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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 1.40 by root, Thu Nov 8 19:43:23 2007 UTC

1/* 1/*
2 * static char *rcsid_button_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: button.C,v 1.3 2006/08/29 17:29:27 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
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 <support@deliantra.net>
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:
72 if (!tmp->active)
73 tmp->play_sound (tmp->sound
74 ? tmp->sound
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
75 tmp->value = tmp->stats.maxsp ? !state : state; 76 tmp->value = tmp->stats.maxsp ? !state : state;
76 tmp->speed = 0.5; 77 tmp->set_speed (0.5);
77 update_ob_speed (tmp);
78 break; 78 break;
79 79
80 case CF_HANDLE: 80 case CF_HANDLE:
81 SET_ANIMATION (tmp, 81 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); 82 update_object (tmp, UP_OBJ_FACE);
85 break; 83 break;
86 84
87 case SIGN: 85 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 { 87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food) 90 if (tmp->stats.food)
92 tmp->last_eat++; 91 tmp->last_eat++;
93 } 92 }
94 break; 93 break;
95 94
96 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
97 tmp->value = 1; 97 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
100 break; 100 break;
101 101
102 case BUTTON: 102 case BUTTON:
103 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
104 tmp->value = state; 105 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
107 break; 108 break;
108 109
109 case MOOD_FLOOR: 110 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, source);
111 break; 112 break;
112 113
113 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
114 tmp->speed = tmp->arch->clone.speed; 117 tmp->set_speed (tmp->arch->speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 118 tmp->value = tmp->arch->value;
117 tmp->stats.sp = 1; 119 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 120 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 121 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 122 * from the head - this ensures that the data will consistent
121 */ 123 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 124 for (object *part = tmp->more; part; part = part->more)
123 { 125 {
124 tmp->speed = tmp->head->speed; 126 part->value = tmp->value;
125 tmp->value = tmp->head->value; 127 part->stats.sp = tmp->stats.sp;
126 tmp->stats.sp = tmp->head->stats.sp; 128 part->stats.hp = tmp->stats.hp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 129 part->set_speed (tmp->speed);
129 } 130 }
130 break; 131 break;
131 132
132 case DIRECTOR: 133 case DIRECTOR:
133 case FIREWALL: 134 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 135 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 136 move_firewall (tmp);
136 else 137 else
137 { 138 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 139 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 140 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
141
140 animate_turning (tmp); 142 animate_turning (tmp);
141 } 143 }
142 break; 144 break;
143 145
144 case TELEPORTER: 146 case TELEPORTER:
145 move_teleporter (tmp); 147 move_teleporter (tmp);
146 break; 148 break;
147 149
148 case CREATOR: 150 case CREATOR:
149 move_creator (tmp); 151 move_creator (tmp);
150 break; 152 break;
151 153
152 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
153 move_marker (tmp); 156 move_marker (tmp);
154 break; 157 break;
155 158
156 case DUPLICATOR: 159 case DUPLICATOR:
157 move_duplicator (tmp); 160 move_duplicator (tmp);
158 break; 161 break;
159 } 162 }
160 } 163 }
161} 164}
162 165
163/* 166/*
170 * altars/pedestals/holes in the whole map. 173 * altars/pedestals/holes in the whole map.
171 * Changed the routine to loop through _all_ objects. 174 * Changed the routine to loop through _all_ objects.
172 * Better hurry with that linked list... 175 * Better hurry with that linked list...
173 * 176 *
174 */ 177 */
178void
175void push_button (object *op) 179push_button (object *op)
176{ 180{
177 oblinkpt *obp = get_button_links (op); 181 oblinkpt *obp = get_button_links (op);
178 182
179 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value))) 183 if (!obp)
180 return; 184 return;
181 185
182 if (obp && obp->link) 186 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
187 return;
188
183 activate_connection_link (obp->link, op->value, op); 189 activate_connection_link (obp->link, op->value, op);
184} 190}
185 191
186/* 192/*
187 * elmex: 193 * elmex:
188 * This activates a connection, similar to push_button (object *op) but it takes 194 * 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 195 * 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 196 * the connection was 'state' or 'released'. So that you can activate objects
191 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 197 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
192 * 198 *
193 */ 199 */
200void
194void activate_connection (mapstruct *map, long connection, bool state) 201activate_connection (maptile *map, long connection, bool state)
195{ 202{
196 if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state))) 203 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
197 return; 204 return;
198 205
199 oblinkpt *obp = get_connection_links (map, connection); 206 oblinkpt *obp = get_connection_links (map, connection);
200 if (obp && obp->link) 207
208 if (obp)
201 activate_connection_link (obp->link, state); 209 activate_connection_link (obp->link, state);
202} 210}
203 211
204/* 212/*
205 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
206 * After changing the state of a button, this function must be called 214 * After changing the state of a button, this function must be called
207 * to make sure that all gates and other buttons connected to the 215 * to make sure that all gates and other buttons connected to the
208 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
209 */ 217 */
210 218void
211void update_button(object *op) { 219update_button (object *op)
220{
212 object *ab,*tmp,*head; 221 object *ab, *tmp, *head;
213 int tot,any_down=0, old_value=op->value; 222 int tot, any_down = 0, old_value = op->value;
214 oblinkpt *obp = 0; 223 oblinkpt *obp = 0;
215 objectlink *ol; 224 objectlink *ol;
216 225
217 obp = get_button_links (op); 226 obp = get_button_links (op);
218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 227 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
219 if (obp) 228 if (obp)
220 for (ol = obp->link; ol; ol = ol->next) { 229 for (ol = obp->link; ol; ol = ol->next)
221 if (!ol->ob || ol->ob->count != ol->id) { 230 {
231 if (!ol->ob)
232 {
222 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
223 continue; 234 continue;
224 } 235 }
236
225 tmp = ol->ob; 237 tmp = ol->ob;
226 if (tmp->type==BUTTON) { 238 if (tmp->type == BUTTON)
239 {
227 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 240 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
228 /* Bug? The pedestal code below looks for the head of 241 /* Bug? The pedestal code below looks for the head of
229 * the object, this bit doesn't. I'd think we should check 242 * the object, this bit doesn't. I'd think we should check
230 * for head here also. Maybe it also makese sense to 243 * for head here also. Maybe it also makese sense to
231 * make the for ab=tmp->above loop common, and alter 244 * make the for ab=tmp->above loop common, and alter
232 * behaviour based on object within that loop? 245 * behaviour based on object within that loop?
233 */ 246 */
234 247
235 /* Basically, if the move_type matches that on what the 248 /* Basically, if the move_type matches that on what the
236 * button wants, we count it. The second check is so that 249 * button wants, we count it. The second check is so that
237 * objects don't move (swords, etc) will count. Note that 250 * objects don't move (swords, etc) will count. Note that
238 * this means that more work is needed to make buttons 251 * this means that more work is needed to make buttons
239 * that are only triggered by flying objects. 252 * that are only triggered by flying objects.
240 */ 253 */
241 if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 254 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
242 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 255 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
243 256
244 tmp->value=(tot>=tmp->weight)?1:0; 257 tmp->value = (tot >= tmp->weight) ? 1 : 0;
245 if(tmp->value) 258 if (tmp->value)
246 any_down=1; 259 any_down = 1;
260 }
247 } else if (tmp->type == PEDESTAL) { 261 else if (tmp->type == PEDESTAL)
262 {
248 tmp->value = 0; 263 tmp->value = 0;
249 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 264 for (ab = tmp->above; ab != NULL; ab = ab->above)
250 head = ab->head ? ab->head : ab; 265 {
266 head = ab->head_ ();
251 /* Same note regarding move_type for buttons above apply here. */ 267 /* Same note regarding move_type for buttons above apply here. */
252 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && 268 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
253 (head->race==tmp->slaying || 269 (head->race == tmp->slaying ||
254 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 270 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
255 (!strcmp (tmp->slaying, "player") && 271 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
256 head->type == PLAYER)))
257 tmp->value = 1; 272 tmp->value = 1;
258 } 273 }
274
259 if(tmp->value) 275 if (tmp->value)
260 any_down=1; 276 any_down = 1;
261 } 277 }
262 } 278 }
263 if(any_down) /* If any other buttons were down, force this to remain down */ 279 if (any_down) /* If any other buttons were down, force this to remain down */
264 op->value=1; 280 op->value = 1;
265 281
266 /* If this button hasn't changed, don't do anything */ 282 /* If this button hasn't changed, don't do anything */
267 if (op->value != old_value) { 283 if (op->value != old_value)
284 {
268 SET_ANIMATION(op, op->value); 285 SET_ANIMATION (op, op->value);
269 update_object(op, UP_OBJ_FACE); 286 update_object (op, UP_OBJ_FACE);
270 push_button(op); /* Make all other buttons the same */ 287 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 } 288 }
292 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
293 {
294 update_button(ol->ob);
295 break;
296 }
297 }
298} 289}
299 290
291void
300void use_trigger(object *op) 292use_trigger (object *op)
301{ 293{
302
303 /* Toggle value */ 294 /* Toggle value */
304 op->value = !op->value; 295 op->value = !op->value;
305 push_button(op); 296 push_button (op);
306} 297}
307 298
308/* 299/*
309 * Note: animate_object should be used instead of this, 300 * Note: animate_object should be used instead of this,
310 * but it can't handle animations in the 8 directions 301 * but it can't handle animations in the 8 directions
311 */ 302 */
312 303void
313void animate_turning(object *op) /* only one part objects */ 304animate_turning (object *op) /* only one part objects */
314{ 305{
315 if (++op->state >= NUM_ANIMATIONS(op)/8) 306 if (++op->state >= NUM_ANIMATIONS (op) / 8)
316 op->state=0; 307 op->state = 0;
317 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 308 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
318 op->state);
319 update_object(op,UP_OBJ_FACE); 309 update_object (op, UP_OBJ_FACE);
320} 310}
321 311
322#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 312#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
323#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 313#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
324 314
330 * 320 *
331 * 0.93.4: Linked objects (ie, objects that are connected) can not be 321 * 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 322 * sacrificed. This fixes a bug of trying to put multiple altars/related
333 * objects on the same space that take the same sacrifice. 323 * objects on the same space that take the same sacrifice.
334 */ 324 */
335 325
326int
336int check_altar_sacrifice (const object *altar, const object *sacrifice) 327check_altar_sacrifice (const object *altar, const object *sacrifice)
337{ 328{
338 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 329 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
339 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 330 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
340 && sacrifice->type != PLAYER) 331 && sacrifice->type != PLAYER)
341 { 332 {
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") == 0 333 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
349 && sacrifice->type == MONEY 334 && sacrifice->type == MONEY
350 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 335 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
351 return 1; 336 return 1;
337
338 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
339 || ARCH_SACRIFICE (altar) == sacrifice->name
340 || ARCH_SACRIFICE (altar) == sacrifice->slaying
341 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
342 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
343 return 1;
352 } 344 }
345
353 return 0; 346 return 0;
354} 347}
355
356 348
357/* 349/*
358 * operate_altar checks if sacrifice was accepted and removes sacrificed 350 * operate_altar checks if sacrifice was accepted and removes sacrificed
359 * objects. If sacrifice was succeed return 1 else 0. Might be better to 351 * 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, 352 * call check_altar_sacrifice (above) than depend on the return value,
361 * since operate_altar will remove the sacrifice also. 353 * since operate_altar will remove the sacrifice also.
362 * 354 *
363 * If this function returns 1, '*sacrifice' is modified to point to the 355 * 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. 356 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
365 */ 357 */
366 358int
367int operate_altar (object *altar, object **sacrifice) 359operate_altar (object *altar, object **sacrifice)
368{ 360{
369
370 if ( ! altar->map) { 361 if (!altar->map)
362 {
371 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 363 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
372 return 0; 364 return 0;
373 } 365 }
374 366
375 if (!altar->slaying || altar->value) 367 if (!altar->slaying || altar->value)
376 return 0; 368 return 0;
377 369
378 if ( ! check_altar_sacrifice (altar, *sacrifice)) 370 if (!check_altar_sacrifice (altar, *sacrifice))
379 return 0; 371 return 0;
380 372
381 /* check_altar_sacrifice should have already verified that enough money 373 /* check_altar_sacrifice should have already verified that enough money
382 * has been dropped. 374 * has been dropped.
383 */ 375 */
384 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 376 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
377 {
385 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 378 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
386 379
387 /* Round up any sacrifices. Altars don't make change either */ 380 /* Round up any sacrifices. Altars don't make change either */
388 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 381 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
382 number++;
383
389 *sacrifice = decrease_ob_nr (*sacrifice, number); 384 *sacrifice = decrease_ob_nr (*sacrifice, number);
390 } 385 }
391 else 386 else
392 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 387 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
393 388
394 if (altar->msg) 389 if (altar->msg)
395 new_info_map(NDI_BLACK, altar->map, altar->msg); 390 new_info_map (NDI_BLACK, altar->map, altar->msg);
391
396 return 1; 392 return 1;
397} 393}
398 394
395void
399void trigger_move (object *op, int state) /* 1 down and 0 up */ 396trigger_move (object *op, int state) /* 1 down and 0 up */
400{ 397{
401 op->stats.wc = state; 398 op->stats.wc = state;
402 if (state) { 399 if (state)
400 {
403 use_trigger(op); 401 use_trigger (op);
404 if (op->stats.exp > 0) /* check sanity */ 402 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; 403 op->speed_left = -1;
410 } else { 404 }
405 else
406 {
411 use_trigger(op); 407 use_trigger (op);
412 op->speed = 0; 408 op->set_speed (0);
413 update_ob_speed(op);
414 } 409 }
415} 410}
416 411
417 412
418/* 413/*
425 * 420 *
426 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 421 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
427 * 422 *
428 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 423 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
429 */ 424 */
425int
430int check_trigger (object *op, object *cause) 426check_trigger (object *op, object *cause)
431{ 427{
432 object *tmp; 428 object *tmp;
433 int push = 0, tot = 0; 429 int push = 0, tot = 0;
434 int in_movement = op->stats.wc || op->speed; 430 int in_movement = op->stats.wc || op->speed;
435 431
436 switch (op->type) { 432 switch (op->type)
433 {
437 case TRIGGER_BUTTON: 434 case TRIGGER_BUTTON:
438 if (op->weight > 0) { 435 if (op->weight > 0)
436 {
439 if (cause) { 437 if (cause)
438 {
440 for (tmp = op->above; tmp; tmp = tmp->above) 439 for (tmp = op->above; tmp; tmp = tmp->above)
441 /* Comment reproduced from update_buttons(): */ 440 /* Comment reproduced from update_buttons(): */
442 /* Basically, if the move_type matches that on what the 441 /* Basically, if the move_type matches that on what the
443 * button wants, we count it. The second check is so that 442 * button wants, we count it. The second check is so that
444 * objects that don't move (swords, etc) will count. Note that 443 * objects that don't move (swords, etc) will count. Note that
445 * this means that more work is needed to make buttons 444 * this means that more work is needed to make buttons
446 * that are only triggered by flying objects. 445 * that are only triggered by flying objects.
447 */ 446 */
448 447
449 if ((tmp->move_type & op->move_on) || tmp->move_type==0) { 448 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
449 {
450 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) 450 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
451 + tmp->carrying;
452 } 451 }
453 if (tot >= op->weight) 452 if (tot >= op->weight)
454 push = 1; 453 push = 1;
455 if (op->stats.ac == push) 454 if (op->stats.ac == push)
456 return 0; 455 return 0;
457 op->stats.ac = push; 456 op->stats.ac = push;
458 if (NUM_ANIMATIONS(op) > 1) { 457 if (NUM_ANIMATIONS (op) > 1)
458 {
459 SET_ANIMATION (op, push); 459 SET_ANIMATION (op, push);
460 update_object (op, UP_OBJ_FACE); 460 update_object (op, UP_OBJ_FACE);
461 } 461 }
462 if (in_movement || ! push) 462 if (in_movement || !push)
463 return 0; 463 return 0;
464 } 464 }
465 trigger_move (op, push); 465 trigger_move (op, push);
466 } 466 }
467 return 0; 467 return 0;
468 468
469 case TRIGGER_PEDESTAL: 469 case TRIGGER_PEDESTAL:
470 if (cause) { 470 if (cause)
471 {
471 for (tmp = op->above; tmp; tmp = tmp->above) { 472 for (tmp = op->above; tmp; tmp = tmp->above)
473 {
472 object *head = tmp->head ? tmp->head : tmp; 474 object *head = tmp->head_ ();
473 475
474 /* See comment in TRIGGER_BUTTON about move_types */ 476 /* See comment in TRIGGER_BUTTON about move_types */
475 if (((head->move_type & op->move_on) || head->move_type==0) 477 if (((head->move_type & op->move_on) || head->move_type == 0)
476 && (head->race==op->slaying ||
477 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 478 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
479 {
478 push = 1; 480 push = 1;
479 break; 481 break;
480 } 482 }
481 } 483 }
484
482 if (op->stats.ac == push) 485 if (op->stats.ac == push)
483 return 0; 486 return 0;
487
484 op->stats.ac = push; 488 op->stats.ac = push;
489
485 if (NUM_ANIMATIONS(op) > 1) { 490 if (NUM_ANIMATIONS (op) > 1)
491 {
486 SET_ANIMATION (op, push); 492 SET_ANIMATION (op, push);
487 update_object (op, UP_OBJ_FACE); 493 update_object (op, UP_OBJ_FACE);
488 } 494 }
495
489 update_object(op,UP_OBJ_FACE); 496 update_object (op, UP_OBJ_FACE);
497
490 if (in_movement || ! push) 498 if (in_movement || !push)
491 return 0; 499 return 0;
492 } 500 }
501
493 trigger_move (op, push); 502 trigger_move (op, push);
494 return 0; 503 return 0;
495 504
496 case TRIGGER_ALTAR: 505 case TRIGGER_ALTAR:
497 if (cause) { 506 if (cause)
507 {
498 if (in_movement) 508 if (in_movement)
499 return 0; 509 return 0;
510
500 if (operate_altar (op, &cause)) { 511 if (operate_altar (op, &cause))
512 {
501 if (NUM_ANIMATIONS(op) > 1) { 513 if (NUM_ANIMATIONS (op) > 1)
514 {
502 SET_ANIMATION (op, 1); 515 SET_ANIMATION (op, 1);
503 update_object(op, UP_OBJ_FACE); 516 update_object (op, UP_OBJ_FACE);
504 } 517 }
518
505 if (op->last_sp >= 0) { 519 if (op->last_sp >= 0)
520 {
506 trigger_move (op, 1); 521 trigger_move (op, 1);
507 if (op->last_sp > 0) 522 if (op->last_sp > 0)
508 op->last_sp = -op->last_sp; 523 op->last_sp = -op->last_sp;
509 } 524 }
510 else { 525 else
526 {
511 /* for trigger altar with last_sp, the ON/OFF 527 /* for trigger altar with last_sp, the ON/OFF
512 * status (-> +/- value) is "simulated": 528 * status (-> +/- value) is "simulated":
513 */ 529 */
514 op->value = !op->value; 530 op->value = !op->value;
515 trigger_move (op, 1); 531 trigger_move (op, 1);
516 op->last_sp = -op->last_sp; 532 op->last_sp = -op->last_sp;
517 op->value = !op->value; 533 op->value = !op->value;
518 } 534 }
535
519 return cause == NULL; 536 return cause == NULL;
520 } else {
521 return 0;
522 } 537 }
523 } else { 538 else
539 return 0;
540 }
541 else
542 {
524 if (NUM_ANIMATIONS(op) > 1) { 543 if (NUM_ANIMATIONS (op) > 1)
544 {
525 SET_ANIMATION (op, 0); 545 SET_ANIMATION (op, 0);
526 update_object(op, UP_OBJ_FACE); 546 update_object (op, UP_OBJ_FACE);
527 } 547 }
528 548
529 /* If trigger_altar has "last_sp > 0" set on the map, 549 /* If trigger_altar has "last_sp > 0" set on the map,
530 * it will push the connected value only once per sacrifice. 550 * it will push the connected value only once per sacrifice.
531 * Otherwise (default), the connected value will be 551 * Otherwise (default), the connected value will be
532 * pushed twice: First by sacrifice, second by reset! -AV 552 * pushed twice: First by sacrifice, second by reset! -AV
533 */ 553 */
534 if (!op->last_sp) 554 if (!op->last_sp)
535 trigger_move (op, 0); 555 trigger_move (op, 0);
536 else { 556 else
557 {
537 op->stats.wc = 0; 558 op->stats.wc = 0;
538 op->value = !op->value; 559 op->value = !op->value;
539 op->speed = 0; 560 op->set_speed (0);
540 update_ob_speed(op);
541 } 561 }
542 } 562 }
543 return 0; 563 return 0;
544 564
545 case TRIGGER: 565 case TRIGGER:
546 if (cause) { 566 if (cause)
567 {
547 if (in_movement) 568 if (in_movement)
548 return 0; 569 return 0;
570
549 push = 1; 571 push = 1;
550 } 572 }
573
551 if (NUM_ANIMATIONS(op) > 1) { 574 if (NUM_ANIMATIONS (op) > 1)
575 {
552 SET_ANIMATION (op, push); 576 SET_ANIMATION (op, push);
553 update_object(op, UP_OBJ_FACE); 577 update_object (op, UP_OBJ_FACE);
554 } 578 }
579
555 trigger_move (op, push); 580 trigger_move (op, push);
556 return 1; 581 return 1;
557 582
558 default: 583 default:
559 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 584 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
560 return 0; 585 return 0;
561 } 586 }
562} 587}
563 588
589void
564void add_button_link(object *button, mapstruct *map, int connected) { 590add_button_link (object *button, maptile *map, int connected)
591{
565 oblinkpt *obp; 592 oblinkpt *obp;
566 objectlink *ol = get_objectlink(); 593 objectlink *ol = get_objectlink ();
567 594
568 if (!map) { 595 if (!map)
596 {
569 LOG(llevError, "Tried to add button-link without map.\n"); 597 LOG (llevError, "Tried to add button-link without map.\n");
570 return; 598 return;
571 } 599 }
600
572 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild 601 button->path_attuned = connected; /* peterm: I need this so I can rebuild
573 a connected map from a template map. */ 602 a connected map from a template map. */
574/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
575 603
576 SET_FLAG(button,FLAG_IS_LINKED); 604 SET_FLAG (button, FLAG_IS_LINKED);
577 605
578 ol->ob = button; 606 ol->ob = button;
579 ol->id = button->count;
580 607
581 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 608 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
609 ;
582 610
583 if (obp) { 611 if (obp)
612 {
584 ol->next = obp->link; 613 ol->next = obp->link;
585 obp->link = ol; 614 obp->link = ol;
615 }
586 } else { 616 else
617 {
587 obp = get_objectlinkpt(); 618 obp = get_objectlinkpt ();
588 obp->value = connected; 619 obp->value = connected;
589 620
590 obp->next = map->buttons; 621 obp->next = map->buttons;
591 map->buttons = obp; 622 map->buttons = obp;
592 obp->link = ol; 623 obp->link = ol;
593 } 624 }
594} 625}
595 626
596/* 627/*
597 * Remove the object from the linked lists of buttons in the map. 628 * Remove the object from the linked lists of buttons in the map.
598 * This is only needed by editors. 629 * This is only needed by editors.
599 */ 630 */
600 631
632void
601void remove_button_link(object *op) { 633remove_button_link (object *op)
634{
602 oblinkpt *obp; 635 oblinkpt *obp;
603 objectlink **olp, *ol; 636 objectlink **olp, *ol;
604 637
605 if (op->map == NULL) { 638 if (op->map == NULL)
639 {
606 LOG(llevError, "remove_button_link() in object without map.\n"); 640 LOG (llevError, "remove_button_link() in object without map.\n");
607 return; 641 return;
608 } 642 }
643
609 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 644 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
645 {
610 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 646 LOG (llevError, "remove_button_linked() in unlinked object.\n");
611 return; 647 return;
612 } 648 }
649
613 for (obp = op->map->buttons; obp; obp = obp->next) 650 for (obp = op->map->buttons; obp; obp = obp->next)
614 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 651 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
615 if (ol->ob == op) { 652 if (ol->ob == op)
653 {
654
616/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 655/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
617 obp->value, op->name, op->map->path); 656 obp->value, op->name, op->map->path);
618*/ 657*/
619 *olp = ol->next; 658 *olp = ol->next;
620 free(ol); 659 delete ol;
621 return; 660 return;
622 } 661 }
662
623 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 663 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
624 CLEAR_FLAG(op,FLAG_IS_LINKED); 664 CLEAR_FLAG (op, FLAG_IS_LINKED);
625} 665}
626 666
627/* 667/*
628 * Gets the objectlink for this connection from the map. 668 * Gets the objectlink for this connection from the map.
629 */ 669 */
670oblinkpt *
630oblinkpt *get_connection_links (mapstruct *map, long connection) 671get_connection_links (maptile *map, long connection)
631{ 672{
632 for (oblinkpt *obp = map->buttons; obp; obp = obp->next) 673 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
633 if (obp->value == connection) 674 if (obp->value == connection)
634 return obp; 675 return obp;
676
635 return 0; 677 return 0;
636} 678}
637 679
638/* 680/*
639 * Return the first objectlink in the objects linked to this one 681 * Return the first objectlink in the objects linked to this one
640 */ 682 */
641 683
684oblinkpt *
642oblinkpt *get_button_links(const object *button) { 685get_button_links (const object *button)
686{
643 oblinkpt *obp; 687 oblinkpt *obp;
644 objectlink *ol; 688 objectlink *ol;
645 689
646 if (!button->map) 690 if (!button->map)
647 return NULL; 691 return NULL;
692
648 for (obp = button->map->buttons; obp; obp = obp->next) 693 for (obp = button->map->buttons; obp; obp = obp->next)
649 for (ol = obp->link; ol; ol = ol->next) 694 for (ol = obp->link; ol; ol = ol->next)
650 if (ol->ob == button && ol->id == button->count) 695 if (ol->ob == button)
651 return obp; 696 return obp;
697
652 return NULL; 698 return NULL;
653} 699}
654 700
655/* 701/*
656 * Made as a separate function to increase efficiency 702 * Made as a separate function to increase efficiency
657 */ 703 */
658 704
705int
659int get_button_value(const object *button) { 706get_button_value (const object *button)
707{
660 oblinkpt *obp; 708 oblinkpt *obp;
661 objectlink *ol; 709 objectlink *ol;
662 710
663 if (!button->map) 711 if (!button->map)
664 return 0; 712 return 0;
665 for (obp = button->map->buttons; obp; obp = obp->next) 713 for (obp = button->map->buttons; obp; obp = obp->next)
666 for (ol = obp->link; ol; ol = ol->next) 714 for (ol = obp->link; ol; ol = ol->next)
667 if (ol->ob == button && ol->id == button->count) 715 if (ol->ob == button)
668 return obp->value; 716 return obp->value;
669 return 0; 717 return 0;
670} 718}
671 719
672/* This routine makes monsters who are 720/* This routine makes monsters who are
675 * If floor is to be triggered must have 723 * If floor is to be triggered must have
676 * a speed of zero (default is 1 for all 724 * a speed of zero (default is 1 for all
677 * but the charm floor type). 725 * but the charm floor type).
678 * by b.t. thomas@nomad.astro.psu.edu 726 * by b.t. thomas@nomad.astro.psu.edu
679 */ 727 */
680 728
729void
681void do_mood_floor(object *op, object *source) { 730do_mood_floor (object *op, object *source)
682 object *tmp; 731{
683 object *tmp2;
684
685 if (!source) 732 if (!source)
686 source = op; 733 source = op;
687 734
688 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 735 mapspace &ms = op->ms ();
736
737 if (!(ms.flags () & P_IS_ALIVE))
738 return;
739
740 object *tmp;
741
742 for (tmp = ms.top; tmp; tmp = tmp->below)
689 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 743 if (QUERY_FLAG (tmp, FLAG_MONSTER))
744 break;
690 745
691 /* doesn't effect players, and if there is a player on this space, won't also 746 /* doesn't effect players, and if there is a player on this space, won't also
692 * be a monster here. 747 * be a monster here.
693 */ 748 */
749 //TODO: have players really FLAG_MONSTER? kept it for safety
694 if (!tmp || tmp->type == PLAYER) return; 750 if (!tmp || tmp->type == PLAYER)
751 return;
695 752
696 switch(op->last_sp) { 753 switch (op->last_sp)
754 {
697 case 0: /* furious--make all monsters mad */ 755 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)) 756 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
757 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
758
759 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
760 {
761 tmp->attack_movement = 0;
762 /* lots of checks here, but want to make sure we don't
763 * dereference a null value
764 */
765 if (tmp->type == GOLEM
766 && tmp->owner
767 && tmp->owner->type == PLAYER
768 && tmp->owner->contr->golem == tmp)
769 tmp->owner->contr->golem = 0;
770
771 tmp->owner = 0;
772
773 remove_friendly_object (tmp);
774 }
775 break;
776
777 case 1: /* angry -- get neutral monsters mad */
778 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
779 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
780 break;
781
782 case 2: /* calm -- pacify unfriendly monsters */
722 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 783 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
723 break; 784 break;
785
724 case 3: /* make all monsters fall asleep */ 786 case 3: /* make all monsters fall asleep */
725 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
726 SET_FLAG(tmp, FLAG_SLEEP); 787 SET_FLAG (tmp, FLAG_SLEEP);
727 break; 788 break;
789
728 case 4: /* charm all monsters */ 790 case 4: /* charm all monsters */
729 if (op == source) break; /* only if 'connected' */ 791 if (op == source)
792 break; /* only if 'connected' */
730 793
731 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */ 794 if (object *pl = source->ms ().player ())
732 tmp2->type!=PLAYER;tmp2=tmp2->above) 795 {
733 if(tmp2->above==NULL) break; 796 tmp->set_owner (pl);
734
735 if (tmp2->type != PLAYER)
736 break;
737 set_owner(tmp,tmp2);
738 SET_FLAG(tmp,FLAG_MONSTER); 797 SET_FLAG (tmp, FLAG_MONSTER);
798
739 tmp->stats.exp = 0; 799 tmp->stats.exp = 0;
740 SET_FLAG(tmp, FLAG_FRIENDLY); 800
741 add_friendly_object (tmp); 801 add_friendly_object (tmp);
742 tmp->attack_movement = PETMOVE; 802 tmp->attack_movement = PETMOVE;
803 }
804 break;
805
806 case 6: // kill monsters
807 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
743 break; 808 break;
744 809
810 // FALL THROUGH
811 case 5: // kill all alives
812 if (!tmp->flag [FLAG_PRECIOUS])
813 {
814 get_archetype ("burnout")->insert_at (tmp, source);
815 tmp->destroy ();
816 }
817 break;
818
745 default: 819 default:
746 break; 820 break;
747
748 } 821 }
749} 822}
750 823
751/* this function returns the object it matches, or NULL if non. 824/* this function returns the object it matches, or NULL if non.
752 * It will descend through containers to find the object. 825 * It will descend through containers to find the object.
753 * slaying = match object slaying flag 826 * slaying = match object slaying flag
754 * race = match object archetype name flag 827 * race = match object archetype name flag
755 * hp = match object type (excpt type '0'== PLAYER) 828 * hp = match object type (excpt type '0'== PLAYER)
756 */ 829 */
757 830object *
758object * check_inv_recursive(object *op, const object *trig) 831check_inv_recursive (object *op, const object *trig)
759{ 832{
760 object *tmp,*ret=NULL; 833 object *tmp, *ret = NULL;
761 834
762 /* First check the object itself. */ 835 /* First check the object itself. */
763 if((trig->stats.hp && (op->type == trig->stats.hp)) 836 if ((trig->stats.hp && (op->type == trig->stats.hp))
764 || (trig->slaying && (op->slaying == trig->slaying)) 837 || (trig->slaying && (op->slaying == trig->slaying))
765 || (trig->race && (op->arch->name == trig->race))) 838 || (trig->race && (op->arch->archname == trig->race)))
766 return op; 839 return op;
767 840
768 for(tmp=op->inv; tmp; tmp=tmp->below) { 841 for (tmp = op->inv; tmp; tmp = tmp->below)
842 {
769 if (tmp->inv) { 843 if (tmp->inv)
844 {
770 ret=check_inv_recursive(tmp, trig); 845 ret = check_inv_recursive (tmp, trig);
846 if (ret)
771 if (ret) return ret; 847 return ret;
772 } 848 }
773 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 849 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
774 || (trig->slaying && (tmp->slaying == trig->slaying)) 850 || (trig->slaying && (tmp->slaying == trig->slaying))
775 || (trig->race && (tmp->arch->name == trig->race))) 851 || (trig->race && (tmp->arch->archname == trig->race)))
776 return tmp; 852 return tmp;
777 } 853 }
778 return NULL; 854 return NULL;
779} 855}
780 856
781/* check_inv(), a function to search the inventory, 857/* check_inv(), a function to search the inventory,
782 * of a player and then based on a set of conditions, 858 * of a player and then based on a set of conditions,
783 * the square will activate connected items. 859 * the square will activate connected items.
784 * Monsters can't trigger this square (for now) 860 * Monsters can't trigger this square (for now)
785 * Values are: last_sp = 1/0 obj/no obj triggers 861 * Values are: last_sp = 1/0 obj/no obj triggers
786 * last_heal = 1/0 remove/dont remove obj if triggered 862 * last_heal = 1/0 remove/dont remove obj if triggered
787 * -b.t. (thomas@nomad.astro.psu.edu 863 * -b.t. (thomas@nomad.astro.psu.edu
788 */ 864 *
789 865 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
866 * because the check-inventory semantic essentially only applies when
867 * something is above the inventory checker.
868 * The semantic prior this change was: trigger if something has moved on or off
869 * and has a matching item. Imagine what happens if someone steps on the inventory
870 * checker with a matching item, has it, activates the connection, throws the item
871 * away, and then leaves the inventory checker. That would've caused an always-enabled
872 * state in the inventory checker. This won't happen anymore now.
873 *
874 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
875 * whether op is on this mapspace or not, because the value (1|0) depends
876 * on this information. also make sure to only push_button if op has
877 * a matching item (because when we do a push_button with value=0 timed gates
878 * will still open)! (i hope i got the semantics right this time)
879 *
880 */
881void
790void check_inv (object *op, object *trig) { 882check_inv (object *op, object *trig)
791object *match; 883{
884 trig->value = 0; // deactivate if none of the following conditions apply
792 885
793 if(op->type != PLAYER) return; 886 object *pl = trig->ms ().player ();
794 match = check_inv_recursive(op,trig); 887 object *match = check_inv_recursive (op, trig);
795 if (match && trig->last_sp) { 888
889 // elmex: a note about (pl == op):
890 // if pl == 0 then the player has left this space
891 // if pl != 0 then a player is on this mapspace, but then
892 // we still have to check whether it's the player that triggered
893 // this inv-checker, because if not, then the op left this inv-checker
894 // and we have to set the value to 0
895
896 if (match && trig->last_sp) // match == having
897 {
796 if(trig->last_heal) 898 if (trig->last_heal)
797 decrease_ob(match); 899 decrease_ob (match);
798 use_trigger(trig); 900
901 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
902 push_button (trig);
903 }
904 else if (!match && !trig->last_sp) // match == not having
799 } 905 {
800 else if (!match && !trig->last_sp) 906 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
801 use_trigger(trig); 907 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 } 908 }
821} 909}
910

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