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Comparing deliantra/server/common/button.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.38 by elmex, Tue Jul 31 18:28:46 2007 UTC

1/* 1/*
2 * static char *rcsid_button_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: button.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 <crossfire@schmorp.de>
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> 25#include <funcpoint.h>
31 26
32/* 27/*
33 * This code is no longer highly inefficient 8) 28 * This code is no longer highly inefficient 8)
34 */ 29 */
35 30
36/* 31/*
32 * elmex:
33 * This function takes a objectlink list with all the objects are going to be activated.
34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
35 * The source argument can be 0 or the source object for this activation.
36 */
37void
38activate_connection_link (objectlink * ol, bool state, object *source = 0)
39{
40 for (; ol; ol = ol->next)
41 {
42 if (!ol->ob)
43 {
44 LOG (llevError, "Internal error in activate_connection_link.\n");
45 continue;
46 }
47
48 /* a button link object can become freed when the map is saving. As
49 * a map is saved, objects are removed and freed, and if an object is
50 * on top of a button, this function is eventually called. If a map
51 * is getting moved out of memory, the status of buttons and levers
52 * probably isn't important - it will get sorted out when the map is
53 * re-loaded. As such, just exit this function if that is the case.
54 */
55
56 if (QUERY_FLAG (ol->ob, FLAG_FREED))
57 return;
58
59 object *tmp = ol->ob;
60
61 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63 continue;
64
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue;
67
68 switch (tmp->type)
69 {
70 case GATE:
71 case HOLE:
72 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->set_speed (0.5);
74 break;
75
76 case CF_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE);
79 break;
80
81 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 {
84 tmp->play_sound (tmp->sound);
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food)
87 tmp->last_eat++;
88 }
89 break;
90
91 case ALTAR:
92 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE);
95 break;
96
97 case BUTTON:
98 case PEDESTAL:
99 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE);
102 break;
103
104 case MOOD_FLOOR:
105 do_mood_floor (tmp, source);
106 break;
107
108 case TIMED_GATE:
109 tmp->set_speed (tmp->arch->speed);
110 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts
114 * from the head - this ensures that the data will consistent
115 */
116 for (object *part = tmp->more; part; part = part->more)
117 {
118 part->value = tmp->value;
119 part->stats.sp = tmp->stats.sp;
120 part->stats.hp = tmp->stats.hp;
121 part->set_speed (tmp->speed);
122 }
123 break;
124
125 case DIRECTOR:
126 case FIREWALL:
127 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
128 move_firewall (tmp);
129 else
130 {
131 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
132 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
133
134 animate_turning (tmp);
135 }
136 break;
137
138 case TELEPORTER:
139 move_teleporter (tmp);
140 break;
141
142 case CREATOR:
143 move_creator (tmp);
144 break;
145
146 case TRIGGER_MARKER:
147 move_marker (tmp);
148 break;
149
150 case DUPLICATOR:
151 move_duplicator (tmp);
152 break;
153 }
154 }
155}
156
157/*
158 * elmex:
159 * This is the new push_button function, it got split up so that
160 * you can activate connections without a button now!
161 * old but still valid comment:
162 *
37 * Push the specified object. This can affect other buttons/gates/handles 163 * Push the specified object. This can affect other buttons/gates/handles
38 * altars/pedestals/holes in the whole map. 164 * altars/pedestals/holes in the whole map.
39 * Changed the routine to loop through _all_ objects. 165 * Changed the routine to loop through _all_ objects.
40 * Better hurry with that linked list... 166 * Better hurry with that linked list...
41 */ 167 *
42
43void push_button(object *op) {
44 object *tmp;
45 objectlink *ol;
46
47/* LOG(llevDebug, "push_button: %s (%d)\n", op->name, op->count); */
48 for (ol = get_button_links(op); ol; ol = ol->next) {
49 if (!ol->ob || ol->ob->count != ol->id) {
50 LOG(llevError, "Internal error in push_button (%s).\n", op->name);
51 continue;
52 }
53 /* a button link object can become freed when the map is saving. As
54 * a map is saved, objects are removed and freed, and if an object is
55 * on top of a button, this function is eventually called. If a map
56 * is getting moved out of memory, the status of buttons and levers
57 * probably isn't important - it will get sorted out when the map is
58 * re-loaded. As such, just exit this function if that is the case.
59 */ 168 */
60 169void
61 if (QUERY_FLAG(ol->ob, FLAG_FREED)) return; 170push_button (object *op)
62 tmp = ol->ob; 171{
172 oblinkpt *obp = get_button_links (op);
63 173
64 /* if the criteria isn't appropriate, don't do anything */ 174 if (!obp)
65 if (op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue; 175 return;
66 if (!op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue;
67 176
68 switch(tmp->type) { 177 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
178 return;
69 179
70 case GATE: 180 activate_connection_link (obp->link, op->value, op);
71 case HOLE: 181}
72 tmp->value=tmp->stats.maxsp?!op->value:op->value;
73 tmp->speed=0.5;
74 update_ob_speed(tmp);
75 break;
76 182
77 case CF_HANDLE: 183/*
78 SET_ANIMATION(tmp, (tmp->value=tmp->stats.maxsp?!op->value:op->value)); 184 * elmex:
79 update_object(tmp,UP_OBJ_FACE); 185 * This activates a connection, similar to push_button (object *op) but it takes
80 break; 186 * only a map, a connection value and a true or false flag that indicated whether
81 187 * the connection was 'state' or 'released'. So that you can activate objects
82 case SIGN: 188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) { 189 *
84 new_info_map(NDI_UNIQUE | NDI_NAVY,tmp->map,tmp->msg);
85 if (tmp->stats.food) tmp->last_eat++;
86 }
87 break;
88
89 case ALTAR:
90 tmp->value = 1;
91 SET_ANIMATION(tmp, tmp->value);
92 update_object(tmp,UP_OBJ_FACE);
93 break;
94
95 case BUTTON:
96 case PEDESTAL:
97 tmp->value=op->value;
98 SET_ANIMATION(tmp, tmp->value);
99 update_object(tmp,UP_OBJ_FACE);
100 break;
101
102 case MOOD_FLOOR:
103 do_mood_floor(tmp, op);
104 break;
105
106 case TIMED_GATE:
107 tmp->speed = tmp->arch->clone.speed;
108 update_ob_speed(tmp); /* original values */
109 tmp->value = tmp->arch->clone.value;
110 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent
114 */ 190 */
115 for (tmp=tmp->more; tmp!=NULL; tmp=tmp->more) { 191void
116 tmp->speed = tmp->head->speed; 192activate_connection (maptile *map, long connection, bool state)
117 tmp->value = tmp->head->value; 193{
118 tmp->stats.sp = tmp->head->stats.sp; 194 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
119 tmp->stats.hp = tmp->head->stats.hp; 195 return;
120 update_ob_speed(tmp);
121 }
122 break;
123 196
124 case DIRECTOR: 197 oblinkpt *obp = get_connection_links (map, connection);
125 case FIREWALL:
126 if(!QUERY_FLAG(tmp,FLAG_ANIMATE)&&tmp->type==FIREWALL) move_firewall(tmp);
127 else {
128 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
129 tmp->stats.sp = ((tmp->stats.sp-1)%8)+1;
130 animate_turning(tmp);
131 }
132 break;
133 198
134 case TELEPORTER: 199 if (obp)
135 move_teleporter(tmp); 200 activate_connection_link (obp->link, state);
136 break;
137
138 case CREATOR:
139 move_creator(tmp);
140 break;
141
142 case TRIGGER_MARKER:
143 move_marker(tmp);
144 break;
145
146 case DUPLICATOR:
147 move_duplicator(tmp);
148 break;
149 }
150 }
151} 201}
152 202
153/* 203/*
154 * Updates everything connected with the button op. 204 * Updates everything connected with the button op.
155 * After changing the state of a button, this function must be called 205 * After changing the state of a button, this function must be called
156 * to make sure that all gates and other buttons connected to the 206 * to make sure that all gates and other buttons connected to the
157 * button reacts to the (eventual) change of state. 207 * button reacts to the (eventual) change of state.
158 */ 208 */
159 209void
160void update_button(object *op) { 210update_button (object *op)
211{
161 object *ab,*tmp,*head; 212 object *ab, *tmp, *head;
162 int tot,any_down=0, old_value=op->value; 213 int tot, any_down = 0, old_value = op->value;
163 objectlink *ol; 214 oblinkpt *obp = 0;
164
165 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
166 for (ol = get_button_links(op); ol; ol = ol->next) {
167 if (!ol->ob || ol->ob->count != ol->id) {
168 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name);
169 continue;
170 }
171 tmp = ol->ob;
172 if (tmp->type==BUTTON) {
173 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above)
174 /* Bug? The pedestal code below looks for the head of
175 * the object, this bit doesn't. I'd think we should check
176 * for head here also. Maybe it also makese sense to
177 * make the for ab=tmp->above loop common, and alter
178 * behaviour based on object within that loop?
179 */
180
181 /* Basically, if the move_type matches that on what the
182 * button wants, we count it. The second check is so that
183 * objects don't move (swords, etc) will count. Note that
184 * this means that more work is needed to make buttons
185 * that are only triggered by flying objects.
186 */
187 if ((ab->move_type & tmp->move_on) || ab->move_type==0 )
188 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying;
189
190 tmp->value=(tot>=tmp->weight)?1:0;
191 if(tmp->value)
192 any_down=1;
193 } else if (tmp->type == PEDESTAL) {
194 tmp->value = 0;
195 for(ab=tmp->above; ab!=NULL; ab=ab->above) {
196 head = ab->head ? ab->head : ab;
197 /* Same note regarding move_type for buttons above apply here. */
198 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) &&
199 (head->race==tmp->slaying ||
200 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) ||
201 (!strcmp (tmp->slaying, "player") &&
202 head->type == PLAYER)))
203 tmp->value = 1;
204 }
205 if(tmp->value)
206 any_down=1;
207 }
208 }
209 if(any_down) /* If any other buttons were down, force this to remain down */
210 op->value=1;
211
212 /* If this button hasn't changed, don't do anything */
213 if (op->value != old_value) {
214 SET_ANIMATION(op, op->value);
215 update_object(op, UP_OBJ_FACE);
216 push_button(op); /* Make all other buttons the same */
217 }
218}
219
220/*
221 * Updates every button on the map (by calling update_button() for them).
222 */
223
224void update_buttons(mapstruct *m) {
225 objectlink *ol; 215 objectlink *ol;
226 oblinkpt *obp; 216
227 for (obp = m->buttons; obp; obp = obp->next) 217 obp = get_button_links (op);
218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
219 if (obp)
228 for (ol = obp->link; ol; ol = ol->next) { 220 for (ol = obp->link; ol; ol = ol->next)
229 if (!ol->ob || ol->ob->count != ol->id) { 221 {
230 LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n", 222 if (!ol->ob)
231 ol->ob?ol->ob->name:"null", 223 {
232 ol->ob?ol->ob->x:-1, 224 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
233 ol->ob?ol->ob->y:-1,
234 ol->id,
235 obp->value);
236 continue; 225 continue;
226 }
227
228 tmp = ol->ob;
229 if (tmp->type == BUTTON)
230 {
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
232 /* Bug? The pedestal code below looks for the head of
233 * the object, this bit doesn't. I'd think we should check
234 * for head here also. Maybe it also makese sense to
235 * make the for ab=tmp->above loop common, and alter
236 * behaviour based on object within that loop?
237 */
238
239 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that
241 * objects don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects.
244 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
247
248 tmp->value = (tot >= tmp->weight) ? 1 : 0;
249 if (tmp->value)
250 any_down = 1;
251 }
252 else if (tmp->type == PEDESTAL)
253 {
254 tmp->value = 0;
255 for (ab = tmp->above; ab != NULL; ab = ab->above)
256 {
257 head = ab->head_ ();
258 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
260 (head->race == tmp->slaying ||
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
263 tmp->value = 1;
264 }
265
266 if (tmp->value)
267 any_down = 1;
268 }
237 } 269 }
238 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL) 270 if (any_down) /* If any other buttons were down, force this to remain down */
271 op->value = 1;
272
273 /* If this button hasn't changed, don't do anything */
274 if (op->value != old_value)
239 { 275 {
240 update_button(ol->ob); 276 SET_ANIMATION (op, op->value);
241 break; 277 update_object (op, UP_OBJ_FACE);
278 push_button (op); /* Make all other buttons the same */
242 } 279 }
243 }
244} 280}
245 281
282void
246void use_trigger(object *op) 283use_trigger (object *op)
247{ 284{
248
249 /* Toggle value */ 285 /* Toggle value */
250 op->value = !op->value; 286 op->value = !op->value;
251 push_button(op); 287 push_button (op);
252} 288}
253 289
254/* 290/*
255 * Note: animate_object should be used instead of this, 291 * Note: animate_object should be used instead of this,
256 * but it can't handle animations in the 8 directions 292 * but it can't handle animations in the 8 directions
257 */ 293 */
258 294void
259void animate_turning(object *op) /* only one part objects */ 295animate_turning (object *op) /* only one part objects */
260{ 296{
261 if (++op->state >= NUM_ANIMATIONS(op)/8) 297 if (++op->state >= NUM_ANIMATIONS (op) / 8)
262 op->state=0; 298 op->state = 0;
263 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 299 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
264 op->state);
265 update_object(op,UP_OBJ_FACE); 300 update_object (op, UP_OBJ_FACE);
266} 301}
267 302
268#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 303#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
269#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 304#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
270 305
276 * 311 *
277 * 0.93.4: Linked objects (ie, objects that are connected) can not be 312 * 0.93.4: Linked objects (ie, objects that are connected) can not be
278 * sacrificed. This fixes a bug of trying to put multiple altars/related 313 * sacrificed. This fixes a bug of trying to put multiple altars/related
279 * objects on the same space that take the same sacrifice. 314 * objects on the same space that take the same sacrifice.
280 */ 315 */
281 316
317int
282int check_altar_sacrifice (const object *altar, const object *sacrifice) 318check_altar_sacrifice (const object *altar, const object *sacrifice)
283{ 319{
284 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 320 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
285 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 321 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
286 && sacrifice->type != PLAYER) 322 && sacrifice->type != PLAYER)
287 { 323 {
288 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name ||
289 ARCH_SACRIFICE(altar) == sacrifice->name ||
290 ARCH_SACRIFICE(altar) == sacrifice->slaying ||
291 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0))))
292 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1))
293 return 1;
294 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 324 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
295 && sacrifice->type == MONEY 325 && sacrifice->type == MONEY
296 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 326 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
297 return 1; 327 return 1;
328
329 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
330 || ARCH_SACRIFICE (altar) == sacrifice->name
331 || ARCH_SACRIFICE (altar) == sacrifice->slaying
332 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
333 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
334 return 1;
298 } 335 }
336
299 return 0; 337 return 0;
300} 338}
301
302 339
303/* 340/*
304 * operate_altar checks if sacrifice was accepted and removes sacrificed 341 * operate_altar checks if sacrifice was accepted and removes sacrificed
305 * objects. If sacrifice was succeed return 1 else 0. Might be better to 342 * objects. If sacrifice was succeed return 1 else 0. Might be better to
306 * call check_altar_sacrifice (above) than depend on the return value, 343 * call check_altar_sacrifice (above) than depend on the return value,
307 * since operate_altar will remove the sacrifice also. 344 * since operate_altar will remove the sacrifice also.
308 * 345 *
309 * If this function returns 1, '*sacrifice' is modified to point to the 346 * If this function returns 1, '*sacrifice' is modified to point to the
310 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 347 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
311 */ 348 */
312 349int
313int operate_altar (object *altar, object **sacrifice) 350operate_altar (object *altar, object **sacrifice)
314{ 351{
315
316 if ( ! altar->map) { 352 if (!altar->map)
353 {
317 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 354 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
318 return 0; 355 return 0;
319 } 356 }
320 357
321 if (!altar->slaying || altar->value) 358 if (!altar->slaying || altar->value)
322 return 0; 359 return 0;
323 360
324 if ( ! check_altar_sacrifice (altar, *sacrifice)) 361 if (!check_altar_sacrifice (altar, *sacrifice))
325 return 0; 362 return 0;
326 363
327 /* check_altar_sacrifice should have already verified that enough money 364 /* check_altar_sacrifice should have already verified that enough money
328 * has been dropped. 365 * has been dropped.
329 */ 366 */
330 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 367 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
368 {
331 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 369 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
332 370
333 /* Round up any sacrifices. Altars don't make change either */ 371 /* Round up any sacrifices. Altars don't make change either */
334 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 372 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
373 number++;
374
335 *sacrifice = decrease_ob_nr (*sacrifice, number); 375 *sacrifice = decrease_ob_nr (*sacrifice, number);
336 } 376 }
337 else 377 else
338 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 378 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
339 379
340 if (altar->msg) 380 if (altar->msg)
341 new_info_map(NDI_BLACK, altar->map, altar->msg); 381 new_info_map (NDI_BLACK, altar->map, altar->msg);
382
342 return 1; 383 return 1;
343} 384}
344 385
386void
345void trigger_move (object *op, int state) /* 1 down and 0 up */ 387trigger_move (object *op, int state) /* 1 down and 0 up */
346{ 388{
347 op->stats.wc = state; 389 op->stats.wc = state;
348 if (state) { 390 if (state)
349 use_trigger(op); 391 {
350 if (op->stats.exp > 0) /* check sanity */
351 op->speed = 1.0 / op->stats.exp;
352 else
353 op->speed = 1.0;
354 update_ob_speed(op);
355 op->speed_left = -1;
356 } else {
357 use_trigger(op); 392 use_trigger (op);
358 op->speed = 0; 393 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
359 update_ob_speed(op); 394 op->speed_left = -1;
395 }
396 else
397 {
398 use_trigger (op);
399 op->set_speed (0);
360 } 400 }
361} 401}
362 402
363 403
364/* 404/*
371 * 411 *
372 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 412 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
373 * 413 *
374 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 414 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
375 */ 415 */
416int
376int check_trigger (object *op, object *cause) 417check_trigger (object *op, object *cause)
377{ 418{
378 object *tmp; 419 object *tmp;
379 int push = 0, tot = 0; 420 int push = 0, tot = 0;
380 int in_movement = op->stats.wc || op->speed; 421 int in_movement = op->stats.wc || op->speed;
381 422
382 switch (op->type) { 423 switch (op->type)
424 {
383 case TRIGGER_BUTTON: 425 case TRIGGER_BUTTON:
384 if (op->weight > 0) { 426 if (op->weight > 0)
385 if (cause) { 427 {
428 if (cause)
429 {
386 for (tmp = op->above; tmp; tmp = tmp->above) 430 for (tmp = op->above; tmp; tmp = tmp->above)
387 /* Comment reproduced from update_buttons(): */ 431 /* Comment reproduced from update_buttons(): */
388 /* Basically, if the move_type matches that on what the 432 /* Basically, if the move_type matches that on what the
389 * button wants, we count it. The second check is so that 433 * button wants, we count it. The second check is so that
390 * objects that don't move (swords, etc) will count. Note that 434 * objects that don't move (swords, etc) will count. Note that
391 * this means that more work is needed to make buttons 435 * this means that more work is needed to make buttons
392 * that are only triggered by flying objects. 436 * that are only triggered by flying objects.
393 */ 437 */
394 438
395 if ((tmp->move_type & op->move_on) || tmp->move_type==0) { 439 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
396 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) 440 {
397 + tmp->carrying; 441 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
398 } 442 }
399 if (tot >= op->weight) 443 if (tot >= op->weight)
400 push = 1; 444 push = 1;
401 if (op->stats.ac == push) 445 if (op->stats.ac == push)
402 return 0; 446 return 0;
403 op->stats.ac = push; 447 op->stats.ac = push;
404 if (NUM_ANIMATIONS(op) > 1) { 448 if (NUM_ANIMATIONS (op) > 1)
449 {
405 SET_ANIMATION (op, push); 450 SET_ANIMATION (op, push);
406 update_object (op, UP_OBJ_FACE); 451 update_object (op, UP_OBJ_FACE);
407 } 452 }
408 if (in_movement || ! push) 453 if (in_movement || !push)
409 return 0; 454 return 0;
410 }
411 trigger_move (op, push);
412 }
413 return 0;
414
415 case TRIGGER_PEDESTAL:
416 if (cause) {
417 for (tmp = op->above; tmp; tmp = tmp->above) {
418 object *head = tmp->head ? tmp->head : tmp;
419
420 /* See comment in TRIGGER_BUTTON about move_types */
421 if (((head->move_type & op->move_on) || head->move_type==0)
422 && (head->race==op->slaying ||
423 (!strcmp (op->slaying, "player") && head->type == PLAYER))) {
424 push = 1;
425 break;
426 }
427 }
428 if (op->stats.ac == push)
429 return 0;
430 op->stats.ac = push;
431 if (NUM_ANIMATIONS(op) > 1) {
432 SET_ANIMATION (op, push);
433 update_object (op, UP_OBJ_FACE);
434 } 455 }
435 update_object(op,UP_OBJ_FACE);
436 if (in_movement || ! push)
437 return 0;
438 }
439 trigger_move (op, push); 456 trigger_move (op, push);
457 }
440 return 0; 458 return 0;
441 459
442 case TRIGGER_ALTAR: 460 case TRIGGER_PEDESTAL:
443 if (cause) { 461 if (cause)
444 if (in_movement) 462 {
445 return 0; 463 for (tmp = op->above; tmp; tmp = tmp->above)
446 if (operate_altar (op, &cause)) { 464 {
447 if (NUM_ANIMATIONS(op) > 1) { 465 object *head = tmp->head_ ();
448 SET_ANIMATION (op, 1); 466
449 update_object(op, UP_OBJ_FACE); 467 /* See comment in TRIGGER_BUTTON about move_types */
468 if (((head->move_type & op->move_on) || head->move_type == 0)
469 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
470 {
471 push = 1;
472 break;
450 } 473 }
451 if (op->last_sp >= 0) {
452 trigger_move (op, 1);
453 if (op->last_sp > 0)
454 op->last_sp = -op->last_sp;
455 }
456 else {
457 /* for trigger altar with last_sp, the ON/OFF
458 * status (-> +/- value) is "simulated":
459 */
460 op->value = !op->value;
461 trigger_move (op, 1);
462 op->last_sp = -op->last_sp;
463 op->value = !op->value;
464 }
465 return cause == NULL;
466 } else {
467 return 0;
468 }
469 } else {
470 if (NUM_ANIMATIONS(op) > 1) {
471 SET_ANIMATION (op, 0);
472 update_object(op, UP_OBJ_FACE);
473 } 474 }
474
475 /* If trigger_altar has "last_sp > 0" set on the map,
476 * it will push the connected value only once per sacrifice.
477 * Otherwise (default), the connected value will be
478 * pushed twice: First by sacrifice, second by reset! -AV
479 */
480 if (!op->last_sp)
481 trigger_move (op, 0);
482 else {
483 op->stats.wc = 0;
484 op->value = !op->value;
485 op->speed = 0;
486 update_ob_speed(op);
487 }
488 }
489 return 0;
490 475
491 case TRIGGER: 476 if (op->stats.ac == push)
492 if (cause) { 477 return 0;
493 if (in_movement) 478
494 return 0; 479 op->stats.ac = push;
495 push = 1; 480
496 }
497 if (NUM_ANIMATIONS(op) > 1) { 481 if (NUM_ANIMATIONS (op) > 1)
482 {
498 SET_ANIMATION (op, push); 483 SET_ANIMATION (op, push);
499 update_object(op, UP_OBJ_FACE); 484 update_object (op, UP_OBJ_FACE);
485 }
486
487 update_object (op, UP_OBJ_FACE);
488
489 if (in_movement || !push)
490 return 0;
500 } 491 }
492
501 trigger_move (op, push); 493 trigger_move (op, push);
494 return 0;
495
496 case TRIGGER_ALTAR:
497 if (cause)
498 {
499 if (in_movement)
500 return 0;
501
502 if (operate_altar (op, &cause))
503 {
504 if (NUM_ANIMATIONS (op) > 1)
505 {
506 SET_ANIMATION (op, 1);
507 update_object (op, UP_OBJ_FACE);
508 }
509
510 if (op->last_sp >= 0)
511 {
512 trigger_move (op, 1);
513 if (op->last_sp > 0)
514 op->last_sp = -op->last_sp;
515 }
516 else
517 {
518 /* for trigger altar with last_sp, the ON/OFF
519 * status (-> +/- value) is "simulated":
520 */
521 op->value = !op->value;
522 trigger_move (op, 1);
523 op->last_sp = -op->last_sp;
524 op->value = !op->value;
525 }
526
527 return cause == NULL;
528 }
529 else
530 return 0;
531 }
532 else
533 {
534 if (NUM_ANIMATIONS (op) > 1)
535 {
536 SET_ANIMATION (op, 0);
537 update_object (op, UP_OBJ_FACE);
538 }
539
540 /* If trigger_altar has "last_sp > 0" set on the map,
541 * it will push the connected value only once per sacrifice.
542 * Otherwise (default), the connected value will be
543 * pushed twice: First by sacrifice, second by reset! -AV
544 */
545 if (!op->last_sp)
546 trigger_move (op, 0);
547 else
548 {
549 op->stats.wc = 0;
550 op->value = !op->value;
551 op->set_speed (0);
552 }
553 }
554 return 0;
555
556 case TRIGGER:
557 if (cause)
558 {
559 if (in_movement)
560 return 0;
561
562 push = 1;
563 }
564
565 if (NUM_ANIMATIONS (op) > 1)
566 {
567 SET_ANIMATION (op, push);
568 update_object (op, UP_OBJ_FACE);
569 }
570
571 trigger_move (op, push);
502 return 1; 572 return 1;
503 573
504 default: 574 default:
505 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 575 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
506 return 0; 576 return 0;
507 } 577 }
508} 578}
509 579
580void
510void add_button_link(object *button, mapstruct *map, int connected) { 581add_button_link (object *button, maptile *map, int connected)
582{
511 oblinkpt *obp; 583 oblinkpt *obp;
512 objectlink *ol = get_objectlink(); 584 objectlink *ol = get_objectlink ();
513 585
514 if (!map) { 586 if (!map)
587 {
515 LOG(llevError, "Tried to add button-link without map.\n"); 588 LOG (llevError, "Tried to add button-link without map.\n");
516 return; 589 return;
517 } 590 }
591
518 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild 592 button->path_attuned = connected; /* peterm: I need this so I can rebuild
519 a connected map from a template map. */ 593 a connected map from a template map. */
520/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
521 594
522 SET_FLAG(button,FLAG_IS_LINKED); 595 SET_FLAG (button, FLAG_IS_LINKED);
523 596
524 ol->ob = button; 597 ol->ob = button;
525 ol->id = button->count;
526 598
527 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 599 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
600 ;
528 601
529 if (obp) { 602 if (obp)
603 {
530 ol->next = obp->link; 604 ol->next = obp->link;
531 obp->link = ol; 605 obp->link = ol;
606 }
532 } else { 607 else
608 {
533 obp = get_objectlinkpt(); 609 obp = get_objectlinkpt ();
534 obp->value = connected; 610 obp->value = connected;
535 611
536 obp->next = map->buttons; 612 obp->next = map->buttons;
537 map->buttons = obp; 613 map->buttons = obp;
538 obp->link = ol; 614 obp->link = ol;
539 } 615 }
540} 616}
541 617
542/* 618/*
543 * Remove the object from the linked lists of buttons in the map. 619 * Remove the object from the linked lists of buttons in the map.
544 * This is only needed by editors. 620 * This is only needed by editors.
545 */ 621 */
546 622
623void
547void remove_button_link(object *op) { 624remove_button_link (object *op)
625{
548 oblinkpt *obp; 626 oblinkpt *obp;
549 objectlink **olp, *ol; 627 objectlink **olp, *ol;
550 628
551 if (op->map == NULL) { 629 if (op->map == NULL)
630 {
552 LOG(llevError, "remove_button_link() in object without map.\n"); 631 LOG (llevError, "remove_button_link() in object without map.\n");
553 return; 632 return;
554 } 633 }
634
555 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 635 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
636 {
556 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 637 LOG (llevError, "remove_button_linked() in unlinked object.\n");
557 return; 638 return;
558 } 639 }
640
559 for (obp = op->map->buttons; obp; obp = obp->next) 641 for (obp = op->map->buttons; obp; obp = obp->next)
560 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 642 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
561 if (ol->ob == op) { 643 if (ol->ob == op)
644 {
645
562/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 646/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
563 obp->value, op->name, op->map->path); 647 obp->value, op->name, op->map->path);
564*/ 648*/
565 *olp = ol->next; 649 *olp = ol->next;
566 free(ol); 650 delete ol;
567 return; 651 return;
568 } 652 }
653
569 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 654 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
570 CLEAR_FLAG(op,FLAG_IS_LINKED); 655 CLEAR_FLAG (op, FLAG_IS_LINKED);
571} 656}
572 657
658/*
659 * Gets the objectlink for this connection from the map.
660 */
661oblinkpt *
662get_connection_links (maptile *map, long connection)
663{
664 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
665 if (obp->value == connection)
666 return obp;
667
668 return 0;
669}
670
573/* 671/*
574 * Return the first objectlink in the objects linked to this one 672 * Return the first objectlink in the objects linked to this one
575 */ 673 */
576 674
675oblinkpt *
577objectlink *get_button_links(const object *button) { 676get_button_links (const object *button)
677{
578 oblinkpt *obp; 678 oblinkpt *obp;
579 objectlink *ol; 679 objectlink *ol;
580 680
581 if (!button->map) 681 if (!button->map)
582 return NULL; 682 return NULL;
683
583 for (obp = button->map->buttons; obp; obp = obp->next) 684 for (obp = button->map->buttons; obp; obp = obp->next)
584 for (ol = obp->link; ol; ol = ol->next) 685 for (ol = obp->link; ol; ol = ol->next)
585 if (ol->ob == button && ol->id == button->count) 686 if (ol->ob == button)
586 return obp->link; 687 return obp;
688
587 return NULL; 689 return NULL;
588} 690}
589 691
590/* 692/*
591 * Made as a separate function to increase efficiency 693 * Made as a separate function to increase efficiency
592 */ 694 */
593 695
696int
594int get_button_value(const object *button) { 697get_button_value (const object *button)
698{
595 oblinkpt *obp; 699 oblinkpt *obp;
596 objectlink *ol; 700 objectlink *ol;
597 701
598 if (!button->map) 702 if (!button->map)
599 return 0; 703 return 0;
600 for (obp = button->map->buttons; obp; obp = obp->next) 704 for (obp = button->map->buttons; obp; obp = obp->next)
601 for (ol = obp->link; ol; ol = ol->next) 705 for (ol = obp->link; ol; ol = ol->next)
602 if (ol->ob == button && ol->id == button->count) 706 if (ol->ob == button)
603 return obp->value; 707 return obp->value;
604 return 0; 708 return 0;
605} 709}
606 710
607/* This routine makes monsters who are 711/* This routine makes monsters who are
610 * If floor is to be triggered must have 714 * If floor is to be triggered must have
611 * a speed of zero (default is 1 for all 715 * a speed of zero (default is 1 for all
612 * but the charm floor type). 716 * but the charm floor type).
613 * by b.t. thomas@nomad.astro.psu.edu 717 * by b.t. thomas@nomad.astro.psu.edu
614 */ 718 */
615 719
720void
616void do_mood_floor(object *op, object *op2) { 721do_mood_floor (object *op, object *source)
722{
723 if (!source)
724 source = op;
725
726 mapspace &ms = op->ms ();
727
728 if (!(ms.flags () & P_IS_ALIVE))
729 return;
730
617 object *tmp; 731 object *tmp;
618 object *tmp2;
619 732
620 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 733 for (tmp = ms.top; tmp; tmp = tmp->below)
621 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 734 if (QUERY_FLAG (tmp, FLAG_MONSTER))
735 break;
622 736
623 /* doesn't effect players, and if there is a player on this space, won't also 737 /* doesn't effect players, and if there is a player on this space, won't also
624 * be a monster here. 738 * be a monster here.
625 */ 739 */
740 //TODO: have players really FLAG_MONSTER? kept it for safety
626 if (!tmp || tmp->type == PLAYER) return; 741 if (!tmp || tmp->type == PLAYER)
742 return;
627 743
628 switch(op->last_sp) { 744 switch (op->last_sp)
745 {
629 case 0: /* furious--make all monsters mad */ 746 case 0: /* furious--make all monsters mad */
630 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
631 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
632 if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
633 CLEAR_FLAG(tmp, FLAG_FRIENDLY);
634 remove_friendly_object(tmp);
635 tmp->attack_movement = 0;
636 /* lots of checks here, but want to make sure we don't
637 * dereference a null value
638 */
639 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER &&
640 tmp->owner->contr->ranges[range_golem]==tmp) {
641 tmp->owner->contr->ranges[range_golem]=NULL;
642 tmp->owner->contr->golem_count = 0;
643 }
644 tmp->owner = 0;
645 }
646 break;
647 case 1: /* angry -- get neutral monsters mad */
648 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&&
649 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
650 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
651 break;
652 case 2: /* calm -- pacify unfriendly monsters */
653 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 747 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
748 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
749
750 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
751 {
752 tmp->attack_movement = 0;
753 /* lots of checks here, but want to make sure we don't
754 * dereference a null value
755 */
756 if (tmp->type == GOLEM
757 && tmp->owner
758 && tmp->owner->type == PLAYER
759 && tmp->owner->contr->golem == tmp)
760 tmp->owner->contr->golem = 0;
761
762 tmp->owner = 0;
763
764 remove_friendly_object (tmp);
765 }
766 break;
767
768 case 1: /* angry -- get neutral monsters mad */
769 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
770 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
771 break;
772
773 case 2: /* calm -- pacify unfriendly monsters */
654 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 774 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
655 break; 775 break;
776
656 case 3: /* make all monsters fall asleep */ 777 case 3: /* make all monsters fall asleep */
657 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
658 SET_FLAG(tmp, FLAG_SLEEP); 778 SET_FLAG (tmp, FLAG_SLEEP);
659 break; 779 break;
660 case 4: /* charm all monsters */
661 780
662 if(op == op2) break; /* only if 'connected' */ 781 case 4: /* charm all monsters */
663 782 if (op == source)
664 for(tmp2=get_map_ob(op2->map,op2->x,op2->y); /* finding an owner */ 783 break; /* only if 'connected' */
665 tmp2->type!=PLAYER;tmp2=tmp2->above)
666 if(tmp2->above==NULL) break;
667 784
668 if (tmp2->type != PLAYER) 785 if (object *pl = source->ms ().player ())
669 break; 786 {
670 set_owner(tmp,tmp2); 787 tmp->set_owner (pl);
671 SET_FLAG(tmp,FLAG_MONSTER); 788 SET_FLAG (tmp, FLAG_MONSTER);
672 tmp->stats.exp = 0; 789
673 SET_FLAG(tmp, FLAG_FRIENDLY); 790 tmp->stats.exp = 0;
791
674 add_friendly_object (tmp); 792 add_friendly_object (tmp);
675 tmp->attack_movement = PETMOVE; 793 tmp->attack_movement = PETMOVE;
676 break; 794 }
795 break;
677 796
797 case 6: // kill monsters
798 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
799 break;
800
801 // FALL THROUGH
802 case 5: // kill all alives
803 if (!tmp->flag [FLAG_PRECIOUS])
804 {
805 get_archetype ("burnout")->insert_at (tmp, source);
806 tmp->destroy ();
807 }
808 break;
809
678 default: 810 default:
679 break; 811 break;
680
681 } 812 }
682} 813}
683 814
684/* this function returns the object it matches, or NULL if non. 815/* this function returns the object it matches, or NULL if non.
685 * It will descend through containers to find the object. 816 * It will descend through containers to find the object.
686 * slaying = match object slaying flag 817 * slaying = match object slaying flag
687 * race = match object archetype name flag 818 * race = match object archetype name flag
688 * hp = match object type (excpt type '0'== PLAYER) 819 * hp = match object type (excpt type '0'== PLAYER)
689 */ 820 */
690 821object *
691object * check_inv_recursive(object *op, const object *trig) 822check_inv_recursive (object *op, const object *trig)
692{ 823{
693 object *tmp,*ret=NULL; 824 object *tmp, *ret = NULL;
694 825
695 /* First check the object itself. */ 826 /* First check the object itself. */
696 if((trig->stats.hp && (op->type == trig->stats.hp)) 827 if ((trig->stats.hp && (op->type == trig->stats.hp))
697 || (trig->slaying && (op->slaying == trig->slaying)) 828 || (trig->slaying && (op->slaying == trig->slaying))
698 || (trig->race && (op->arch->name == trig->race))) 829 || (trig->race && (op->arch->archname == trig->race)))
699 return op; 830 return op;
700 831
701 for(tmp=op->inv; tmp; tmp=tmp->below) { 832 for (tmp = op->inv; tmp; tmp = tmp->below)
702 if (tmp->inv) { 833 {
834 if (tmp->inv)
835 {
703 ret=check_inv_recursive(tmp, trig); 836 ret = check_inv_recursive (tmp, trig);
704 if (ret) return ret; 837 if (ret)
705 } 838 return ret;
839 }
706 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 840 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
707 || (trig->slaying && (tmp->slaying == trig->slaying)) 841 || (trig->slaying && (tmp->slaying == trig->slaying))
708 || (trig->race && (tmp->arch->name == trig->race))) 842 || (trig->race && (tmp->arch->archname == trig->race)))
709 return tmp; 843 return tmp;
710 } 844 }
711 return NULL; 845 return NULL;
712} 846}
713 847
714/* check_inv(), a function to search the inventory, 848/* check_inv(), a function to search the inventory,
715 * of a player and then based on a set of conditions, 849 * of a player and then based on a set of conditions,
716 * the square will activate connected items. 850 * the square will activate connected items.
717 * Monsters can't trigger this square (for now) 851 * Monsters can't trigger this square (for now)
718 * Values are: last_sp = 1/0 obj/no obj triggers 852 * Values are: last_sp = 1/0 obj/no obj triggers
719 * last_heal = 1/0 remove/dont remove obj if triggered 853 * last_heal = 1/0 remove/dont remove obj if triggered
720 * -b.t. (thomas@nomad.astro.psu.edu 854 * -b.t. (thomas@nomad.astro.psu.edu
721 */ 855 *
722 856 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
857 * because the check-inventory semantic essentially only applies when
858 * something is above the inventory checker.
859 * The semantic prior this change was: trigger if something has moved on or off
860 * and has a matching item. Imagine what happens if someone steps on the inventory
861 * checker with a matching item, has it, activates the connection, throws the item
862 * away, and then leaves the inventory checker. That would've caused an always-enabled
863 * state in the inventory checker. This won't happen anymore now.
864 *
865 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
866 * whether op is on this mapspace or not, because the value (1|0) depends
867 * on this information. also make sure to only push_button if op has
868 * a matching item (because when we do a push_button with value=0 timed gates
869 * will still open)! (i hope i got the semantics right this time)
870 *
871 */
872void
723void check_inv (object *op, object *trig) { 873check_inv (object *op, object *trig)
724object *match; 874{
875 trig->value = 0; // deactivate if none of the following conditions apply
725 876
726 if(op->type != PLAYER) return; 877 object *pl = trig->ms ().player ();
727 match = check_inv_recursive(op,trig); 878 object *match = check_inv_recursive (op, trig);
728 if (match && trig->last_sp) { 879
880 // elmex: a note about (pl == op):
881 // if pl == 0 then the player has left this space
882 // if pl != 0 then a player is on this mapspace, but then
883 // we still have to check whether it's the player that triggered
884 // this inv-checker, because if not, then the op left this inv-checker
885 // and we have to set the value to 0
886
887 if (match && trig->last_sp) // match == having
888 {
729 if(trig->last_heal) 889 if (trig->last_heal)
730 decrease_ob(match); 890 decrease_ob (match);
731 use_trigger(trig); 891
892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
893 push_button (trig);
894 }
895 else if (!match && !trig->last_sp) // match == not having
732 } 896 {
733 else if (!match && !trig->last_sp) 897 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
734 use_trigger(trig); 898 push_button (trig);
735}
736
737
738/* This does a minimal check of the button link consistency for object
739 * map. All it really does it much sure the object id link that is set
740 * matches what the object has.
741 */
742void verify_button_links(const mapstruct *map) {
743 oblinkpt *obp;
744 objectlink *ol;
745
746 if (!map) return;
747
748 for (obp = map->buttons; obp; obp = obp->next) {
749 for (ol=obp->link; ol; ol=ol->next) {
750 if (ol->id!=ol->ob->count)
751 LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count);
752 }
753 } 899 }
754} 900}
901

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