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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 1.60 by root, Mon Oct 26 03:43:22 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 1.1 2006/08/13 17:16:00 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 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 it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * 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 Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#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 activator argument can be 0 or the source object for this activation.
36 * the originator is the player or monster who did something.
37 */
38static void
39activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
40{
41 for (; ol; ol = ol->next)
42 {
43 if (!ol->ob)
44 {
45 LOG (llevError, "Internal error in activate_connection_link.\n");
46 continue;
47 }
48
49 /* a button link object can become freed when the map is saving. As
50 * a map is saved, objects are removed and freed, and if an object is
51 * on top of a button, this function is eventually called. If a map
52 * is getting moved out of memory, the status of buttons and levers
53 * probably isn't important - it will get sorted out when the map is
54 * re-loaded. As such, just exit this function if that is the case.
55 */
56
57 if (QUERY_FLAG (ol->ob, FLAG_FREED))
58 return;
59
60 object *tmp = ol->ob;
61
62 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue;
65
66 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
67 continue;
68
69 switch (tmp->type)
70 {
71 case GATE:
72 case HOLE:
73 if (!tmp->active)
74 tmp->play_sound (tmp->sound
75 ? tmp->sound
76 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
77 tmp->value = tmp->stats.maxsp ? !state : state;
78 tmp->set_speed (0.5);
79 break;
80
81 case T_HANDLE:
82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
83 update_object (tmp, UP_OBJ_FACE);
84 break;
85
86 case SIGN:
87 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
88 {
89 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("msg_voice"));
90
91 if (originator && originator->contr)
92 originator->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &tmp->name, &tmp->msg));
93
94 new_info_map_except (NDI_UNIQUE | NDI_NAVY, tmp->map, originator, tmp->msg);
95
96 if (tmp->stats.food)
97 tmp->last_eat++;
98 }
99 break;
100
101 case ALTAR:
102 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
103 tmp->value = 1;
104 SET_ANIMATION (tmp, tmp->value);
105 update_object (tmp, UP_OBJ_FACE);
106 break;
107
108 case BUTTON:
109 case PEDESTAL:
110 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
111 tmp->value = state;
112 SET_ANIMATION (tmp, tmp->value);
113 update_object (tmp, UP_OBJ_FACE);
114 break;
115
116 case MOOD_FLOOR:
117 do_mood_floor (tmp, activator);
118 break;
119
120 case TIMED_GATE:
121 if (!tmp->active)
122 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
123
124 tmp->set_speed (tmp->arch->speed);
125 tmp->value = tmp->arch->value;
126 tmp->stats.sp = 1;
127 tmp->stats.hp = tmp->stats.maxhp;
128 /* Handle multipart gates. We copy the value for the other parts
129 * from the head - this ensures that the data will consistent
130 */
131 for (object *part = tmp->more; part; part = part->more)
132 {
133 part->value = tmp->value;
134 part->stats.sp = tmp->stats.sp;
135 part->stats.hp = tmp->stats.hp;
136 part->set_speed (tmp->speed);
137 }
138 break;
139
140 case DIRECTOR:
141 case FIREWALL:
142 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
143 move_firewall (tmp);
144 else
145 {
146 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
147 animate_turning (tmp);
148 }
149 break;
150
151 case TELEPORTER:
152 move_teleporter (tmp);
153 break;
154
155 case CREATOR:
156 move_creator (tmp);
157 break;
158
159 case TRIGGER_MARKER:
160 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
161 move_marker (tmp);
162 break;
163
164 case DUPLICATOR:
165 move_duplicator (tmp);
166 break;
167
168 case MAPSCRIPT:
169 cfperl_mapscript_activate (tmp, state, activator, originator);
170 break;
171 }
172 }
173}
174
175/*
176 * elmex:
177 * This is the new push_button function, it got split up so that
178 * you can activate connections without a button now!
179 * old but still valid comment:
180 *
37 * Push the specified object. This can affect other buttons/gates/handles 181 * Push the specified object. This can affect other buttons/gates/handles
38 * altars/pedestals/holes in the whole map. 182 * altars/pedestals/holes in the whole map.
39 * Changed the routine to loop through _all_ objects. 183 * Changed the routine to loop through _all_ objects.
40 * Better hurry with that linked list... 184 * Better hurry with that linked list...
41 */ 185 *
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 */ 186 */
187void
188push_button (object *op, object *originator)
189{
190 if (oblinkpt *obp = op->find_link ())
60 191 {
61 if (QUERY_FLAG(ol->ob, FLAG_FREED)) return; 192 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
62 tmp = ol->ob; 193 return;
63 194
64 /* if the criteria isn't appropriate, don't do anything */ 195 activate_connection_link (obp->link, op->value, op, originator);
65 if (op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue; 196 }
66 if (!op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue; 197}
67 198
68 switch(tmp->type) { 199/*
69 200 * elmex:
70 case GATE: 201 * This activates a connection, similar to push_button (object *op) but it takes
71 case HOLE: 202 * only a map, a connection value and a true or false flag that indicated whether
72 tmp->value=tmp->stats.maxsp?!op->value:op->value; 203 * the connection was 'state' or 'released'. So that you can activate objects
73 tmp->speed=0.5; 204 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
74 update_ob_speed(tmp); 205 *
75 break;
76
77 case CF_HANDLE:
78 SET_ANIMATION(tmp, (tmp->value=tmp->stats.maxsp?!op->value:op->value));
79 update_object(tmp,UP_OBJ_FACE);
80 break;
81
82 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) {
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 */ 206 */
115 for (tmp=tmp->more; tmp!=NULL; tmp=tmp->more) { 207void
116 tmp->speed = tmp->head->speed; 208maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
117 tmp->value = tmp->head->value; 209{
118 tmp->stats.sp = tmp->head->stats.sp; 210 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
119 tmp->stats.hp = tmp->head->stats.hp; 211 return;
120 update_ob_speed(tmp);
121 }
122 break;
123 212
124 case DIRECTOR: 213 if (oblinkpt *obp = find_link (id))
125 case FIREWALL: 214 activate_connection_link (obp->link, state, activator, originator);
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
134 case TELEPORTER:
135 move_teleporter(tmp);
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} 215}
152 216
153/* 217/*
154 * Updates everything connected with the button op. 218 * Updates everything connected with the button op.
155 * After changing the state of a button, this function must be called 219 * 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 220 * to make sure that all gates and other buttons connected to the
157 * button reacts to the (eventual) change of state. 221 * button reacts to the (eventual) change of state.
158 */ 222 */
159 223void
160void update_button(object *op) { 224update_button (object *op, object *originator)
161 object *ab,*tmp,*head; 225{
162 int tot,any_down=0, old_value=op->value; 226 int any_down = 0, old_value = op->value;
163 objectlink *ol;
164 227
165 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 228 if (oblinkpt *obp = op->find_link ())
166 for (ol = get_button_links(op); ol; ol = ol->next) { 229 for (objectlink *ol = obp->link; ol; ol = ol->next)
167 if (!ol->ob || ol->ob->count != ol->id) { 230 {
231 if (!ol->ob)
232 {
168 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 233 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;
226 oblinkpt *obp;
227 for (obp = m->buttons; obp; obp = obp->next)
228 for (ol = obp->link; ol; ol = ol->next) {
229 if (!ol->ob || ol->ob->count != ol->id) {
230 LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
231 ol->ob?ol->ob->name:"null",
232 ol->ob?ol->ob->x:-1,
233 ol->ob?ol->ob->y:-1,
234 ol->id,
235 obp->value);
236 continue; 234 continue;
235 }
236
237 object *tmp = ol->ob;
238
239 if (tmp->type == BUTTON)
240 {
241 sint32 total = 0;
242
243 for (object *ab = tmp->above; ab; ab = ab->above)
244 /* Basically, if the move_type matches that on what the
245 * button wants, we count it. The second check is so that
246 * objects who don't move (swords, etc) will count. Note that
247 * this means that more work is needed to make buttons
248 * that are only triggered by flying objects.
249 */
250 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
251 total += ab->head_ ()->total_weight ();
252
253 tmp->value = total >= tmp->weight;
254
255 any_down = any_down || tmp->value;
256 }
257 else if (tmp->type == PEDESTAL)
258 {
259 bool is_match = is_match_expr (tmp->slaying);
260 tmp->value = 0;
261
262 for (object *ab = tmp->above; ab; ab = ab->above)
263 {
264 object *head = ab->head_ ();
265
266 /* Same note regarding move_type for buttons above apply here. */
267 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
268 if (is_match
269 ? match (tmp->slaying, head, tmp, originator)
270 : (head->race == tmp->slaying
271 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
272 || (tmp->slaying == shstr_player && head->type == PLAYER)))
273 {
274 tmp->value = 1;
275 break;
276 }
277 }
278
279 any_down = any_down || tmp->value;
280 }
281 else if (tmp->type == T_MATCH)
282 {
283 tmp->value = 0;
284
285 for (object *ab = tmp->above; ab; ab = ab->above)
286 {
287 object *head = ab->head_ ();
288
289 /* Same note regarding move_type for buttons above apply here. */
290 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
291 if (match (tmp->slaying, head, tmp, originator))
292 {
293 tmp->value = 1;
294 break;
295 }
296 }
297
298 any_down = any_down || tmp->value;
299 }
237 } 300 }
238 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL) 301
302 if (any_down) /* If any other buttons were down, force this to remain down */
303 op->value = 1;
304
305 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
306
307 /* If this button hasn't changed, don't do anything */
308 if (op->value != old_value)
239 { 309 {
240 update_button(ol->ob); 310 SET_ANIMATION (op, op->value);
241 break; 311 update_object (op, UP_OBJ_FACE);
312 push_button (op, originator); /* Make all other buttons the same */
242 } 313 }
243 }
244} 314}
245 315
246void use_trigger(object *op) 316void
317use_trigger (object *op, object *originator)
247{ 318{
248
249 /* Toggle value */ 319 /* Toggle value */
250 op->value = !op->value; 320 op->value = !op->value;
251 push_button(op); 321
322 push_button (op, originator);
252} 323}
253 324
254/* 325/*
255 * Note: animate_object should be used instead of this, 326 * Note: animate_object should be used instead of this,
256 * but it can't handle animations in the 8 directions 327 * but it can't handle animations in the 8 directions
257 */ 328 */
258 329void
259void animate_turning(object *op) /* only one part objects */ 330animate_turning (object *op) /* only one part objects */
260{ 331{
261 if (++op->state >= NUM_ANIMATIONS(op)/8) 332 if (++op->state >= NUM_ANIMATIONS (op) / 8)
262 op->state=0; 333 op->state = 0;
263 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 334 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
264 op->state);
265 update_object(op,UP_OBJ_FACE); 335 update_object (op, UP_OBJ_FACE);
266} 336}
267 337
268#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 338#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
269#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 339#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
270 340
276 * 346 *
277 * 0.93.4: Linked objects (ie, objects that are connected) can not be 347 * 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 348 * sacrificed. This fixes a bug of trying to put multiple altars/related
279 * objects on the same space that take the same sacrifice. 349 * objects on the same space that take the same sacrifice.
280 */ 350 */
281 351
352int
282int check_altar_sacrifice (const object *altar, const object *sacrifice) 353check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
283{ 354{
355 if (sacrifice->flag [FLAG_UNPAID])
356 return 0;
357
358 if (is_match_expr (ARCH_SACRIFICE (altar)))
359 return match (ARCH_SACRIFICE (altar), altar, originator);
360
284 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 361 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
285 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 362 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
286 && sacrifice->type != PLAYER) 363 && sacrifice->type != PLAYER)
287 { 364 {
288 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 365 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 366 && sacrifice->type == MONEY
296 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 367 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
297 return 1; 368 return 1;
369
370 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
371 || ARCH_SACRIFICE (altar) == sacrifice->name
372 || ARCH_SACRIFICE (altar) == sacrifice->slaying
373 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
374 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
375 return 1;
298 } 376 }
377
299 return 0; 378 return 0;
300} 379}
301
302 380
303/* 381/*
304 * operate_altar checks if sacrifice was accepted and removes sacrificed 382 * operate_altar checks if sacrifice was accepted and removes sacrificed
305 * objects. If sacrifice was succeed return 1 else 0. Might be better to 383 * 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, 384 * call check_altar_sacrifice (above) than depend on the return value,
307 * since operate_altar will remove the sacrifice also. 385 * since operate_altar will remove the sacrifice also.
308 * 386 *
309 * If this function returns 1, '*sacrifice' is modified to point to the 387 * 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. 388 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
311 */ 389 */
312 390int
313int operate_altar (object *altar, object **sacrifice) 391operate_altar (object *altar, object **sacrifice, object *originator)
314{ 392{
315
316 if ( ! altar->map) { 393 if (!altar->map)
394 {
317 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 395 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
318 return 0; 396 return 0;
319 } 397 }
320 398
321 if (!altar->slaying || altar->value) 399 if (!altar->slaying || altar->value)
322 return 0; 400 return 0;
323 401
324 if ( ! check_altar_sacrifice (altar, *sacrifice)) 402 if (!check_altar_sacrifice (altar, *sacrifice, originator))
325 return 0; 403 return 0;
326 404
327 /* check_altar_sacrifice should have already verified that enough money 405 /* check_altar_sacrifice should have already verified that enough money
328 * has been dropped. 406 * has been dropped.
329 */ 407 */
330 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 408 if (ARCH_SACRIFICE (altar) == shstr_money)
409 {
331 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 410 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
332 411
333 /* Round up any sacrifices. Altars don't make change either */ 412 /* Round up any sacrifices. Altars don't make change either */
334 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 413 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
335 *sacrifice = decrease_ob_nr (*sacrifice, number); 414 number++;
415
416 if (!(*sacrifice)->decrease (number))
417 *sacrifice = 0;
336 } 418 }
337 else 419 else
338 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 420 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
339 421 *sacrifice = 0;
422
340 if (altar->msg) 423 if (altar->msg)
341 new_info_map(NDI_BLACK, altar->map, altar->msg); 424 new_info_map (NDI_BLACK, altar->map, altar->msg);
425
342 return 1; 426 return 1;
343} 427}
344 428
429void
345void trigger_move (object *op, int state) /* 1 down and 0 up */ 430trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
346{ 431{
347 op->stats.wc = state; 432 op->stats.wc = state;
433
348 if (state) { 434 if (state)
349 use_trigger(op); 435 {
350 if (op->stats.exp > 0) /* check sanity */ 436 use_trigger (op, originator);
351 op->speed = 1.0 / op->stats.exp; 437 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
352 else
353 op->speed = 1.0;
354 update_ob_speed(op);
355 op->speed_left = -1; 438 op->speed_left = -1;
356 } else { 439 }
357 use_trigger(op); 440 else
358 op->speed = 0; 441 {
359 update_ob_speed(op); 442 use_trigger (op, originator);
443 op->set_speed (0);
360 } 444 }
361} 445}
362 446
363 447
364/* 448/*
371 * 455 *
372 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 456 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
373 * 457 *
374 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 458 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
375 */ 459 */
460int
376int check_trigger (object *op, object *cause) 461check_trigger (object *op, object *cause, object *originator)
377{ 462{
378 object *tmp; 463 object *tmp;
379 int push = 0, tot = 0; 464 int push = 0, tot = 0;
380 int in_movement = op->stats.wc || op->speed; 465 int in_movement = op->stats.wc || op->speed;
381 466
382 switch (op->type) { 467 switch (op->type)
468 {
383 case TRIGGER_BUTTON: 469 case TRIGGER_BUTTON:
384 if (op->weight > 0) { 470 if (op->weight > 0)
385 if (cause) { 471 {
472 if (cause)
473 {
386 for (tmp = op->above; tmp; tmp = tmp->above) 474 for (tmp = op->above; tmp; tmp = tmp->above)
387 /* Comment reproduced from update_buttons(): */ 475 /* Comment reproduced from update_buttons(): */
388 /* Basically, if the move_type matches that on what the 476 /* Basically, if the move_type matches that on what the
389 * button wants, we count it. The second check is so that 477 * button wants, we count it. The second check is so that
390 * objects that don't move (swords, etc) will count. Note that 478 * objects that don't move (swords, etc) will count. Note that
391 * this means that more work is needed to make buttons 479 * this means that more work is needed to make buttons
392 * that are only triggered by flying objects. 480 * that are only triggered by flying objects.
393 */
394
395 if ((tmp->move_type & op->move_on) || tmp->move_type==0) {
396 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1)
397 + tmp->carrying;
398 }
399 if (tot >= op->weight)
400 push = 1;
401 if (op->stats.ac == push)
402 return 0;
403 op->stats.ac = push;
404 if (NUM_ANIMATIONS(op) > 1) {
405 SET_ANIMATION (op, push);
406 update_object (op, UP_OBJ_FACE);
407 } 481 */
408 if (in_movement || ! push)
409 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) 482 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
422 && (head->race==op->slaying || 483 tot += tmp->head_ ()->total_weight ();
423 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 484
424 push = 1; 485 if (tot >= op->weight)
425 break; 486 push = 1;
426 } 487
427 } 488 if (op->stats.ac == push)
428 if (op->stats.ac == push) 489 return 0;
429 return 0; 490
430 op->stats.ac = push; 491 op->stats.ac = push;
431 if (NUM_ANIMATIONS(op) > 1) { 492 if (NUM_ANIMATIONS (op) > 1)
493 {
432 SET_ANIMATION (op, push); 494 SET_ANIMATION (op, push);
433 update_object (op, UP_OBJ_FACE); 495 update_object (op, UP_OBJ_FACE);
434 }
435 update_object(op,UP_OBJ_FACE);
436 if (in_movement || ! push)
437 return 0;
438 }
439 trigger_move (op, push);
440 return 0;
441
442 case TRIGGER_ALTAR:
443 if (cause) {
444 if (in_movement)
445 return 0;
446 if (operate_altar (op, &cause)) {
447 if (NUM_ANIMATIONS(op) > 1) {
448 SET_ANIMATION (op, 1);
449 update_object(op, UP_OBJ_FACE);
450 } 496 }
451 if (op->last_sp >= 0) { 497
452 trigger_move (op, 1); 498 if (in_movement || !push)
453 if (op->last_sp > 0) 499 return 0;
454 op->last_sp = -op->last_sp; 500 }
455 } 501
456 else { 502 trigger_move (op, push, cause);
457 /* for trigger altar with last_sp, the ON/OFF 503 }
458 * status (-> +/- value) is "simulated": 504
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; 505 return 0;
468 } 506
469 } else { 507 case TRIGGER_PEDESTAL:
470 if (NUM_ANIMATIONS(op) > 1) { 508 if (cause)
471 SET_ANIMATION (op, 0); 509 {
472 update_object(op, UP_OBJ_FACE); 510 for (tmp = op->above; tmp; tmp = tmp->above)
511 {
512 object *head = tmp->head_ ();
513
514 /* See comment in TRIGGER_BUTTON about move_types */
515 if (((head->move_type & op->move_on) || head->move_type == 0)
516 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
517 {
518 push = 1;
519 break;
473 } 520 }
474 521 }
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;
490 522
491 case TRIGGER: 523 if (op->stats.ac == push)
492 if (cause) { 524 return 0;
493 if (in_movement) 525
494 return 0; 526 op->stats.ac = push;
495 push = 1; 527
496 }
497 if (NUM_ANIMATIONS(op) > 1) { 528 if (NUM_ANIMATIONS (op) > 1)
529 {
498 SET_ANIMATION (op, push); 530 SET_ANIMATION (op, push);
499 update_object(op, UP_OBJ_FACE); 531 update_object (op, UP_OBJ_FACE);
500 } 532 }
533
534 update_object (op, UP_OBJ_FACE);
535
536 if (in_movement || !push)
537 return 0;
538 }
539
501 trigger_move (op, push); 540 trigger_move (op, push, cause);
541 return 0;
542
543 case TRIGGER_ALTAR:
544 if (cause)
545 {
546 if (in_movement)
547 return 0;
548
549 if (operate_altar (op, &cause)) /* TODO: originator? */
550 {
551 if (NUM_ANIMATIONS (op) > 1)
552 {
553 SET_ANIMATION (op, 1);
554 update_object (op, UP_OBJ_FACE);
555 }
556
557 if (op->last_sp >= 0)
558 {
559 trigger_move (op, 1, cause);
560
561 if (op->last_sp > 0)
562 op->last_sp = -op->last_sp;
563 }
564 else
565 {
566 /* for trigger altar with last_sp, the ON/OFF
567 * status (-> +/- value) is "simulated":
568 */
569 op->value = !op->value;
570 trigger_move (op, 1, cause);
571 op->last_sp = -op->last_sp;
572 op->value = !op->value;
573 }
574
575 return cause == NULL;
576 }
577 else
578 return 0;
579 }
580 else
581 {
582 if (NUM_ANIMATIONS (op) > 1)
583 {
584 SET_ANIMATION (op, 0);
585 update_object (op, UP_OBJ_FACE);
586 }
587
588 /* If trigger_altar has "last_sp > 0" set on the map,
589 * it will push the connected value only once per sacrifice.
590 * Otherwise (default), the connected value will be
591 * pushed twice: First by sacrifice, second by reset! -AV
592 */
593 if (!op->last_sp)
594 trigger_move (op, 0, cause);
595 else
596 {
597 op->stats.wc = 0;
598 op->value = !op->value;
599 op->set_speed (0);
600 }
601 }
602 return 0;
603
604 case TRIGGER:
605 if (cause)
606 {
607 if (in_movement)
608 return 0;
609
610 push = 1;
611 }
612
613 if (NUM_ANIMATIONS (op) > 1)
614 {
615 SET_ANIMATION (op, push);
616 update_object (op, UP_OBJ_FACE);
617 }
618
619 trigger_move (op, push, cause);
502 return 1; 620 return 1;
503 621
504 default: 622 default:
505 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 623 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
506 return 0; 624 return 0;
625 }
626}
627
628void
629object::add_link (maptile *map, shstr_tmp id)
630{
631 if (!map)
507 } 632 {
508} 633 LOG (llevError, "Tried to add button-link without map.\n");
634 return;
635 }
509 636
510void add_button_link(object *button, mapstruct *map, int connected) { 637 flag [FLAG_IS_LINKED] = true;
511 oblinkpt *obp; 638
512 objectlink *ol = get_objectlink(); 639 objectlink *ol = get_objectlink ();
513
514 if (!map) {
515 LOG(llevError, "Tried to add button-link without map.\n");
516 return;
517 }
518 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild
519 a connected map from a template map. */
520/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
521
522 SET_FLAG(button,FLAG_IS_LINKED);
523
524 ol->ob = button; 640 ol->ob = this;
525 ol->id = button->count;
526 641
527 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 642 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
528 643 if (obp->id == id)
529 if (obp) { 644 {
530 ol->next = obp->link; 645 ol->next = obp->link;
531 obp->link = ol; 646 obp->link = ol;
532 } else { 647 return;
648 }
649
533 obp = get_objectlinkpt(); 650 oblinkpt *obp = get_objectlinkpt ();
534 obp->value = connected; 651 obp->id = id;
535 652
536 obp->next = map->buttons; 653 obp->next = map->buttons;
537 map->buttons = obp; 654 map->buttons = obp;
538 obp->link = ol; 655 obp->link = ol;
539 }
540} 656}
541 657
542/* 658/*
543 * Remove the object from the linked lists of buttons in the map. 659 * Remove the object from the linked lists of buttons in the map.
544 * This is only needed by editors. 660 * This is only needed by editors.
545 */ 661 */
546 662void
547void remove_button_link(object *op) { 663object::remove_link ()
548 oblinkpt *obp; 664{
549 objectlink **olp, *ol; 665 if (!map)
550 666 {
551 if (op->map == NULL) {
552 LOG(llevError, "remove_button_link() in object without map.\n"); 667 LOG (llevError, "remove_button_link() in object without map.\n");
553 return; 668 return;
554 } 669 }
555 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 670
671 if (!flag [FLAG_IS_LINKED])
672 {
556 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 673 LOG (llevError, "remove_button_linked() in unlinked object.\n");
557 return; 674 return;
558 } 675 }
676
677 flag [FLAG_IS_LINKED] = false;
678
559 for (obp = op->map->buttons; obp; obp = obp->next) 679 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
560 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 680 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
561 if (ol->ob == op) { 681 if ((*olp)->ob == this)
562/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 682 {
563 obp->value, op->name, op->map->path); 683 objectlink *ol = *olp;
564*/
565 *olp = ol->next; 684 *olp = ol->next;
566 free(ol); 685 delete ol;
567 return; 686 return;
687 }
688
689 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
690}
691
692/*
693 * Updates every button on the map (by calling update_button() for them).
694 */
695void
696maptile::update_buttons ()
697{
698 for (oblinkpt *obp = buttons; obp; obp = obp->next)
699 for (objectlink *ol = obp->link; ol; ol = ol->next)
700 {
701 if (!ol->ob)
702 {
703 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
704 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
705 continue;
706 }
707
708 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
709 {
710 update_button (ol->ob, 0);
711 break;
712 }
568 } 713 }
569 LOG(llevError, "remove_button_linked(): couldn't find object.\n");
570 CLEAR_FLAG(op,FLAG_IS_LINKED);
571} 714}
572 715
716/*
717 * Gets the objectlink for this connection from the map.
718 */
719oblinkpt *
720maptile::find_link (shstr_tmp id)
721{
722 for (oblinkpt *obp = buttons; obp; obp = obp->next)
723 if (obp->id == id)
724 return obp;
725
726 return 0;
727}
728
573/* 729/*
574 * Return the first objectlink in the objects linked to this one 730 * Return the first objectlink in the objects linked to this one
575 */ 731 */
576
577objectlink *get_button_links(const object *button) {
578 oblinkpt *obp; 732oblinkpt *
579 objectlink *ol; 733object::find_link () const
580 734{
581 if (!button->map) 735 if (map)
582 return NULL;
583 for (obp = button->map->buttons; obp; obp = obp->next) 736 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
584 for (ol = obp->link; ol; ol = ol->next) 737 for (objectlink *ol = obp->link; ol; ol = ol->next)
585 if (ol->ob == button && ol->id == button->count) 738 if (ol->ob == this)
586 return obp->link; 739 return obp;
587 return NULL;
588}
589 740
590/*
591 * Made as a separate function to increase efficiency
592 */
593
594int get_button_value(const object *button) {
595 oblinkpt *obp;
596 objectlink *ol;
597
598 if (!button->map)
599 return 0;
600 for (obp = button->map->buttons; obp; obp = obp->next)
601 for (ol = obp->link; ol; ol = ol->next)
602 if (ol->ob == button && ol->id == button->count)
603 return obp->value;
604 return 0; 741 return 0;
605} 742}
606 743
607/* This routine makes monsters who are 744/* This routine makes monsters who are
608 * standing on the 'mood floor' change their 745 * standing on the 'mood floor' change their
610 * If floor is to be triggered must have 747 * If floor is to be triggered must have
611 * a speed of zero (default is 1 for all 748 * a speed of zero (default is 1 for all
612 * but the charm floor type). 749 * but the charm floor type).
613 * by b.t. thomas@nomad.astro.psu.edu 750 * by b.t. thomas@nomad.astro.psu.edu
614 */ 751 */
615 752void
616void do_mood_floor(object *op, object *op2) { 753do_mood_floor (object *op, object *source)
754{
755 if (!source)
756 source = op;
757
758 mapspace &ms = op->ms ();
759
760 if (!(ms.flags () & P_IS_ALIVE))
761 return;
762
617 object *tmp; 763 object *tmp;
618 object *tmp2;
619 764
620 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 765 for (tmp = ms.top; tmp; tmp = tmp->below)
621 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 766 if (QUERY_FLAG (tmp, FLAG_MONSTER))
767 break;
622 768
623 /* doesn't effect players, and if there is a player on this space, won't also 769 /* doesn't effect players, and if there is a player on this space, won't also
624 * be a monster here. 770 * be a monster here.
625 */ 771 */
772 //TODO: have players really FLAG_MONSTER? kept it for safety
626 if (!tmp || tmp->type == PLAYER) return; 773 if (!tmp || tmp->type == PLAYER)
774 return;
627 775
628 switch(op->last_sp) { 776 switch (op->last_sp)
777 {
629 case 0: /* furious--make all monsters mad */ 778 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)) 779 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
780 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
781
782 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
783 {
784 tmp->attack_movement = 0;
785 /* lots of checks here, but want to make sure we don't
786 * dereference a null value
787 */
788 if (tmp->type == GOLEM
789 && tmp->owner
790 && tmp->owner->type == PLAYER
791 && tmp->owner->contr->golem == tmp)
792 tmp->owner->contr->golem = 0;
793
794 tmp->owner = 0;
795
796 remove_friendly_object (tmp);
797 }
798 break;
799
800 case 1: /* angry -- get neutral monsters mad */
801 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
802 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
803 break;
804
805 case 2: /* calm -- pacify unfriendly monsters */
654 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 806 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
655 break; 807 break;
808
656 case 3: /* make all monsters fall asleep */ 809 case 3: /* make all monsters fall asleep */
657 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
658 SET_FLAG(tmp, FLAG_SLEEP); 810 SET_FLAG (tmp, FLAG_SLEEP);
659 break; 811 break;
660 case 4: /* charm all monsters */
661 812
662 if(op == op2) break; /* only if 'connected' */ 813 case 4: /* charm all monsters */
663 814 if (op == source)
664 for(tmp2=get_map_ob(op2->map,op2->x,op2->y); /* finding an owner */ 815 break; /* only if 'connected' */
665 tmp2->type!=PLAYER;tmp2=tmp2->above)
666 if(tmp2->above==NULL) break;
667 816
668 if (tmp2->type != PLAYER) 817 if (object *pl = source->ms ().player ())
669 break; 818 {
670 set_owner(tmp,tmp2); 819 tmp->set_owner (pl);
671 SET_FLAG(tmp,FLAG_MONSTER); 820 SET_FLAG (tmp, FLAG_MONSTER);
672 tmp->stats.exp = 0; 821
673 SET_FLAG(tmp, FLAG_FRIENDLY); 822 tmp->stats.exp = 0;
823
674 add_friendly_object (tmp); 824 add_friendly_object (tmp);
675 tmp->attack_movement = PETMOVE; 825 tmp->attack_movement = PETMOVE;
676 break; 826 }
827 break;
677 828
829 case 6: // kill monsters
830 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
831 break;
832
833 // FALL THROUGH
834 case 5: // kill all alives
835 if (!tmp->flag [FLAG_PRECIOUS])
836 {
837 archetype::get (shstr_burnout)->insert_at (tmp, source);
838 tmp->destroy ();
839 }
840 break;
841
678 default: 842 default:
679 break; 843 break;
680
681 } 844 }
682} 845}
683 846
684/* this function returns the object it matches, or NULL if non. 847/* this function returns the object it matches, or NULL if non.
685 * It will descend through containers to find the object. 848 * It will descend through containers to find the object.
686 * slaying = match object slaying flag 849 * slaying = match object slaying flag
687 * race = match object archetype name flag 850 * race = match object archetype name flag
688 * hp = match object type (excpt type '0'== PLAYER) 851 * hp = match object type (excpt type '0'== PLAYER)
689 */ 852 */
690 853object *
691object * check_inv_recursive(object *op, const object *trig) 854check_inv_recursive (object *op, const object *trig)
692{ 855{
693 object *tmp,*ret=NULL; 856 object *tmp, *ret = NULL;
694 857
695 /* First check the object itself. */ 858 /* First check the object itself. */
696 if((trig->stats.hp && (op->type == trig->stats.hp)) 859 if ((trig->stats.hp && (op->type == trig->stats.hp))
697 || (trig->slaying && (op->slaying == trig->slaying)) 860 || (trig->slaying && (op->slaying == trig->slaying))
698 || (trig->race && (op->arch->name == trig->race))) 861 || (trig->race && (op->arch->archname == trig->race)))
699 return op; 862 return op;
700 863
701 for(tmp=op->inv; tmp; tmp=tmp->below) { 864 for (tmp = op->inv; tmp; tmp = tmp->below)
702 if (tmp->inv) { 865 {
866 if (tmp->inv)
867 {
703 ret=check_inv_recursive(tmp, trig); 868 ret = check_inv_recursive (tmp, trig);
704 if (ret) return ret; 869 if (ret)
705 } 870 return ret;
871 }
706 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 872 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
707 || (trig->slaying && (tmp->slaying == trig->slaying)) 873 || (trig->slaying && (tmp->slaying == trig->slaying))
708 || (trig->race && (tmp->arch->name == trig->race))) 874 || (trig->race && (tmp->arch->archname == trig->race)))
709 return tmp; 875 return tmp;
710 } 876 }
711 return NULL; 877 return NULL;
712} 878}
713 879
714/* check_inv(), a function to search the inventory, 880/* check_inv(), a function to search the inventory,
715 * of a player and then based on a set of conditions, 881 * of a player and then based on a set of conditions,
716 * the square will activate connected items. 882 * the square will activate connected items.
717 * Monsters can't trigger this square (for now) 883 * Monsters can't trigger this square (for now)
718 * Values are: last_sp = 1/0 obj/no obj triggers 884 * Values are: last_sp = 1/0 obj/no obj triggers
719 * last_heal = 1/0 remove/dont remove obj if triggered 885 * last_heal = 1/0 remove/dont remove obj if triggered
720 * -b.t. (thomas@nomad.astro.psu.edu 886 * -b.t. (thomas@nomad.astro.psu.edu
721 */ 887 *
722 888 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
889 * because the check-inventory semantic essentially only applies when
890 * something is above the inventory checker.
891 * The semantic prior this change was: trigger if something has moved on or off
892 * and has a matching item. Imagine what happens if someone steps on the inventory
893 * checker with a matching item, has it, activates the connection, throws the item
894 * away, and then leaves the inventory checker. That would've caused an always-enabled
895 * state in the inventory checker. This won't happen anymore now.
896 *
897 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
898 * whether op is on this mapspace or not, because the value (1|0) depends
899 * on this information. also make sure to only push_button if op has
900 * a matching item (because when we do a push_button with value=0 timed gates
901 * will still open)! (i hope i got the semantics right this time)
902 *
903 */
904void
723void check_inv (object *op, object *trig) { 905check_inv (object *op, object *trig)
724object *match; 906{
907 trig->value = 0; // deactivate if none of the following conditions apply
725 908
726 if(op->type != PLAYER) return; 909 object *pl = trig->ms ().player ();
727 match = check_inv_recursive(op,trig); 910 object *match = check_inv_recursive (op, trig);
728 if (match && trig->last_sp) { 911
912 // elmex: a note about (pl == op):
913 // if pl == 0 then the player has left this space
914 // if pl != 0 then a player is on this mapspace, but then
915 // we still have to check whether it's the player that triggered
916 // this inv-checker, because if not, then the op left this inv-checker
917 // and we have to set the value to 0
918
919 if (match && trig->last_sp) // match == having
920 {
729 if(trig->last_heal) 921 if (trig->last_heal)
730 decrease_ob(match); 922 match->decrease ();
731 use_trigger(trig); 923
924 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
925 push_button (trig, op);
926 }
927 else if (!match && !trig->last_sp) // match == not having
732 } 928 {
733 else if (!match && !trig->last_sp) 929 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
734 use_trigger(trig); 930 push_button (trig, op);
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 } 931 }
754} 932}
933

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