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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 1.30 by root, Sat Apr 28 17:51:57 2007 UTC

1/* 1/*
2 * static char *rcsid_button_c =
3 * "$Id: button.C,v 1.3 2006/08/29 17:29:27 elmex 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/*
37 * elmex: 33 * elmex:
38 * This function takes a objectlink list with all the objects are going to be activated. 34 * 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. 35 * 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. 36 * The source argument can be 0 or the source object for this activation.
41 */ 37 */
38void
42void activate_connection_link (objectlink *ol, bool state, object *source = 0) 39activate_connection_link (objectlink * ol, bool state, object *source = 0)
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;
68 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
69 continue; 66 continue;
70 67
71 switch (tmp->type) 68 switch (tmp->type)
72 { 69 {
73 case GATE: 70 case GATE:
74 case HOLE: 71 case HOLE:
75 tmp->value = tmp->stats.maxsp ? !state : state; 72 tmp->value = tmp->stats.maxsp ? !state : state;
76 tmp->speed = 0.5; 73 tmp->set_speed (0.5);
77 update_ob_speed (tmp);
78 break; 74 break;
79 75
80 case CF_HANDLE: 76 case CF_HANDLE:
81 SET_ANIMATION (tmp, 77 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); 78 update_object (tmp, UP_OBJ_FACE);
85 break; 79 break;
86 80
87 case SIGN: 81 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 { 83 {
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food) 85 if (tmp->stats.food)
92 tmp->last_eat++; 86 tmp->last_eat++;
93 } 87 }
94 break; 88 break;
95 89
96 case ALTAR: 90 case ALTAR:
97 tmp->value = 1; 91 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 92 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 93 update_object (tmp, UP_OBJ_FACE);
100 break; 94 break;
101 95
102 case BUTTON: 96 case BUTTON:
103 case PEDESTAL: 97 case PEDESTAL:
104 tmp->value = state; 98 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 99 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 100 update_object (tmp, UP_OBJ_FACE);
107 break; 101 break;
108 102
109 case MOOD_FLOOR: 103 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 104 do_mood_floor (tmp, source);
111 break; 105 break;
112 106
113 case TIMED_GATE: 107 case TIMED_GATE:
114 tmp->speed = tmp->arch->clone.speed; 108 tmp->set_speed (tmp->arch->clone.speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 109 tmp->value = tmp->arch->clone.value;
117 tmp->stats.sp = 1; 110 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 111 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 112 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 113 * from the head - this ensures that the data will consistent
121 */ 114 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 115 for (tmp = tmp->more; tmp; tmp = tmp->more)
123 { 116 {
124 tmp->speed = tmp->head->speed;
125 tmp->value = tmp->head->value; 117 tmp->value = tmp->head->value;
126 tmp->stats.sp = tmp->head->stats.sp; 118 tmp->stats.sp = tmp->head->stats.sp;
127 tmp->stats.hp = tmp->head->stats.hp; 119 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 120 tmp->set_speed (tmp->head->speed);
129 } 121 }
130 break; 122 break;
131 123
132 case DIRECTOR: 124 case DIRECTOR:
133 case FIREWALL: 125 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 126 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 127 move_firewall (tmp);
136 else 128 else
137 { 129 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140 animate_turning (tmp); 132 animate_turning (tmp);
141 } 133 }
142 break; 134 break;
143 135
144 case TELEPORTER: 136 case TELEPORTER:
145 move_teleporter (tmp); 137 move_teleporter (tmp);
146 break; 138 break;
147 139
148 case CREATOR: 140 case CREATOR:
149 move_creator (tmp); 141 move_creator (tmp);
150 break; 142 break;
151 143
152 case TRIGGER_MARKER: 144 case TRIGGER_MARKER:
153 move_marker (tmp); 145 move_marker (tmp);
154 break; 146 break;
155 147
156 case DUPLICATOR: 148 case DUPLICATOR:
157 move_duplicator (tmp); 149 move_duplicator (tmp);
158 break; 150 break;
159 } 151 }
160 } 152 }
161} 153}
162 154
163/* 155/*
170 * altars/pedestals/holes in the whole map. 162 * altars/pedestals/holes in the whole map.
171 * Changed the routine to loop through _all_ objects. 163 * Changed the routine to loop through _all_ objects.
172 * Better hurry with that linked list... 164 * Better hurry with that linked list...
173 * 165 *
174 */ 166 */
167void
175void push_button (object *op) 168push_button (object *op)
176{ 169{
177 oblinkpt *obp = get_button_links (op); 170 oblinkpt *obp = get_button_links (op);
178 171
179 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value))) 172 if (!obp)
180 return; 173 return;
181 174
182 if (obp && obp->link) 175 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
176 return;
177
183 activate_connection_link (obp->link, op->value, op); 178 activate_connection_link (obp->link, op->value, op);
184} 179}
185 180
186/* 181/*
187 * elmex: 182 * elmex:
188 * This activates a connection, similar to push_button (object *op) but it takes 183 * 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 184 * 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 185 * the connection was 'state' or 'released'. So that you can activate objects
191 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 186 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
192 * 187 *
193 */ 188 */
189void
194void activate_connection (mapstruct *map, long connection, bool state) 190activate_connection (maptile *map, long connection, bool state)
195{ 191{
196 if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state))) 192 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
197 return; 193 return;
198 194
199 oblinkpt *obp = get_connection_links (map, connection); 195 oblinkpt *obp = get_connection_links (map, connection);
200 if (obp && obp->link) 196
197 if (obp)
201 activate_connection_link (obp->link, state); 198 activate_connection_link (obp->link, state);
202} 199}
203 200
204/* 201/*
205 * Updates everything connected with the button op. 202 * Updates everything connected with the button op.
206 * After changing the state of a button, this function must be called 203 * 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 204 * to make sure that all gates and other buttons connected to the
208 * button reacts to the (eventual) change of state. 205 * button reacts to the (eventual) change of state.
209 */ 206 */
210 207void
211void update_button(object *op) { 208update_button (object *op)
209{
212 object *ab,*tmp,*head; 210 object *ab, *tmp, *head;
213 int tot,any_down=0, old_value=op->value; 211 int tot, any_down = 0, old_value = op->value;
214 oblinkpt *obp = 0; 212 oblinkpt *obp = 0;
215 objectlink *ol; 213 objectlink *ol;
216 214
217 obp = get_button_links (op); 215 obp = get_button_links (op);
218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 216 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
219 if (obp) 217 if (obp)
220 for (ol = obp->link; ol; ol = ol->next) { 218 for (ol = obp->link; ol; ol = ol->next)
221 if (!ol->ob || ol->ob->count != ol->id) { 219 {
220 if (!ol->ob)
221 {
222 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 222 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
223 continue; 223 continue;
224 } 224 }
225
225 tmp = ol->ob; 226 tmp = ol->ob;
226 if (tmp->type==BUTTON) { 227 if (tmp->type == BUTTON)
228 {
227 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 229 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
228 /* Bug? The pedestal code below looks for the head of 230 /* Bug? The pedestal code below looks for the head of
229 * the object, this bit doesn't. I'd think we should check 231 * the object, this bit doesn't. I'd think we should check
230 * for head here also. Maybe it also makese sense to 232 * for head here also. Maybe it also makese sense to
231 * make the for ab=tmp->above loop common, and alter 233 * make the for ab=tmp->above loop common, and alter
232 * behaviour based on object within that loop? 234 * behaviour based on object within that loop?
233 */ 235 */
234 236
235 /* Basically, if the move_type matches that on what the 237 /* Basically, if the move_type matches that on what the
236 * button wants, we count it. The second check is so that 238 * button wants, we count it. The second check is so that
237 * objects don't move (swords, etc) will count. Note that 239 * objects don't move (swords, etc) will count. Note that
238 * this means that more work is needed to make buttons 240 * this means that more work is needed to make buttons
239 * that are only triggered by flying objects. 241 * that are only triggered by flying objects.
240 */ 242 */
241 if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 243 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
242 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 244 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
243 245
244 tmp->value=(tot>=tmp->weight)?1:0; 246 tmp->value = (tot >= tmp->weight) ? 1 : 0;
245 if(tmp->value) 247 if (tmp->value)
246 any_down=1; 248 any_down = 1;
249 }
247 } else if (tmp->type == PEDESTAL) { 250 else if (tmp->type == PEDESTAL)
251 {
248 tmp->value = 0; 252 tmp->value = 0;
249 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 253 for (ab = tmp->above; ab != NULL; ab = ab->above)
254 {
250 head = ab->head ? ab->head : ab; 255 head = ab->head ? ab->head : ab;
251 /* Same note regarding move_type for buttons above apply here. */ 256 /* Same note regarding move_type for buttons above apply here. */
252 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && 257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
253 (head->race==tmp->slaying || 258 (head->race == tmp->slaying ||
254 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
255 (!strcmp (tmp->slaying, "player") && 260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
256 head->type == PLAYER)))
257 tmp->value = 1; 261 tmp->value = 1;
258 } 262 }
259 if(tmp->value) 263 if (tmp->value)
260 any_down=1; 264 any_down = 1;
261 } 265 }
262 } 266 }
263 if(any_down) /* If any other buttons were down, force this to remain down */ 267 if (any_down) /* If any other buttons were down, force this to remain down */
264 op->value=1; 268 op->value = 1;
265 269
266 /* If this button hasn't changed, don't do anything */ 270 /* If this button hasn't changed, don't do anything */
267 if (op->value != old_value) { 271 if (op->value != old_value)
272 {
268 SET_ANIMATION(op, op->value); 273 SET_ANIMATION (op, op->value);
269 update_object(op, UP_OBJ_FACE); 274 update_object (op, UP_OBJ_FACE);
270 push_button(op); /* Make all other buttons the same */ 275 push_button (op); /* 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 } 276 }
292 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
293 {
294 update_button(ol->ob);
295 break;
296 }
297 }
298} 277}
299 278
279void
300void use_trigger(object *op) 280use_trigger (object *op)
301{ 281{
302
303 /* Toggle value */ 282 /* Toggle value */
304 op->value = !op->value; 283 op->value = !op->value;
305 push_button(op); 284 push_button (op);
306} 285}
307 286
308/* 287/*
309 * Note: animate_object should be used instead of this, 288 * Note: animate_object should be used instead of this,
310 * but it can't handle animations in the 8 directions 289 * but it can't handle animations in the 8 directions
311 */ 290 */
312 291void
313void animate_turning(object *op) /* only one part objects */ 292animate_turning (object *op) /* only one part objects */
314{ 293{
315 if (++op->state >= NUM_ANIMATIONS(op)/8) 294 if (++op->state >= NUM_ANIMATIONS (op) / 8)
316 op->state=0; 295 op->state = 0;
317 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 296 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
318 op->state);
319 update_object(op,UP_OBJ_FACE); 297 update_object (op, UP_OBJ_FACE);
320} 298}
321 299
322#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 300#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
323#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 301#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
324 302
330 * 308 *
331 * 0.93.4: Linked objects (ie, objects that are connected) can not be 309 * 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 310 * sacrificed. This fixes a bug of trying to put multiple altars/related
333 * objects on the same space that take the same sacrifice. 311 * objects on the same space that take the same sacrifice.
334 */ 312 */
335 313
314int
336int check_altar_sacrifice (const object *altar, const object *sacrifice) 315check_altar_sacrifice (const object *altar, const object *sacrifice)
337{ 316{
338 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 317 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
339 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
340 && sacrifice->type != PLAYER)
341 { 318 {
342 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 319 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
343 ARCH_SACRIFICE(altar) == sacrifice->name || 320 ARCH_SACRIFICE (altar) == sacrifice->name ||
344 ARCH_SACRIFICE(altar) == sacrifice->slaying || 321 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
345 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0)))) 322 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
346 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1)) 323 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
347 return 1; 324 return 1;
325
348 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 326 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
349 && sacrifice->type == MONEY
350 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 327 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
351 return 1; 328 return 1;
352 } 329 }
330
353 return 0; 331 return 0;
354} 332}
355
356 333
357/* 334/*
358 * operate_altar checks if sacrifice was accepted and removes sacrificed 335 * operate_altar checks if sacrifice was accepted and removes sacrificed
359 * objects. If sacrifice was succeed return 1 else 0. Might be better to 336 * 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, 337 * call check_altar_sacrifice (above) than depend on the return value,
361 * since operate_altar will remove the sacrifice also. 338 * since operate_altar will remove the sacrifice also.
362 * 339 *
363 * If this function returns 1, '*sacrifice' is modified to point to the 340 * 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. 341 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
365 */ 342 */
366 343int
367int operate_altar (object *altar, object **sacrifice) 344operate_altar (object *altar, object **sacrifice)
368{ 345{
369
370 if ( ! altar->map) { 346 if (!altar->map)
347 {
371 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 348 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
372 return 0; 349 return 0;
373 } 350 }
374 351
375 if (!altar->slaying || altar->value) 352 if (!altar->slaying || altar->value)
376 return 0; 353 return 0;
377 354
378 if ( ! check_altar_sacrifice (altar, *sacrifice)) 355 if (!check_altar_sacrifice (altar, *sacrifice))
379 return 0; 356 return 0;
380 357
381 /* check_altar_sacrifice should have already verified that enough money 358 /* check_altar_sacrifice should have already verified that enough money
382 * has been dropped. 359 * has been dropped.
383 */ 360 */
384 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 361 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
362 {
385 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 363 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
386 364
387 /* Round up any sacrifices. Altars don't make change either */ 365 /* Round up any sacrifices. Altars don't make change either */
388 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 366 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
367 number++;
368
389 *sacrifice = decrease_ob_nr (*sacrifice, number); 369 *sacrifice = decrease_ob_nr (*sacrifice, number);
390 } 370 }
391 else 371 else
392 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 372 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
393 373
394 if (altar->msg) 374 if (altar->msg)
395 new_info_map(NDI_BLACK, altar->map, altar->msg); 375 new_info_map (NDI_BLACK, altar->map, altar->msg);
376
396 return 1; 377 return 1;
397} 378}
398 379
380void
399void trigger_move (object *op, int state) /* 1 down and 0 up */ 381trigger_move (object *op, int state) /* 1 down and 0 up */
400{ 382{
401 op->stats.wc = state; 383 op->stats.wc = state;
402 if (state) { 384 if (state)
385 {
403 use_trigger(op); 386 use_trigger (op);
404 if (op->stats.exp > 0) /* check sanity */ 387 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
405 op->speed = 1.0 / op->stats.exp;
406 else
407 op->speed = 1.0;
408 update_ob_speed(op);
409 op->speed_left = -1; 388 op->speed_left = -1;
410 } else { 389 }
390 else
391 {
411 use_trigger(op); 392 use_trigger (op);
412 op->speed = 0; 393 op->set_speed (0);
413 update_ob_speed(op);
414 } 394 }
415} 395}
416 396
417 397
418/* 398/*
425 * 405 *
426 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 406 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
427 * 407 *
428 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 408 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
429 */ 409 */
410int
430int check_trigger (object *op, object *cause) 411check_trigger (object *op, object *cause)
431{ 412{
432 object *tmp; 413 object *tmp;
433 int push = 0, tot = 0; 414 int push = 0, tot = 0;
434 int in_movement = op->stats.wc || op->speed; 415 int in_movement = op->stats.wc || op->speed;
435 416
436 switch (op->type) { 417 switch (op->type)
418 {
437 case TRIGGER_BUTTON: 419 case TRIGGER_BUTTON:
438 if (op->weight > 0) { 420 if (op->weight > 0)
421 {
439 if (cause) { 422 if (cause)
423 {
440 for (tmp = op->above; tmp; tmp = tmp->above) 424 for (tmp = op->above; tmp; tmp = tmp->above)
441 /* Comment reproduced from update_buttons(): */ 425 /* Comment reproduced from update_buttons(): */
442 /* Basically, if the move_type matches that on what the 426 /* Basically, if the move_type matches that on what the
443 * button wants, we count it. The second check is so that 427 * button wants, we count it. The second check is so that
444 * objects that don't move (swords, etc) will count. Note that 428 * objects that don't move (swords, etc) will count. Note that
445 * this means that more work is needed to make buttons 429 * this means that more work is needed to make buttons
446 * that are only triggered by flying objects. 430 * that are only triggered by flying objects.
447 */ 431 */
448 432
449 if ((tmp->move_type & op->move_on) || tmp->move_type==0) { 433 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
434 {
450 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) 435 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
451 + tmp->carrying;
452 } 436 }
453 if (tot >= op->weight) 437 if (tot >= op->weight)
454 push = 1; 438 push = 1;
455 if (op->stats.ac == push) 439 if (op->stats.ac == push)
456 return 0; 440 return 0;
457 op->stats.ac = push; 441 op->stats.ac = push;
458 if (NUM_ANIMATIONS(op) > 1) { 442 if (NUM_ANIMATIONS (op) > 1)
443 {
459 SET_ANIMATION (op, push); 444 SET_ANIMATION (op, push);
460 update_object (op, UP_OBJ_FACE); 445 update_object (op, UP_OBJ_FACE);
461 } 446 }
462 if (in_movement || ! push) 447 if (in_movement || !push)
463 return 0; 448 return 0;
464 } 449 }
465 trigger_move (op, push); 450 trigger_move (op, push);
466 } 451 }
467 return 0; 452 return 0;
468 453
469 case TRIGGER_PEDESTAL: 454 case TRIGGER_PEDESTAL:
470 if (cause) { 455 if (cause)
456 {
471 for (tmp = op->above; tmp; tmp = tmp->above) { 457 for (tmp = op->above; tmp; tmp = tmp->above)
458 {
472 object *head = tmp->head ? tmp->head : tmp; 459 object *head = tmp->head ? tmp->head : tmp;
473 460
474 /* See comment in TRIGGER_BUTTON about move_types */ 461 /* See comment in TRIGGER_BUTTON about move_types */
475 if (((head->move_type & op->move_on) || head->move_type==0) 462 if (((head->move_type & op->move_on) || head->move_type == 0)
476 && (head->race==op->slaying ||
477 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 463 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
464 {
478 push = 1; 465 push = 1;
479 break; 466 break;
480 } 467 }
481 } 468 }
482 if (op->stats.ac == push) 469 if (op->stats.ac == push)
483 return 0; 470 return 0;
484 op->stats.ac = push; 471 op->stats.ac = push;
485 if (NUM_ANIMATIONS(op) > 1) { 472 if (NUM_ANIMATIONS (op) > 1)
473 {
486 SET_ANIMATION (op, push); 474 SET_ANIMATION (op, push);
487 update_object (op, UP_OBJ_FACE); 475 update_object (op, UP_OBJ_FACE);
488 } 476 }
489 update_object(op,UP_OBJ_FACE); 477 update_object (op, UP_OBJ_FACE);
490 if (in_movement || ! push) 478 if (in_movement || !push)
491 return 0; 479 return 0;
492 } 480 }
493 trigger_move (op, push); 481 trigger_move (op, push);
494 return 0; 482 return 0;
495 483
496 case TRIGGER_ALTAR: 484 case TRIGGER_ALTAR:
497 if (cause) { 485 if (cause)
486 {
498 if (in_movement) 487 if (in_movement)
499 return 0; 488 return 0;
500 if (operate_altar (op, &cause)) { 489 if (operate_altar (op, &cause))
490 {
501 if (NUM_ANIMATIONS(op) > 1) { 491 if (NUM_ANIMATIONS (op) > 1)
492 {
502 SET_ANIMATION (op, 1); 493 SET_ANIMATION (op, 1);
503 update_object(op, UP_OBJ_FACE); 494 update_object (op, UP_OBJ_FACE);
504 } 495 }
505 if (op->last_sp >= 0) { 496 if (op->last_sp >= 0)
497 {
506 trigger_move (op, 1); 498 trigger_move (op, 1);
507 if (op->last_sp > 0) 499 if (op->last_sp > 0)
508 op->last_sp = -op->last_sp; 500 op->last_sp = -op->last_sp;
509 } 501 }
510 else { 502 else
503 {
511 /* for trigger altar with last_sp, the ON/OFF 504 /* for trigger altar with last_sp, the ON/OFF
512 * status (-> +/- value) is "simulated": 505 * status (-> +/- value) is "simulated":
513 */ 506 */
514 op->value = !op->value; 507 op->value = !op->value;
515 trigger_move (op, 1); 508 trigger_move (op, 1);
516 op->last_sp = -op->last_sp; 509 op->last_sp = -op->last_sp;
517 op->value = !op->value; 510 op->value = !op->value;
518 } 511 }
519 return cause == NULL; 512 return cause == NULL;
520 } else {
521 return 0;
522 } 513 }
523 } else { 514 else
524 if (NUM_ANIMATIONS(op) > 1) {
525 SET_ANIMATION (op, 0);
526 update_object(op, UP_OBJ_FACE);
527 } 515 {
528 516 return 0;
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)
535 trigger_move (op, 0);
536 else {
537 op->stats.wc = 0;
538 op->value = !op->value;
539 op->speed = 0;
540 update_ob_speed(op);
541 } 517 }
542 } 518 }
519 else
520 {
521 if (NUM_ANIMATIONS (op) > 1)
522 {
523 SET_ANIMATION (op, 0);
524 update_object (op, UP_OBJ_FACE);
525 }
526
527 /* If trigger_altar has "last_sp > 0" set on the map,
528 * it will push the connected value only once per sacrifice.
529 * Otherwise (default), the connected value will be
530 * pushed twice: First by sacrifice, second by reset! -AV
531 */
532 if (!op->last_sp)
533 trigger_move (op, 0);
534 else
535 {
536 op->stats.wc = 0;
537 op->value = !op->value;
538 op->set_speed (0);
539 }
540 }
543 return 0; 541 return 0;
544 542
545 case TRIGGER: 543 case TRIGGER:
546 if (cause) { 544 if (cause)
545 {
547 if (in_movement) 546 if (in_movement)
548 return 0; 547 return 0;
548
549 push = 1; 549 push = 1;
550 } 550 }
551
551 if (NUM_ANIMATIONS(op) > 1) { 552 if (NUM_ANIMATIONS (op) > 1)
553 {
552 SET_ANIMATION (op, push); 554 SET_ANIMATION (op, push);
553 update_object(op, UP_OBJ_FACE); 555 update_object (op, UP_OBJ_FACE);
554 } 556 }
557
555 trigger_move (op, push); 558 trigger_move (op, push);
556 return 1; 559 return 1;
557 560
558 default: 561 default:
559 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 562 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
560 return 0; 563 return 0;
561 } 564 }
562} 565}
563 566
567void
564void add_button_link(object *button, mapstruct *map, int connected) { 568add_button_link (object *button, maptile *map, int connected)
569{
565 oblinkpt *obp; 570 oblinkpt *obp;
566 objectlink *ol = get_objectlink(); 571 objectlink *ol = get_objectlink ();
567 572
568 if (!map) { 573 if (!map)
574 {
569 LOG(llevError, "Tried to add button-link without map.\n"); 575 LOG (llevError, "Tried to add button-link without map.\n");
570 return; 576 return;
571 } 577 }
578
572 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild 579 button->path_attuned = connected; /* peterm: I need this so I can rebuild
573 a connected map from a template map. */ 580 a connected map from a template map. */
574/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
575 581
576 SET_FLAG(button,FLAG_IS_LINKED); 582 SET_FLAG (button, FLAG_IS_LINKED);
577 583
578 ol->ob = button; 584 ol->ob = button;
579 ol->id = button->count;
580 585
581 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 586 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
587 ;
582 588
583 if (obp) { 589 if (obp)
590 {
584 ol->next = obp->link; 591 ol->next = obp->link;
585 obp->link = ol; 592 obp->link = ol;
593 }
586 } else { 594 else
595 {
587 obp = get_objectlinkpt(); 596 obp = get_objectlinkpt ();
588 obp->value = connected; 597 obp->value = connected;
589 598
590 obp->next = map->buttons; 599 obp->next = map->buttons;
591 map->buttons = obp; 600 map->buttons = obp;
592 obp->link = ol; 601 obp->link = ol;
593 } 602 }
594} 603}
595 604
596/* 605/*
597 * Remove the object from the linked lists of buttons in the map. 606 * Remove the object from the linked lists of buttons in the map.
598 * This is only needed by editors. 607 * This is only needed by editors.
599 */ 608 */
600 609
610void
601void remove_button_link(object *op) { 611remove_button_link (object *op)
612{
602 oblinkpt *obp; 613 oblinkpt *obp;
603 objectlink **olp, *ol; 614 objectlink **olp, *ol;
604 615
605 if (op->map == NULL) { 616 if (op->map == NULL)
617 {
606 LOG(llevError, "remove_button_link() in object without map.\n"); 618 LOG (llevError, "remove_button_link() in object without map.\n");
607 return; 619 return;
608 } 620 }
621
609 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 622 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
623 {
610 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 624 LOG (llevError, "remove_button_linked() in unlinked object.\n");
611 return; 625 return;
612 } 626 }
627
613 for (obp = op->map->buttons; obp; obp = obp->next) 628 for (obp = op->map->buttons; obp; obp = obp->next)
614 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 629 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
615 if (ol->ob == op) { 630 if (ol->ob == op)
631 {
632
616/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 633/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
617 obp->value, op->name, op->map->path); 634 obp->value, op->name, op->map->path);
618*/ 635*/
619 *olp = ol->next; 636 *olp = ol->next;
620 free(ol); 637 delete ol;
621 return; 638 return;
622 } 639 }
640
623 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 641 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
624 CLEAR_FLAG(op,FLAG_IS_LINKED); 642 CLEAR_FLAG (op, FLAG_IS_LINKED);
625} 643}
626 644
627/* 645/*
628 * Gets the objectlink for this connection from the map. 646 * Gets the objectlink for this connection from the map.
629 */ 647 */
648oblinkpt *
630oblinkpt *get_connection_links (mapstruct *map, long connection) 649get_connection_links (maptile *map, long connection)
631{ 650{
632 for (oblinkpt *obp = map->buttons; obp; obp = obp->next) 651 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
633 if (obp->value == connection) 652 if (obp->value == connection)
634 return obp; 653 return obp;
654
635 return 0; 655 return 0;
636} 656}
637 657
638/* 658/*
639 * Return the first objectlink in the objects linked to this one 659 * Return the first objectlink in the objects linked to this one
640 */ 660 */
641 661
662oblinkpt *
642oblinkpt *get_button_links(const object *button) { 663get_button_links (const object *button)
664{
643 oblinkpt *obp; 665 oblinkpt *obp;
644 objectlink *ol; 666 objectlink *ol;
645 667
646 if (!button->map) 668 if (!button->map)
647 return NULL; 669 return NULL;
670
648 for (obp = button->map->buttons; obp; obp = obp->next) 671 for (obp = button->map->buttons; obp; obp = obp->next)
649 for (ol = obp->link; ol; ol = ol->next) 672 for (ol = obp->link; ol; ol = ol->next)
650 if (ol->ob == button && ol->id == button->count) 673 if (ol->ob == button)
651 return obp; 674 return obp;
675
652 return NULL; 676 return NULL;
653} 677}
654 678
655/* 679/*
656 * Made as a separate function to increase efficiency 680 * Made as a separate function to increase efficiency
657 */ 681 */
658 682
683int
659int get_button_value(const object *button) { 684get_button_value (const object *button)
685{
660 oblinkpt *obp; 686 oblinkpt *obp;
661 objectlink *ol; 687 objectlink *ol;
662 688
663 if (!button->map) 689 if (!button->map)
664 return 0; 690 return 0;
665 for (obp = button->map->buttons; obp; obp = obp->next) 691 for (obp = button->map->buttons; obp; obp = obp->next)
666 for (ol = obp->link; ol; ol = ol->next) 692 for (ol = obp->link; ol; ol = ol->next)
667 if (ol->ob == button && ol->id == button->count) 693 if (ol->ob == button)
668 return obp->value; 694 return obp->value;
669 return 0; 695 return 0;
670} 696}
671 697
672/* This routine makes monsters who are 698/* This routine makes monsters who are
675 * If floor is to be triggered must have 701 * If floor is to be triggered must have
676 * a speed of zero (default is 1 for all 702 * a speed of zero (default is 1 for all
677 * but the charm floor type). 703 * but the charm floor type).
678 * by b.t. thomas@nomad.astro.psu.edu 704 * by b.t. thomas@nomad.astro.psu.edu
679 */ 705 */
680 706
707void
681void do_mood_floor(object *op, object *source) { 708do_mood_floor (object *op, object *source)
682 object *tmp; 709{
683 object *tmp2;
684
685 if (!source) 710 if (!source)
686 source = op; 711 source = op;
687 712
688 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 713 mapspace &ms = op->ms ();
714
715 if (!(ms.flags () & P_IS_ALIVE))
716 return;
717
718 object *tmp;
719
720 for (tmp = ms.top; tmp; tmp = tmp->below)
689 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 721 if (QUERY_FLAG (tmp, FLAG_MONSTER))
722 break;
690 723
691 /* doesn't effect players, and if there is a player on this space, won't also 724 /* doesn't effect players, and if there is a player on this space, won't also
692 * be a monster here. 725 * be a monster here.
693 */ 726 */
727 //TODO: have players really FLAG_MONSTER? kept it for safety
694 if (!tmp || tmp->type == PLAYER) return; 728 if (!tmp || tmp->type == PLAYER)
729 return;
695 730
696 switch(op->last_sp) { 731 switch (op->last_sp)
732 {
697 case 0: /* furious--make all monsters mad */ 733 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)) 734 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
735 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
736
737 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
738 {
739 tmp->attack_movement = 0;
740 /* lots of checks here, but want to make sure we don't
741 * dereference a null value
742 */
743 if (tmp->type == GOLEM
744 && tmp->owner
745 && tmp->owner->type == PLAYER
746 && tmp->owner->contr->ranges[range_golem] == tmp)
747 tmp->owner->contr->ranges[range_golem] = 0;
748
749 tmp->owner = 0;
750
751 remove_friendly_object (tmp);
752 }
753 break;
754
755 case 1: /* angry -- get neutral monsters mad */
756 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
757 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
758 break;
759
760 case 2: /* calm -- pacify unfriendly monsters */
722 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 761 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
723 break; 762 break;
763
724 case 3: /* make all monsters fall asleep */ 764 case 3: /* make all monsters fall asleep */
725 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
726 SET_FLAG(tmp, FLAG_SLEEP); 765 SET_FLAG (tmp, FLAG_SLEEP);
727 break; 766 break;
767
728 case 4: /* charm all monsters */ 768 case 4: /* charm all monsters */
729 if (op == source) break; /* only if 'connected' */ 769 if (op == source)
770 break; /* only if 'connected' */
730 771
731 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */ 772 if (object *pl = source->ms ().player ())
732 tmp2->type!=PLAYER;tmp2=tmp2->above) 773 {
733 if(tmp2->above==NULL) break; 774 tmp->set_owner (pl);
734
735 if (tmp2->type != PLAYER)
736 break;
737 set_owner(tmp,tmp2);
738 SET_FLAG(tmp,FLAG_MONSTER); 775 SET_FLAG (tmp, FLAG_MONSTER);
776
739 tmp->stats.exp = 0; 777 tmp->stats.exp = 0;
740 SET_FLAG(tmp, FLAG_FRIENDLY); 778
741 add_friendly_object (tmp); 779 add_friendly_object (tmp);
742 tmp->attack_movement = PETMOVE; 780 tmp->attack_movement = PETMOVE;
781 }
782 break;
783
784 case 6: // kill monsters
785 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
743 break; 786 break;
744 787
788 // FALL THROUGH
789 case 5: // kill all alives
790 if (!tmp->flag [FLAG_PRECIOUS])
791 {
792 get_archetype ("burnout")->insert_at (tmp, source);
793 tmp->destroy ();
794 }
795 break;
796
745 default: 797 default:
746 break; 798 break;
747
748 } 799 }
749} 800}
750 801
751/* this function returns the object it matches, or NULL if non. 802/* this function returns the object it matches, or NULL if non.
752 * It will descend through containers to find the object. 803 * It will descend through containers to find the object.
753 * slaying = match object slaying flag 804 * slaying = match object slaying flag
754 * race = match object archetype name flag 805 * race = match object archetype name flag
755 * hp = match object type (excpt type '0'== PLAYER) 806 * hp = match object type (excpt type '0'== PLAYER)
756 */ 807 */
757 808object *
758object * check_inv_recursive(object *op, const object *trig) 809check_inv_recursive (object *op, const object *trig)
759{ 810{
760 object *tmp,*ret=NULL; 811 object *tmp, *ret = NULL;
761 812
762 /* First check the object itself. */ 813 /* First check the object itself. */
763 if((trig->stats.hp && (op->type == trig->stats.hp)) 814 if ((trig->stats.hp && (op->type == trig->stats.hp))
764 || (trig->slaying && (op->slaying == trig->slaying)) 815 || (trig->slaying && (op->slaying == trig->slaying))
765 || (trig->race && (op->arch->name == trig->race))) 816 || (trig->race && (op->arch->name == trig->race)))
766 return op; 817 return op;
767 818
768 for(tmp=op->inv; tmp; tmp=tmp->below) { 819 for (tmp = op->inv; tmp; tmp = tmp->below)
820 {
769 if (tmp->inv) { 821 if (tmp->inv)
822 {
770 ret=check_inv_recursive(tmp, trig); 823 ret = check_inv_recursive (tmp, trig);
824 if (ret)
771 if (ret) return ret; 825 return ret;
772 } 826 }
773 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 827 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
774 || (trig->slaying && (tmp->slaying == trig->slaying)) 828 || (trig->slaying && (tmp->slaying == trig->slaying))
775 || (trig->race && (tmp->arch->name == trig->race))) 829 || (trig->race && (tmp->arch->name == trig->race)))
776 return tmp; 830 return tmp;
777 } 831 }
778 return NULL; 832 return NULL;
779} 833}
780 834
781/* check_inv(), a function to search the inventory, 835/* check_inv(), a function to search the inventory,
782 * of a player and then based on a set of conditions, 836 * of a player and then based on a set of conditions,
783 * the square will activate connected items. 837 * the square will activate connected items.
784 * Monsters can't trigger this square (for now) 838 * Monsters can't trigger this square (for now)
785 * Values are: last_sp = 1/0 obj/no obj triggers 839 * Values are: last_sp = 1/0 obj/no obj triggers
786 * last_heal = 1/0 remove/dont remove obj if triggered 840 * last_heal = 1/0 remove/dont remove obj if triggered
787 * -b.t. (thomas@nomad.astro.psu.edu 841 * -b.t. (thomas@nomad.astro.psu.edu
788 */ 842 *
789 843 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
844 * because the check-inventory semantic essentially only applies when
845 * something is above the inventory checker.
846 * The semantic prior this change was: trigger if something has moved on or off
847 * and has a matching item. Imagine what happens if someone steps on the inventory
848 * checker with a matching item, has it, activates the connection, throws the item
849 * away, and then leaves the inventory checker. That would've caused an always-enabled
850 * state in the inventory checker. This won't happen anymore now.
851 *
852 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
853 * whether op is on this mapspace or not, because the value (1|0) depends
854 * on this information. also make sure to only push_button if op has
855 * a matching item (because when we do a push_button with value=0 timed gates
856 * will still open)! (i hope i got the semantics right this time)
857 *
858 */
859void
790void check_inv (object *op, object *trig) { 860check_inv (object *op, object *trig)
791object *match; 861{
862 trig->value = 0; // deactivate if none of the following conditions apply
792 863
793 if(op->type != PLAYER) return; 864 object *pl = trig->ms ().player ();
794 match = check_inv_recursive(op,trig); 865 object *match = check_inv_recursive (op, trig);
795 if (match && trig->last_sp) { 866
867 // elmex: a note about (pl == op):
868 // if pl == 0 then the player has left this space
869 // if pl != 0 then a player is on this mapspace, but then
870 // we still have to check whether it's the player that triggered
871 // this inv-checker, because if not, then the op left this inv-checker
872 // and we have to set the value to 0
873
874 if (match && trig->last_sp) // match == having
875 {
796 if(trig->last_heal) 876 if (trig->last_heal)
797 decrease_ob(match); 877 decrease_ob (match);
798 use_trigger(trig); 878
879 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
880 push_button (trig);
881 }
882 else if (!match && !trig->last_sp) // match == not having
799 } 883 {
800 else if (!match && !trig->last_sp) 884 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
801 use_trigger(trig); 885 push_button (trig);
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 } 886 }
821} 887}
888

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