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Comparing deliantra/server/common/button.C (file contents):
Revision 1.3 by elmex, Tue Aug 29 17:29:27 2006 UTC vs.
Revision 1.62 by root, Sat Nov 7 18:30:05 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 1.3 2006/08/29 17:29:27 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/*
37 * elmex: 32 * elmex:
38 * This function takes a objectlink list with all the objects are going to be activated. 33 * This function takes a objectlink list with all the objects are going to be activated.
39 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
40 * The source argument can be 0 or the source object for this activation. 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.
41 */ 37 */
42void activate_connection_link (objectlink *ol, bool state, object *source = 0) 38static void
39activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
43{ 40{
44 object *tmp = 0;
45
46 for (; ol; ol = ol->next) 41 for (; ol; ol = ol->next)
47 { 42 {
48 if (!ol->ob || ol->ob->count != ol->id) 43 if (!ol->ob)
49 { 44 {
50 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 45 LOG (llevError, "Internal error in activate_connection_link.\n");
51 continue; 46 continue;
52 } 47 }
48
53 /* a button link object can become freed when the map is saving. As 49 /* 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 50 * 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 51 * 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 52 * 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 53 * 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. 54 * re-loaded. As such, just exit this function if that is the case.
59 */ 55 */
60 56
61 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 57 if (QUERY_FLAG (ol->ob, FLAG_FREED))
62 return; 58 return;
59
63 tmp = ol->ob; 60 object *tmp = ol->ob;
64 61
65 /* if the criteria isn't appropriate, don't do anything */ 62 /* if the criteria isn't appropriate, don't do anything */
66 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
67 continue; 64 continue;
65
68 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 66 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
69 continue; 67 continue;
70 68
71 switch (tmp->type) 69 switch (tmp->type)
72 { 70 {
73 case GATE: 71 case GATE:
74 case HOLE: 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"));
75 tmp->value = tmp->stats.maxsp ? !state : state; 77 tmp->value = tmp->stats.maxsp ? !state : state;
76 tmp->speed = 0.5; 78 tmp->set_speed (0.5);
77 update_ob_speed (tmp);
78 break; 79 break;
79 80
80 case CF_HANDLE: 81 case T_HANDLE:
81 SET_ANIMATION (tmp, 82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
82 (tmp->value =
83 tmp->stats.maxsp ? !state : state));
84 update_object (tmp, UP_OBJ_FACE); 83 update_object (tmp, UP_OBJ_FACE);
85 break; 84 break;
86 85
87 case SIGN: 86 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 87 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 { 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
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 94 new_info_map_except (NDI_UNIQUE | NDI_NAVY, tmp->map, originator, tmp->msg);
95
91 if (tmp->stats.food) 96 if (tmp->stats.food)
92 tmp->last_eat++; 97 tmp->last_eat++;
93 } 98 }
94 break; 99 break;
95 100
96 case ALTAR: 101 case ALTAR:
102 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
97 tmp->value = 1; 103 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 104 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 105 update_object (tmp, UP_OBJ_FACE);
100 break; 106 break;
101 107
102 case BUTTON: 108 case BUTTON:
103 case PEDESTAL: 109 case PEDESTAL:
110 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
104 tmp->value = state; 111 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 112 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 113 update_object (tmp, UP_OBJ_FACE);
107 break; 114 break;
108 115
109 case MOOD_FLOOR: 116 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 117 do_mood_floor (tmp, activator);
111 break; 118 break;
112 119
113 case TIMED_GATE: 120 case TIMED_GATE:
121 if (!tmp->active)
122 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
123
114 tmp->speed = tmp->arch->clone.speed; 124 tmp->set_speed (tmp->arch->speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 125 tmp->value = tmp->arch->value;
117 tmp->stats.sp = 1; 126 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 127 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 128 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 129 * from the head - this ensures that the data will consistent
121 */ 130 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 131 for (object *part = tmp->more; part; part = part->more)
123 { 132 {
124 tmp->speed = tmp->head->speed; 133 part->value = tmp->value;
125 tmp->value = tmp->head->value; 134 part->stats.sp = tmp->stats.sp;
126 tmp->stats.sp = tmp->head->stats.sp; 135 part->stats.hp = tmp->stats.hp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 136 part->set_speed (tmp->speed);
129 } 137 }
130 break; 138 break;
131 139
132 case DIRECTOR: 140 case DIRECTOR:
133 case FIREWALL: 141 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 142 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 143 move_firewall (tmp);
136 else 144 else
137 { 145 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 146 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140 animate_turning (tmp); 147 animate_turning (tmp);
141 } 148 }
142 break; 149 break;
143 150
144 case TELEPORTER: 151 case TELEPORTER:
145 move_teleporter (tmp); 152 move_teleporter (tmp);
146 break; 153 break;
147 154
148 case CREATOR: 155 case CREATOR:
149 move_creator (tmp); 156 move_creator (tmp);
150 break; 157 break;
151 158
152 case TRIGGER_MARKER: 159 case TRIGGER_MARKER:
160 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
153 move_marker (tmp); 161 move_marker (tmp);
154 break; 162 break;
155 163
156 case DUPLICATOR: 164 case DUPLICATOR:
157 move_duplicator (tmp); 165 move_duplicator (tmp);
158 break; 166 break;
167
168 case MAPSCRIPT:
169 cfperl_mapscript_activate (tmp, state, activator, originator);
170 break;
159 } 171 }
160 } 172 }
161} 173}
162 174
163/* 175/*
170 * altars/pedestals/holes in the whole map. 182 * altars/pedestals/holes in the whole map.
171 * Changed the routine to loop through _all_ objects. 183 * Changed the routine to loop through _all_ objects.
172 * Better hurry with that linked list... 184 * Better hurry with that linked list...
173 * 185 *
174 */ 186 */
175void push_button (object *op) 187void
188push_button (object *op, object *originator)
176{ 189{
177 oblinkpt *obp = get_button_links (op); 190 if (oblinkpt *obp = op->find_link ())
178 191 {
179 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value))) 192 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
180 return; 193 return;
181 194
182 if (obp && obp->link)
183 activate_connection_link (obp->link, op->value, op); 195 activate_connection_link (obp->link, op->value, op, originator);
196 }
184} 197}
185 198
186/* 199/*
187 * elmex: 200 * elmex:
188 * This activates a connection, similar to push_button (object *op) but it takes 201 * This activates a connection, similar to push_button (object *op) but it takes
189 * only a map, a connection value and a true or false flag that indicated whether 202 * only a map, a connection value and a true or false flag that indicated whether
190 * the connection was 'state' or 'released'. So that you can activate objects 203 * the connection was 'state' or 'released'. So that you can activate objects
191 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 204 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
192 * 205 *
193 */ 206 */
194void activate_connection (mapstruct *map, long connection, bool state) 207void
208maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
195{ 209{
196 if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state))) 210 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
197 return; 211 return;
198 212
199 oblinkpt *obp = get_connection_links (map, connection); 213 if (oblinkpt *obp = find_link (id))
200 if (obp && obp->link)
201 activate_connection_link (obp->link, state); 214 activate_connection_link (obp->link, state, activator, originator);
202} 215}
203 216
204/* 217/*
205 * Updates everything connected with the button op. 218 * Updates everything connected with the button op.
206 * 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
207 * 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
208 * button reacts to the (eventual) change of state. 221 * button reacts to the (eventual) change of state.
209 */ 222 */
210 223void
211void update_button(object *op) { 224update_button (object *op, object *originator)
212 object *ab,*tmp,*head; 225{
213 int tot,any_down=0, old_value=op->value; 226 int any_down = 0, old_value = op->value;
214 oblinkpt *obp = 0;
215 objectlink *ol;
216 227
217 obp = get_button_links (op); 228 if (oblinkpt *obp = op->find_link ())
218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
219 if (obp)
220 for (ol = obp->link; ol; ol = ol->next) { 229 for (objectlink *ol = obp->link; ol; ol = ol->next)
221 if (!ol->ob || ol->ob->count != ol->id) { 230 {
231 if (!ol->ob)
232 {
222 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
223 continue; 234 continue;
224 } 235 }
236
225 tmp = ol->ob; 237 object *tmp = ol->ob;
238
226 if (tmp->type==BUTTON) { 239 if (tmp->type == BUTTON)
240 {
241 sint32 total = 0;
242
227 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 243 for (object *ab = tmp->above; ab; ab = ab->above)
228 /* Bug? The pedestal code below looks for the head of
229 * the object, this bit doesn't. I'd think we should check
230 * for head here also. Maybe it also makese sense to
231 * make the for ab=tmp->above loop common, and alter
232 * behaviour based on object within that loop?
233 */
234
235 /* Basically, if the move_type matches that on what the 244 /* Basically, if the move_type matches that on what the
236 * button wants, we count it. The second check is so that 245 * button wants, we count it. The second check is so that
237 * objects don't move (swords, etc) will count. Note that 246 * objects who don't move (swords, etc) will count. Note that
238 * this means that more work is needed to make buttons 247 * this means that more work is needed to make buttons
239 * that are only triggered by flying objects. 248 * that are only triggered by flying objects.
240 */ 249 */
241 if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 250 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
242 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 251 total += ab->head_ ()->total_weight ();
243 252
244 tmp->value=(tot>=tmp->weight)?1:0; 253 tmp->value = total >= tmp->weight;
245 if(tmp->value) 254
246 any_down=1; 255 any_down = any_down || tmp->value;
256 }
247 } else if (tmp->type == PEDESTAL) { 257 else if (tmp->type == PEDESTAL)
258 {
259 bool is_match = is_match_expr (tmp->slaying);
248 tmp->value = 0; 260 tmp->value = 0;
261
249 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 262 for (object *ab = tmp->above; ab; ab = ab->above)
250 head = ab->head ? ab->head : ab; 263 {
264 object *head = ab->head_ ();
265
251 /* Same note regarding move_type for buttons above apply here. */ 266 /* Same note regarding move_type for buttons above apply here. */
252 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && 267 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
268 if (is_match
269 ? match (tmp->slaying, head, tmp, originator)
253 (head->race==tmp->slaying || 270 : (head->race == tmp->slaying
254 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 271 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
255 (!strcmp (tmp->slaying, "player") && 272 || (tmp->slaying == shstr_player && head->type == PLAYER)))
256 head->type == PLAYER))) 273 {
257 tmp->value = 1; 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)
258 } 286 {
259 if(tmp->value) 287 object *head = ab->head_ ();
260 any_down=1; 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;
261 } 299 }
262 } 300 }
301
263 if(any_down) /* If any other buttons were down, force this to remain down */ 302 if (any_down) /* If any other buttons were down, force this to remain down */
264 op->value=1; 303 op->value = 1;
265 304
305 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
306
266 /* If this button hasn't changed, don't do anything */ 307 /* If this button hasn't changed, don't do anything */
267 if (op->value != old_value) { 308 if (op->value != old_value)
309 {
268 SET_ANIMATION(op, op->value); 310 SET_ANIMATION (op, op->value);
269 update_object(op, UP_OBJ_FACE); 311 update_object (op, UP_OBJ_FACE);
270 push_button(op); /* Make all other buttons the same */ 312 push_button (op, originator); /* Make all other buttons the same */
271 }
272}
273
274/*
275 * Updates every button on the map (by calling update_button() for them).
276 */
277
278void update_buttons(mapstruct *m) {
279 objectlink *ol;
280 oblinkpt *obp;
281 for (obp = m->buttons; obp; obp = obp->next)
282 for (ol = obp->link; ol; ol = ol->next) {
283 if (!ol->ob || ol->ob->count != ol->id) {
284 LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
285 ol->ob?ol->ob->name:"null",
286 ol->ob?ol->ob->x:-1,
287 ol->ob?ol->ob->y:-1,
288 ol->id,
289 obp->value);
290 continue;
291 } 313 }
292 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
293 {
294 update_button(ol->ob);
295 break;
296 }
297 }
298} 314}
299 315
300void use_trigger(object *op) 316void
317use_trigger (object *op, object *originator)
301{ 318{
302
303 /* Toggle value */ 319 /* Toggle value */
304 op->value = !op->value; 320 op->value = !op->value;
305 push_button(op); 321
322 push_button (op, originator);
306} 323}
307 324
308/* 325/*
309 * Note: animate_object should be used instead of this, 326 * Note: animate_object should be used instead of this,
310 * but it can't handle animations in the 8 directions 327 * but it can't handle animations in the 8 directions
311 */ 328 */
312 329void
313void animate_turning(object *op) /* only one part objects */ 330animate_turning (object *op) /* only one part objects */
314{ 331{
315 if (++op->state >= NUM_ANIMATIONS(op)/8) 332 if (++op->state >= NUM_ANIMATIONS (op) / 8)
316 op->state=0; 333 op->state = 0;
317 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);
318 op->state);
319 update_object(op,UP_OBJ_FACE); 335 update_object (op, UP_OBJ_FACE);
320} 336}
321 337
322#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 338#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
323#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 339#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
324 340
330 * 346 *
331 * 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
332 * 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
333 * objects on the same space that take the same sacrifice. 349 * objects on the same space that take the same sacrifice.
334 */ 350 */
335 351
352int
336int check_altar_sacrifice (const object *altar, const object *sacrifice) 353check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
337{ 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
338 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 361 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
339 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 362 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
340 && sacrifice->type != PLAYER) 363 && sacrifice->type != PLAYER)
341 { 364 {
342 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 365 if (ARCH_SACRIFICE (altar) == shstr_money
343 ARCH_SACRIFICE(altar) == sacrifice->name ||
344 ARCH_SACRIFICE(altar) == sacrifice->slaying ||
345 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0))))
346 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1))
347 return 1;
348 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0
349 && sacrifice->type == MONEY 366 && sacrifice->type == MONEY
350 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 367 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
351 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;
352 } 376 }
377
353 return 0; 378 return 0;
354} 379}
355
356 380
357/* 381/*
358 * operate_altar checks if sacrifice was accepted and removes sacrificed 382 * operate_altar checks if sacrifice was accepted and removes sacrificed
359 * 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
360 * call check_altar_sacrifice (above) than depend on the return value, 384 * call check_altar_sacrifice (above) than depend on the return value,
361 * since operate_altar will remove the sacrifice also. 385 * since operate_altar will remove the sacrifice also.
362 * 386 *
363 * 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
364 * 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.
365 */ 389 */
366 390int
367int operate_altar (object *altar, object **sacrifice) 391operate_altar (object *altar, object **sacrifice, object *originator)
368{ 392{
369
370 if ( ! altar->map) { 393 if (!altar->map)
394 {
371 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 395 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
372 return 0; 396 return 0;
373 } 397 }
374 398
375 if (!altar->slaying || altar->value) 399 if (!altar->slaying || altar->value)
376 return 0; 400 return 0;
377 401
378 if ( ! check_altar_sacrifice (altar, *sacrifice)) 402 if (!check_altar_sacrifice (altar, *sacrifice, originator))
379 return 0; 403 return 0;
380 404
381 /* check_altar_sacrifice should have already verified that enough money 405 /* check_altar_sacrifice should have already verified that enough money
382 * has been dropped. 406 * has been dropped.
383 */ 407 */
384 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 408 if (ARCH_SACRIFICE (altar) == shstr_money)
409 {
385 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 410 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
386 411
387 /* Round up any sacrifices. Altars don't make change either */ 412 /* Round up any sacrifices. Altars don't make change either */
388 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 413 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
389 *sacrifice = decrease_ob_nr (*sacrifice, number); 414 number++;
415
416 if (!(*sacrifice)->decrease (number))
417 *sacrifice = 0;
390 } 418 }
391 else 419 else
392 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 420 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
393 421 *sacrifice = 0;
422
394 if (altar->msg) 423 if (altar->msg)
395 new_info_map(NDI_BLACK, altar->map, altar->msg); 424 new_info_map (NDI_BLACK, altar->map, altar->msg);
425
396 return 1; 426 return 1;
397} 427}
398 428
429static void
399void trigger_move (object *op, int state) /* 1 down and 0 up */ 430trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
400{ 431{
401 op->stats.wc = state; 432 op->stats.wc = state;
433
402 if (state) { 434 if (state)
403 use_trigger(op); 435 {
404 if (op->stats.exp > 0) /* check sanity */ 436 use_trigger (op, originator);
405 op->speed = 1.0 / op->stats.exp; 437 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
406 else
407 op->speed = 1.0;
408 update_ob_speed(op);
409 op->speed_left = -1; 438 op->speed_left = -1;
410 } else { 439 }
411 use_trigger(op); 440 else
441 {
442 use_trigger (op, originator);
412 op->speed = 0; 443 op->set_speed (0);
413 update_ob_speed(op);
414 } 444 }
415} 445}
416 446
417 447
418/* 448/*
425 * 455 *
426 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 456 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
427 * 457 *
428 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 458 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
429 */ 459 */
460int
430int check_trigger (object *op, object *cause) 461check_trigger (object *op, object *cause, object *originator)
431{ 462{
432 object *tmp; 463 object *tmp;
433 int push = 0, tot = 0; 464 int push = 0, tot = 0;
434 int in_movement = op->stats.wc || op->speed; 465 int in_movement = op->stats.wc || op->has_active_speed ();
435 466
436 switch (op->type) { 467 switch (op->type)
468 {
437 case TRIGGER_BUTTON: 469 case TRIGGER_BUTTON:
438 if (op->weight > 0) { 470 if (op->weight > 0)
439 if (cause) {
440 for (tmp = op->above; tmp; tmp = tmp->above)
441 /* Comment reproduced from update_buttons(): */
442 /* Basically, if the move_type matches that on what the
443 * button wants, we count it. The second check is so that
444 * objects that don't move (swords, etc) will count. Note that
445 * this means that more work is needed to make buttons
446 * that are only triggered by flying objects.
447 */
448
449 if ((tmp->move_type & op->move_on) || tmp->move_type==0) {
450 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1)
451 + tmp->carrying;
452 }
453 if (tot >= op->weight)
454 push = 1;
455 if (op->stats.ac == push)
456 return 0;
457 op->stats.ac = push;
458 if (NUM_ANIMATIONS(op) > 1) {
459 SET_ANIMATION (op, push);
460 update_object (op, UP_OBJ_FACE);
461 }
462 if (in_movement || ! push)
463 return 0;
464 }
465 trigger_move (op, push);
466 } 471 {
467 return 0;
468
469 case TRIGGER_PEDESTAL:
470 if (cause) { 472 if (cause)
473 {
471 for (tmp = op->above; tmp; tmp = tmp->above) { 474 for (tmp = op->above; tmp; tmp = tmp->above)
472 object *head = tmp->head ? tmp->head : tmp; 475 /* Comment reproduced from update_buttons(): */
473 476 /* Basically, if the move_type matches that on what the
474 /* See comment in TRIGGER_BUTTON about move_types */ 477 * button wants, we count it. The second check is so that
475 if (((head->move_type & op->move_on) || head->move_type==0) 478 * objects that don't move (swords, etc) will count. Note that
476 && (head->race==op->slaying || 479 * this means that more work is needed to make buttons
477 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 480 * that are only triggered by flying objects.
478 push = 1;
479 break;
480 } 481 */
481 } 482 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
483 tot += tmp->head_ ()->total_weight ();
484
485 if (tot >= op->weight)
486 push = 1;
487
482 if (op->stats.ac == push) 488 if (op->stats.ac == push)
483 return 0; 489 return 0;
490
484 op->stats.ac = push; 491 op->stats.ac = push;
485 if (NUM_ANIMATIONS(op) > 1) { 492 if (NUM_ANIMATIONS (op) > 1)
493 {
486 SET_ANIMATION (op, push); 494 SET_ANIMATION (op, push);
487 update_object (op, UP_OBJ_FACE); 495 update_object (op, UP_OBJ_FACE);
488 } 496 }
489 update_object(op,UP_OBJ_FACE); 497
490 if (in_movement || ! push) 498 if (in_movement || !push)
491 return 0; 499 return 0;
492 } 500 }
501
493 trigger_move (op, push); 502 trigger_move (op, push, cause);
503 }
504
505 return 0;
506
507 case TRIGGER_PEDESTAL:
508 if (cause)
509 {
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;
520 }
521 }
522
523 if (op->stats.ac == push)
494 return 0; 524 return 0;
495 525
526 op->stats.ac = push;
527
528 if (NUM_ANIMATIONS (op) > 1)
529 {
530 SET_ANIMATION (op, push);
531 update_object (op, UP_OBJ_FACE);
532 }
533
534 update_object (op, UP_OBJ_FACE);
535
536 if (in_movement || !push)
537 return 0;
538 }
539
540 trigger_move (op, push, cause);
541 return 0;
542
496 case TRIGGER_ALTAR: 543 case TRIGGER_ALTAR:
497 if (cause) { 544 if (cause)
545 {
498 if (in_movement) 546 if (in_movement)
499 return 0; 547 return 0;
548
500 if (operate_altar (op, &cause)) { 549 if (operate_altar (op, &cause)) /* TODO: originator? */
501 if (NUM_ANIMATIONS(op) > 1) {
502 SET_ANIMATION (op, 1);
503 update_object(op, UP_OBJ_FACE);
504 }
505 if (op->last_sp >= 0) {
506 trigger_move (op, 1);
507 if (op->last_sp > 0)
508 op->last_sp = -op->last_sp;
509 }
510 else {
511 /* for trigger altar with last_sp, the ON/OFF
512 * status (-> +/- value) is "simulated":
513 */
514 op->value = !op->value;
515 trigger_move (op, 1);
516 op->last_sp = -op->last_sp;
517 op->value = !op->value;
518 }
519 return cause == NULL;
520 } else {
521 return 0;
522 } 550 {
523 } else {
524 if (NUM_ANIMATIONS(op) > 1) { 551 if (NUM_ANIMATIONS (op) > 1)
552 {
525 SET_ANIMATION (op, 0); 553 SET_ANIMATION (op, 1);
526 update_object(op, UP_OBJ_FACE); 554 update_object (op, UP_OBJ_FACE);
527 } 555 }
528 556
529 /* If trigger_altar has "last_sp > 0" set on the map,
530 * it will push the connected value only once per sacrifice.
531 * Otherwise (default), the connected value will be
532 * pushed twice: First by sacrifice, second by reset! -AV
533 */
534 if (!op->last_sp) 557 if (op->last_sp >= 0)
558 {
535 trigger_move (op, 0); 559 trigger_move (op, 1, cause);
560
561 if (op->last_sp > 0)
562 op->last_sp = -op->last_sp;
563 }
536 else { 564 else
537 op->stats.wc = 0; 565 {
566 /* for trigger altar with last_sp, the ON/OFF
567 * status (-> +/- value) is "simulated":
568 */
538 op->value = !op->value; 569 op->value = !op->value;
539 op->speed = 0; 570 trigger_move (op, 1, cause);
540 update_ob_speed(op); 571 op->last_sp = -op->last_sp;
572 op->value = !op->value;
541 } 573 }
574
575 return cause == NULL;
542 } 576 }
577 else
543 return 0; 578 return 0;
544
545 case TRIGGER:
546 if (cause) {
547 if (in_movement)
548 return 0;
549 push = 1;
550 } 579 }
580 else
581 {
551 if (NUM_ANIMATIONS(op) > 1) { 582 if (NUM_ANIMATIONS (op) > 1)
583 {
552 SET_ANIMATION (op, push); 584 SET_ANIMATION (op, 0);
553 update_object(op, UP_OBJ_FACE); 585 update_object (op, UP_OBJ_FACE);
554 } 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)
555 trigger_move (op, push); 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)
556 return 1; 608 return 0;
557 609
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);
620 return 1;
621
558 default: 622 default:
559 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);
560 return 0; 624 return 0;
625 }
626}
627
628void
629object::add_link (maptile *map, shstr_tmp id)
630{
631 if (!map)
561 } 632 {
562} 633 LOG (llevError, "Tried to add button-link without map.\n");
634 return;
635 }
563 636
564void add_button_link(object *button, mapstruct *map, int connected) { 637 flag [FLAG_IS_LINKED] = true;
565 oblinkpt *obp; 638
566 objectlink *ol = get_objectlink(); 639 objectlink *ol = get_objectlink ();
567
568 if (!map) {
569 LOG(llevError, "Tried to add button-link without map.\n");
570 return;
571 }
572 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild
573 a connected map from a template map. */
574/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
575
576 SET_FLAG(button,FLAG_IS_LINKED);
577
578 ol->ob = button; 640 ol->ob = this;
579 ol->id = button->count;
580 641
581 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 642 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
582 643 if (obp->id == id)
583 if (obp) { 644 {
584 ol->next = obp->link; 645 ol->next = obp->link;
585 obp->link = ol; 646 obp->link = ol;
586 } else { 647 return;
648 }
649
587 obp = get_objectlinkpt(); 650 oblinkpt *obp = get_objectlinkpt ();
588 obp->value = connected; 651 obp->id = id;
589 652
590 obp->next = map->buttons; 653 obp->next = map->buttons;
591 map->buttons = obp; 654 map->buttons = obp;
592 obp->link = ol; 655 obp->link = ol;
593 }
594} 656}
595 657
596/* 658/*
597 * 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.
598 * This is only needed by editors. 660 * This is only needed by editors.
599 */ 661 */
600 662void
601void remove_button_link(object *op) { 663object::remove_link ()
602 oblinkpt *obp; 664{
603 objectlink **olp, *ol; 665 if (!map)
604 666 {
605 if (op->map == NULL) {
606 LOG(llevError, "remove_button_link() in object without map.\n"); 667 LOG (llevError, "remove_button_link() in object without map.\n");
607 return; 668 return;
608 } 669 }
609 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 670
671 if (!flag [FLAG_IS_LINKED])
672 {
610 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 673 LOG (llevError, "remove_button_linked() in unlinked object.\n");
611 return; 674 return;
612 } 675 }
676
677 flag [FLAG_IS_LINKED] = false;
678
613 for (obp = op->map->buttons; obp; obp = obp->next) 679 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
614 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 680 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
615 if (ol->ob == op) { 681 if ((*olp)->ob == this)
616/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 682 {
617 obp->value, op->name, op->map->path); 683 objectlink *ol = *olp;
618*/
619 *olp = ol->next; 684 *olp = ol->next;
620 free(ol); 685 delete ol;
621 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 }
622 } 713 }
623 LOG(llevError, "remove_button_linked(): couldn't find object.\n");
624 CLEAR_FLAG(op,FLAG_IS_LINKED);
625} 714}
626 715
627/* 716/*
628 * Gets the objectlink for this connection from the map. 717 * Gets the objectlink for this connection from the map.
629 */ 718 */
630oblinkpt *get_connection_links (mapstruct *map, long connection) 719oblinkpt *
720maptile::find_link (shstr_tmp id)
631{ 721{
632 for (oblinkpt *obp = map->buttons; obp; obp = obp->next) 722 for (oblinkpt *obp = buttons; obp; obp = obp->next)
633 if (obp->value == connection) 723 if (obp->id == id)
634 return obp; 724 return obp;
725
635 return 0; 726 return 0;
636} 727}
637 728
638/* 729/*
639 * Return the first objectlink in the objects linked to this one 730 * Return the first objectlink in the objects linked to this one
640 */ 731 */
641
642oblinkpt *get_button_links(const object *button) {
643 oblinkpt *obp; 732oblinkpt *
644 objectlink *ol; 733object::find_link () const
645 734{
646 if (!button->map) 735 if (map)
647 return NULL;
648 for (obp = button->map->buttons; obp; obp = obp->next) 736 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
649 for (ol = obp->link; ol; ol = ol->next) 737 for (objectlink *ol = obp->link; ol; ol = ol->next)
650 if (ol->ob == button && ol->id == button->count) 738 if (ol->ob == this)
651 return obp; 739 return obp;
652 return NULL;
653}
654 740
655/*
656 * Made as a separate function to increase efficiency
657 */
658
659int get_button_value(const object *button) {
660 oblinkpt *obp;
661 objectlink *ol;
662
663 if (!button->map)
664 return 0;
665 for (obp = button->map->buttons; obp; obp = obp->next)
666 for (ol = obp->link; ol; ol = ol->next)
667 if (ol->ob == button && ol->id == button->count)
668 return obp->value;
669 return 0; 741 return 0;
670} 742}
671 743
672/* This routine makes monsters who are 744/* This routine makes monsters who are
673 * standing on the 'mood floor' change their 745 * standing on the 'mood floor' change their
675 * If floor is to be triggered must have 747 * If floor is to be triggered must have
676 * a speed of zero (default is 1 for all 748 * a speed of zero (default is 1 for all
677 * but the charm floor type). 749 * but the charm floor type).
678 * by b.t. thomas@nomad.astro.psu.edu 750 * by b.t. thomas@nomad.astro.psu.edu
679 */ 751 */
680 752void
681void do_mood_floor(object *op, object *source) { 753do_mood_floor (object *op, object *source)
682 object *tmp; 754{
683 object *tmp2;
684
685 if (!source) 755 if (!source)
686 source = op; 756 source = op;
687 757
688 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 758 mapspace &ms = op->ms ();
759
760 if (!(ms.flags () & P_IS_ALIVE))
761 return;
762
763 object *tmp;
764
765 for (tmp = ms.top; tmp; tmp = tmp->below)
689 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 766 if (QUERY_FLAG (tmp, FLAG_MONSTER))
767 break;
690 768
691 /* 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
692 * be a monster here. 770 * be a monster here.
693 */ 771 */
772 //TODO: have players really FLAG_MONSTER? kept it for safety
694 if (!tmp || tmp->type == PLAYER) return; 773 if (!tmp || tmp->type == PLAYER)
774 return;
695 775
696 switch(op->last_sp) { 776 switch (op->last_sp)
777 {
697 case 0: /* furious--make all monsters mad */ 778 case 0: /* furious--make all monsters mad */
698 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
699 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
700 if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
701 CLEAR_FLAG(tmp, FLAG_FRIENDLY);
702 remove_friendly_object(tmp);
703 tmp->attack_movement = 0;
704 /* lots of checks here, but want to make sure we don't
705 * dereference a null value
706 */
707 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER &&
708 tmp->owner->contr->ranges[range_golem]==tmp) {
709 tmp->owner->contr->ranges[range_golem]=NULL;
710 tmp->owner->contr->golem_count = 0;
711 }
712 tmp->owner = 0;
713 }
714 break;
715 case 1: /* angry -- get neutral monsters mad */
716 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&&
717 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
718 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
719 break;
720 case 2: /* calm -- pacify unfriendly monsters */
721 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 */
722 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 806 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
723 break; 807 break;
808
724 case 3: /* make all monsters fall asleep */ 809 case 3: /* make all monsters fall asleep */
725 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
726 SET_FLAG(tmp, FLAG_SLEEP); 810 SET_FLAG (tmp, FLAG_SLEEP);
727 break; 811 break;
812
728 case 4: /* charm all monsters */ 813 case 4: /* charm all monsters */
729 if (op == source) break; /* only if 'connected' */ 814 if (op == source)
815 break; /* only if 'connected' */
730 816
731 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */ 817 if (object *pl = source->ms ().player ())
732 tmp2->type!=PLAYER;tmp2=tmp2->above) 818 {
733 if(tmp2->above==NULL) break; 819 tmp->set_owner (pl);
734
735 if (tmp2->type != PLAYER)
736 break;
737 set_owner(tmp,tmp2);
738 SET_FLAG(tmp,FLAG_MONSTER); 820 SET_FLAG (tmp, FLAG_MONSTER);
821
739 tmp->stats.exp = 0; 822 tmp->stats.exp = 0;
740 SET_FLAG(tmp, FLAG_FRIENDLY); 823
741 add_friendly_object (tmp); 824 add_friendly_object (tmp);
742 tmp->attack_movement = PETMOVE; 825 tmp->attack_movement = PETMOVE;
826 }
827 break;
828
829 case 6: // kill monsters
830 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
743 break; 831 break;
744 832
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
745 default: 842 default:
746 break; 843 break;
747
748 } 844 }
749} 845}
750 846
751/* this function returns the object it matches, or NULL if non. 847/* this function returns the object it matches, or NULL if non.
752 * It will descend through containers to find the object. 848 * It will descend through containers to find the object.
753 * slaying = match object slaying flag 849 * slaying = match object slaying flag
754 * race = match object archetype name flag 850 * race = match object archetype name flag
755 * hp = match object type (excpt type '0'== PLAYER) 851 * hp = match object type (excpt type '0'== PLAYER)
756 */ 852 */
757 853object *
758object * check_inv_recursive(object *op, const object *trig) 854check_inv_recursive (object *op, const object *trig)
759{ 855{
760 object *tmp,*ret=NULL; 856 object *tmp, *ret = NULL;
761 857
762 /* First check the object itself. */ 858 /* First check the object itself. */
763 if((trig->stats.hp && (op->type == trig->stats.hp)) 859 if ((trig->stats.hp && (op->type == trig->stats.hp))
764 || (trig->slaying && (op->slaying == trig->slaying)) 860 || (trig->slaying && (op->slaying == trig->slaying))
765 || (trig->race && (op->arch->name == trig->race))) 861 || (trig->race && (op->arch->archname == trig->race)))
766 return op; 862 return op;
767 863
768 for(tmp=op->inv; tmp; tmp=tmp->below) { 864 for (tmp = op->inv; tmp; tmp = tmp->below)
865 {
769 if (tmp->inv) { 866 if (tmp->inv)
867 {
770 ret=check_inv_recursive(tmp, trig); 868 ret = check_inv_recursive (tmp, trig);
869 if (ret)
771 if (ret) return ret; 870 return ret;
772 } 871 }
773 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 872 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
774 || (trig->slaying && (tmp->slaying == trig->slaying)) 873 || (trig->slaying && (tmp->slaying == trig->slaying))
775 || (trig->race && (tmp->arch->name == trig->race))) 874 || (trig->race && (tmp->arch->archname == trig->race)))
776 return tmp; 875 return tmp;
777 } 876 }
778 return NULL; 877 return NULL;
779} 878}
780 879
781/* check_inv(), a function to search the inventory, 880/* check_inv(), a function to search the inventory,
782 * of a player and then based on a set of conditions, 881 * of a player and then based on a set of conditions,
783 * the square will activate connected items. 882 * the square will activate connected items.
784 * Monsters can't trigger this square (for now) 883 * Monsters can't trigger this square (for now)
785 * Values are: last_sp = 1/0 obj/no obj triggers 884 * Values are: last_sp = 1/0 obj/no obj triggers
786 * last_heal = 1/0 remove/dont remove obj if triggered 885 * last_heal = 1/0 remove/dont remove obj if triggered
787 * -b.t. (thomas@nomad.astro.psu.edu 886 * -b.t. (thomas@nomad.astro.psu.edu
788 */ 887 *
789 888 * 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
790void check_inv (object *op, object *trig) { 905check_inv (object *op, object *trig)
791object *match; 906{
907 trig->value = 0; // deactivate if none of the following conditions apply
792 908
793 if(op->type != PLAYER) return; 909 object *pl = trig->ms ().player ();
794 match = check_inv_recursive(op,trig); 910 object *match = check_inv_recursive (op, trig);
795 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 {
796 if(trig->last_heal) 921 if (trig->last_heal)
797 decrease_ob(match); 922 match->decrease ();
798 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
799 } 928 {
800 else if (!match && !trig->last_sp) 929 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
801 use_trigger(trig); 930 push_button (trig, op);
802}
803
804
805/* This does a minimal check of the button link consistency for object
806 * map. All it really does it much sure the object id link that is set
807 * matches what the object has.
808 */
809void verify_button_links(const mapstruct *map) {
810 oblinkpt *obp;
811 objectlink *ol;
812
813 if (!map) return;
814
815 for (obp = map->buttons; obp; obp = obp->next) {
816 for (ol=obp->link; ol; ol=ol->next) {
817 if (ol->id!=ol->ob->count)
818 LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count);
819 }
820 } 931 }
821} 932}
933

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