their
677 * If floor is to be triggered must have 716 * If floor is to be triggered must have
678 * a speed of zero (default is 1 for all 717 * a speed of zero (default is 1 for all
679 * but the charm floor type). 718 * but the charm floor type).
680 * by b.t. thomas@nomad.astro.psu.edu 719 * by b.t. thomas@nomad.astro.psu.edu
681 */ 720 */
682 721void
683void do_mood_floor(object *op, object *source) { 722do_mood_floor (object *op, object *source)
684 object *tmp; 723{
685 object *tmp2;
686
687 if (!source) 724 if (!source)
688 source = op; 725 source = op;
689 726
690 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 727 mapspace &ms = op->ms ();
728
729 if (!(ms.flags () & P_IS_ALIVE))
730 return;
731
732 object *tmp;
733
734 for (tmp = ms.top; tmp; tmp = tmp->below)
691 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 735 if (QUERY_FLAG (tmp, FLAG_MONSTER))
736 break;
692 737
693 /* doesn't effect players, and if there is a player on this space, won't also 738 /* doesn't effect players, and if there is a player on this space, won't also
694 * be a monster here. 739 * be a monster here.
695 */ 740 */
741 //TODO: have players really FLAG_MONSTER? kept it for safety
696 if (!tmp || tmp->type == PLAYER) return; 742 if (!tmp || tmp->type == PLAYER)
743 return;
697 744
698 switch(op->last_sp) { 745 switch (op->last_sp)
746 {
699 case 0: /* furious--make all monsters mad */ 747 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)) 748 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
749 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
750
751 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
752 {
753 tmp->attack_movement = 0;
754 /* lots of checks here, but want to make sure we don't
755 * dereference a null value
756 */
757 if (tmp->type == GOLEM
758 && tmp->owner
759 && tmp->owner->type == PLAYER
760 && tmp->owner->contr->golem == tmp)
761 tmp->owner->contr->golem = 0;
762
763 tmp->owner = 0;
764
765 remove_friendly_object (tmp);
766 }
767 break;
768
769 case 1: /* angry -- get neutral monsters mad */
770 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
771 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
772 break;
773
774 case 2: /* calm -- pacify unfriendly monsters */
724 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 775 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
725 break; 776 break;
777
726 case 3: /* make all monsters fall asleep */ 778 case 3: /* make all monsters fall asleep */
727 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
728 SET_FLAG(tmp, FLAG_SLEEP); 779 SET_FLAG (tmp, FLAG_SLEEP);
729 break; 780 break;
781
730 case 4: /* charm all monsters */ 782 case 4: /* charm all monsters */
731 if (op == source) break; /* only if 'connected' */ 783 if (op == source)
784 break; /* only if 'connected' */
732 785
733 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */ 786 if (object *pl = source->ms ().player ())
734 tmp2->type!=PLAYER;tmp2=tmp2->above) 787 {
735 if(tmp2->above==NULL) break; 788 tmp->set_owner (pl);
736
737 if (tmp2->type != PLAYER)
738 break;
739 set_owner(tmp,tmp2);
740 SET_FLAG(tmp,FLAG_MONSTER); 789 SET_FLAG (tmp, FLAG_MONSTER);
790
741 tmp->stats.exp = 0; 791 tmp->stats.exp = 0;
742 SET_FLAG(tmp, FLAG_FRIENDLY); 792
743 add_friendly_object (tmp); 793 add_friendly_object (tmp);
744 tmp->attack_movement = PETMOVE; 794 tmp->attack_movement = PETMOVE;
795 }
796 break;
797
798 case 6: // kill monsters
799 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
745 break; 800 break;
746 801
802 // FALL THROUGH
803 case 5: // kill all alives
804 if (!tmp->flag [FLAG_PRECIOUS])
805 {
806 archetype::get (shstr_burnout)->insert_at (tmp, source);
807 tmp->destroy ();
808 }
809 break;
810
747 default: 811 default:
748 break; 812 break;
749
750 } 813 }
751} 814}
752 815
753/* this function returns the object it matches, or NULL if non. 816/* this function returns the object it matches, or NULL if non.
754 * It will descend through containers to find the object. 817 * It will descend through containers to find the object.
755 * slaying = match object slaying flag 818 * slaying = match object slaying flag
756 * race = match object archetype name flag 819 * race = match object archetype name flag
757 * hp = match object type (excpt type '0'== PLAYER) 820 * hp = match object type (excpt type '0'== PLAYER)
758 */ 821 */
759 822object *
760object * check_inv_recursive(object *op, const object *trig) 823check_inv_recursive (object *op, const object *trig)
761{ 824{
762 object *tmp,*ret=NULL; 825 object *tmp, *ret = NULL;
763 826
764 /* First check the object itself. */ 827 /* First check the object itself. */
765 if((trig->stats.hp && (op->type == trig->stats.hp)) 828 if ((trig->stats.hp && (op->type == trig->stats.hp))
766 || (trig->slaying && (op->slaying == trig->slaying)) 829 || (trig->slaying && (op->slaying == trig->slaying))
767 || (trig->race && (op->arch->name == trig->race))) 830 || (trig->race && (op->arch->archname == trig->race)))
768 return op; 831 return op;
769 832
770 for(tmp=op->inv; tmp; tmp=tmp->below) { 833 for (tmp = op->inv; tmp; tmp = tmp->below)
834 {
771 if (tmp->inv) { 835 if (tmp->inv)
836 {
772 ret=check_inv_recursive(tmp, trig); 837 ret = check_inv_recursive (tmp, trig);
838 if (ret)
773 if (ret) return ret; 839 return ret;
774 } 840 }
775 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 841 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
776 || (trig->slaying && (tmp->slaying == trig->slaying)) 842 || (trig->slaying && (tmp->slaying == trig->slaying))
777 || (trig->race && (tmp->arch->name == trig->race))) 843 || (trig->race && (tmp->arch->archname == trig->race)))
778 return tmp; 844 return tmp;
779 } 845 }
780 return NULL; 846 return NULL;
781} 847}
782 848
783/* check_inv(), a function to search the inventory, 849/* check_inv(), a function to search the inventory,
784 * of a player and then based on a set of conditions, 850 * of a player and then based on a set of conditions,
785 * the square will activate connected items. 851 * the square will activate connected items.
786 * Monsters can't trigger this square (for now) 852 * Monsters can't trigger this square (for now)
787 * Values are: last_sp = 1/0 obj/no obj triggers 853 * Values are: last_sp = 1/0 obj/no obj triggers
788 * last_heal = 1/0 remove/dont remove obj if triggered 854 * last_heal = 1/0 remove/dont remove obj if triggered
789 * -b.t. (thomas@nomad.astro.psu.edu 855 * -b.t. (thomas@nomad.astro.psu.edu
790 */ 856 *
791 857 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
858 * because the check-inventory semantic essentially only applies when
859 * something is above the inventory checker.
860 * The semantic prior this change was: trigger if something has moved on or off
861 * and has a matching item. Imagine what happens if someone steps on the inventory
862 * checker with a matching item, has it, activates the connection, throws the item
863 * away, and then leaves the inventory checker. That would've caused an always-enabled
864 * state in the inventory checker. This won't happen anymore now.
865 *
866 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
867 * whether op is on this mapspace or not, because the value (1|0) depends
868 * on this information. also make sure to only push_button if op has
869 * a matching item (because when we do a push_button with value=0 timed gates
870 * will still open)! (i hope i got the semantics right this time)
871 *
872 */
873void
792void check_inv (object *op, object *trig) { 874check_inv (object *op, object *trig)
793object *match; 875{
876 trig->value = 0; // deactivate if none of the following conditions apply
794 877
795 if(op->type != PLAYER) return; 878 object *pl = trig->ms ().player ();
796 match = check_inv_recursive(op,trig); 879 object *match = check_inv_recursive (op, trig);
797 if (match && trig->last_sp) { 880
881 // elmex: a note about (pl == op):
882 // if pl == 0 then the player has left this space
883 // if pl != 0 then a player is on this mapspace, but then
884 // we still have to check whether it's the player that triggered
885 // this inv-checker, because if not, then the op left this inv-checker
886 // and we have to set the value to 0
887
888 if (match && trig->last_sp) // match == having
889 {
798 if(trig->last_heal) 890 if (trig->last_heal)
799 decrease_ob(match); 891 match->decrease ();
800 use_trigger(trig); 892
893 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
894 push_button (trig, op);
895 }
896 else if (!match && !trig->last_sp) // match == not having
801 } 897 {
802 else if (!match && !trig->last_sp) 898 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
803 use_trigger(trig); 899 push_button (trig, op);
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 } 900 }
823} 901}
902

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