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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 1.38 by elmex, Tue Jul 31 18:28:46 2007 UTC

1/* 1/*
2 * static char *rcsid_button_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: button.C,v 1.3 2006/08/29 17:29:27 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h> 25#include <funcpoint.h>
31 26
32/* 27/*
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 source argument can be 0 or the source object for this activation.
41 */ 36 */
37void
42void activate_connection_link (objectlink *ol, bool state, object *source = 0) 38activate_connection_link (objectlink * ol, bool state, object *source = 0)
43{ 39{
44 object *tmp = 0;
45
46 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
47 { 41 {
48 if (!ol->ob || ol->ob->count != ol->id) 42 if (!ol->ob)
49 { 43 {
50 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 44 LOG (llevError, "Internal error in activate_connection_link.\n");
51 continue; 45 continue;
52 } 46 }
47
53 /* a button link object can become freed when the map is saving. As 48 /* 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 49 * 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 50 * 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 51 * 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 52 * 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. 53 * re-loaded. As such, just exit this function if that is the case.
59 */ 54 */
60 55
61 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 56 if (QUERY_FLAG (ol->ob, FLAG_FREED))
62 return; 57 return;
58
63 tmp = ol->ob; 59 object *tmp = ol->ob;
64 60
65 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
66 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
67 continue; 63 continue;
64
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 {
84 tmp->play_sound (tmp->sound);
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food) 86 if (tmp->stats.food)
92 tmp->last_eat++; 87 tmp->last_eat++;
93 } 88 }
94 break; 89 break;
95 90
96 case ALTAR: 91 case ALTAR:
97 tmp->value = 1; 92 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 93 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 94 update_object (tmp, UP_OBJ_FACE);
100 break; 95 break;
101 96
102 case BUTTON: 97 case BUTTON:
103 case PEDESTAL: 98 case PEDESTAL:
104 tmp->value = state; 99 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 100 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 101 update_object (tmp, UP_OBJ_FACE);
107 break; 102 break;
108 103
109 case MOOD_FLOOR: 104 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 105 do_mood_floor (tmp, source);
111 break; 106 break;
112 107
113 case TIMED_GATE: 108 case TIMED_GATE:
114 tmp->speed = tmp->arch->clone.speed; 109 tmp->set_speed (tmp->arch->speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 110 tmp->value = tmp->arch->value;
117 tmp->stats.sp = 1; 111 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 112 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 113 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 114 * from the head - this ensures that the data will consistent
121 */ 115 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 116 for (object *part = tmp->more; part; part = part->more)
123 { 117 {
124 tmp->speed = tmp->head->speed; 118 part->value = tmp->value;
125 tmp->value = tmp->head->value; 119 part->stats.sp = tmp->stats.sp;
126 tmp->stats.sp = tmp->head->stats.sp; 120 part->stats.hp = tmp->stats.hp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 121 part->set_speed (tmp->speed);
129 } 122 }
130 break; 123 break;
131 124
132 case DIRECTOR: 125 case DIRECTOR:
133 case FIREWALL: 126 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 127 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 128 move_firewall (tmp);
136 else 129 else
137 { 130 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 131 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 132 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
133
140 animate_turning (tmp); 134 animate_turning (tmp);
141 } 135 }
142 break; 136 break;
143 137
144 case TELEPORTER: 138 case TELEPORTER:
145 move_teleporter (tmp); 139 move_teleporter (tmp);
146 break; 140 break;
147 141
148 case CREATOR: 142 case CREATOR:
149 move_creator (tmp); 143 move_creator (tmp);
150 break; 144 break;
151 145
152 case TRIGGER_MARKER: 146 case TRIGGER_MARKER:
153 move_marker (tmp); 147 move_marker (tmp);
154 break; 148 break;
155 149
156 case DUPLICATOR: 150 case DUPLICATOR:
157 move_duplicator (tmp); 151 move_duplicator (tmp);
158 break; 152 break;
159 } 153 }
160 } 154 }
161} 155}
162 156
163/* 157/*
170 * altars/pedestals/holes in the whole map. 164 * altars/pedestals/holes in the whole map.
171 * Changed the routine to loop through _all_ objects. 165 * Changed the routine to loop through _all_ objects.
172 * Better hurry with that linked list... 166 * Better hurry with that linked list...
173 * 167 *
174 */ 168 */
169void
175void push_button (object *op) 170push_button (object *op)
176{ 171{
177 oblinkpt *obp = get_button_links (op); 172 oblinkpt *obp = get_button_links (op);
178 173
179 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value))) 174 if (!obp)
180 return; 175 return;
181 176
182 if (obp && obp->link) 177 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
178 return;
179
183 activate_connection_link (obp->link, op->value, op); 180 activate_connection_link (obp->link, op->value, op);
184} 181}
185 182
186/* 183/*
187 * elmex: 184 * elmex:
188 * This activates a connection, similar to push_button (object *op) but it takes 185 * 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 186 * 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 187 * the connection was 'state' or 'released'. So that you can activate objects
191 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
192 * 189 *
193 */ 190 */
191void
194void activate_connection (mapstruct *map, long connection, bool state) 192activate_connection (maptile *map, long connection, bool state)
195{ 193{
196 if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state))) 194 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
197 return; 195 return;
198 196
199 oblinkpt *obp = get_connection_links (map, connection); 197 oblinkpt *obp = get_connection_links (map, connection);
200 if (obp && obp->link) 198
199 if (obp)
201 activate_connection_link (obp->link, state); 200 activate_connection_link (obp->link, state);
202} 201}
203 202
204/* 203/*
205 * Updates everything connected with the button op. 204 * Updates everything connected with the button op.
206 * After changing the state of a button, this function must be called 205 * 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 206 * to make sure that all gates and other buttons connected to the
208 * button reacts to the (eventual) change of state. 207 * button reacts to the (eventual) change of state.
209 */ 208 */
210 209void
211void update_button(object *op) { 210update_button (object *op)
211{
212 object *ab,*tmp,*head; 212 object *ab, *tmp, *head;
213 int tot,any_down=0, old_value=op->value; 213 int tot, any_down = 0, old_value = op->value;
214 oblinkpt *obp = 0; 214 oblinkpt *obp = 0;
215 objectlink *ol; 215 objectlink *ol;
216 216
217 obp = get_button_links (op); 217 obp = get_button_links (op);
218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
219 if (obp) 219 if (obp)
220 for (ol = obp->link; ol; ol = ol->next) { 220 for (ol = obp->link; ol; ol = ol->next)
221 if (!ol->ob || ol->ob->count != ol->id) { 221 {
222 if (!ol->ob)
223 {
222 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 224 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
223 continue; 225 continue;
224 } 226 }
227
225 tmp = ol->ob; 228 tmp = ol->ob;
226 if (tmp->type==BUTTON) { 229 if (tmp->type == BUTTON)
230 {
227 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
228 /* Bug? The pedestal code below looks for the head of 232 /* Bug? The pedestal code below looks for the head of
229 * the object, this bit doesn't. I'd think we should check 233 * the object, this bit doesn't. I'd think we should check
230 * for head here also. Maybe it also makese sense to 234 * for head here also. Maybe it also makese sense to
231 * make the for ab=tmp->above loop common, and alter 235 * make the for ab=tmp->above loop common, and alter
232 * behaviour based on object within that loop? 236 * behaviour based on object within that loop?
233 */ 237 */
234 238
235 /* Basically, if the move_type matches that on what the 239 /* Basically, if the move_type matches that on what the
236 * button wants, we count it. The second check is so that 240 * button wants, we count it. The second check is so that
237 * objects don't move (swords, etc) will count. Note that 241 * objects don't move (swords, etc) will count. Note that
238 * this means that more work is needed to make buttons 242 * this means that more work is needed to make buttons
239 * that are only triggered by flying objects. 243 * that are only triggered by flying objects.
240 */ 244 */
241 if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
242 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
243 247
244 tmp->value=(tot>=tmp->weight)?1:0; 248 tmp->value = (tot >= tmp->weight) ? 1 : 0;
245 if(tmp->value) 249 if (tmp->value)
246 any_down=1; 250 any_down = 1;
251 }
247 } else if (tmp->type == PEDESTAL) { 252 else if (tmp->type == PEDESTAL)
253 {
248 tmp->value = 0; 254 tmp->value = 0;
249 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 255 for (ab = tmp->above; ab != NULL; ab = ab->above)
250 head = ab->head ? ab->head : ab; 256 {
257 head = ab->head_ ();
251 /* Same note regarding move_type for buttons above apply here. */ 258 /* Same note regarding move_type for buttons above apply here. */
252 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && 259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
253 (head->race==tmp->slaying || 260 (head->race == tmp->slaying ||
254 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
255 (!strcmp (tmp->slaying, "player") && 262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
256 head->type == PLAYER)))
257 tmp->value = 1; 263 tmp->value = 1;
258 } 264 }
265
259 if(tmp->value) 266 if (tmp->value)
260 any_down=1; 267 any_down = 1;
261 } 268 }
262 } 269 }
263 if(any_down) /* If any other buttons were down, force this to remain down */ 270 if (any_down) /* If any other buttons were down, force this to remain down */
264 op->value=1; 271 op->value = 1;
265 272
266 /* If this button hasn't changed, don't do anything */ 273 /* If this button hasn't changed, don't do anything */
267 if (op->value != old_value) { 274 if (op->value != old_value)
275 {
268 SET_ANIMATION(op, op->value); 276 SET_ANIMATION (op, op->value);
269 update_object(op, UP_OBJ_FACE); 277 update_object (op, UP_OBJ_FACE);
270 push_button(op); /* Make all other buttons the same */ 278 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 } 279 }
292 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
293 {
294 update_button(ol->ob);
295 break;
296 }
297 }
298} 280}
299 281
282void
300void use_trigger(object *op) 283use_trigger (object *op)
301{ 284{
302
303 /* Toggle value */ 285 /* Toggle value */
304 op->value = !op->value; 286 op->value = !op->value;
305 push_button(op); 287 push_button (op);
306} 288}
307 289
308/* 290/*
309 * Note: animate_object should be used instead of this, 291 * Note: animate_object should be used instead of this,
310 * but it can't handle animations in the 8 directions 292 * but it can't handle animations in the 8 directions
311 */ 293 */
312 294void
313void animate_turning(object *op) /* only one part objects */ 295animate_turning (object *op) /* only one part objects */
314{ 296{
315 if (++op->state >= NUM_ANIMATIONS(op)/8) 297 if (++op->state >= NUM_ANIMATIONS (op) / 8)
316 op->state=0; 298 op->state = 0;
317 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 299 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
318 op->state);
319 update_object(op,UP_OBJ_FACE); 300 update_object (op, UP_OBJ_FACE);
320} 301}
321 302
322#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 303#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
323#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 304#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
324 305
330 * 311 *
331 * 0.93.4: Linked objects (ie, objects that are connected) can not be 312 * 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 313 * sacrificed. This fixes a bug of trying to put multiple altars/related
333 * objects on the same space that take the same sacrifice. 314 * objects on the same space that take the same sacrifice.
334 */ 315 */
335 316
317int
336int check_altar_sacrifice (const object *altar, const object *sacrifice) 318check_altar_sacrifice (const object *altar, const object *sacrifice)
337{ 319{
338 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 320 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
339 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 321 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
340 && sacrifice->type != PLAYER) 322 && sacrifice->type != PLAYER)
341 { 323 {
342 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name ||
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") == 0 324 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
349 && sacrifice->type == MONEY 325 && sacrifice->type == MONEY
350 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 326 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
351 return 1; 327 return 1;
328
329 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
330 || ARCH_SACRIFICE (altar) == sacrifice->name
331 || ARCH_SACRIFICE (altar) == sacrifice->slaying
332 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
333 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
334 return 1;
352 } 335 }
336
353 return 0; 337 return 0;
354} 338}
355
356 339
357/* 340/*
358 * operate_altar checks if sacrifice was accepted and removes sacrificed 341 * operate_altar checks if sacrifice was accepted and removes sacrificed
359 * objects. If sacrifice was succeed return 1 else 0. Might be better to 342 * 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, 343 * call check_altar_sacrifice (above) than depend on the return value,
361 * since operate_altar will remove the sacrifice also. 344 * since operate_altar will remove the sacrifice also.
362 * 345 *
363 * If this function returns 1, '*sacrifice' is modified to point to the 346 * 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. 347 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
365 */ 348 */
366 349int
367int operate_altar (object *altar, object **sacrifice) 350operate_altar (object *altar, object **sacrifice)
368{ 351{
369
370 if ( ! altar->map) { 352 if (!altar->map)
353 {
371 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 354 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
372 return 0; 355 return 0;
373 } 356 }
374 357
375 if (!altar->slaying || altar->value) 358 if (!altar->slaying || altar->value)
376 return 0; 359 return 0;
377 360
378 if ( ! check_altar_sacrifice (altar, *sacrifice)) 361 if (!check_altar_sacrifice (altar, *sacrifice))
379 return 0; 362 return 0;
380 363
381 /* check_altar_sacrifice should have already verified that enough money 364 /* check_altar_sacrifice should have already verified that enough money
382 * has been dropped. 365 * has been dropped.
383 */ 366 */
384 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 367 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
368 {
385 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 369 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
386 370
387 /* Round up any sacrifices. Altars don't make change either */ 371 /* Round up any sacrifices. Altars don't make change either */
388 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 372 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
373 number++;
374
389 *sacrifice = decrease_ob_nr (*sacrifice, number); 375 *sacrifice = decrease_ob_nr (*sacrifice, number);
390 } 376 }
391 else 377 else
392 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 378 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
393 379
394 if (altar->msg) 380 if (altar->msg)
395 new_info_map(NDI_BLACK, altar->map, altar->msg); 381 new_info_map (NDI_BLACK, altar->map, altar->msg);
382
396 return 1; 383 return 1;
397} 384}
398 385
386void
399void trigger_move (object *op, int state) /* 1 down and 0 up */ 387trigger_move (object *op, int state) /* 1 down and 0 up */
400{ 388{
401 op->stats.wc = state; 389 op->stats.wc = state;
402 if (state) { 390 if (state)
391 {
403 use_trigger(op); 392 use_trigger (op);
404 if (op->stats.exp > 0) /* check sanity */ 393 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; 394 op->speed_left = -1;
410 } else { 395 }
396 else
397 {
411 use_trigger(op); 398 use_trigger (op);
412 op->speed = 0; 399 op->set_speed (0);
413 update_ob_speed(op);
414 } 400 }
415} 401}
416 402
417 403
418/* 404/*
425 * 411 *
426 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 412 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
427 * 413 *
428 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 414 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
429 */ 415 */
416int
430int check_trigger (object *op, object *cause) 417check_trigger (object *op, object *cause)
431{ 418{
432 object *tmp; 419 object *tmp;
433 int push = 0, tot = 0; 420 int push = 0, tot = 0;
434 int in_movement = op->stats.wc || op->speed; 421 int in_movement = op->stats.wc || op->speed;
435 422
436 switch (op->type) { 423 switch (op->type)
424 {
437 case TRIGGER_BUTTON: 425 case TRIGGER_BUTTON:
438 if (op->weight > 0) { 426 if (op->weight > 0)
427 {
439 if (cause) { 428 if (cause)
429 {
440 for (tmp = op->above; tmp; tmp = tmp->above) 430 for (tmp = op->above; tmp; tmp = tmp->above)
441 /* Comment reproduced from update_buttons(): */ 431 /* Comment reproduced from update_buttons(): */
442 /* Basically, if the move_type matches that on what the 432 /* Basically, if the move_type matches that on what the
443 * button wants, we count it. The second check is so that 433 * button wants, we count it. The second check is so that
444 * objects that don't move (swords, etc) will count. Note that 434 * objects that don't move (swords, etc) will count. Note that
445 * this means that more work is needed to make buttons 435 * this means that more work is needed to make buttons
446 * that are only triggered by flying objects. 436 * that are only triggered by flying objects.
447 */ 437 */
448 438
449 if ((tmp->move_type & op->move_on) || tmp->move_type==0) { 439 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
440 {
450 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) 441 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
451 + tmp->carrying;
452 } 442 }
453 if (tot >= op->weight) 443 if (tot >= op->weight)
454 push = 1; 444 push = 1;
455 if (op->stats.ac == push) 445 if (op->stats.ac == push)
456 return 0; 446 return 0;
457 op->stats.ac = push; 447 op->stats.ac = push;
458 if (NUM_ANIMATIONS(op) > 1) { 448 if (NUM_ANIMATIONS (op) > 1)
449 {
459 SET_ANIMATION (op, push); 450 SET_ANIMATION (op, push);
460 update_object (op, UP_OBJ_FACE); 451 update_object (op, UP_OBJ_FACE);
461 } 452 }
462 if (in_movement || ! push) 453 if (in_movement || !push)
463 return 0; 454 return 0;
464 } 455 }
465 trigger_move (op, push); 456 trigger_move (op, push);
466 } 457 }
467 return 0; 458 return 0;
468 459
469 case TRIGGER_PEDESTAL: 460 case TRIGGER_PEDESTAL:
470 if (cause) { 461 if (cause)
462 {
471 for (tmp = op->above; tmp; tmp = tmp->above) { 463 for (tmp = op->above; tmp; tmp = tmp->above)
464 {
472 object *head = tmp->head ? tmp->head : tmp; 465 object *head = tmp->head_ ();
473 466
474 /* See comment in TRIGGER_BUTTON about move_types */ 467 /* See comment in TRIGGER_BUTTON about move_types */
475 if (((head->move_type & op->move_on) || head->move_type==0) 468 if (((head->move_type & op->move_on) || head->move_type == 0)
476 && (head->race==op->slaying ||
477 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 469 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
470 {
478 push = 1; 471 push = 1;
479 break; 472 break;
480 } 473 }
481 } 474 }
475
482 if (op->stats.ac == push) 476 if (op->stats.ac == push)
483 return 0; 477 return 0;
478
484 op->stats.ac = push; 479 op->stats.ac = push;
480
485 if (NUM_ANIMATIONS(op) > 1) { 481 if (NUM_ANIMATIONS (op) > 1)
482 {
486 SET_ANIMATION (op, push); 483 SET_ANIMATION (op, push);
487 update_object (op, UP_OBJ_FACE); 484 update_object (op, UP_OBJ_FACE);
488 } 485 }
486
489 update_object(op,UP_OBJ_FACE); 487 update_object (op, UP_OBJ_FACE);
488
490 if (in_movement || ! push) 489 if (in_movement || !push)
491 return 0; 490 return 0;
492 } 491 }
492
493 trigger_move (op, push); 493 trigger_move (op, push);
494 return 0; 494 return 0;
495 495
496 case TRIGGER_ALTAR: 496 case TRIGGER_ALTAR:
497 if (cause) { 497 if (cause)
498 {
498 if (in_movement) 499 if (in_movement)
499 return 0; 500 return 0;
501
500 if (operate_altar (op, &cause)) { 502 if (operate_altar (op, &cause))
503 {
501 if (NUM_ANIMATIONS(op) > 1) { 504 if (NUM_ANIMATIONS (op) > 1)
505 {
502 SET_ANIMATION (op, 1); 506 SET_ANIMATION (op, 1);
503 update_object(op, UP_OBJ_FACE); 507 update_object (op, UP_OBJ_FACE);
504 } 508 }
509
505 if (op->last_sp >= 0) { 510 if (op->last_sp >= 0)
511 {
506 trigger_move (op, 1); 512 trigger_move (op, 1);
507 if (op->last_sp > 0) 513 if (op->last_sp > 0)
508 op->last_sp = -op->last_sp; 514 op->last_sp = -op->last_sp;
509 } 515 }
510 else { 516 else
517 {
511 /* for trigger altar with last_sp, the ON/OFF 518 /* for trigger altar with last_sp, the ON/OFF
512 * status (-> +/- value) is "simulated": 519 * status (-> +/- value) is "simulated":
513 */ 520 */
514 op->value = !op->value; 521 op->value = !op->value;
515 trigger_move (op, 1); 522 trigger_move (op, 1);
516 op->last_sp = -op->last_sp; 523 op->last_sp = -op->last_sp;
517 op->value = !op->value; 524 op->value = !op->value;
518 } 525 }
526
519 return cause == NULL; 527 return cause == NULL;
520 } else {
521 return 0;
522 } 528 }
523 } else { 529 else
530 return 0;
531 }
532 else
533 {
524 if (NUM_ANIMATIONS(op) > 1) { 534 if (NUM_ANIMATIONS (op) > 1)
535 {
525 SET_ANIMATION (op, 0); 536 SET_ANIMATION (op, 0);
526 update_object(op, UP_OBJ_FACE); 537 update_object (op, UP_OBJ_FACE);
527 } 538 }
528 539
529 /* If trigger_altar has "last_sp > 0" set on the map, 540 /* If trigger_altar has "last_sp > 0" set on the map,
530 * it will push the connected value only once per sacrifice. 541 * it will push the connected value only once per sacrifice.
531 * Otherwise (default), the connected value will be 542 * Otherwise (default), the connected value will be
532 * pushed twice: First by sacrifice, second by reset! -AV 543 * pushed twice: First by sacrifice, second by reset! -AV
533 */ 544 */
534 if (!op->last_sp) 545 if (!op->last_sp)
535 trigger_move (op, 0); 546 trigger_move (op, 0);
536 else { 547 else
548 {
537 op->stats.wc = 0; 549 op->stats.wc = 0;
538 op->value = !op->value; 550 op->value = !op->value;
539 op->speed = 0; 551 op->set_speed (0);
540 update_ob_speed(op);
541 } 552 }
542 } 553 }
543 return 0; 554 return 0;
544 555
545 case TRIGGER: 556 case TRIGGER:
546 if (cause) { 557 if (cause)
558 {
547 if (in_movement) 559 if (in_movement)
548 return 0; 560 return 0;
561
549 push = 1; 562 push = 1;
550 } 563 }
564
551 if (NUM_ANIMATIONS(op) > 1) { 565 if (NUM_ANIMATIONS (op) > 1)
566 {
552 SET_ANIMATION (op, push); 567 SET_ANIMATION (op, push);
553 update_object(op, UP_OBJ_FACE); 568 update_object (op, UP_OBJ_FACE);
554 } 569 }
570
555 trigger_move (op, push); 571 trigger_move (op, push);
556 return 1; 572 return 1;
557 573
558 default: 574 default:
559 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 575 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
560 return 0; 576 return 0;
561 } 577 }
562} 578}
563 579
580void
564void add_button_link(object *button, mapstruct *map, int connected) { 581add_button_link (object *button, maptile *map, int connected)
582{
565 oblinkpt *obp; 583 oblinkpt *obp;
566 objectlink *ol = get_objectlink(); 584 objectlink *ol = get_objectlink ();
567 585
568 if (!map) { 586 if (!map)
587 {
569 LOG(llevError, "Tried to add button-link without map.\n"); 588 LOG (llevError, "Tried to add button-link without map.\n");
570 return; 589 return;
571 } 590 }
591
572 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild 592 button->path_attuned = connected; /* peterm: I need this so I can rebuild
573 a connected map from a template map. */ 593 a connected map from a template map. */
574/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
575 594
576 SET_FLAG(button,FLAG_IS_LINKED); 595 SET_FLAG (button, FLAG_IS_LINKED);
577 596
578 ol->ob = button; 597 ol->ob = button;
579 ol->id = button->count;
580 598
581 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 599 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
600 ;
582 601
583 if (obp) { 602 if (obp)
603 {
584 ol->next = obp->link; 604 ol->next = obp->link;
585 obp->link = ol; 605 obp->link = ol;
606 }
586 } else { 607 else
608 {
587 obp = get_objectlinkpt(); 609 obp = get_objectlinkpt ();
588 obp->value = connected; 610 obp->value = connected;
589 611
590 obp->next = map->buttons; 612 obp->next = map->buttons;
591 map->buttons = obp; 613 map->buttons = obp;
592 obp->link = ol; 614 obp->link = ol;
593 } 615 }
594} 616}
595 617
596/* 618/*
597 * Remove the object from the linked lists of buttons in the map. 619 * Remove the object from the linked lists of buttons in the map.
598 * This is only needed by editors. 620 * This is only needed by editors.
599 */ 621 */
600 622
623void
601void remove_button_link(object *op) { 624remove_button_link (object *op)
625{
602 oblinkpt *obp; 626 oblinkpt *obp;
603 objectlink **olp, *ol; 627 objectlink **olp, *ol;
604 628
605 if (op->map == NULL) { 629 if (op->map == NULL)
630 {
606 LOG(llevError, "remove_button_link() in object without map.\n"); 631 LOG (llevError, "remove_button_link() in object without map.\n");
607 return; 632 return;
608 } 633 }
634
609 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 635 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
636 {
610 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 637 LOG (llevError, "remove_button_linked() in unlinked object.\n");
611 return; 638 return;
612 } 639 }
640
613 for (obp = op->map->buttons; obp; obp = obp->next) 641 for (obp = op->map->buttons; obp; obp = obp->next)
614 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 642 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
615 if (ol->ob == op) { 643 if (ol->ob == op)
644 {
645
616/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 646/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
617 obp->value, op->name, op->map->path); 647 obp->value, op->name, op->map->path);
618*/ 648*/
619 *olp = ol->next; 649 *olp = ol->next;
620 free(ol); 650 delete ol;
621 return; 651 return;
622 } 652 }
653
623 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 654 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
624 CLEAR_FLAG(op,FLAG_IS_LINKED); 655 CLEAR_FLAG (op, FLAG_IS_LINKED);
625} 656}
626 657
627/* 658/*
628 * Gets the objectlink for this connection from the map. 659 * Gets the objectlink for this connection from the map.
629 */ 660 */
661oblinkpt *
630oblinkpt *get_connection_links (mapstruct *map, long connection) 662get_connection_links (maptile *map, long connection)
631{ 663{
632 for (oblinkpt *obp = map->buttons; obp; obp = obp->next) 664 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
633 if (obp->value == connection) 665 if (obp->value == connection)
634 return obp; 666 return obp;
667
635 return 0; 668 return 0;
636} 669}
637 670
638/* 671/*
639 * Return the first objectlink in the objects linked to this one 672 * Return the first objectlink in the objects linked to this one
640 */ 673 */
641 674
675oblinkpt *
642oblinkpt *get_button_links(const object *button) { 676get_button_links (const object *button)
677{
643 oblinkpt *obp; 678 oblinkpt *obp;
644 objectlink *ol; 679 objectlink *ol;
645 680
646 if (!button->map) 681 if (!button->map)
647 return NULL; 682 return NULL;
683
648 for (obp = button->map->buttons; obp; obp = obp->next) 684 for (obp = button->map->buttons; obp; obp = obp->next)
649 for (ol = obp->link; ol; ol = ol->next) 685 for (ol = obp->link; ol; ol = ol->next)
650 if (ol->ob == button && ol->id == button->count) 686 if (ol->ob == button)
651 return obp; 687 return obp;
688
652 return NULL; 689 return NULL;
653} 690}
654 691
655/* 692/*
656 * Made as a separate function to increase efficiency 693 * Made as a separate function to increase efficiency
657 */ 694 */
658 695
696int
659int get_button_value(const object *button) { 697get_button_value (const object *button)
698{
660 oblinkpt *obp; 699 oblinkpt *obp;
661 objectlink *ol; 700 objectlink *ol;
662 701
663 if (!button->map) 702 if (!button->map)
664 return 0; 703 return 0;
665 for (obp = button->map->buttons; obp; obp = obp->next) 704 for (obp = button->map->buttons; obp; obp = obp->next)
666 for (ol = obp->link; ol; ol = ol->next) 705 for (ol = obp->link; ol; ol = ol->next)
667 if (ol->ob == button && ol->id == button->count) 706 if (ol->ob == button)
668 return obp->value; 707 return obp->value;
669 return 0; 708 return 0;
670} 709}
671 710
672/* This routine makes monsters who are 711/* This routine makes monsters who are
675 * If floor is to be triggered must have 714 * If floor is to be triggered must have
676 * a speed of zero (default is 1 for all 715 * a speed of zero (default is 1 for all
677 * but the charm floor type). 716 * but the charm floor type).
678 * by b.t. thomas@nomad.astro.psu.edu 717 * by b.t. thomas@nomad.astro.psu.edu
679 */ 718 */
680 719
720void
681void do_mood_floor(object *op, object *source) { 721do_mood_floor (object *op, object *source)
682 object *tmp; 722{
683 object *tmp2;
684
685 if (!source) 723 if (!source)
686 source = op; 724 source = op;
687 725
688 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 726 mapspace &ms = op->ms ();
727
728 if (!(ms.flags () & P_IS_ALIVE))
729 return;
730
731 object *tmp;
732
733 for (tmp = ms.top; tmp; tmp = tmp->below)
689 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 734 if (QUERY_FLAG (tmp, FLAG_MONSTER))
735 break;
690 736
691 /* doesn't effect players, and if there is a player on this space, won't also 737 /* doesn't effect players, and if there is a player on this space, won't also
692 * be a monster here. 738 * be a monster here.
693 */ 739 */
740 //TODO: have players really FLAG_MONSTER? kept it for safety
694 if (!tmp || tmp->type == PLAYER) return; 741 if (!tmp || tmp->type == PLAYER)
742 return;
695 743
696 switch(op->last_sp) { 744 switch (op->last_sp)
745 {
697 case 0: /* furious--make all monsters mad */ 746 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)) 747 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
748 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
749
750 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
751 {
752 tmp->attack_movement = 0;
753 /* lots of checks here, but want to make sure we don't
754 * dereference a null value
755 */
756 if (tmp->type == GOLEM
757 && tmp->owner
758 && tmp->owner->type == PLAYER
759 && tmp->owner->contr->golem == tmp)
760 tmp->owner->contr->golem = 0;
761
762 tmp->owner = 0;
763
764 remove_friendly_object (tmp);
765 }
766 break;
767
768 case 1: /* angry -- get neutral monsters mad */
769 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
770 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
771 break;
772
773 case 2: /* calm -- pacify unfriendly monsters */
722 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 774 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
723 break; 775 break;
776
724 case 3: /* make all monsters fall asleep */ 777 case 3: /* make all monsters fall asleep */
725 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
726 SET_FLAG(tmp, FLAG_SLEEP); 778 SET_FLAG (tmp, FLAG_SLEEP);
727 break; 779 break;
780
728 case 4: /* charm all monsters */ 781 case 4: /* charm all monsters */
729 if (op == source) break; /* only if 'connected' */ 782 if (op == source)
783 break; /* only if 'connected' */
730 784
731 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */ 785 if (object *pl = source->ms ().player ())
732 tmp2->type!=PLAYER;tmp2=tmp2->above) 786 {
733 if(tmp2->above==NULL) break; 787 tmp->set_owner (pl);
734
735 if (tmp2->type != PLAYER)
736 break;
737 set_owner(tmp,tmp2);
738 SET_FLAG(tmp,FLAG_MONSTER); 788 SET_FLAG (tmp, FLAG_MONSTER);
789
739 tmp->stats.exp = 0; 790 tmp->stats.exp = 0;
740 SET_FLAG(tmp, FLAG_FRIENDLY); 791
741 add_friendly_object (tmp); 792 add_friendly_object (tmp);
742 tmp->attack_movement = PETMOVE; 793 tmp->attack_movement = PETMOVE;
794 }
795 break;
796
797 case 6: // kill monsters
798 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
743 break; 799 break;
744 800
801 // FALL THROUGH
802 case 5: // kill all alives
803 if (!tmp->flag [FLAG_PRECIOUS])
804 {
805 get_archetype ("burnout")->insert_at (tmp, source);
806 tmp->destroy ();
807 }
808 break;
809
745 default: 810 default:
746 break; 811 break;
747
748 } 812 }
749} 813}
750 814
751/* this function returns the object it matches, or NULL if non. 815/* this function returns the object it matches, or NULL if non.
752 * It will descend through containers to find the object. 816 * It will descend through containers to find the object.
753 * slaying = match object slaying flag 817 * slaying = match object slaying flag
754 * race = match object archetype name flag 818 * race = match object archetype name flag
755 * hp = match object type (excpt type '0'== PLAYER) 819 * hp = match object type (excpt type '0'== PLAYER)
756 */ 820 */
757 821object *
758object * check_inv_recursive(object *op, const object *trig) 822check_inv_recursive (object *op, const object *trig)
759{ 823{
760 object *tmp,*ret=NULL; 824 object *tmp, *ret = NULL;
761 825
762 /* First check the object itself. */ 826 /* First check the object itself. */
763 if((trig->stats.hp && (op->type == trig->stats.hp)) 827 if ((trig->stats.hp && (op->type == trig->stats.hp))
764 || (trig->slaying && (op->slaying == trig->slaying)) 828 || (trig->slaying && (op->slaying == trig->slaying))
765 || (trig->race && (op->arch->name == trig->race))) 829 || (trig->race && (op->arch->archname == trig->race)))
766 return op; 830 return op;
767 831
768 for(tmp=op->inv; tmp; tmp=tmp->below) { 832 for (tmp = op->inv; tmp; tmp = tmp->below)
833 {
769 if (tmp->inv) { 834 if (tmp->inv)
835 {
770 ret=check_inv_recursive(tmp, trig); 836 ret = check_inv_recursive (tmp, trig);
837 if (ret)
771 if (ret) return ret; 838 return ret;
772 } 839 }
773 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 840 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
774 || (trig->slaying && (tmp->slaying == trig->slaying)) 841 || (trig->slaying && (tmp->slaying == trig->slaying))
775 || (trig->race && (tmp->arch->name == trig->race))) 842 || (trig->race && (tmp->arch->archname == trig->race)))
776 return tmp; 843 return tmp;
777 } 844 }
778 return NULL; 845 return NULL;
779} 846}
780 847
781/* check_inv(), a function to search the inventory, 848/* check_inv(), a function to search the inventory,
782 * of a player and then based on a set of conditions, 849 * of a player and then based on a set of conditions,
783 * the square will activate connected items. 850 * the square will activate connected items.
784 * Monsters can't trigger this square (for now) 851 * Monsters can't trigger this square (for now)
785 * Values are: last_sp = 1/0 obj/no obj triggers 852 * Values are: last_sp = 1/0 obj/no obj triggers
786 * last_heal = 1/0 remove/dont remove obj if triggered 853 * last_heal = 1/0 remove/dont remove obj if triggered
787 * -b.t. (thomas@nomad.astro.psu.edu 854 * -b.t. (thomas@nomad.astro.psu.edu
788 */ 855 *
789 856 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
857 * because the check-inventory semantic essentially only applies when
858 * something is above the inventory checker.
859 * The semantic prior this change was: trigger if something has moved on or off
860 * and has a matching item. Imagine what happens if someone steps on the inventory
861 * checker with a matching item, has it, activates the connection, throws the item
862 * away, and then leaves the inventory checker. That would've caused an always-enabled
863 * state in the inventory checker. This won't happen anymore now.
864 *
865 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
866 * whether op is on this mapspace or not, because the value (1|0) depends
867 * on this information. also make sure to only push_button if op has
868 * a matching item (because when we do a push_button with value=0 timed gates
869 * will still open)! (i hope i got the semantics right this time)
870 *
871 */
872void
790void check_inv (object *op, object *trig) { 873check_inv (object *op, object *trig)
791object *match; 874{
875 trig->value = 0; // deactivate if none of the following conditions apply
792 876
793 if(op->type != PLAYER) return; 877 object *pl = trig->ms ().player ();
794 match = check_inv_recursive(op,trig); 878 object *match = check_inv_recursive (op, trig);
795 if (match && trig->last_sp) { 879
880 // elmex: a note about (pl == op):
881 // if pl == 0 then the player has left this space
882 // if pl != 0 then a player is on this mapspace, but then
883 // we still have to check whether it's the player that triggered
884 // this inv-checker, because if not, then the op left this inv-checker
885 // and we have to set the value to 0
886
887 if (match && trig->last_sp) // match == having
888 {
796 if(trig->last_heal) 889 if (trig->last_heal)
797 decrease_ob(match); 890 decrease_ob (match);
798 use_trigger(trig); 891
892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
893 push_button (trig);
894 }
895 else if (!match && !trig->last_sp) // match == not having
799 } 896 {
800 else if (!match && !trig->last_sp) 897 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
801 use_trigger(trig); 898 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 } 899 }
821} 900}
901

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