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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 1.59 by root, Wed Oct 21 00:44:39 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 ("trigger_sign"));
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food)
92 tmp->last_eat++;
93 }
94 break;
95
96 case ALTAR:
97 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
98 tmp->value = 1;
99 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE);
101 break;
102
103 case BUTTON:
104 case PEDESTAL:
105 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
106 tmp->value = state;
107 SET_ANIMATION (tmp, tmp->value);
108 update_object (tmp, UP_OBJ_FACE);
109 break;
110
111 case MOOD_FLOOR:
112 do_mood_floor (tmp, activator);
113 break;
114
115 case TIMED_GATE:
116 if (!tmp->active)
117 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
118
119 tmp->set_speed (tmp->arch->speed);
120 tmp->value = tmp->arch->value;
121 tmp->stats.sp = 1;
122 tmp->stats.hp = tmp->stats.maxhp;
123 /* Handle multipart gates. We copy the value for the other parts
124 * from the head - this ensures that the data will consistent
125 */
126 for (object *part = tmp->more; part; part = part->more)
127 {
128 part->value = tmp->value;
129 part->stats.sp = tmp->stats.sp;
130 part->stats.hp = tmp->stats.hp;
131 part->set_speed (tmp->speed);
132 }
133 break;
134
135 case DIRECTOR:
136 case FIREWALL:
137 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
138 move_firewall (tmp);
139 else
140 {
141 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
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 case MAPSCRIPT:
164 cfperl_mapscript_activate (tmp, state, activator, originator);
165 break;
166 }
167 }
168}
169
170/*
171 * elmex:
172 * This is the new push_button function, it got split up so that
173 * you can activate connections without a button now!
174 * old but still valid comment:
175 *
37 * Push the specified object. This can affect other buttons/gates/handles 176 * Push the specified object. This can affect other buttons/gates/handles
38 * altars/pedestals/holes in the whole map. 177 * altars/pedestals/holes in the whole map.
39 * Changed the routine to loop through _all_ objects. 178 * Changed the routine to loop through _all_ objects.
40 * Better hurry with that linked list... 179 * Better hurry with that linked list...
41 */ 180 *
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 */ 181 */
182void
183push_button (object *op, object *originator)
184{
185 if (oblinkpt *obp = op->find_link ())
60 186 {
61 if (QUERY_FLAG(ol->ob, FLAG_FREED)) return; 187 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
62 tmp = ol->ob; 188 return;
63 189
64 /* if the criteria isn't appropriate, don't do anything */ 190 activate_connection_link (obp->link, op->value, op, originator);
65 if (op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue; 191 }
66 if (!op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue; 192}
67 193
68 switch(tmp->type) { 194/*
69 195 * elmex:
70 case GATE: 196 * This activates a connection, similar to push_button (object *op) but it takes
71 case HOLE: 197 * 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; 198 * the connection was 'state' or 'released'. So that you can activate objects
73 tmp->speed=0.5; 199 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
74 update_ob_speed(tmp); 200 *
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 */ 201 */
115 for (tmp=tmp->more; tmp!=NULL; tmp=tmp->more) { 202void
116 tmp->speed = tmp->head->speed; 203maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
117 tmp->value = tmp->head->value; 204{
118 tmp->stats.sp = tmp->head->stats.sp; 205 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
119 tmp->stats.hp = tmp->head->stats.hp; 206 return;
120 update_ob_speed(tmp);
121 }
122 break;
123 207
124 case DIRECTOR: 208 if (oblinkpt *obp = find_link (id))
125 case FIREWALL: 209 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} 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, object *originator)
161 object *ab,*tmp,*head; 220{
162 int tot,any_down=0, old_value=op->value; 221 int any_down = 0, old_value = op->value;
163 objectlink *ol;
164 222
165 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 223 if (oblinkpt *obp = op->find_link ())
166 for (ol = get_button_links(op); ol; ol = ol->next) { 224 for (objectlink *ol = obp->link; ol; ol = ol->next)
167 if (!ol->ob || ol->ob->count != ol->id) { 225 {
226 if (!ol->ob)
227 {
168 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 228 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; 229 continue;
230 }
231
232 object *tmp = ol->ob;
233
234 if (tmp->type == BUTTON)
235 {
236 sint32 total = 0;
237
238 for (object *ab = tmp->above; ab; ab = ab->above)
239 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that
241 * objects who don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects.
244 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246 total += ab->head_ ()->total_weight ();
247
248 tmp->value = total >= tmp->weight;
249
250 any_down = any_down || tmp->value;
251 }
252 else if (tmp->type == PEDESTAL)
253 {
254 bool is_match = is_match_expr (tmp->slaying);
255 tmp->value = 0;
256
257 for (object *ab = tmp->above; ab; ab = ab->above)
258 {
259 object *head = ab->head_ ();
260
261 /* Same note regarding move_type for buttons above apply here. */
262 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
263 if (is_match
264 ? match (tmp->slaying, head, tmp, originator)
265 : (head->race == tmp->slaying
266 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
267 || (tmp->slaying == shstr_player && head->type == PLAYER)))
268 {
269 tmp->value = 1;
270 break;
271 }
272 }
273
274 any_down = any_down || tmp->value;
275 }
276 else if (tmp->type == T_MATCH)
277 {
278 tmp->value = 0;
279
280 for (object *ab = tmp->above; ab; ab = ab->above)
281 {
282 object *head = ab->head_ ();
283
284 /* Same note regarding move_type for buttons above apply here. */
285 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
286 if (match (tmp->slaying, head, tmp, originator))
287 {
288 tmp->value = 1;
289 break;
290 }
291 }
292
293 any_down = any_down || tmp->value;
294 }
237 } 295 }
238 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL) 296
297 if (any_down) /* If any other buttons were down, force this to remain down */
298 op->value = 1;
299
300 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
301
302 /* If this button hasn't changed, don't do anything */
303 if (op->value != old_value)
239 { 304 {
240 update_button(ol->ob); 305 SET_ANIMATION (op, op->value);
241 break; 306 update_object (op, UP_OBJ_FACE);
307 push_button (op, originator); /* Make all other buttons the same */
242 } 308 }
243 }
244} 309}
245 310
246void use_trigger(object *op) 311void
312use_trigger (object *op, object *originator)
247{ 313{
248
249 /* Toggle value */ 314 /* Toggle value */
250 op->value = !op->value; 315 op->value = !op->value;
251 push_button(op); 316
317 push_button (op, originator);
252} 318}
253 319
254/* 320/*
255 * Note: animate_object should be used instead of this, 321 * Note: animate_object should be used instead of this,
256 * but it can't handle animations in the 8 directions 322 * but it can't handle animations in the 8 directions
257 */ 323 */
258 324void
259void animate_turning(object *op) /* only one part objects */ 325animate_turning (object *op) /* only one part objects */
260{ 326{
261 if (++op->state >= NUM_ANIMATIONS(op)/8) 327 if (++op->state >= NUM_ANIMATIONS (op) / 8)
262 op->state=0; 328 op->state = 0;
263 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 329 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
264 op->state);
265 update_object(op,UP_OBJ_FACE); 330 update_object (op, UP_OBJ_FACE);
266} 331}
267 332
268#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 333#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
269#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 334#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
270 335
276 * 341 *
277 * 0.93.4: Linked objects (ie, objects that are connected) can not be 342 * 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 343 * sacrificed. This fixes a bug of trying to put multiple altars/related
279 * objects on the same space that take the same sacrifice. 344 * objects on the same space that take the same sacrifice.
280 */ 345 */
281 346
347int
282int check_altar_sacrifice (const object *altar, const object *sacrifice) 348check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
283{ 349{
350 if (sacrifice->flag [FLAG_UNPAID])
351 return 0;
352
353 if (is_match_expr (ARCH_SACRIFICE (altar)))
354 return match (ARCH_SACRIFICE (altar), altar, originator);
355
284 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 356 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
285 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 357 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
286 && sacrifice->type != PLAYER) 358 && sacrifice->type != PLAYER)
287 { 359 {
288 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 360 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 361 && sacrifice->type == MONEY
296 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 362 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
297 return 1; 363 return 1;
364
365 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
366 || ARCH_SACRIFICE (altar) == sacrifice->name
367 || ARCH_SACRIFICE (altar) == sacrifice->slaying
368 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
369 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
370 return 1;
298 } 371 }
372
299 return 0; 373 return 0;
300} 374}
301
302 375
303/* 376/*
304 * operate_altar checks if sacrifice was accepted and removes sacrificed 377 * operate_altar checks if sacrifice was accepted and removes sacrificed
305 * objects. If sacrifice was succeed return 1 else 0. Might be better to 378 * 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, 379 * call check_altar_sacrifice (above) than depend on the return value,
307 * since operate_altar will remove the sacrifice also. 380 * since operate_altar will remove the sacrifice also.
308 * 381 *
309 * If this function returns 1, '*sacrifice' is modified to point to the 382 * 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. 383 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
311 */ 384 */
312 385int
313int operate_altar (object *altar, object **sacrifice) 386operate_altar (object *altar, object **sacrifice, object *originator)
314{ 387{
315
316 if ( ! altar->map) { 388 if (!altar->map)
389 {
317 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 390 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
318 return 0; 391 return 0;
319 } 392 }
320 393
321 if (!altar->slaying || altar->value) 394 if (!altar->slaying || altar->value)
322 return 0; 395 return 0;
323 396
324 if ( ! check_altar_sacrifice (altar, *sacrifice)) 397 if (!check_altar_sacrifice (altar, *sacrifice, originator))
325 return 0; 398 return 0;
326 399
327 /* check_altar_sacrifice should have already verified that enough money 400 /* check_altar_sacrifice should have already verified that enough money
328 * has been dropped. 401 * has been dropped.
329 */ 402 */
330 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 403 if (ARCH_SACRIFICE (altar) == shstr_money)
404 {
331 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 405 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
332 406
333 /* Round up any sacrifices. Altars don't make change either */ 407 /* Round up any sacrifices. Altars don't make change either */
334 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 408 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
335 *sacrifice = decrease_ob_nr (*sacrifice, number); 409 number++;
410
411 if (!(*sacrifice)->decrease (number))
412 *sacrifice = 0;
336 } 413 }
337 else 414 else
338 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 415 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
339 416 *sacrifice = 0;
417
340 if (altar->msg) 418 if (altar->msg)
341 new_info_map(NDI_BLACK, altar->map, altar->msg); 419 new_info_map (NDI_BLACK, altar->map, altar->msg);
420
342 return 1; 421 return 1;
343} 422}
344 423
424void
345void trigger_move (object *op, int state) /* 1 down and 0 up */ 425trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
346{ 426{
347 op->stats.wc = state; 427 op->stats.wc = state;
428
348 if (state) { 429 if (state)
349 use_trigger(op); 430 {
350 if (op->stats.exp > 0) /* check sanity */ 431 use_trigger (op, originator);
351 op->speed = 1.0 / op->stats.exp; 432 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; 433 op->speed_left = -1;
356 } else { 434 }
357 use_trigger(op); 435 else
358 op->speed = 0; 436 {
359 update_ob_speed(op); 437 use_trigger (op, originator);
438 op->set_speed (0);
360 } 439 }
361} 440}
362 441
363 442
364/* 443/*
371 * 450 *
372 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 451 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
373 * 452 *
374 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 453 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
375 */ 454 */
455int
376int check_trigger (object *op, object *cause) 456check_trigger (object *op, object *cause, object *originator)
377{ 457{
378 object *tmp; 458 object *tmp;
379 int push = 0, tot = 0; 459 int push = 0, tot = 0;
380 int in_movement = op->stats.wc || op->speed; 460 int in_movement = op->stats.wc || op->speed;
381 461
382 switch (op->type) { 462 switch (op->type)
463 {
383 case TRIGGER_BUTTON: 464 case TRIGGER_BUTTON:
384 if (op->weight > 0) { 465 if (op->weight > 0)
385 if (cause) { 466 {
467 if (cause)
468 {
386 for (tmp = op->above; tmp; tmp = tmp->above) 469 for (tmp = op->above; tmp; tmp = tmp->above)
387 /* Comment reproduced from update_buttons(): */ 470 /* Comment reproduced from update_buttons(): */
388 /* Basically, if the move_type matches that on what the 471 /* Basically, if the move_type matches that on what the
389 * button wants, we count it. The second check is so that 472 * button wants, we count it. The second check is so that
390 * objects that don't move (swords, etc) will count. Note that 473 * objects that don't move (swords, etc) will count. Note that
391 * this means that more work is needed to make buttons 474 * this means that more work is needed to make buttons
392 * that are only triggered by flying objects. 475 * 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 } 476 */
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) 477 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
422 && (head->race==op->slaying || 478 tot += tmp->head_ ()->total_weight ();
423 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 479
424 push = 1; 480 if (tot >= op->weight)
425 break; 481 push = 1;
426 } 482
427 } 483 if (op->stats.ac == push)
428 if (op->stats.ac == push) 484 return 0;
429 return 0; 485
430 op->stats.ac = push; 486 op->stats.ac = push;
431 if (NUM_ANIMATIONS(op) > 1) { 487 if (NUM_ANIMATIONS (op) > 1)
488 {
432 SET_ANIMATION (op, push); 489 SET_ANIMATION (op, push);
433 update_object (op, UP_OBJ_FACE); 490 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 } 491 }
451 if (op->last_sp >= 0) { 492
452 trigger_move (op, 1); 493 if (in_movement || !push)
453 if (op->last_sp > 0) 494 return 0;
454 op->last_sp = -op->last_sp; 495 }
455 } 496
456 else { 497 trigger_move (op, push, cause);
457 /* for trigger altar with last_sp, the ON/OFF 498 }
458 * status (-> +/- value) is "simulated": 499
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; 500 return 0;
468 } 501
469 } else { 502 case TRIGGER_PEDESTAL:
470 if (NUM_ANIMATIONS(op) > 1) { 503 if (cause)
471 SET_ANIMATION (op, 0); 504 {
472 update_object(op, UP_OBJ_FACE); 505 for (tmp = op->above; tmp; tmp = tmp->above)
506 {
507 object *head = tmp->head_ ();
508
509 /* See comment in TRIGGER_BUTTON about move_types */
510 if (((head->move_type & op->move_on) || head->move_type == 0)
511 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
512 {
513 push = 1;
514 break;
473 } 515 }
474 516 }
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;
490 517
491 case TRIGGER: 518 if (op->stats.ac == push)
492 if (cause) { 519 return 0;
493 if (in_movement) 520
494 return 0; 521 op->stats.ac = push;
495 push = 1; 522
496 }
497 if (NUM_ANIMATIONS(op) > 1) { 523 if (NUM_ANIMATIONS (op) > 1)
524 {
498 SET_ANIMATION (op, push); 525 SET_ANIMATION (op, push);
499 update_object(op, UP_OBJ_FACE); 526 update_object (op, UP_OBJ_FACE);
500 } 527 }
528
529 update_object (op, UP_OBJ_FACE);
530
531 if (in_movement || !push)
532 return 0;
533 }
534
501 trigger_move (op, push); 535 trigger_move (op, push, cause);
536 return 0;
537
538 case TRIGGER_ALTAR:
539 if (cause)
540 {
541 if (in_movement)
542 return 0;
543
544 if (operate_altar (op, &cause)) /* TODO: originator? */
545 {
546 if (NUM_ANIMATIONS (op) > 1)
547 {
548 SET_ANIMATION (op, 1);
549 update_object (op, UP_OBJ_FACE);
550 }
551
552 if (op->last_sp >= 0)
553 {
554 trigger_move (op, 1, cause);
555
556 if (op->last_sp > 0)
557 op->last_sp = -op->last_sp;
558 }
559 else
560 {
561 /* for trigger altar with last_sp, the ON/OFF
562 * status (-> +/- value) is "simulated":
563 */
564 op->value = !op->value;
565 trigger_move (op, 1, cause);
566 op->last_sp = -op->last_sp;
567 op->value = !op->value;
568 }
569
570 return cause == NULL;
571 }
572 else
573 return 0;
574 }
575 else
576 {
577 if (NUM_ANIMATIONS (op) > 1)
578 {
579 SET_ANIMATION (op, 0);
580 update_object (op, UP_OBJ_FACE);
581 }
582
583 /* If trigger_altar has "last_sp > 0" set on the map,
584 * it will push the connected value only once per sacrifice.
585 * Otherwise (default), the connected value will be
586 * pushed twice: First by sacrifice, second by reset! -AV
587 */
588 if (!op->last_sp)
589 trigger_move (op, 0, cause);
590 else
591 {
592 op->stats.wc = 0;
593 op->value = !op->value;
594 op->set_speed (0);
595 }
596 }
597 return 0;
598
599 case TRIGGER:
600 if (cause)
601 {
602 if (in_movement)
603 return 0;
604
605 push = 1;
606 }
607
608 if (NUM_ANIMATIONS (op) > 1)
609 {
610 SET_ANIMATION (op, push);
611 update_object (op, UP_OBJ_FACE);
612 }
613
614 trigger_move (op, push, cause);
502 return 1; 615 return 1;
503 616
504 default: 617 default:
505 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 618 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
506 return 0; 619 return 0;
620 }
621}
622
623void
624object::add_link (maptile *map, shstr_tmp id)
625{
626 if (!map)
507 } 627 {
508} 628 LOG (llevError, "Tried to add button-link without map.\n");
629 return;
630 }
509 631
510void add_button_link(object *button, mapstruct *map, int connected) { 632 flag [FLAG_IS_LINKED] = true;
511 oblinkpt *obp; 633
512 objectlink *ol = get_objectlink(); 634 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; 635 ol->ob = this;
525 ol->id = button->count;
526 636
527 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 637 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
528 638 if (obp->id == id)
529 if (obp) { 639 {
530 ol->next = obp->link; 640 ol->next = obp->link;
531 obp->link = ol; 641 obp->link = ol;
532 } else { 642 return;
643 }
644
533 obp = get_objectlinkpt(); 645 oblinkpt *obp = get_objectlinkpt ();
534 obp->value = connected; 646 obp->id = id;
535 647
536 obp->next = map->buttons; 648 obp->next = map->buttons;
537 map->buttons = obp; 649 map->buttons = obp;
538 obp->link = ol; 650 obp->link = ol;
539 }
540} 651}
541 652
542/* 653/*
543 * Remove the object from the linked lists of buttons in the map. 654 * Remove the object from the linked lists of buttons in the map.
544 * This is only needed by editors. 655 * This is only needed by editors.
545 */ 656 */
546 657void
547void remove_button_link(object *op) { 658object::remove_link ()
548 oblinkpt *obp; 659{
549 objectlink **olp, *ol; 660 if (!map)
550 661 {
551 if (op->map == NULL) {
552 LOG(llevError, "remove_button_link() in object without map.\n"); 662 LOG (llevError, "remove_button_link() in object without map.\n");
553 return; 663 return;
554 } 664 }
555 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 665
666 if (!flag [FLAG_IS_LINKED])
667 {
556 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 668 LOG (llevError, "remove_button_linked() in unlinked object.\n");
557 return; 669 return;
558 } 670 }
671
672 flag [FLAG_IS_LINKED] = false;
673
559 for (obp = op->map->buttons; obp; obp = obp->next) 674 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
560 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 675 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
561 if (ol->ob == op) { 676 if ((*olp)->ob == this)
562/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 677 {
563 obp->value, op->name, op->map->path); 678 objectlink *ol = *olp;
564*/
565 *olp = ol->next; 679 *olp = ol->next;
566 free(ol); 680 delete ol;
567 return; 681 return;
682 }
683
684 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
685}
686
687/*
688 * Updates every button on the map (by calling update_button() for them).
689 */
690void
691maptile::update_buttons ()
692{
693 for (oblinkpt *obp = buttons; obp; obp = obp->next)
694 for (objectlink *ol = obp->link; ol; ol = ol->next)
695 {
696 if (!ol->ob)
697 {
698 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
699 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
700 continue;
701 }
702
703 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
704 {
705 update_button (ol->ob, 0);
706 break;
707 }
568 } 708 }
569 LOG(llevError, "remove_button_linked(): couldn't find object.\n");
570 CLEAR_FLAG(op,FLAG_IS_LINKED);
571} 709}
572 710
711/*
712 * Gets the objectlink for this connection from the map.
713 */
714oblinkpt *
715maptile::find_link (shstr_tmp id)
716{
717 for (oblinkpt *obp = buttons; obp; obp = obp->next)
718 if (obp->id == id)
719 return obp;
720
721 return 0;
722}
723
573/* 724/*
574 * Return the first objectlink in the objects linked to this one 725 * Return the first objectlink in the objects linked to this one
575 */ 726 */
576
577objectlink *get_button_links(const object *button) {
578 oblinkpt *obp; 727oblinkpt *
579 objectlink *ol; 728object::find_link () const
580 729{
581 if (!button->map) 730 if (map)
582 return NULL;
583 for (obp = button->map->buttons; obp; obp = obp->next) 731 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
584 for (ol = obp->link; ol; ol = ol->next) 732 for (objectlink *ol = obp->link; ol; ol = ol->next)
585 if (ol->ob == button && ol->id == button->count) 733 if (ol->ob == this)
586 return obp->link; 734 return obp;
587 return NULL;
588}
589 735
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; 736 return 0;
605} 737}
606 738
607/* This routine makes monsters who are 739/* This routine makes monsters who are
608 * standing on the 'mood floor' change their 740 * standing on the 'mood floor' change their
610 * If floor is to be triggered must have 742 * If floor is to be triggered must have
611 * a speed of zero (default is 1 for all 743 * a speed of zero (default is 1 for all
612 * but the charm floor type). 744 * but the charm floor type).
613 * by b.t. thomas@nomad.astro.psu.edu 745 * by b.t. thomas@nomad.astro.psu.edu
614 */ 746 */
615 747void
616void do_mood_floor(object *op, object *op2) { 748do_mood_floor (object *op, object *source)
749{
750 if (!source)
751 source = op;
752
753 mapspace &ms = op->ms ();
754
755 if (!(ms.flags () & P_IS_ALIVE))
756 return;
757
617 object *tmp; 758 object *tmp;
618 object *tmp2;
619 759
620 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 760 for (tmp = ms.top; tmp; tmp = tmp->below)
621 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 761 if (QUERY_FLAG (tmp, FLAG_MONSTER))
762 break;
622 763
623 /* doesn't effect players, and if there is a player on this space, won't also 764 /* doesn't effect players, and if there is a player on this space, won't also
624 * be a monster here. 765 * be a monster here.
625 */ 766 */
767 //TODO: have players really FLAG_MONSTER? kept it for safety
626 if (!tmp || tmp->type == PLAYER) return; 768 if (!tmp || tmp->type == PLAYER)
769 return;
627 770
628 switch(op->last_sp) { 771 switch (op->last_sp)
772 {
629 case 0: /* furious--make all monsters mad */ 773 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)) 774 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
775 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
776
777 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
778 {
779 tmp->attack_movement = 0;
780 /* lots of checks here, but want to make sure we don't
781 * dereference a null value
782 */
783 if (tmp->type == GOLEM
784 && tmp->owner
785 && tmp->owner->type == PLAYER
786 && tmp->owner->contr->golem == tmp)
787 tmp->owner->contr->golem = 0;
788
789 tmp->owner = 0;
790
791 remove_friendly_object (tmp);
792 }
793 break;
794
795 case 1: /* angry -- get neutral monsters mad */
796 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
797 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
798 break;
799
800 case 2: /* calm -- pacify unfriendly monsters */
654 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 801 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
655 break; 802 break;
803
656 case 3: /* make all monsters fall asleep */ 804 case 3: /* make all monsters fall asleep */
657 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
658 SET_FLAG(tmp, FLAG_SLEEP); 805 SET_FLAG (tmp, FLAG_SLEEP);
659 break; 806 break;
660 case 4: /* charm all monsters */
661 807
662 if(op == op2) break; /* only if 'connected' */ 808 case 4: /* charm all monsters */
663 809 if (op == source)
664 for(tmp2=get_map_ob(op2->map,op2->x,op2->y); /* finding an owner */ 810 break; /* only if 'connected' */
665 tmp2->type!=PLAYER;tmp2=tmp2->above)
666 if(tmp2->above==NULL) break;
667 811
668 if (tmp2->type != PLAYER) 812 if (object *pl = source->ms ().player ())
669 break; 813 {
670 set_owner(tmp,tmp2); 814 tmp->set_owner (pl);
671 SET_FLAG(tmp,FLAG_MONSTER); 815 SET_FLAG (tmp, FLAG_MONSTER);
672 tmp->stats.exp = 0; 816
673 SET_FLAG(tmp, FLAG_FRIENDLY); 817 tmp->stats.exp = 0;
818
674 add_friendly_object (tmp); 819 add_friendly_object (tmp);
675 tmp->attack_movement = PETMOVE; 820 tmp->attack_movement = PETMOVE;
676 break; 821 }
822 break;
677 823
824 case 6: // kill monsters
825 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
826 break;
827
828 // FALL THROUGH
829 case 5: // kill all alives
830 if (!tmp->flag [FLAG_PRECIOUS])
831 {
832 archetype::get (shstr_burnout)->insert_at (tmp, source);
833 tmp->destroy ();
834 }
835 break;
836
678 default: 837 default:
679 break; 838 break;
680
681 } 839 }
682} 840}
683 841
684/* this function returns the object it matches, or NULL if non. 842/* this function returns the object it matches, or NULL if non.
685 * It will descend through containers to find the object. 843 * It will descend through containers to find the object.
686 * slaying = match object slaying flag 844 * slaying = match object slaying flag
687 * race = match object archetype name flag 845 * race = match object archetype name flag
688 * hp = match object type (excpt type '0'== PLAYER) 846 * hp = match object type (excpt type '0'== PLAYER)
689 */ 847 */
690 848object *
691object * check_inv_recursive(object *op, const object *trig) 849check_inv_recursive (object *op, const object *trig)
692{ 850{
693 object *tmp,*ret=NULL; 851 object *tmp, *ret = NULL;
694 852
695 /* First check the object itself. */ 853 /* First check the object itself. */
696 if((trig->stats.hp && (op->type == trig->stats.hp)) 854 if ((trig->stats.hp && (op->type == trig->stats.hp))
697 || (trig->slaying && (op->slaying == trig->slaying)) 855 || (trig->slaying && (op->slaying == trig->slaying))
698 || (trig->race && (op->arch->name == trig->race))) 856 || (trig->race && (op->arch->archname == trig->race)))
699 return op; 857 return op;
700 858
701 for(tmp=op->inv; tmp; tmp=tmp->below) { 859 for (tmp = op->inv; tmp; tmp = tmp->below)
702 if (tmp->inv) { 860 {
861 if (tmp->inv)
862 {
703 ret=check_inv_recursive(tmp, trig); 863 ret = check_inv_recursive (tmp, trig);
704 if (ret) return ret; 864 if (ret)
705 } 865 return ret;
866 }
706 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 867 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
707 || (trig->slaying && (tmp->slaying == trig->slaying)) 868 || (trig->slaying && (tmp->slaying == trig->slaying))
708 || (trig->race && (tmp->arch->name == trig->race))) 869 || (trig->race && (tmp->arch->archname == trig->race)))
709 return tmp; 870 return tmp;
710 } 871 }
711 return NULL; 872 return NULL;
712} 873}
713 874
714/* check_inv(), a function to search the inventory, 875/* check_inv(), a function to search the inventory,
715 * of a player and then based on a set of conditions, 876 * of a player and then based on a set of conditions,
716 * the square will activate connected items. 877 * the square will activate connected items.
717 * Monsters can't trigger this square (for now) 878 * Monsters can't trigger this square (for now)
718 * Values are: last_sp = 1/0 obj/no obj triggers 879 * Values are: last_sp = 1/0 obj/no obj triggers
719 * last_heal = 1/0 remove/dont remove obj if triggered 880 * last_heal = 1/0 remove/dont remove obj if triggered
720 * -b.t. (thomas@nomad.astro.psu.edu 881 * -b.t. (thomas@nomad.astro.psu.edu
721 */ 882 *
722 883 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
884 * because the check-inventory semantic essentially only applies when
885 * something is above the inventory checker.
886 * The semantic prior this change was: trigger if something has moved on or off
887 * and has a matching item. Imagine what happens if someone steps on the inventory
888 * checker with a matching item, has it, activates the connection, throws the item
889 * away, and then leaves the inventory checker. That would've caused an always-enabled
890 * state in the inventory checker. This won't happen anymore now.
891 *
892 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
893 * whether op is on this mapspace or not, because the value (1|0) depends
894 * on this information. also make sure to only push_button if op has
895 * a matching item (because when we do a push_button with value=0 timed gates
896 * will still open)! (i hope i got the semantics right this time)
897 *
898 */
899void
723void check_inv (object *op, object *trig) { 900check_inv (object *op, object *trig)
724object *match; 901{
902 trig->value = 0; // deactivate if none of the following conditions apply
725 903
726 if(op->type != PLAYER) return; 904 object *pl = trig->ms ().player ();
727 match = check_inv_recursive(op,trig); 905 object *match = check_inv_recursive (op, trig);
728 if (match && trig->last_sp) { 906
907 // elmex: a note about (pl == op):
908 // if pl == 0 then the player has left this space
909 // if pl != 0 then a player is on this mapspace, but then
910 // we still have to check whether it's the player that triggered
911 // this inv-checker, because if not, then the op left this inv-checker
912 // and we have to set the value to 0
913
914 if (match && trig->last_sp) // match == having
915 {
729 if(trig->last_heal) 916 if (trig->last_heal)
730 decrease_ob(match); 917 match->decrease ();
731 use_trigger(trig); 918
919 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
920 push_button (trig, op);
921 }
922 else if (!match && !trig->last_sp) // match == not having
732 } 923 {
733 else if (!match && !trig->last_sp) 924 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
734 use_trigger(trig); 925 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 } 926 }
754} 927}
928

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