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Comparing deliantra/server/common/button.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:35 2006 UTC vs.
Revision 1.32 by root, Thu May 17 21:32:08 2007 UTC

1/* 1/*
2 * static char *rcsid_button_c =
3 * "$Id: button.C,v 1.2 2006/08/29 08:01:35 root Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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 at <crossfire@schmorp.de>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h> 26#include <funcpoint.h>
31 27
32/* 28/*
33 * This code is no longer highly inefficient 8) 29 * This code is no longer highly inefficient 8)
34 */ 30 */
35 31
36/* 32/*
33 * elmex:
34 * This function takes a objectlink list with all the objects are going to be activated.
35 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
36 * The source argument can be 0 or the source object for this activation.
37 */
38void
39activate_connection_link (objectlink * ol, bool state, object *source = 0)
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 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue;
67
68 switch (tmp->type)
69 {
70 case GATE:
71 case HOLE:
72 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->set_speed (0.5);
74 break;
75
76 case CF_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE);
79 break;
80
81 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 {
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food)
86 tmp->last_eat++;
87 }
88 break;
89
90 case ALTAR:
91 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE);
94 break;
95
96 case BUTTON:
97 case PEDESTAL:
98 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE);
101 break;
102
103 case MOOD_FLOOR:
104 do_mood_floor (tmp, source);
105 break;
106
107 case TIMED_GATE:
108 tmp->set_speed (tmp->arch->clone.speed);
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 */
115 for (object *part = tmp->more; part; part = part->more)
116 {
117 part->value = tmp->value;
118 part->stats.sp = tmp->stats.sp;
119 part->stats.hp = tmp->stats.hp;
120 part->set_speed (tmp->speed);
121 }
122 break;
123
124 case DIRECTOR:
125 case FIREWALL:
126 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
127 move_firewall (tmp);
128 else
129 {
130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
132
133 animate_turning (tmp);
134 }
135 break;
136
137 case TELEPORTER:
138 move_teleporter (tmp);
139 break;
140
141 case CREATOR:
142 move_creator (tmp);
143 break;
144
145 case TRIGGER_MARKER:
146 move_marker (tmp);
147 break;
148
149 case DUPLICATOR:
150 move_duplicator (tmp);
151 break;
152 }
153 }
154}
155
156/*
157 * elmex:
158 * This is the new push_button function, it got split up so that
159 * you can activate connections without a button now!
160 * old but still valid comment:
161 *
37 * Push the specified object. This can affect other buttons/gates/handles 162 * Push the specified object. This can affect other buttons/gates/handles
38 * altars/pedestals/holes in the whole map. 163 * altars/pedestals/holes in the whole map.
39 * Changed the routine to loop through _all_ objects. 164 * Changed the routine to loop through _all_ objects.
40 * Better hurry with that linked list... 165 * Better hurry with that linked list...
41 */ 166 *
42 167 */
168void
43void push_button(object *op) { 169push_button (object *op)
44 object *tmp; 170{
45 objectlink *ol; 171 oblinkpt *obp = get_button_links (op);
46 172
47/* LOG(llevDebug, "push_button: %s (%d)\n", op->name, op->count); */ 173 if (!obp)
48 for (ol = get_button_links(op); ol; ol = ol->next) { 174 return;
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 */
60
61 if (QUERY_FLAG(ol->ob, FLAG_FREED)) return;
62 tmp = ol->ob;
63 175
64 /* if the criteria isn't appropriate, don't do anything */ 176 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
65 if (op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue; 177 return;
66 if (!op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue;
67 178
68 switch(tmp->type) { 179 activate_connection_link (obp->link, op->value, op);
180}
69 181
70 case GATE: 182/*
71 case HOLE: 183 * elmex:
72 tmp->value=tmp->stats.maxsp?!op->value:op->value; 184 * This activates a connection, similar to push_button (object *op) but it takes
73 tmp->speed=0.5; 185 * only a map, a connection value and a true or false flag that indicated whether
74 update_ob_speed(tmp); 186 * the connection was 'state' or 'released'. So that you can activate objects
75 break; 187 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
188 *
189 */
190void
191activate_connection (maptile *map, long connection, bool state)
192{
193 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
194 return;
76 195
77 case CF_HANDLE: 196 oblinkpt *obp = get_connection_links (map, connection);
78 SET_ANIMATION(tmp, (tmp->value=tmp->stats.maxsp?!op->value:op->value));
79 update_object(tmp,UP_OBJ_FACE);
80 break;
81 197
82 case SIGN: 198 if (obp)
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) { 199 activate_connection_link (obp->link, state);
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 */
115 for (tmp=tmp->more; tmp!=NULL; tmp=tmp->more) {
116 tmp->speed = tmp->head->speed;
117 tmp->value = tmp->head->value;
118 tmp->stats.sp = tmp->head->stats.sp;
119 tmp->stats.hp = tmp->head->stats.hp;
120 update_ob_speed(tmp);
121 }
122 break;
123
124 case DIRECTOR:
125 case FIREWALL:
126 if(!QUERY_FLAG(tmp,FLAG_ANIMATE)&&tmp->type==FIREWALL) move_firewall(tmp);
127 else {
128 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
129 tmp->stats.sp = ((tmp->stats.sp-1)%8)+1;
130 animate_turning(tmp);
131 }
132 break;
133
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} 200}
152 201
153/* 202/*
154 * Updates everything connected with the button op. 203 * Updates everything connected with the button op.
155 * After changing the state of a button, this function must be called 204 * 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 205 * to make sure that all gates and other buttons connected to the
157 * button reacts to the (eventual) change of state. 206 * button reacts to the (eventual) change of state.
158 */ 207 */
159 208void
160void update_button(object *op) { 209update_button (object *op)
210{
161 object *ab,*tmp,*head; 211 object *ab, *tmp, *head;
162 int tot,any_down=0, old_value=op->value; 212 int tot, any_down = 0, old_value = op->value;
213 oblinkpt *obp = 0;
163 objectlink *ol; 214 objectlink *ol;
164 215
216 obp = get_button_links (op);
165 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 217 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
218 if (obp)
166 for (ol = get_button_links(op); ol; ol = ol->next) { 219 for (ol = obp->link; ol; ol = ol->next)
167 if (!ol->ob || ol->ob->count != ol->id) { 220 {
221 if (!ol->ob)
222 {
168 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 223 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
169 continue; 224 continue;
170 } 225 }
226
171 tmp = ol->ob; 227 tmp = ol->ob;
172 if (tmp->type==BUTTON) { 228 if (tmp->type == BUTTON)
229 {
173 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 230 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
174 /* Bug? The pedestal code below looks for the head of 231 /* Bug? The pedestal code below looks for the head of
175 * the object, this bit doesn't. I'd think we should check 232 * the object, this bit doesn't. I'd think we should check
176 * for head here also. Maybe it also makese sense to 233 * for head here also. Maybe it also makese sense to
177 * make the for ab=tmp->above loop common, and alter 234 * make the for ab=tmp->above loop common, and alter
178 * behaviour based on object within that loop? 235 * behaviour based on object within that loop?
179 */ 236 */
180 237
181 /* Basically, if the move_type matches that on what the 238 /* Basically, if the move_type matches that on what the
182 * button wants, we count it. The second check is so that 239 * button wants, we count it. The second check is so that
183 * objects don't move (swords, etc) will count. Note that 240 * objects don't move (swords, etc) will count. Note that
184 * this means that more work is needed to make buttons 241 * this means that more work is needed to make buttons
185 * that are only triggered by flying objects. 242 * that are only triggered by flying objects.
186 */ 243 */
187 if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
188 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 245 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
189 246
190 tmp->value=(tot>=tmp->weight)?1:0; 247 tmp->value = (tot >= tmp->weight) ? 1 : 0;
191 if(tmp->value) 248 if (tmp->value)
192 any_down=1; 249 any_down = 1;
250 }
193 } else if (tmp->type == PEDESTAL) { 251 else if (tmp->type == PEDESTAL)
252 {
194 tmp->value = 0; 253 tmp->value = 0;
195 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 254 for (ab = tmp->above; ab != NULL; ab = ab->above)
255 {
196 head = ab->head ? ab->head : ab; 256 head = ab->head_ ();
197 /* Same note regarding move_type for buttons above apply here. */ 257 /* Same note regarding move_type for buttons above apply here. */
198 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && 258 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
199 (head->race==tmp->slaying || 259 (head->race == tmp->slaying ||
200 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 260 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
201 (!strcmp (tmp->slaying, "player") && 261 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
202 head->type == PLAYER)))
203 tmp->value = 1; 262 tmp->value = 1;
204 } 263 }
264
205 if(tmp->value) 265 if (tmp->value)
206 any_down=1; 266 any_down = 1;
207 } 267 }
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;
237 } 268 }
238 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL) 269 if (any_down) /* If any other buttons were down, force this to remain down */
270 op->value = 1;
271
272 /* If this button hasn't changed, don't do anything */
273 if (op->value != old_value)
239 { 274 {
240 update_button(ol->ob); 275 SET_ANIMATION (op, op->value);
241 break; 276 update_object (op, UP_OBJ_FACE);
277 push_button (op); /* Make all other buttons the same */
242 } 278 }
243 }
244} 279}
245 280
281void
246void use_trigger(object *op) 282use_trigger (object *op)
247{ 283{
248
249 /* Toggle value */ 284 /* Toggle value */
250 op->value = !op->value; 285 op->value = !op->value;
251 push_button(op); 286 push_button (op);
252} 287}
253 288
254/* 289/*
255 * Note: animate_object should be used instead of this, 290 * Note: animate_object should be used instead of this,
256 * but it can't handle animations in the 8 directions 291 * but it can't handle animations in the 8 directions
257 */ 292 */
258 293void
259void animate_turning(object *op) /* only one part objects */ 294animate_turning (object *op) /* only one part objects */
260{ 295{
261 if (++op->state >= NUM_ANIMATIONS(op)/8) 296 if (++op->state >= NUM_ANIMATIONS (op) / 8)
262 op->state=0; 297 op->state = 0;
263 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 298 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
264 op->state);
265 update_object(op,UP_OBJ_FACE); 299 update_object (op, UP_OBJ_FACE);
266} 300}
267 301
268#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 302#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
269#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 303#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
270 304
276 * 310 *
277 * 0.93.4: Linked objects (ie, objects that are connected) can not be 311 * 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 312 * sacrificed. This fixes a bug of trying to put multiple altars/related
279 * objects on the same space that take the same sacrifice. 313 * objects on the same space that take the same sacrifice.
280 */ 314 */
281 315
316int
282int check_altar_sacrifice (const object *altar, const object *sacrifice) 317check_altar_sacrifice (const object *altar, const object *sacrifice)
283{ 318{
284 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 319 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
285 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
286 && sacrifice->type != PLAYER)
287 { 320 {
288 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 321 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
289 ARCH_SACRIFICE(altar) == sacrifice->name || 322 ARCH_SACRIFICE (altar) == sacrifice->name ||
290 ARCH_SACRIFICE(altar) == sacrifice->slaying || 323 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
291 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0)))) 324 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
292 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1)) 325 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
293 return 1; 326 return 1;
327
294 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 328 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
295 && sacrifice->type == MONEY
296 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 329 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
297 return 1; 330 return 1;
298 } 331 }
332
299 return 0; 333 return 0;
300} 334}
301
302 335
303/* 336/*
304 * operate_altar checks if sacrifice was accepted and removes sacrificed 337 * operate_altar checks if sacrifice was accepted and removes sacrificed
305 * objects. If sacrifice was succeed return 1 else 0. Might be better to 338 * 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, 339 * call check_altar_sacrifice (above) than depend on the return value,
307 * since operate_altar will remove the sacrifice also. 340 * since operate_altar will remove the sacrifice also.
308 * 341 *
309 * If this function returns 1, '*sacrifice' is modified to point to the 342 * 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. 343 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
311 */ 344 */
312 345int
313int operate_altar (object *altar, object **sacrifice) 346operate_altar (object *altar, object **sacrifice)
314{ 347{
315
316 if ( ! altar->map) { 348 if (!altar->map)
349 {
317 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 350 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
318 return 0; 351 return 0;
319 } 352 }
320 353
321 if (!altar->slaying || altar->value) 354 if (!altar->slaying || altar->value)
322 return 0; 355 return 0;
323 356
324 if ( ! check_altar_sacrifice (altar, *sacrifice)) 357 if (!check_altar_sacrifice (altar, *sacrifice))
325 return 0; 358 return 0;
326 359
327 /* check_altar_sacrifice should have already verified that enough money 360 /* check_altar_sacrifice should have already verified that enough money
328 * has been dropped. 361 * has been dropped.
329 */ 362 */
330 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 363 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
364 {
331 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 365 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
332 366
333 /* Round up any sacrifices. Altars don't make change either */ 367 /* Round up any sacrifices. Altars don't make change either */
334 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 368 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
369 number++;
370
335 *sacrifice = decrease_ob_nr (*sacrifice, number); 371 *sacrifice = decrease_ob_nr (*sacrifice, number);
336 } 372 }
337 else 373 else
338 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 374 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
339 375
340 if (altar->msg) 376 if (altar->msg)
341 new_info_map(NDI_BLACK, altar->map, altar->msg); 377 new_info_map (NDI_BLACK, altar->map, altar->msg);
378
342 return 1; 379 return 1;
343} 380}
344 381
382void
345void trigger_move (object *op, int state) /* 1 down and 0 up */ 383trigger_move (object *op, int state) /* 1 down and 0 up */
346{ 384{
347 op->stats.wc = state; 385 op->stats.wc = state;
348 if (state) { 386 if (state)
387 {
349 use_trigger(op); 388 use_trigger (op);
350 if (op->stats.exp > 0) /* check sanity */ 389 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
351 op->speed = 1.0 / op->stats.exp;
352 else
353 op->speed = 1.0;
354 update_ob_speed(op);
355 op->speed_left = -1; 390 op->speed_left = -1;
356 } else { 391 }
392 else
393 {
357 use_trigger(op); 394 use_trigger (op);
358 op->speed = 0; 395 op->set_speed (0);
359 update_ob_speed(op);
360 } 396 }
361} 397}
362 398
363 399
364/* 400/*
371 * 407 *
372 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 408 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
373 * 409 *
374 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 410 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
375 */ 411 */
412int
376int check_trigger (object *op, object *cause) 413check_trigger (object *op, object *cause)
377{ 414{
378 object *tmp; 415 object *tmp;
379 int push = 0, tot = 0; 416 int push = 0, tot = 0;
380 int in_movement = op->stats.wc || op->speed; 417 int in_movement = op->stats.wc || op->speed;
381 418
382 switch (op->type) { 419 switch (op->type)
420 {
383 case TRIGGER_BUTTON: 421 case TRIGGER_BUTTON:
384 if (op->weight > 0) { 422 if (op->weight > 0)
423 {
385 if (cause) { 424 if (cause)
425 {
386 for (tmp = op->above; tmp; tmp = tmp->above) 426 for (tmp = op->above; tmp; tmp = tmp->above)
387 /* Comment reproduced from update_buttons(): */ 427 /* Comment reproduced from update_buttons(): */
388 /* Basically, if the move_type matches that on what the 428 /* Basically, if the move_type matches that on what the
389 * button wants, we count it. The second check is so that 429 * button wants, we count it. The second check is so that
390 * objects that don't move (swords, etc) will count. Note that 430 * objects that don't move (swords, etc) will count. Note that
391 * this means that more work is needed to make buttons 431 * this means that more work is needed to make buttons
392 * that are only triggered by flying objects. 432 * that are only triggered by flying objects.
393 */ 433 */
394 434
395 if ((tmp->move_type & op->move_on) || tmp->move_type==0) { 435 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
436 {
396 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) 437 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
397 + tmp->carrying;
398 } 438 }
399 if (tot >= op->weight) 439 if (tot >= op->weight)
400 push = 1; 440 push = 1;
401 if (op->stats.ac == push) 441 if (op->stats.ac == push)
402 return 0; 442 return 0;
403 op->stats.ac = push; 443 op->stats.ac = push;
404 if (NUM_ANIMATIONS(op) > 1) { 444 if (NUM_ANIMATIONS (op) > 1)
445 {
405 SET_ANIMATION (op, push); 446 SET_ANIMATION (op, push);
406 update_object (op, UP_OBJ_FACE); 447 update_object (op, UP_OBJ_FACE);
407 } 448 }
408 if (in_movement || ! push) 449 if (in_movement || !push)
409 return 0; 450 return 0;
410 } 451 }
411 trigger_move (op, push); 452 trigger_move (op, push);
412 } 453 }
413 return 0; 454 return 0;
414 455
415 case TRIGGER_PEDESTAL: 456 case TRIGGER_PEDESTAL:
416 if (cause) { 457 if (cause)
458 {
417 for (tmp = op->above; tmp; tmp = tmp->above) { 459 for (tmp = op->above; tmp; tmp = tmp->above)
460 {
418 object *head = tmp->head ? tmp->head : tmp; 461 object *head = tmp->head_ ();
419 462
420 /* See comment in TRIGGER_BUTTON about move_types */ 463 /* See comment in TRIGGER_BUTTON about move_types */
421 if (((head->move_type & op->move_on) || head->move_type==0) 464 if (((head->move_type & op->move_on) || head->move_type == 0)
422 && (head->race==op->slaying ||
423 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 465 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
466 {
424 push = 1; 467 push = 1;
425 break; 468 break;
426 } 469 }
427 } 470 }
471
428 if (op->stats.ac == push) 472 if (op->stats.ac == push)
429 return 0; 473 return 0;
474
430 op->stats.ac = push; 475 op->stats.ac = push;
476
431 if (NUM_ANIMATIONS(op) > 1) { 477 if (NUM_ANIMATIONS (op) > 1)
478 {
432 SET_ANIMATION (op, push); 479 SET_ANIMATION (op, push);
433 update_object (op, UP_OBJ_FACE); 480 update_object (op, UP_OBJ_FACE);
434 } 481 }
482
435 update_object(op,UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
484
436 if (in_movement || ! push) 485 if (in_movement || !push)
437 return 0; 486 return 0;
438 } 487 }
488
439 trigger_move (op, push); 489 trigger_move (op, push);
440 return 0; 490 return 0;
441 491
442 case TRIGGER_ALTAR: 492 case TRIGGER_ALTAR:
443 if (cause) { 493 if (cause)
494 {
444 if (in_movement) 495 if (in_movement)
445 return 0; 496 return 0;
497
446 if (operate_altar (op, &cause)) { 498 if (operate_altar (op, &cause))
499 {
447 if (NUM_ANIMATIONS(op) > 1) { 500 if (NUM_ANIMATIONS (op) > 1)
501 {
448 SET_ANIMATION (op, 1); 502 SET_ANIMATION (op, 1);
449 update_object(op, UP_OBJ_FACE); 503 update_object (op, UP_OBJ_FACE);
450 } 504 }
505
451 if (op->last_sp >= 0) { 506 if (op->last_sp >= 0)
507 {
452 trigger_move (op, 1); 508 trigger_move (op, 1);
453 if (op->last_sp > 0) 509 if (op->last_sp > 0)
454 op->last_sp = -op->last_sp; 510 op->last_sp = -op->last_sp;
455 } 511 }
456 else { 512 else
513 {
457 /* for trigger altar with last_sp, the ON/OFF 514 /* for trigger altar with last_sp, the ON/OFF
458 * status (-> +/- value) is "simulated": 515 * status (-> +/- value) is "simulated":
459 */ 516 */
460 op->value = !op->value; 517 op->value = !op->value;
461 trigger_move (op, 1); 518 trigger_move (op, 1);
462 op->last_sp = -op->last_sp; 519 op->last_sp = -op->last_sp;
463 op->value = !op->value; 520 op->value = !op->value;
464 } 521 }
522
465 return cause == NULL; 523 return cause == NULL;
466 } else {
467 return 0;
468 } 524 }
469 } else { 525 else
526 return 0;
527 }
528 else
529 {
470 if (NUM_ANIMATIONS(op) > 1) { 530 if (NUM_ANIMATIONS (op) > 1)
531 {
471 SET_ANIMATION (op, 0); 532 SET_ANIMATION (op, 0);
472 update_object(op, UP_OBJ_FACE); 533 update_object (op, UP_OBJ_FACE);
473 } 534 }
474 535
475 /* If trigger_altar has "last_sp > 0" set on the map, 536 /* If trigger_altar has "last_sp > 0" set on the map,
476 * it will push the connected value only once per sacrifice. 537 * it will push the connected value only once per sacrifice.
477 * Otherwise (default), the connected value will be 538 * Otherwise (default), the connected value will be
478 * pushed twice: First by sacrifice, second by reset! -AV 539 * pushed twice: First by sacrifice, second by reset! -AV
479 */ 540 */
480 if (!op->last_sp) 541 if (!op->last_sp)
481 trigger_move (op, 0); 542 trigger_move (op, 0);
482 else { 543 else
544 {
483 op->stats.wc = 0; 545 op->stats.wc = 0;
484 op->value = !op->value; 546 op->value = !op->value;
485 op->speed = 0; 547 op->set_speed (0);
486 update_ob_speed(op);
487 } 548 }
488 } 549 }
489 return 0; 550 return 0;
490 551
491 case TRIGGER: 552 case TRIGGER:
492 if (cause) { 553 if (cause)
554 {
493 if (in_movement) 555 if (in_movement)
494 return 0; 556 return 0;
557
495 push = 1; 558 push = 1;
496 } 559 }
560
497 if (NUM_ANIMATIONS(op) > 1) { 561 if (NUM_ANIMATIONS (op) > 1)
562 {
498 SET_ANIMATION (op, push); 563 SET_ANIMATION (op, push);
499 update_object(op, UP_OBJ_FACE); 564 update_object (op, UP_OBJ_FACE);
500 } 565 }
566
501 trigger_move (op, push); 567 trigger_move (op, push);
502 return 1; 568 return 1;
503 569
504 default: 570 default:
505 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 571 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
506 return 0; 572 return 0;
507 } 573 }
508} 574}
509 575
576void
510void add_button_link(object *button, mapstruct *map, int connected) { 577add_button_link (object *button, maptile *map, int connected)
578{
511 oblinkpt *obp; 579 oblinkpt *obp;
512 objectlink *ol = get_objectlink(); 580 objectlink *ol = get_objectlink ();
513 581
514 if (!map) { 582 if (!map)
583 {
515 LOG(llevError, "Tried to add button-link without map.\n"); 584 LOG (llevError, "Tried to add button-link without map.\n");
516 return; 585 return;
517 } 586 }
587
518 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild 588 button->path_attuned = connected; /* peterm: I need this so I can rebuild
519 a connected map from a template map. */ 589 a connected map from a template map. */
520/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
521 590
522 SET_FLAG(button,FLAG_IS_LINKED); 591 SET_FLAG (button, FLAG_IS_LINKED);
523 592
524 ol->ob = button; 593 ol->ob = button;
525 ol->id = button->count;
526 594
527 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 595 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
596 ;
528 597
529 if (obp) { 598 if (obp)
599 {
530 ol->next = obp->link; 600 ol->next = obp->link;
531 obp->link = ol; 601 obp->link = ol;
602 }
532 } else { 603 else
604 {
533 obp = get_objectlinkpt(); 605 obp = get_objectlinkpt ();
534 obp->value = connected; 606 obp->value = connected;
535 607
536 obp->next = map->buttons; 608 obp->next = map->buttons;
537 map->buttons = obp; 609 map->buttons = obp;
538 obp->link = ol; 610 obp->link = ol;
539 } 611 }
540} 612}
541 613
542/* 614/*
543 * Remove the object from the linked lists of buttons in the map. 615 * Remove the object from the linked lists of buttons in the map.
544 * This is only needed by editors. 616 * This is only needed by editors.
545 */ 617 */
546 618
619void
547void remove_button_link(object *op) { 620remove_button_link (object *op)
621{
548 oblinkpt *obp; 622 oblinkpt *obp;
549 objectlink **olp, *ol; 623 objectlink **olp, *ol;
550 624
551 if (op->map == NULL) { 625 if (op->map == NULL)
626 {
552 LOG(llevError, "remove_button_link() in object without map.\n"); 627 LOG (llevError, "remove_button_link() in object without map.\n");
553 return; 628 return;
554 } 629 }
630
555 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 631 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
632 {
556 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 633 LOG (llevError, "remove_button_linked() in unlinked object.\n");
557 return; 634 return;
558 } 635 }
636
559 for (obp = op->map->buttons; obp; obp = obp->next) 637 for (obp = op->map->buttons; obp; obp = obp->next)
560 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 638 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
561 if (ol->ob == op) { 639 if (ol->ob == op)
640 {
641
562/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 642/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
563 obp->value, op->name, op->map->path); 643 obp->value, op->name, op->map->path);
564*/ 644*/
565 *olp = ol->next; 645 *olp = ol->next;
566 free(ol); 646 delete ol;
567 return; 647 return;
568 } 648 }
649
569 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 650 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
570 CLEAR_FLAG(op,FLAG_IS_LINKED); 651 CLEAR_FLAG (op, FLAG_IS_LINKED);
571} 652}
572 653
654/*
655 * Gets the objectlink for this connection from the map.
656 */
657oblinkpt *
658get_connection_links (maptile *map, long connection)
659{
660 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
661 if (obp->value == connection)
662 return obp;
663
664 return 0;
665}
666
573/* 667/*
574 * Return the first objectlink in the objects linked to this one 668 * Return the first objectlink in the objects linked to this one
575 */ 669 */
576 670
671oblinkpt *
577objectlink *get_button_links(const object *button) { 672get_button_links (const object *button)
673{
578 oblinkpt *obp; 674 oblinkpt *obp;
579 objectlink *ol; 675 objectlink *ol;
580 676
581 if (!button->map) 677 if (!button->map)
582 return NULL; 678 return NULL;
679
583 for (obp = button->map->buttons; obp; obp = obp->next) 680 for (obp = button->map->buttons; obp; obp = obp->next)
584 for (ol = obp->link; ol; ol = ol->next) 681 for (ol = obp->link; ol; ol = ol->next)
585 if (ol->ob == button && ol->id == button->count) 682 if (ol->ob == button)
586 return obp->link; 683 return obp;
684
587 return NULL; 685 return NULL;
588} 686}
589 687
590/* 688/*
591 * Made as a separate function to increase efficiency 689 * Made as a separate function to increase efficiency
592 */ 690 */
593 691
692int
594int get_button_value(const object *button) { 693get_button_value (const object *button)
694{
595 oblinkpt *obp; 695 oblinkpt *obp;
596 objectlink *ol; 696 objectlink *ol;
597 697
598 if (!button->map) 698 if (!button->map)
599 return 0; 699 return 0;
600 for (obp = button->map->buttons; obp; obp = obp->next) 700 for (obp = button->map->buttons; obp; obp = obp->next)
601 for (ol = obp->link; ol; ol = ol->next) 701 for (ol = obp->link; ol; ol = ol->next)
602 if (ol->ob == button && ol->id == button->count) 702 if (ol->ob == button)
603 return obp->value; 703 return obp->value;
604 return 0; 704 return 0;
605} 705}
606 706
607/* This routine makes monsters who are 707/* This routine makes monsters who are
610 * If floor is to be triggered must have 710 * If floor is to be triggered must have
611 * a speed of zero (default is 1 for all 711 * a speed of zero (default is 1 for all
612 * but the charm floor type). 712 * but the charm floor type).
613 * by b.t. thomas@nomad.astro.psu.edu 713 * by b.t. thomas@nomad.astro.psu.edu
614 */ 714 */
615 715
716void
616void do_mood_floor(object *op, object *op2) { 717do_mood_floor (object *op, object *source)
718{
719 if (!source)
720 source = op;
721
722 mapspace &ms = op->ms ();
723
724 if (!(ms.flags () & P_IS_ALIVE))
725 return;
726
617 object *tmp; 727 object *tmp;
618 object *tmp2;
619 728
620 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 729 for (tmp = ms.top; tmp; tmp = tmp->below)
621 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 730 if (QUERY_FLAG (tmp, FLAG_MONSTER))
731 break;
622 732
623 /* doesn't effect players, and if there is a player on this space, won't also 733 /* doesn't effect players, and if there is a player on this space, won't also
624 * be a monster here. 734 * be a monster here.
625 */ 735 */
736 //TODO: have players really FLAG_MONSTER? kept it for safety
626 if (!tmp || tmp->type == PLAYER) return; 737 if (!tmp || tmp->type == PLAYER)
738 return;
627 739
628 switch(op->last_sp) { 740 switch (op->last_sp)
741 {
629 case 0: /* furious--make all monsters mad */ 742 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)) 743 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
744 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
745
746 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
747 {
748 tmp->attack_movement = 0;
749 /* lots of checks here, but want to make sure we don't
750 * dereference a null value
751 */
752 if (tmp->type == GOLEM
753 && tmp->owner
754 && tmp->owner->type == PLAYER
755 && tmp->owner->contr->golem == tmp)
756 tmp->owner->contr->golem = 0;
757
758 tmp->owner = 0;
759
760 remove_friendly_object (tmp);
761 }
762 break;
763
764 case 1: /* angry -- get neutral monsters mad */
765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
767 break;
768
769 case 2: /* calm -- pacify unfriendly monsters */
654 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 770 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
655 break; 771 break;
772
656 case 3: /* make all monsters fall asleep */ 773 case 3: /* make all monsters fall asleep */
657 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
658 SET_FLAG(tmp, FLAG_SLEEP); 774 SET_FLAG (tmp, FLAG_SLEEP);
659 break; 775 break;
776
660 case 4: /* charm all monsters */ 777 case 4: /* charm all monsters */
661 778 if (op == source)
662 if(op == op2) break; /* only if 'connected' */ 779 break; /* only if 'connected' */
663
664 for(tmp2=get_map_ob(op2->map,op2->x,op2->y); /* finding an owner */
665 tmp2->type!=PLAYER;tmp2=tmp2->above)
666 if(tmp2->above==NULL) break;
667 780
668 if (tmp2->type != PLAYER) 781 if (object *pl = source->ms ().player ())
669 break; 782 {
670 set_owner(tmp,tmp2); 783 tmp->set_owner (pl);
671 SET_FLAG(tmp,FLAG_MONSTER); 784 SET_FLAG (tmp, FLAG_MONSTER);
785
672 tmp->stats.exp = 0; 786 tmp->stats.exp = 0;
673 SET_FLAG(tmp, FLAG_FRIENDLY); 787
674 add_friendly_object (tmp); 788 add_friendly_object (tmp);
675 tmp->attack_movement = PETMOVE; 789 tmp->attack_movement = PETMOVE;
790 }
791 break;
792
793 case 6: // kill monsters
794 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
676 break; 795 break;
677 796
797 // FALL THROUGH
798 case 5: // kill all alives
799 if (!tmp->flag [FLAG_PRECIOUS])
800 {
801 get_archetype ("burnout")->insert_at (tmp, source);
802 tmp->destroy ();
803 }
804 break;
805
678 default: 806 default:
679 break; 807 break;
680
681 } 808 }
682} 809}
683 810
684/* this function returns the object it matches, or NULL if non. 811/* this function returns the object it matches, or NULL if non.
685 * It will descend through containers to find the object. 812 * It will descend through containers to find the object.
686 * slaying = match object slaying flag 813 * slaying = match object slaying flag
687 * race = match object archetype name flag 814 * race = match object archetype name flag
688 * hp = match object type (excpt type '0'== PLAYER) 815 * hp = match object type (excpt type '0'== PLAYER)
689 */ 816 */
690 817object *
691object * check_inv_recursive(object *op, const object *trig) 818check_inv_recursive (object *op, const object *trig)
692{ 819{
693 object *tmp,*ret=NULL; 820 object *tmp, *ret = NULL;
694 821
695 /* First check the object itself. */ 822 /* First check the object itself. */
696 if((trig->stats.hp && (op->type == trig->stats.hp)) 823 if ((trig->stats.hp && (op->type == trig->stats.hp))
697 || (trig->slaying && (op->slaying == trig->slaying)) 824 || (trig->slaying && (op->slaying == trig->slaying))
698 || (trig->race && (op->arch->name == trig->race))) 825 || (trig->race && (op->arch->name == trig->race)))
699 return op; 826 return op;
700 827
701 for(tmp=op->inv; tmp; tmp=tmp->below) { 828 for (tmp = op->inv; tmp; tmp = tmp->below)
829 {
702 if (tmp->inv) { 830 if (tmp->inv)
831 {
703 ret=check_inv_recursive(tmp, trig); 832 ret = check_inv_recursive (tmp, trig);
833 if (ret)
704 if (ret) return ret; 834 return ret;
705 } 835 }
706 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
707 || (trig->slaying && (tmp->slaying == trig->slaying)) 837 || (trig->slaying && (tmp->slaying == trig->slaying))
708 || (trig->race && (tmp->arch->name == trig->race))) 838 || (trig->race && (tmp->arch->name == trig->race)))
709 return tmp; 839 return tmp;
710 } 840 }
711 return NULL; 841 return NULL;
712} 842}
713 843
714/* check_inv(), a function to search the inventory, 844/* check_inv(), a function to search the inventory,
715 * of a player and then based on a set of conditions, 845 * of a player and then based on a set of conditions,
716 * the square will activate connected items. 846 * the square will activate connected items.
717 * Monsters can't trigger this square (for now) 847 * Monsters can't trigger this square (for now)
718 * Values are: last_sp = 1/0 obj/no obj triggers 848 * Values are: last_sp = 1/0 obj/no obj triggers
719 * last_heal = 1/0 remove/dont remove obj if triggered 849 * last_heal = 1/0 remove/dont remove obj if triggered
720 * -b.t. (thomas@nomad.astro.psu.edu 850 * -b.t. (thomas@nomad.astro.psu.edu
721 */ 851 *
722 852 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
853 * because the check-inventory semantic essentially only applies when
854 * something is above the inventory checker.
855 * The semantic prior this change was: trigger if something has moved on or off
856 * and has a matching item. Imagine what happens if someone steps on the inventory
857 * checker with a matching item, has it, activates the connection, throws the item
858 * away, and then leaves the inventory checker. That would've caused an always-enabled
859 * state in the inventory checker. This won't happen anymore now.
860 *
861 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
862 * whether op is on this mapspace or not, because the value (1|0) depends
863 * on this information. also make sure to only push_button if op has
864 * a matching item (because when we do a push_button with value=0 timed gates
865 * will still open)! (i hope i got the semantics right this time)
866 *
867 */
868void
723void check_inv (object *op, object *trig) { 869check_inv (object *op, object *trig)
724object *match; 870{
871 trig->value = 0; // deactivate if none of the following conditions apply
725 872
726 if(op->type != PLAYER) return; 873 object *pl = trig->ms ().player ();
727 match = check_inv_recursive(op,trig); 874 object *match = check_inv_recursive (op, trig);
728 if (match && trig->last_sp) { 875
876 // elmex: a note about (pl == op):
877 // if pl == 0 then the player has left this space
878 // if pl != 0 then a player is on this mapspace, but then
879 // we still have to check whether it's the player that triggered
880 // this inv-checker, because if not, then the op left this inv-checker
881 // and we have to set the value to 0
882
883 if (match && trig->last_sp) // match == having
884 {
729 if(trig->last_heal) 885 if (trig->last_heal)
730 decrease_ob(match); 886 decrease_ob (match);
731 use_trigger(trig); 887
888 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
889 push_button (trig);
890 }
891 else if (!match && !trig->last_sp) // match == not having
732 } 892 {
733 else if (!match && !trig->last_sp) 893 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
734 use_trigger(trig); 894 push_button (trig);
735}
736
737
738/* This does a minimal check of the button link consistency for object
739 * map. All it really does it much sure the object id link that is set
740 * matches what the object has.
741 */
742void verify_button_links(const mapstruct *map) {
743 oblinkpt *obp;
744 objectlink *ol;
745
746 if (!map) return;
747
748 for (obp = map->buttons; obp; obp = obp->next) {
749 for (ol=obp->link; ol; ol=ol->next) {
750 if (ol->id!=ol->ob->count)
751 LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count);
752 }
753 } 895 }
754} 896}
897

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