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Comparing deliantra/server/common/button.C (file contents):
Revision 1.8 by root, Mon Sep 11 20:28:37 2006 UTC vs.
Revision 1.51 by root, Thu Jan 8 03:03:23 2009 UTC

1
2/* 1/*
3 * static char *rcsid_button_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: button.C,v 1.8 2006/09/11 20:28:37 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h>
32 25
33/* 26/*
34 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
35 */ 28 */
36 29
39 * This function takes a objectlink list with all the objects are going to be activated. 32 * This function takes a objectlink list with all the objects are going to be activated.
40 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 33 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
41 * The source argument can be 0 or the source object for this activation. 34 * The source argument can be 0 or the source object for this activation.
42 */ 35 */
43void 36void
44activate_connection_link (objectlink * ol, bool state, object *source = 0) 37activate_connection_link (objectlink *ol, bool state, object *source = 0)
45{ 38{
46 object *tmp = 0;
47
48 for (; ol; ol = ol->next) 39 for (; ol; ol = ol->next)
49 { 40 {
50 if (!ol->ob || ol->ob->count != ol->id) 41 if (!ol->ob)
51 { 42 {
52 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 43 LOG (llevError, "Internal error in activate_connection_link.\n");
53 continue; 44 continue;
54 } 45 }
46
55 /* a button link object can become freed when the map is saving. As 47 /* a button link object can become freed when the map is saving. As
56 * a map is saved, objects are removed and freed, and if an object is 48 * a map is saved, objects are removed and freed, and if an object is
57 * on top of a button, this function is eventually called. If a map 49 * on top of a button, this function is eventually called. If a map
58 * is getting moved out of memory, the status of buttons and levers 50 * is getting moved out of memory, the status of buttons and levers
59 * probably isn't important - it will get sorted out when the map is 51 * probably isn't important - it will get sorted out when the map is
60 * re-loaded. As such, just exit this function if that is the case. 52 * re-loaded. As such, just exit this function if that is the case.
61 */ 53 */
62 54
63 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 55 if (QUERY_FLAG (ol->ob, FLAG_FREED))
64 return; 56 return;
57
65 tmp = ol->ob; 58 object *tmp = ol->ob;
66 59
67 /* if the criteria isn't appropriate, don't do anything */ 60 /* if the criteria isn't appropriate, don't do anything */
68 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 61 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
69 continue; 62 continue;
63
70 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
71 continue; 65 continue;
72 66
73 switch (tmp->type) 67 switch (tmp->type)
74 { 68 {
75 case GATE: 69 case GATE:
76 case HOLE: 70 case HOLE:
71 if (!tmp->active)
72 tmp->play_sound (tmp->sound
73 ? tmp->sound
74 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
77 tmp->value = tmp->stats.maxsp ? !state : state; 75 tmp->value = tmp->stats.maxsp ? !state : state;
78 tmp->speed = 0.5; 76 tmp->set_speed (0.5);
79 update_ob_speed (tmp);
80 break; 77 break;
81 78
82 case CF_HANDLE: 79 case CF_HANDLE:
83 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 80 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
84 update_object (tmp, UP_OBJ_FACE); 81 update_object (tmp, UP_OBJ_FACE);
85 break; 82 break;
86 83
87 case SIGN: 84 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 85 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 { 86 {
87 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 88 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food) 89 if (tmp->stats.food)
92 tmp->last_eat++; 90 tmp->last_eat++;
93 } 91 }
94 break; 92 break;
95 93
96 case ALTAR: 94 case ALTAR:
95 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
97 tmp->value = 1; 96 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 97 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 98 update_object (tmp, UP_OBJ_FACE);
100 break; 99 break;
101 100
102 case BUTTON: 101 case BUTTON:
103 case PEDESTAL: 102 case PEDESTAL:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
104 tmp->value = state; 104 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
107 break; 107 break;
108 108
109 case MOOD_FLOOR: 109 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 110 do_mood_floor (tmp, source);
111 break; 111 break;
112 112
113 case TIMED_GATE: 113 case TIMED_GATE:
114 if (!tmp->active)
115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
116
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;
162
163 case MAPSCRIPT:
164 cfperl_mapscript_activate (tmp, source, state);
165 break;
159 } 166 }
160 } 167 }
161} 168}
162 169
163/* 170/*
173 * 180 *
174 */ 181 */
175void 182void
176push_button (object *op) 183push_button (object *op)
177{ 184{
178 oblinkpt *obp = get_button_links (op); 185 if (oblinkpt *obp = op->find_link ())
179 186 {
180 if (!obp) 187 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value)))
181 return; 188 return;
182 189
183 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
184 return;
185
186 activate_connection_link (obp->link, op->value, op); 190 activate_connection_link (obp->link, op->value, op);
191 }
187} 192}
188 193
189/* 194/*
190 * elmex: 195 * elmex:
191 * This activates a connection, similar to push_button (object *op) but it takes 196 * This activates a connection, similar to push_button (object *op) but it takes
193 * the connection was 'state' or 'released'. So that you can activate objects 198 * the connection was 'state' or 'released'. So that you can activate objects
194 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 199 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
195 * 200 *
196 */ 201 */
197void 202void
198activate_connection (mapstruct *map, long connection, bool state) 203maptile::trigger (shstr_tmp id, bool state, object *originator)
199{ 204{
200 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 205 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
201 return; 206 return;
202 207
203 oblinkpt *obp = get_connection_links (map, connection); 208 if (oblinkpt *obp = find_link (id))
204
205 if (obp)
206 activate_connection_link (obp->link, state); 209 activate_connection_link (obp->link, state, originator);
207} 210}
208 211
209/* 212/*
210 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
211 * 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
212 * 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
213 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
214 */ 217 */
215
216void 218void
217update_button (object *op) 219update_button (object *op)
218{ 220{
219 object *ab, *tmp, *head;
220 int tot, any_down = 0, old_value = op->value; 221 int any_down = 0, old_value = op->value;
221 oblinkpt *obp = 0;
222 objectlink *ol;
223 222
224 obp = get_button_links (op); 223 if (oblinkpt *obp = op->find_link ())
225 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
226 if (obp)
227 for (ol = obp->link; ol; ol = ol->next) 224 for (objectlink *ol = obp->link; ol; ol = ol->next)
228 { 225 {
229 if (!ol->ob || ol->ob->count != ol->id) 226 if (!ol->ob)
230 { 227 {
231 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 228 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
232 continue; 229 continue;
233 } 230 }
231
234 tmp = ol->ob; 232 object *tmp = ol->ob;
233
235 if (tmp->type == BUTTON) 234 if (tmp->type == BUTTON)
236 { 235 {
236 sint32 total = 0;
237
237 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 238 for (object *ab = tmp->above; ab; ab = ab->above)
238 /* Bug? The pedestal code below looks for the head of
239 * the object, this bit doesn't. I'd think we should check
240 * for head here also. Maybe it also makese sense to
241 * make the for ab=tmp->above loop common, and alter
242 * behaviour based on object within that loop?
243 */
244
245 /* Basically, if the move_type matches that on what the 239 /* Basically, if the move_type matches that on what the
246 * button wants, we count it. The second check is so that 240 * button wants, we count it. The second check is so that
247 * objects don't move (swords, etc) will count. Note that 241 * objects who don't move (swords, etc) will count. Note that
248 * this means that more work is needed to make buttons 242 * this means that more work is needed to make buttons
249 * that are only triggered by flying objects. 243 * that are only triggered by flying objects.
250 */ 244 */
251 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
252 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 246 total += ab->head_ ()->total_weight ();
253 247
254 tmp->value = (tot >= tmp->weight) ? 1 : 0; 248 tmp->value = total >= tmp->weight;
255 if (tmp->value) 249
256 any_down = 1; 250 any_down = any_down || tmp->value;
257 } 251 }
258 else if (tmp->type == PEDESTAL) 252 else if (tmp->type == PEDESTAL)
259 { 253 {
260 tmp->value = 0; 254 tmp->value = 0;
255
261 for (ab = tmp->above; ab != NULL; ab = ab->above) 256 for (object *ab = tmp->above; ab; ab = ab->above)
262 { 257 {
263 head = ab->head ? ab->head : ab; 258 object *head = ab->head_ ();
259
264 /* Same note regarding move_type for buttons above apply here. */ 260 /* Same note regarding move_type for buttons above apply here. */
265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 261 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
266 (head->race == tmp->slaying || 262 && (head->race == tmp->slaying
267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 263 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 264 || (tmp->slaying == shstr_player && head->type == PLAYER)))
269 tmp->value = 1; 265 tmp->value = 1;
270 } 266 }
271 if (tmp->value) 267
272 any_down = 1; 268 any_down = any_down || tmp->value;
273 } 269 }
274 } 270 }
271
275 if (any_down) /* If any other buttons were down, force this to remain down */ 272 if (any_down) /* If any other buttons were down, force this to remain down */
276 op->value = 1; 273 op->value = 1;
274
275 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
277 276
278 /* If this button hasn't changed, don't do anything */ 277 /* If this button hasn't changed, don't do anything */
279 if (op->value != old_value) 278 if (op->value != old_value)
280 { 279 {
281 SET_ANIMATION (op, op->value); 280 SET_ANIMATION (op, op->value);
282 update_object (op, UP_OBJ_FACE); 281 update_object (op, UP_OBJ_FACE);
283 push_button (op); /* Make all other buttons the same */ 282 push_button (op); /* Make all other buttons the same */
284 } 283 }
285} 284}
286 285
287/*
288 * Updates every button on the map (by calling update_button() for them).
289 */
290
291void
292update_buttons (mapstruct *m)
293{
294 objectlink *ol;
295 oblinkpt *obp;
296
297 for (obp = m->buttons; obp; obp = obp->next)
298 for (ol = obp->link; ol; ol = ol->next)
299 {
300 if (!ol->ob || ol->ob->count != ol->id)
301 {
302 LOG (llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
303 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, ol->id, obp->value);
304 continue;
305 }
306 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
307 {
308 update_button (ol->ob);
309 break;
310 }
311 }
312}
313
314void 286void
315use_trigger (object *op) 287use_trigger (object *op)
316{ 288{
317
318 /* Toggle value */ 289 /* Toggle value */
319 op->value = !op->value; 290 op->value = !op->value;
320 push_button (op); 291 push_button (op);
321} 292}
322 293
323/* 294/*
324 * Note: animate_object should be used instead of this, 295 * Note: animate_object should be used instead of this,
325 * but it can't handle animations in the 8 directions 296 * but it can't handle animations in the 8 directions
326 */ 297 */
327
328void 298void
329animate_turning (object *op) /* only one part objects */ 299animate_turning (object *op) /* only one part objects */
330{ 300{
331 if (++op->state >= NUM_ANIMATIONS (op) / 8) 301 if (++op->state >= NUM_ANIMATIONS (op) / 8)
332 op->state = 0; 302 op->state = 0;
349 */ 319 */
350 320
351int 321int
352check_altar_sacrifice (const object *altar, const object *sacrifice) 322check_altar_sacrifice (const object *altar, const object *sacrifice)
353{ 323{
354 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 324 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
325 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
326 && sacrifice->type != PLAYER)
355 { 327 {
356 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 328 if (ARCH_SACRIFICE (altar) == shstr_money
357 ARCH_SACRIFICE (altar) == sacrifice->name || 329 && sacrifice->type == MONEY
358 ARCH_SACRIFICE (altar) == sacrifice->slaying || 330 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
359 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
360 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
361 return 1; 331 return 1;
362 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 332
363 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 333 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
334 || ARCH_SACRIFICE (altar) == sacrifice->name
335 || ARCH_SACRIFICE (altar) == sacrifice->slaying
336 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
337 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
364 return 1; 338 return 1;
365 } 339 }
340
366 return 0; 341 return 0;
367} 342}
368
369 343
370/* 344/*
371 * operate_altar checks if sacrifice was accepted and removes sacrificed 345 * operate_altar checks if sacrifice was accepted and removes sacrificed
372 * objects. If sacrifice was succeed return 1 else 0. Might be better to 346 * objects. If sacrifice was succeed return 1 else 0. Might be better to
373 * call check_altar_sacrifice (above) than depend on the return value, 347 * call check_altar_sacrifice (above) than depend on the return value,
374 * since operate_altar will remove the sacrifice also. 348 * since operate_altar will remove the sacrifice also.
375 * 349 *
376 * If this function returns 1, '*sacrifice' is modified to point to the 350 * If this function returns 1, '*sacrifice' is modified to point to the
377 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 351 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
378 */ 352 */
379
380int 353int
381operate_altar (object *altar, object **sacrifice) 354operate_altar (object *altar, object **sacrifice)
382{ 355{
383
384 if (!altar->map) 356 if (!altar->map)
385 { 357 {
386 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 358 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
387 return 0; 359 return 0;
388 } 360 }
394 return 0; 366 return 0;
395 367
396 /* check_altar_sacrifice should have already verified that enough money 368 /* check_altar_sacrifice should have already verified that enough money
397 * has been dropped. 369 * has been dropped.
398 */ 370 */
399 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 371 if (ARCH_SACRIFICE (altar) == shstr_money)
400 { 372 {
401 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 373 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
402 374
403 /* Round up any sacrifices. Altars don't make change either */ 375 /* Round up any sacrifices. Altars don't make change either */
404 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 376 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
405 number++; 377 number++;
406 *sacrifice = decrease_ob_nr (*sacrifice, number); 378
379 if (!(*sacrifice)->decrease (number))
380 *sacrifice = 0;
407 } 381 }
408 else 382 else
409 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 383 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
384 *sacrifice = 0;
410 385
411 if (altar->msg) 386 if (altar->msg)
412 new_info_map (NDI_BLACK, altar->map, altar->msg); 387 new_info_map (NDI_BLACK, altar->map, altar->msg);
388
413 return 1; 389 return 1;
414} 390}
415 391
416void 392void
417trigger_move (object *op, int state) /* 1 down and 0 up */ 393trigger_move (object *op, int state) /* 1 down and 0 up */
418{ 394{
419 op->stats.wc = state; 395 op->stats.wc = state;
420 if (state) 396 if (state)
421 { 397 {
422 use_trigger (op); 398 use_trigger (op);
423 if (op->stats.exp > 0) /* check sanity */ 399 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
424 op->speed = 1.0 / op->stats.exp;
425 else
426 op->speed = 1.0;
427 update_ob_speed (op);
428 op->speed_left = -1; 400 op->speed_left = -1;
429 } 401 }
430 else 402 else
431 { 403 {
432 use_trigger (op); 404 use_trigger (op);
433 op->speed = 0; 405 op->set_speed (0);
434 update_ob_speed (op);
435 } 406 }
436} 407}
437 408
438 409
439/* 410/*
455 int push = 0, tot = 0; 426 int push = 0, tot = 0;
456 int in_movement = op->stats.wc || op->speed; 427 int in_movement = op->stats.wc || op->speed;
457 428
458 switch (op->type) 429 switch (op->type)
459 { 430 {
460 case TRIGGER_BUTTON: 431 case TRIGGER_BUTTON:
461 if (op->weight > 0) 432 if (op->weight > 0)
462 { 433 {
463 if (cause) 434 if (cause)
464 { 435 {
465 for (tmp = op->above; tmp; tmp = tmp->above) 436 for (tmp = op->above; tmp; tmp = tmp->above)
466 /* Comment reproduced from update_buttons(): */ 437 /* Comment reproduced from update_buttons(): */
467 /* Basically, if the move_type matches that on what the 438 /* Basically, if the move_type matches that on what the
468 * button wants, we count it. The second check is so that 439 * button wants, we count it. The second check is so that
469 * objects that don't move (swords, etc) will count. Note that 440 * objects that don't move (swords, etc) will count. Note that
470 * this means that more work is needed to make buttons 441 * this means that more work is needed to make buttons
471 * that are only triggered by flying objects. 442 * that are only triggered by flying objects.
443 */
444 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
445 tot += tmp->head_ ()->total_weight ();
446
447 if (tot >= op->weight)
448 push = 1;
449
450 if (op->stats.ac == push)
451 return 0;
452
453 op->stats.ac = push;
454 if (NUM_ANIMATIONS (op) > 1)
455 {
456 SET_ANIMATION (op, push);
457 update_object (op, UP_OBJ_FACE);
458 }
459
460 if (in_movement || !push)
461 return 0;
462 }
463 trigger_move (op, push);
464 }
465
466 return 0;
467
468 case TRIGGER_PEDESTAL:
469 if (cause)
470 {
471 for (tmp = op->above; tmp; tmp = tmp->above)
472 {
473 object *head = tmp->head_ ();
474
475 /* See comment in TRIGGER_BUTTON about move_types */
476 if (((head->move_type & op->move_on) || head->move_type == 0)
477 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
478 {
479 push = 1;
480 break;
481 }
482 }
483
484 if (op->stats.ac == push)
485 return 0;
486
487 op->stats.ac = push;
488
489 if (NUM_ANIMATIONS (op) > 1)
490 {
491 SET_ANIMATION (op, push);
492 update_object (op, UP_OBJ_FACE);
493 }
494
495 update_object (op, UP_OBJ_FACE);
496
497 if (in_movement || !push)
498 return 0;
499 }
500
501 trigger_move (op, push);
502 return 0;
503
504 case TRIGGER_ALTAR:
505 if (cause)
506 {
507 if (in_movement)
508 return 0;
509
510 if (operate_altar (op, &cause))
511 {
512 if (NUM_ANIMATIONS (op) > 1)
513 {
514 SET_ANIMATION (op, 1);
515 update_object (op, UP_OBJ_FACE);
516 }
517
518 if (op->last_sp >= 0)
519 {
520 trigger_move (op, 1);
521 if (op->last_sp > 0)
522 op->last_sp = -op->last_sp;
523 }
524 else
525 {
526 /* for trigger altar with last_sp, the ON/OFF
527 * status (-> +/- value) is "simulated":
472 */ 528 */
473 529 op->value = !op->value;
474 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 530 trigger_move (op, 1);
475 { 531 op->last_sp = -op->last_sp;
476 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 532 op->value = !op->value;
477 }
478 if (tot >= op->weight)
479 push = 1;
480 if (op->stats.ac == push)
481 return 0;
482 op->stats.ac = push;
483 if (NUM_ANIMATIONS (op) > 1)
484 {
485 SET_ANIMATION (op, push);
486 update_object (op, UP_OBJ_FACE);
487 } 533 }
488 if (in_movement || !push) 534
489 return 0; 535 return cause == NULL;
490 } 536 }
491 trigger_move (op, push);
492 } 537 else
493 return 0;
494
495 case TRIGGER_PEDESTAL:
496 if (cause)
497 {
498 for (tmp = op->above; tmp; tmp = tmp->above)
499 {
500 object *head = tmp->head ? tmp->head : tmp;
501
502 /* See comment in TRIGGER_BUTTON about move_types */
503 if (((head->move_type & op->move_on) || head->move_type == 0)
504 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
505 {
506 push = 1;
507 break;
508 }
509 }
510 if (op->stats.ac == push)
511 return 0; 538 return 0;
512 op->stats.ac = push; 539 }
540 else
541 {
513 if (NUM_ANIMATIONS (op) > 1) 542 if (NUM_ANIMATIONS (op) > 1)
514 { 543 {
515 SET_ANIMATION (op, push); 544 SET_ANIMATION (op, 0);
516 update_object (op, UP_OBJ_FACE); 545 update_object (op, UP_OBJ_FACE);
517 } 546 }
518 update_object (op, UP_OBJ_FACE);
519 if (in_movement || !push)
520 return 0;
521 }
522 trigger_move (op, push);
523 return 0;
524 547
525 case TRIGGER_ALTAR:
526 if (cause)
527 {
528 if (in_movement)
529 return 0;
530 if (operate_altar (op, &cause))
531 {
532 if (NUM_ANIMATIONS (op) > 1)
533 {
534 SET_ANIMATION (op, 1);
535 update_object (op, UP_OBJ_FACE);
536 }
537 if (op->last_sp >= 0)
538 {
539 trigger_move (op, 1);
540 if (op->last_sp > 0)
541 op->last_sp = -op->last_sp;
542 }
543 else
544 {
545 /* for trigger altar with last_sp, the ON/OFF
546 * status (-> +/- value) is "simulated":
547 */
548 op->value = !op->value;
549 trigger_move (op, 1);
550 op->last_sp = -op->last_sp;
551 op->value = !op->value;
552 }
553 return cause == NULL;
554 }
555 else
556 {
557 return 0;
558 }
559 }
560 else
561 {
562 if (NUM_ANIMATIONS (op) > 1)
563 {
564 SET_ANIMATION (op, 0);
565 update_object (op, UP_OBJ_FACE);
566 }
567
568 /* If trigger_altar has "last_sp > 0" set on the map, 548 /* If trigger_altar has "last_sp > 0" set on the map,
569 * it will push the connected value only once per sacrifice. 549 * it will push the connected value only once per sacrifice.
570 * Otherwise (default), the connected value will be 550 * Otherwise (default), the connected value will be
571 * pushed twice: First by sacrifice, second by reset! -AV 551 * pushed twice: First by sacrifice, second by reset! -AV
572 */ 552 */
573 if (!op->last_sp) 553 if (!op->last_sp)
574 trigger_move (op, 0); 554 trigger_move (op, 0);
575 else 555 else
576 { 556 {
577 op->stats.wc = 0; 557 op->stats.wc = 0;
578 op->value = !op->value; 558 op->value = !op->value;
579 op->speed = 0; 559 op->set_speed (0);
580 update_ob_speed (op);
581 } 560 }
582 } 561 }
583 return 0; 562 return 0;
584 563
585 case TRIGGER: 564 case TRIGGER:
586 if (cause) 565 if (cause)
587 { 566 {
588 if (in_movement) 567 if (in_movement)
589 return 0; 568 return 0;
569
590 push = 1; 570 push = 1;
591 } 571 }
572
592 if (NUM_ANIMATIONS (op) > 1) 573 if (NUM_ANIMATIONS (op) > 1)
593 { 574 {
594 SET_ANIMATION (op, push); 575 SET_ANIMATION (op, push);
595 update_object (op, UP_OBJ_FACE); 576 update_object (op, UP_OBJ_FACE);
596 } 577 }
578
597 trigger_move (op, push); 579 trigger_move (op, push);
598 return 1; 580 return 1;
599 581
600 default: 582 default:
601 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 583 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
602 return 0; 584 return 0;
603 } 585 }
604} 586}
605 587
606void 588void
607add_button_link (object *button, mapstruct *map, int connected) 589object::add_link (maptile *map, shstr_tmp id)
608{ 590{
609 oblinkpt *obp;
610 objectlink *ol = get_objectlink ();
611
612 if (!map) 591 if (!map)
613 { 592 {
614 LOG (llevError, "Tried to add button-link without map.\n"); 593 LOG (llevError, "Tried to add button-link without map.\n");
615 return; 594 return;
616 } 595 }
617 if (!editor)
618 button->path_attuned = connected; /* peterm: I need this so I can rebuild
619 a connected map from a template map. */
620 596
621/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 597 flag [FLAG_IS_LINKED] = true;
622 598
623 SET_FLAG (button, FLAG_IS_LINKED); 599 objectlink *ol = get_objectlink ();
624
625 ol->ob = button; 600 ol->ob = this;
626 ol->id = button->count;
627 601
628 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 602 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
629 603 if (obp->id == id)
630 if (obp)
631 { 604 {
632 ol->next = obp->link; 605 ol->next = obp->link;
633 obp->link = ol; 606 obp->link = ol;
607 return;
634 } 608 }
635 else 609
636 {
637 obp = get_objectlinkpt (); 610 oblinkpt *obp = get_objectlinkpt ();
638 obp->value = connected; 611 obp->id = id;
639 612
640 obp->next = map->buttons; 613 obp->next = map->buttons;
641 map->buttons = obp; 614 map->buttons = obp;
642 obp->link = ol; 615 obp->link = ol;
643 }
644} 616}
645 617
646/* 618/*
647 * 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.
648 * This is only needed by editors. 620 * This is only needed by editors.
649 */ 621 */
650
651void 622void
652remove_button_link (object *op) 623object::remove_link ()
653{ 624{
654 oblinkpt *obp; 625 if (!map)
655 objectlink **olp, *ol;
656
657 if (op->map == NULL)
658 { 626 {
659 LOG (llevError, "remove_button_link() in object without map.\n"); 627 LOG (llevError, "remove_button_link() in object without map.\n");
660 return; 628 return;
661 } 629 }
662 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 630
631 if (!flag [FLAG_IS_LINKED])
663 { 632 {
664 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 633 LOG (llevError, "remove_button_linked() in unlinked object.\n");
665 return; 634 return;
666 } 635 }
636
637 flag [FLAG_IS_LINKED] = false;
638
667 for (obp = op->map->buttons; obp; obp = obp->next) 639 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
668 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 640 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
669 if (ol->ob == op) 641 if ((*olp)->ob == this)
670 { 642 {
671 643 objectlink *ol = *olp;
672/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
673 obp->value, op->name, op->map->path);
674*/
675 *olp = ol->next; 644 *olp = ol->next;
676 free (ol); 645 delete ol;
677 return; 646 return;
678 } 647 }
648
679 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 649 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
680 CLEAR_FLAG (op, FLAG_IS_LINKED); 650}
651
652/*
653 * Updates every button on the map (by calling update_button() for them).
654 */
655void
656maptile::update_buttons ()
657{
658 for (oblinkpt *obp = buttons; obp; obp = obp->next)
659 for (objectlink *ol = obp->link; ol; ol = ol->next)
660 {
661 if (!ol->ob)
662 {
663 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
664 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
665 continue;
666 }
667
668 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
669 {
670 update_button (ol->ob);
671 break;
672 }
673 }
681} 674}
682 675
683/* 676/*
684 * Gets the objectlink for this connection from the map. 677 * Gets the objectlink for this connection from the map.
685 */ 678 */
686oblinkpt * 679oblinkpt *
687get_connection_links (mapstruct *map, long connection) 680maptile::find_link (shstr_tmp id)
688{ 681{
689 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 682 for (oblinkpt *obp = buttons; obp; obp = obp->next)
690 if (obp->value == connection) 683 if (obp->id == id)
691 return obp; 684 return obp;
685
692 return 0; 686 return 0;
693} 687}
694 688
695/* 689/*
696 * Return the first objectlink in the objects linked to this one 690 * Return the first objectlink in the objects linked to this one
697 */ 691 */
698
699oblinkpt * 692oblinkpt *
700get_button_links (const object *button) 693object::find_link () const
701{ 694{
702 oblinkpt *obp; 695 if (map)
703 objectlink *ol;
704
705 if (!button->map)
706 return NULL;
707 for (obp = button->map->buttons; obp; obp = obp->next) 696 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
708 for (ol = obp->link; ol; ol = ol->next) 697 for (objectlink *ol = obp->link; ol; ol = ol->next)
709 if (ol->ob == button && ol->id == button->count) 698 if (ol->ob == this)
710 return obp; 699 return obp;
711 return NULL;
712}
713 700
714/*
715 * Made as a separate function to increase efficiency
716 */
717
718int
719get_button_value (const object *button)
720{
721 oblinkpt *obp;
722 objectlink *ol;
723
724 if (!button->map)
725 return 0;
726 for (obp = button->map->buttons; obp; obp = obp->next)
727 for (ol = obp->link; ol; ol = ol->next)
728 if (ol->ob == button && ol->id == button->count)
729 return obp->value;
730 return 0; 701 return 0;
731} 702}
732 703
733/* This routine makes monsters who are 704/* This routine makes monsters who are
734 * standing on the 'mood floor' change their 705 * standing on the 'mood floor' change their
736 * If floor is to be triggered must have 707 * If floor is to be triggered must have
737 * a speed of zero (default is 1 for all 708 * a speed of zero (default is 1 for all
738 * but the charm floor type). 709 * but the charm floor type).
739 * by b.t. thomas@nomad.astro.psu.edu 710 * by b.t. thomas@nomad.astro.psu.edu
740 */ 711 */
741
742void 712void
743do_mood_floor (object *op, object *source) 713do_mood_floor (object *op, object *source)
744{ 714{
745 object *tmp;
746 object *tmp2;
747
748 if (!source) 715 if (!source)
749 source = op; 716 source = op;
750 717
751 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 718 mapspace &ms = op->ms ();
719
720 if (!(ms.flags () & P_IS_ALIVE))
721 return;
722
723 object *tmp;
724
725 for (tmp = ms.top; tmp; tmp = tmp->below)
752 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 726 if (QUERY_FLAG (tmp, FLAG_MONSTER))
753 break; 727 break;
754 728
755 /* doesn't effect players, and if there is a player on this space, won't also 729 /* doesn't effect players, and if there is a player on this space, won't also
756 * be a monster here. 730 * be a monster here.
757 */ 731 */
732 //TODO: have players really FLAG_MONSTER? kept it for safety
758 if (!tmp || tmp->type == PLAYER) 733 if (!tmp || tmp->type == PLAYER)
759 return; 734 return;
760 735
761 switch (op->last_sp) 736 switch (op->last_sp)
762 { 737 {
763 case 0: /* furious--make all monsters mad */ 738 case 0: /* furious--make all monsters mad */
764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 739 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 740 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
741
766 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 742 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 { 743 {
768 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
769 remove_friendly_object (tmp);
770 tmp->attack_movement = 0; 744 tmp->attack_movement = 0;
771 /* lots of checks here, but want to make sure we don't 745 /* lots of checks here, but want to make sure we don't
772 * dereference a null value 746 * dereference a null value
773 */ 747 */
774 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 748 if (tmp->type == GOLEM
775 { 749 && tmp->owner
776 tmp->owner->contr->ranges[range_golem] = NULL; 750 && tmp->owner->type == PLAYER
751 && tmp->owner->contr->golem == tmp)
777 tmp->owner->contr->golem_count = 0; 752 tmp->owner->contr->golem = 0;
778 } 753
779 tmp->owner = 0; 754 tmp->owner = 0;
755
756 remove_friendly_object (tmp);
780 } 757 }
781 break; 758 break;
759
782 case 1: /* angry -- get neutral monsters mad */ 760 case 1: /* angry -- get neutral monsters mad */
783 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 761 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
784 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 762 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
785 break; 763 break;
764
786 case 2: /* calm -- pacify unfriendly monsters */ 765 case 2: /* calm -- pacify unfriendly monsters */
787 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
788 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 766 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
789 break; 767 break;
768
790 case 3: /* make all monsters fall asleep */ 769 case 3: /* make all monsters fall asleep */
791 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
792 SET_FLAG (tmp, FLAG_SLEEP); 770 SET_FLAG (tmp, FLAG_SLEEP);
793 break; 771 break;
772
794 case 4: /* charm all monsters */ 773 case 4: /* charm all monsters */
795 if (op == source) 774 if (op == source)
796 break; /* only if 'connected' */ 775 break; /* only if 'connected' */
797 776
798 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 777 if (object *pl = source->ms ().player ())
799 tmp2->type != PLAYER; tmp2 = tmp2->above) 778 {
800 if (tmp2->above == NULL) 779 tmp->set_owner (pl);
780 SET_FLAG (tmp, FLAG_MONSTER);
781
782 tmp->stats.exp = 0;
783
784 add_friendly_object (tmp);
785 tmp->attack_movement = PETMOVE;
786 }
801 break; 787 break;
802 788
803 if (tmp2->type != PLAYER) 789 case 6: // kill monsters
790 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
804 break; 791 break;
805 set_owner (tmp, tmp2); 792
806 SET_FLAG (tmp, FLAG_MONSTER); 793 // FALL THROUGH
807 tmp->stats.exp = 0; 794 case 5: // kill all alives
808 SET_FLAG (tmp, FLAG_FRIENDLY); 795 if (!tmp->flag [FLAG_PRECIOUS])
809 add_friendly_object (tmp); 796 {
810 tmp->attack_movement = PETMOVE; 797 archetype::get (shstr_burnout)->insert_at (tmp, source);
798 tmp->destroy ();
799 }
811 break; 800 break;
812 801
813 default: 802 default:
814 break; 803 break;
815 } 804 }
819 * It will descend through containers to find the object. 808 * It will descend through containers to find the object.
820 * slaying = match object slaying flag 809 * slaying = match object slaying flag
821 * race = match object archetype name flag 810 * race = match object archetype name flag
822 * hp = match object type (excpt type '0'== PLAYER) 811 * hp = match object type (excpt type '0'== PLAYER)
823 */ 812 */
824
825object * 813object *
826check_inv_recursive (object *op, const object *trig) 814check_inv_recursive (object *op, const object *trig)
827{ 815{
828 object *tmp, *ret = NULL; 816 object *tmp, *ret = NULL;
829 817
830 /* First check the object itself. */ 818 /* First check the object itself. */
831 if ((trig->stats.hp && (op->type == trig->stats.hp)) 819 if ((trig->stats.hp && (op->type == trig->stats.hp))
832 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 820 || (trig->slaying && (op->slaying == trig->slaying))
821 || (trig->race && (op->arch->archname == trig->race)))
833 return op; 822 return op;
834 823
835 for (tmp = op->inv; tmp; tmp = tmp->below) 824 for (tmp = op->inv; tmp; tmp = tmp->below)
836 { 825 {
837 if (tmp->inv) 826 if (tmp->inv)
839 ret = check_inv_recursive (tmp, trig); 828 ret = check_inv_recursive (tmp, trig);
840 if (ret) 829 if (ret)
841 return ret; 830 return ret;
842 } 831 }
843 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 832 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
844 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 833 || (trig->slaying && (tmp->slaying == trig->slaying))
834 || (trig->race && (tmp->arch->archname == trig->race)))
845 return tmp; 835 return tmp;
846 } 836 }
847 return NULL; 837 return NULL;
848} 838}
849 839
852 * the square will activate connected items. 842 * the square will activate connected items.
853 * Monsters can't trigger this square (for now) 843 * Monsters can't trigger this square (for now)
854 * Values are: last_sp = 1/0 obj/no obj triggers 844 * Values are: last_sp = 1/0 obj/no obj triggers
855 * last_heal = 1/0 remove/dont remove obj if triggered 845 * last_heal = 1/0 remove/dont remove obj if triggered
856 * -b.t. (thomas@nomad.astro.psu.edu 846 * -b.t. (thomas@nomad.astro.psu.edu
857 */ 847 *
858 848 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
849 * because the check-inventory semantic essentially only applies when
850 * something is above the inventory checker.
851 * The semantic prior this change was: trigger if something has moved on or off
852 * and has a matching item. Imagine what happens if someone steps on the inventory
853 * checker with a matching item, has it, activates the connection, throws the item
854 * away, and then leaves the inventory checker. That would've caused an always-enabled
855 * state in the inventory checker. This won't happen anymore now.
856 *
857 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
858 * whether op is on this mapspace or not, because the value (1|0) depends
859 * on this information. also make sure to only push_button if op has
860 * a matching item (because when we do a push_button with value=0 timed gates
861 * will still open)! (i hope i got the semantics right this time)
862 *
863 */
859void 864void
860check_inv (object *op, object *trig) 865check_inv (object *op, object *trig)
861{ 866{
862 object *match; 867 trig->value = 0; // deactivate if none of the following conditions apply
863 868
864 if (op->type != PLAYER) 869 object *pl = trig->ms ().player ();
865 return;
866 match = check_inv_recursive (op, trig); 870 object *match = check_inv_recursive (op, trig);
871
872 // elmex: a note about (pl == op):
873 // if pl == 0 then the player has left this space
874 // if pl != 0 then a player is on this mapspace, but then
875 // we still have to check whether it's the player that triggered
876 // this inv-checker, because if not, then the op left this inv-checker
877 // and we have to set the value to 0
878
867 if (match && trig->last_sp) 879 if (match && trig->last_sp) // match == having
868 { 880 {
869 if (trig->last_heal) 881 if (trig->last_heal)
870 decrease_ob (match); 882 match->decrease ();
871 use_trigger (trig);
872 }
873 else if (!match && !trig->last_sp)
874 use_trigger (trig);
875}
876 883
877 884 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
878/* This does a minimal check of the button link consistency for object 885 push_button (trig);
879 * map. All it really does it much sure the object id link that is set
880 * matches what the object has.
881 */
882void
883verify_button_links (const mapstruct *map)
884{
885 oblinkpt *obp;
886 objectlink *ol;
887
888 if (!map)
889 return;
890
891 for (obp = map->buttons; obp; obp = obp->next)
892 { 886 }
893 for (ol = obp->link; ol; ol = ol->next) 887 else if (!match && !trig->last_sp) // match == not having
894 {
895 if (ol->id != ol->ob->count)
896 LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
897 }
898 } 888 {
889 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
890 push_button (trig);
891 }
899} 892}
893

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