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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 1.41 by root, Wed Apr 9 14:36:47 2008 UTC

1/* 1/*
2 * static char *rcsid_button_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: button.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h> 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 if (!tmp->active)
73 tmp->play_sound (tmp->sound
74 ? tmp->sound
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
76 tmp->value = tmp->stats.maxsp ? !state : state;
77 tmp->set_speed (0.5);
78 break;
79
80 case CF_HANDLE:
81 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
82 update_object (tmp, UP_OBJ_FACE);
83 break;
84
85 case SIGN:
86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
90 if (tmp->stats.food)
91 tmp->last_eat++;
92 }
93 break;
94
95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
97 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE);
100 break;
101
102 case BUTTON:
103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
105 tmp->value = state;
106 SET_ANIMATION (tmp, tmp->value);
107 update_object (tmp, UP_OBJ_FACE);
108 break;
109
110 case MOOD_FLOOR:
111 do_mood_floor (tmp, source);
112 break;
113
114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
117 tmp->set_speed (tmp->arch->speed);
118 tmp->value = tmp->arch->value;
119 tmp->stats.sp = 1;
120 tmp->stats.hp = tmp->stats.maxhp;
121 /* Handle multipart gates. We copy the value for the other parts
122 * from the head - this ensures that the data will consistent
123 */
124 for (object *part = tmp->more; part; part = part->more)
125 {
126 part->value = tmp->value;
127 part->stats.sp = tmp->stats.sp;
128 part->stats.hp = tmp->stats.hp;
129 part->set_speed (tmp->speed);
130 }
131 break;
132
133 case DIRECTOR:
134 case FIREWALL:
135 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
136 move_firewall (tmp);
137 else
138 {
139 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
140 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
141
142 animate_turning (tmp);
143 }
144 break;
145
146 case TELEPORTER:
147 move_teleporter (tmp);
148 break;
149
150 case CREATOR:
151 move_creator (tmp);
152 break;
153
154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
156 move_marker (tmp);
157 break;
158
159 case DUPLICATOR:
160 move_duplicator (tmp);
161 break;
162 }
163 }
164}
165
166/*
167 * elmex:
168 * This is the new push_button function, it got split up so that
169 * you can activate connections without a button now!
170 * old but still valid comment:
171 *
37 * Push the specified object. This can affect other buttons/gates/handles 172 * Push the specified object. This can affect other buttons/gates/handles
38 * altars/pedestals/holes in the whole map. 173 * altars/pedestals/holes in the whole map.
39 * Changed the routine to loop through _all_ objects. 174 * Changed the routine to loop through _all_ objects.
40 * Better hurry with that linked list... 175 * Better hurry with that linked list...
41 */ 176 *
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 */ 177 */
60 178void
61 if (QUERY_FLAG(ol->ob, FLAG_FREED)) return; 179push_button (object *op)
62 tmp = ol->ob; 180{
181 oblinkpt *obp = get_button_links (op);
63 182
64 /* if the criteria isn't appropriate, don't do anything */ 183 if (!obp)
65 if (op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue; 184 return;
66 if (!op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue;
67 185
68 switch(tmp->type) { 186 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
187 return;
69 188
70 case GATE: 189 activate_connection_link (obp->link, op->value, op);
71 case HOLE: 190}
72 tmp->value=tmp->stats.maxsp?!op->value:op->value;
73 tmp->speed=0.5;
74 update_ob_speed(tmp);
75 break;
76 191
77 case CF_HANDLE: 192/*
78 SET_ANIMATION(tmp, (tmp->value=tmp->stats.maxsp?!op->value:op->value)); 193 * elmex:
79 update_object(tmp,UP_OBJ_FACE); 194 * This activates a connection, similar to push_button (object *op) but it takes
80 break; 195 * only a map, a connection value and a true or false flag that indicated whether
81 196 * the connection was 'state' or 'released'. So that you can activate objects
82 case SIGN: 197 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) { 198 *
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 */ 199 */
115 for (tmp=tmp->more; tmp!=NULL; tmp=tmp->more) { 200void
116 tmp->speed = tmp->head->speed; 201activate_connection (maptile *map, long connection, bool state)
117 tmp->value = tmp->head->value; 202{
118 tmp->stats.sp = tmp->head->stats.sp; 203 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
119 tmp->stats.hp = tmp->head->stats.hp; 204 return;
120 update_ob_speed(tmp);
121 }
122 break;
123 205
124 case DIRECTOR: 206 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;
133 207
134 case TELEPORTER: 208 if (obp)
135 move_teleporter(tmp); 209 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} 210}
152 211
153/* 212/*
154 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
155 * After changing the state of a button, this function must be called 214 * After changing the state of a button, this function must be called
156 * to make sure that all gates and other buttons connected to the 215 * to make sure that all gates and other buttons connected to the
157 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
158 */ 217 */
159 218void
160void update_button(object *op) { 219update_button (object *op)
220{
161 object *ab,*tmp,*head; 221 object *ab, *tmp, *head;
162 int tot,any_down=0, old_value=op->value; 222 int tot, any_down = 0, old_value = op->value;
163 objectlink *ol; 223 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; 224 objectlink *ol;
226 oblinkpt *obp; 225
227 for (obp = m->buttons; obp; obp = obp->next) 226 obp = get_button_links (op);
227 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
228 if (obp)
228 for (ol = obp->link; ol; ol = ol->next) { 229 for (ol = obp->link; ol; ol = ol->next)
229 if (!ol->ob || ol->ob->count != ol->id) { 230 {
230 LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n", 231 if (!ol->ob)
231 ol->ob?ol->ob->name:"null", 232 {
232 ol->ob?ol->ob->x:-1, 233 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; 234 continue;
235 }
236
237 tmp = ol->ob;
238 if (tmp->type == BUTTON)
239 {
240 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
241 /* Bug? The pedestal code below looks for the head of
242 * the object, this bit doesn't. I'd think we should check
243 * for head here also. Maybe it also makese sense to
244 * make the for ab=tmp->above loop common, and alter
245 * behaviour based on object within that loop?
246 */
247
248 /* Basically, if the move_type matches that on what the
249 * button wants, we count it. The second check is so that
250 * objects don't move (swords, etc) will count. Note that
251 * this means that more work is needed to make buttons
252 * that are only triggered by flying objects.
253 */
254 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
255 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
256
257 tmp->value = (tot >= tmp->weight) ? 1 : 0;
258 if (tmp->value)
259 any_down = 1;
260 }
261 else if (tmp->type == PEDESTAL)
262 {
263 tmp->value = 0;
264 for (ab = tmp->above; ab != NULL; ab = ab->above)
265 {
266 head = ab->head_ ();
267 /* Same note regarding move_type for buttons above apply here. */
268 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
269 (head->race == tmp->slaying ||
270 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
271 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
272 tmp->value = 1;
273 }
274
275 if (tmp->value)
276 any_down = 1;
277 }
237 } 278 }
238 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL) 279 if (any_down) /* If any other buttons were down, force this to remain down */
280 op->value = 1;
281
282 /* If this button hasn't changed, don't do anything */
283 if (op->value != old_value)
239 { 284 {
240 update_button(ol->ob); 285 SET_ANIMATION (op, op->value);
241 break; 286 update_object (op, UP_OBJ_FACE);
287 push_button (op); /* Make all other buttons the same */
242 } 288 }
243 }
244} 289}
245 290
291void
246void use_trigger(object *op) 292use_trigger (object *op)
247{ 293{
248
249 /* Toggle value */ 294 /* Toggle value */
250 op->value = !op->value; 295 op->value = !op->value;
251 push_button(op); 296 push_button (op);
252} 297}
253 298
254/* 299/*
255 * Note: animate_object should be used instead of this, 300 * Note: animate_object should be used instead of this,
256 * but it can't handle animations in the 8 directions 301 * but it can't handle animations in the 8 directions
257 */ 302 */
258 303void
259void animate_turning(object *op) /* only one part objects */ 304animate_turning (object *op) /* only one part objects */
260{ 305{
261 if (++op->state >= NUM_ANIMATIONS(op)/8) 306 if (++op->state >= NUM_ANIMATIONS (op) / 8)
262 op->state=0; 307 op->state = 0;
263 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 308 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
264 op->state);
265 update_object(op,UP_OBJ_FACE); 309 update_object (op, UP_OBJ_FACE);
266} 310}
267 311
268#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 312#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
269#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 313#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
270 314
276 * 320 *
277 * 0.93.4: Linked objects (ie, objects that are connected) can not be 321 * 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 322 * sacrificed. This fixes a bug of trying to put multiple altars/related
279 * objects on the same space that take the same sacrifice. 323 * objects on the same space that take the same sacrifice.
280 */ 324 */
281 325
326int
282int check_altar_sacrifice (const object *altar, const object *sacrifice) 327check_altar_sacrifice (const object *altar, const object *sacrifice)
283{ 328{
284 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 329 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
285 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 330 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
286 && sacrifice->type != PLAYER) 331 && sacrifice->type != PLAYER)
287 { 332 {
288 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 333 if (ARCH_SACRIFICE (altar) == shstr_money
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
295 && sacrifice->type == MONEY 334 && sacrifice->type == MONEY
296 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 335 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
297 return 1; 336 return 1;
337
338 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
339 || ARCH_SACRIFICE (altar) == sacrifice->name
340 || ARCH_SACRIFICE (altar) == sacrifice->slaying
341 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
342 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
343 return 1;
298 } 344 }
345
299 return 0; 346 return 0;
300} 347}
301
302 348
303/* 349/*
304 * operate_altar checks if sacrifice was accepted and removes sacrificed 350 * operate_altar checks if sacrifice was accepted and removes sacrificed
305 * objects. If sacrifice was succeed return 1 else 0. Might be better to 351 * 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, 352 * call check_altar_sacrifice (above) than depend on the return value,
307 * since operate_altar will remove the sacrifice also. 353 * since operate_altar will remove the sacrifice also.
308 * 354 *
309 * If this function returns 1, '*sacrifice' is modified to point to the 355 * 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. 356 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
311 */ 357 */
312 358int
313int operate_altar (object *altar, object **sacrifice) 359operate_altar (object *altar, object **sacrifice)
314{ 360{
315
316 if ( ! altar->map) { 361 if (!altar->map)
362 {
317 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 363 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
318 return 0; 364 return 0;
319 } 365 }
320 366
321 if (!altar->slaying || altar->value) 367 if (!altar->slaying || altar->value)
322 return 0; 368 return 0;
323 369
324 if ( ! check_altar_sacrifice (altar, *sacrifice)) 370 if (!check_altar_sacrifice (altar, *sacrifice))
325 return 0; 371 return 0;
326 372
327 /* check_altar_sacrifice should have already verified that enough money 373 /* check_altar_sacrifice should have already verified that enough money
328 * has been dropped. 374 * has been dropped.
329 */ 375 */
330 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 376 if (ARCH_SACRIFICE (altar) == shstr_money)
377 {
331 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 378 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
332 379
333 /* Round up any sacrifices. Altars don't make change either */ 380 /* Round up any sacrifices. Altars don't make change either */
334 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 381 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
382 number++;
383
335 *sacrifice = decrease_ob_nr (*sacrifice, number); 384 *sacrifice = decrease_ob_nr (*sacrifice, number);
336 } 385 }
337 else 386 else
338 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 387 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
339 388
340 if (altar->msg) 389 if (altar->msg)
341 new_info_map(NDI_BLACK, altar->map, altar->msg); 390 new_info_map (NDI_BLACK, altar->map, altar->msg);
391
342 return 1; 392 return 1;
343} 393}
344 394
395void
345void trigger_move (object *op, int state) /* 1 down and 0 up */ 396trigger_move (object *op, int state) /* 1 down and 0 up */
346{ 397{
347 op->stats.wc = state; 398 op->stats.wc = state;
348 if (state) { 399 if (state)
349 use_trigger(op); 400 {
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); 401 use_trigger (op);
358 op->speed = 0; 402 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
359 update_ob_speed(op); 403 op->speed_left = -1;
404 }
405 else
406 {
407 use_trigger (op);
408 op->set_speed (0);
360 } 409 }
361} 410}
362 411
363 412
364/* 413/*
371 * 420 *
372 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 421 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
373 * 422 *
374 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 423 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
375 */ 424 */
425int
376int check_trigger (object *op, object *cause) 426check_trigger (object *op, object *cause)
377{ 427{
378 object *tmp; 428 object *tmp;
379 int push = 0, tot = 0; 429 int push = 0, tot = 0;
380 int in_movement = op->stats.wc || op->speed; 430 int in_movement = op->stats.wc || op->speed;
381 431
382 switch (op->type) { 432 switch (op->type)
433 {
383 case TRIGGER_BUTTON: 434 case TRIGGER_BUTTON:
384 if (op->weight > 0) { 435 if (op->weight > 0)
385 if (cause) { 436 {
437 if (cause)
438 {
386 for (tmp = op->above; tmp; tmp = tmp->above) 439 for (tmp = op->above; tmp; tmp = tmp->above)
387 /* Comment reproduced from update_buttons(): */ 440 /* Comment reproduced from update_buttons(): */
388 /* Basically, if the move_type matches that on what the 441 /* Basically, if the move_type matches that on what the
389 * button wants, we count it. The second check is so that 442 * button wants, we count it. The second check is so that
390 * objects that don't move (swords, etc) will count. Note that 443 * objects that don't move (swords, etc) will count. Note that
391 * this means that more work is needed to make buttons 444 * this means that more work is needed to make buttons
392 * that are only triggered by flying objects. 445 * that are only triggered by flying objects.
393 */ 446 */
394 447
395 if ((tmp->move_type & op->move_on) || tmp->move_type==0) { 448 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
396 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) 449 {
397 + tmp->carrying; 450 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
398 } 451 }
399 if (tot >= op->weight) 452 if (tot >= op->weight)
400 push = 1; 453 push = 1;
401 if (op->stats.ac == push) 454 if (op->stats.ac == push)
402 return 0; 455 return 0;
403 op->stats.ac = push; 456 op->stats.ac = push;
404 if (NUM_ANIMATIONS(op) > 1) { 457 if (NUM_ANIMATIONS (op) > 1)
458 {
405 SET_ANIMATION (op, push); 459 SET_ANIMATION (op, push);
406 update_object (op, UP_OBJ_FACE); 460 update_object (op, UP_OBJ_FACE);
407 } 461 }
408 if (in_movement || ! push) 462 if (in_movement || !push)
409 return 0; 463 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 } 464 }
435 update_object(op,UP_OBJ_FACE);
436 if (in_movement || ! push)
437 return 0;
438 }
439 trigger_move (op, push); 465 trigger_move (op, push);
466 }
440 return 0; 467 return 0;
441 468
442 case TRIGGER_ALTAR: 469 case TRIGGER_PEDESTAL:
443 if (cause) { 470 if (cause)
444 if (in_movement) 471 {
445 return 0; 472 for (tmp = op->above; tmp; tmp = tmp->above)
446 if (operate_altar (op, &cause)) { 473 {
447 if (NUM_ANIMATIONS(op) > 1) { 474 object *head = tmp->head_ ();
448 SET_ANIMATION (op, 1); 475
449 update_object(op, UP_OBJ_FACE); 476 /* See comment in TRIGGER_BUTTON about move_types */
477 if (((head->move_type & op->move_on) || head->move_type == 0)
478 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
479 {
480 push = 1;
481 break;
450 } 482 }
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 } 483 }
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;
490 484
491 case TRIGGER: 485 if (op->stats.ac == push)
492 if (cause) { 486 return 0;
493 if (in_movement) 487
494 return 0; 488 op->stats.ac = push;
495 push = 1; 489
496 }
497 if (NUM_ANIMATIONS(op) > 1) { 490 if (NUM_ANIMATIONS (op) > 1)
491 {
498 SET_ANIMATION (op, push); 492 SET_ANIMATION (op, push);
499 update_object(op, UP_OBJ_FACE); 493 update_object (op, UP_OBJ_FACE);
494 }
495
496 update_object (op, UP_OBJ_FACE);
497
498 if (in_movement || !push)
499 return 0;
500 } 500 }
501
501 trigger_move (op, push); 502 trigger_move (op, push);
503 return 0;
504
505 case TRIGGER_ALTAR:
506 if (cause)
507 {
508 if (in_movement)
509 return 0;
510
511 if (operate_altar (op, &cause))
512 {
513 if (NUM_ANIMATIONS (op) > 1)
514 {
515 SET_ANIMATION (op, 1);
516 update_object (op, UP_OBJ_FACE);
517 }
518
519 if (op->last_sp >= 0)
520 {
521 trigger_move (op, 1);
522 if (op->last_sp > 0)
523 op->last_sp = -op->last_sp;
524 }
525 else
526 {
527 /* for trigger altar with last_sp, the ON/OFF
528 * status (-> +/- value) is "simulated":
529 */
530 op->value = !op->value;
531 trigger_move (op, 1);
532 op->last_sp = -op->last_sp;
533 op->value = !op->value;
534 }
535
536 return cause == NULL;
537 }
538 else
539 return 0;
540 }
541 else
542 {
543 if (NUM_ANIMATIONS (op) > 1)
544 {
545 SET_ANIMATION (op, 0);
546 update_object (op, UP_OBJ_FACE);
547 }
548
549 /* If trigger_altar has "last_sp > 0" set on the map,
550 * it will push the connected value only once per sacrifice.
551 * Otherwise (default), the connected value will be
552 * pushed twice: First by sacrifice, second by reset! -AV
553 */
554 if (!op->last_sp)
555 trigger_move (op, 0);
556 else
557 {
558 op->stats.wc = 0;
559 op->value = !op->value;
560 op->set_speed (0);
561 }
562 }
563 return 0;
564
565 case TRIGGER:
566 if (cause)
567 {
568 if (in_movement)
569 return 0;
570
571 push = 1;
572 }
573
574 if (NUM_ANIMATIONS (op) > 1)
575 {
576 SET_ANIMATION (op, push);
577 update_object (op, UP_OBJ_FACE);
578 }
579
580 trigger_move (op, push);
502 return 1; 581 return 1;
503 582
504 default: 583 default:
505 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 584 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
506 return 0; 585 return 0;
507 } 586 }
508} 587}
509 588
589void
510void add_button_link(object *button, mapstruct *map, int connected) { 590add_button_link (object *button, maptile *map, int connected)
591{
511 oblinkpt *obp; 592 oblinkpt *obp;
512 objectlink *ol = get_objectlink(); 593 objectlink *ol = get_objectlink ();
513 594
514 if (!map) { 595 if (!map)
596 {
515 LOG(llevError, "Tried to add button-link without map.\n"); 597 LOG (llevError, "Tried to add button-link without map.\n");
516 return; 598 return;
517 } 599 }
600
518 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild 601 button->path_attuned = connected; /* peterm: I need this so I can rebuild
519 a connected map from a template map. */ 602 a connected map from a template map. */
520/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
521 603
522 SET_FLAG(button,FLAG_IS_LINKED); 604 SET_FLAG (button, FLAG_IS_LINKED);
523 605
524 ol->ob = button; 606 ol->ob = button;
525 ol->id = button->count;
526 607
527 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 608 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
609 ;
528 610
529 if (obp) { 611 if (obp)
612 {
530 ol->next = obp->link; 613 ol->next = obp->link;
531 obp->link = ol; 614 obp->link = ol;
615 }
532 } else { 616 else
617 {
533 obp = get_objectlinkpt(); 618 obp = get_objectlinkpt ();
534 obp->value = connected; 619 obp->value = connected;
535 620
536 obp->next = map->buttons; 621 obp->next = map->buttons;
537 map->buttons = obp; 622 map->buttons = obp;
538 obp->link = ol; 623 obp->link = ol;
539 } 624 }
540} 625}
541 626
542/* 627/*
543 * 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.
544 * This is only needed by editors. 629 * This is only needed by editors.
545 */ 630 */
546 631
632void
547void remove_button_link(object *op) { 633remove_button_link (object *op)
634{
548 oblinkpt *obp; 635 oblinkpt *obp;
549 objectlink **olp, *ol; 636 objectlink **olp, *ol;
550 637
551 if (op->map == NULL) { 638 if (op->map == NULL)
639 {
552 LOG(llevError, "remove_button_link() in object without map.\n"); 640 LOG (llevError, "remove_button_link() in object without map.\n");
553 return; 641 return;
554 } 642 }
643
555 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 644 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
645 {
556 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 646 LOG (llevError, "remove_button_linked() in unlinked object.\n");
557 return; 647 return;
558 } 648 }
649
559 for (obp = op->map->buttons; obp; obp = obp->next) 650 for (obp = op->map->buttons; obp; obp = obp->next)
560 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 651 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
561 if (ol->ob == op) { 652 if (ol->ob == op)
653 {
654
562/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 655/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
563 obp->value, op->name, op->map->path); 656 obp->value, op->name, op->map->path);
564*/ 657*/
565 *olp = ol->next; 658 *olp = ol->next;
566 free(ol); 659 delete ol;
567 return; 660 return;
568 } 661 }
662
569 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 663 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
570 CLEAR_FLAG(op,FLAG_IS_LINKED); 664 CLEAR_FLAG (op, FLAG_IS_LINKED);
571} 665}
572 666
667/*
668 * Gets the objectlink for this connection from the map.
669 */
670oblinkpt *
671get_connection_links (maptile *map, long connection)
672{
673 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
674 if (obp->value == connection)
675 return obp;
676
677 return 0;
678}
679
573/* 680/*
574 * Return the first objectlink in the objects linked to this one 681 * Return the first objectlink in the objects linked to this one
575 */ 682 */
576 683
684oblinkpt *
577objectlink *get_button_links(const object *button) { 685get_button_links (const object *button)
686{
578 oblinkpt *obp; 687 oblinkpt *obp;
579 objectlink *ol; 688 objectlink *ol;
580 689
581 if (!button->map) 690 if (!button->map)
582 return NULL; 691 return NULL;
692
583 for (obp = button->map->buttons; obp; obp = obp->next) 693 for (obp = button->map->buttons; obp; obp = obp->next)
584 for (ol = obp->link; ol; ol = ol->next) 694 for (ol = obp->link; ol; ol = ol->next)
585 if (ol->ob == button && ol->id == button->count) 695 if (ol->ob == button)
586 return obp->link; 696 return obp;
697
587 return NULL; 698 return NULL;
588} 699}
589 700
590/* 701/*
591 * Made as a separate function to increase efficiency 702 * Made as a separate function to increase efficiency
592 */ 703 */
593 704
705int
594int get_button_value(const object *button) { 706get_button_value (const object *button)
707{
595 oblinkpt *obp; 708 oblinkpt *obp;
596 objectlink *ol; 709 objectlink *ol;
597 710
598 if (!button->map) 711 if (!button->map)
599 return 0; 712 return 0;
600 for (obp = button->map->buttons; obp; obp = obp->next) 713 for (obp = button->map->buttons; obp; obp = obp->next)
601 for (ol = obp->link; ol; ol = ol->next) 714 for (ol = obp->link; ol; ol = ol->next)
602 if (ol->ob == button && ol->id == button->count) 715 if (ol->ob == button)
603 return obp->value; 716 return obp->value;
604 return 0; 717 return 0;
605} 718}
606 719
607/* This routine makes monsters who are 720/* This routine makes monsters who are
610 * If floor is to be triggered must have 723 * If floor is to be triggered must have
611 * a speed of zero (default is 1 for all 724 * a speed of zero (default is 1 for all
612 * but the charm floor type). 725 * but the charm floor type).
613 * by b.t. thomas@nomad.astro.psu.edu 726 * by b.t. thomas@nomad.astro.psu.edu
614 */ 727 */
615 728
729void
616void do_mood_floor(object *op, object *op2) { 730do_mood_floor (object *op, object *source)
731{
732 if (!source)
733 source = op;
734
735 mapspace &ms = op->ms ();
736
737 if (!(ms.flags () & P_IS_ALIVE))
738 return;
739
617 object *tmp; 740 object *tmp;
618 object *tmp2;
619 741
620 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 742 for (tmp = ms.top; tmp; tmp = tmp->below)
621 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 743 if (QUERY_FLAG (tmp, FLAG_MONSTER))
744 break;
622 745
623 /* doesn't effect players, and if there is a player on this space, won't also 746 /* doesn't effect players, and if there is a player on this space, won't also
624 * be a monster here. 747 * be a monster here.
625 */ 748 */
749 //TODO: have players really FLAG_MONSTER? kept it for safety
626 if (!tmp || tmp->type == PLAYER) return; 750 if (!tmp || tmp->type == PLAYER)
751 return;
627 752
628 switch(op->last_sp) { 753 switch (op->last_sp)
754 {
629 case 0: /* furious--make all monsters mad */ 755 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)) 756 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
757 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
758
759 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
760 {
761 tmp->attack_movement = 0;
762 /* lots of checks here, but want to make sure we don't
763 * dereference a null value
764 */
765 if (tmp->type == GOLEM
766 && tmp->owner
767 && tmp->owner->type == PLAYER
768 && tmp->owner->contr->golem == tmp)
769 tmp->owner->contr->golem = 0;
770
771 tmp->owner = 0;
772
773 remove_friendly_object (tmp);
774 }
775 break;
776
777 case 1: /* angry -- get neutral monsters mad */
778 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
779 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
780 break;
781
782 case 2: /* calm -- pacify unfriendly monsters */
654 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 783 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
655 break; 784 break;
785
656 case 3: /* make all monsters fall asleep */ 786 case 3: /* make all monsters fall asleep */
657 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
658 SET_FLAG(tmp, FLAG_SLEEP); 787 SET_FLAG (tmp, FLAG_SLEEP);
659 break; 788 break;
660 case 4: /* charm all monsters */
661 789
662 if(op == op2) break; /* only if 'connected' */ 790 case 4: /* charm all monsters */
663 791 if (op == source)
664 for(tmp2=get_map_ob(op2->map,op2->x,op2->y); /* finding an owner */ 792 break; /* only if 'connected' */
665 tmp2->type!=PLAYER;tmp2=tmp2->above)
666 if(tmp2->above==NULL) break;
667 793
668 if (tmp2->type != PLAYER) 794 if (object *pl = source->ms ().player ())
669 break; 795 {
670 set_owner(tmp,tmp2); 796 tmp->set_owner (pl);
671 SET_FLAG(tmp,FLAG_MONSTER); 797 SET_FLAG (tmp, FLAG_MONSTER);
672 tmp->stats.exp = 0; 798
673 SET_FLAG(tmp, FLAG_FRIENDLY); 799 tmp->stats.exp = 0;
800
674 add_friendly_object (tmp); 801 add_friendly_object (tmp);
675 tmp->attack_movement = PETMOVE; 802 tmp->attack_movement = PETMOVE;
676 break; 803 }
804 break;
677 805
806 case 6: // kill monsters
807 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
808 break;
809
810 // FALL THROUGH
811 case 5: // kill all alives
812 if (!tmp->flag [FLAG_PRECIOUS])
813 {
814 get_archetype ("burnout")->insert_at (tmp, source);
815 tmp->destroy ();
816 }
817 break;
818
678 default: 819 default:
679 break; 820 break;
680
681 } 821 }
682} 822}
683 823
684/* this function returns the object it matches, or NULL if non. 824/* this function returns the object it matches, or NULL if non.
685 * It will descend through containers to find the object. 825 * It will descend through containers to find the object.
686 * slaying = match object slaying flag 826 * slaying = match object slaying flag
687 * race = match object archetype name flag 827 * race = match object archetype name flag
688 * hp = match object type (excpt type '0'== PLAYER) 828 * hp = match object type (excpt type '0'== PLAYER)
689 */ 829 */
690 830object *
691object * check_inv_recursive(object *op, const object *trig) 831check_inv_recursive (object *op, const object *trig)
692{ 832{
693 object *tmp,*ret=NULL; 833 object *tmp, *ret = NULL;
694 834
695 /* First check the object itself. */ 835 /* First check the object itself. */
696 if((trig->stats.hp && (op->type == trig->stats.hp)) 836 if ((trig->stats.hp && (op->type == trig->stats.hp))
697 || (trig->slaying && (op->slaying == trig->slaying)) 837 || (trig->slaying && (op->slaying == trig->slaying))
698 || (trig->race && (op->arch->name == trig->race))) 838 || (trig->race && (op->arch->archname == trig->race)))
699 return op; 839 return op;
700 840
701 for(tmp=op->inv; tmp; tmp=tmp->below) { 841 for (tmp = op->inv; tmp; tmp = tmp->below)
702 if (tmp->inv) { 842 {
843 if (tmp->inv)
844 {
703 ret=check_inv_recursive(tmp, trig); 845 ret = check_inv_recursive (tmp, trig);
704 if (ret) return ret; 846 if (ret)
705 } 847 return ret;
848 }
706 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 849 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
707 || (trig->slaying && (tmp->slaying == trig->slaying)) 850 || (trig->slaying && (tmp->slaying == trig->slaying))
708 || (trig->race && (tmp->arch->name == trig->race))) 851 || (trig->race && (tmp->arch->archname == trig->race)))
709 return tmp; 852 return tmp;
710 } 853 }
711 return NULL; 854 return NULL;
712} 855}
713 856
714/* check_inv(), a function to search the inventory, 857/* check_inv(), a function to search the inventory,
715 * of a player and then based on a set of conditions, 858 * of a player and then based on a set of conditions,
716 * the square will activate connected items. 859 * the square will activate connected items.
717 * Monsters can't trigger this square (for now) 860 * Monsters can't trigger this square (for now)
718 * Values are: last_sp = 1/0 obj/no obj triggers 861 * Values are: last_sp = 1/0 obj/no obj triggers
719 * last_heal = 1/0 remove/dont remove obj if triggered 862 * last_heal = 1/0 remove/dont remove obj if triggered
720 * -b.t. (thomas@nomad.astro.psu.edu 863 * -b.t. (thomas@nomad.astro.psu.edu
721 */ 864 *
722 865 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
866 * because the check-inventory semantic essentially only applies when
867 * something is above the inventory checker.
868 * The semantic prior this change was: trigger if something has moved on or off
869 * and has a matching item. Imagine what happens if someone steps on the inventory
870 * checker with a matching item, has it, activates the connection, throws the item
871 * away, and then leaves the inventory checker. That would've caused an always-enabled
872 * state in the inventory checker. This won't happen anymore now.
873 *
874 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
875 * whether op is on this mapspace or not, because the value (1|0) depends
876 * on this information. also make sure to only push_button if op has
877 * a matching item (because when we do a push_button with value=0 timed gates
878 * will still open)! (i hope i got the semantics right this time)
879 *
880 */
881void
723void check_inv (object *op, object *trig) { 882check_inv (object *op, object *trig)
724object *match; 883{
884 trig->value = 0; // deactivate if none of the following conditions apply
725 885
726 if(op->type != PLAYER) return; 886 object *pl = trig->ms ().player ();
727 match = check_inv_recursive(op,trig); 887 object *match = check_inv_recursive (op, trig);
728 if (match && trig->last_sp) { 888
889 // elmex: a note about (pl == op):
890 // if pl == 0 then the player has left this space
891 // if pl != 0 then a player is on this mapspace, but then
892 // we still have to check whether it's the player that triggered
893 // this inv-checker, because if not, then the op left this inv-checker
894 // and we have to set the value to 0
895
896 if (match && trig->last_sp) // match == having
897 {
729 if(trig->last_heal) 898 if (trig->last_heal)
730 decrease_ob(match); 899 decrease_ob (match);
731 use_trigger(trig); 900
901 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
902 push_button (trig);
903 }
904 else if (!match && !trig->last_sp) // match == not having
732 } 905 {
733 else if (!match && !trig->last_sp) 906 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
734 use_trigger(trig); 907 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 } 908 }
754} 909}
910

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