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Comparing deliantra/server/common/button.C (file contents):
Revision 1.10 by root, Thu Sep 14 22:33:58 2006 UTC vs.
Revision 1.56 by root, Mon Oct 12 14:00:57 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* 27/*
28 * This code is no longer highly inefficient 8) 28 * This code is no longer highly inefficient 8)
29 */ 29 */
30 30
31/* 31/*
32 * elmex: 32 * elmex:
33 * 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.
34 * 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.
35 * The source argument can be 0 or the source object for this activation. 35 * The activator argument can be 0 or the source object for this activation.
36 * the originator is the player or monster who did something.
36 */ 37 */
37void 38static void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 39activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
39{ 40{
40 object *tmp = 0;
41
42 for (; ol; ol = ol->next) 41 for (; ol; ol = ol->next)
43 { 42 {
44 if (!ol->ob || ol->ob->count != ol->id) 43 if (!ol->ob)
45 { 44 {
46 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 45 LOG (llevError, "Internal error in activate_connection_link.\n");
47 continue; 46 continue;
48 } 47 }
48
49 /* a button link object can become freed when the map is saving. As 49 /* a button link object can become freed when the map is saving. As
50 * a map is saved, objects are removed and freed, and if an object is 50 * a map is saved, objects are removed and freed, and if an object is
51 * on top of a button, this function is eventually called. If a map 51 * on top of a button, this function is eventually called. If a map
52 * is getting moved out of memory, the status of buttons and levers 52 * is getting moved out of memory, the status of buttons and levers
53 * probably isn't important - it will get sorted out when the map is 53 * probably isn't important - it will get sorted out when the map is
54 * re-loaded. As such, just exit this function if that is the case. 54 * re-loaded. As such, just exit this function if that is the case.
55 */ 55 */
56 56
57 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 57 if (QUERY_FLAG (ol->ob, FLAG_FREED))
58 return; 58 return;
59
59 tmp = ol->ob; 60 object *tmp = ol->ob;
60 61
61 /* if the criteria isn't appropriate, don't do anything */ 62 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63 continue; 64 continue;
65
64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 66 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
65 continue; 67 continue;
66 68
67 switch (tmp->type) 69 switch (tmp->type)
68 { 70 {
69 case GATE: 71 case GATE:
70 case HOLE: 72 case HOLE:
73 if (!tmp->active)
74 tmp->play_sound (tmp->sound
75 ? tmp->sound
76 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
71 tmp->value = tmp->stats.maxsp ? !state : state; 77 tmp->value = tmp->stats.maxsp ? !state : state;
72 tmp->speed = 0.5; 78 tmp->set_speed (0.5);
73 update_ob_speed (tmp);
74 break; 79 break;
75 80
76 case CF_HANDLE: 81 case CF_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE); 83 update_object (tmp, UP_OBJ_FACE);
79 break; 84 break;
80 85
81 case SIGN: 86 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 87 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 88 {
89 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food) 91 if (tmp->stats.food)
86 tmp->last_eat++; 92 tmp->last_eat++;
87 } 93 }
88 break; 94 break;
89 95
90 case ALTAR: 96 case ALTAR:
97 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
91 tmp->value = 1; 98 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 99 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 100 update_object (tmp, UP_OBJ_FACE);
94 break; 101 break;
95 102
96 case BUTTON: 103 case BUTTON:
97 case PEDESTAL: 104 case PEDESTAL:
105 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
98 tmp->value = state; 106 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 107 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 108 update_object (tmp, UP_OBJ_FACE);
101 break; 109 break;
102 110
103 case MOOD_FLOOR: 111 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 112 do_mood_floor (tmp, activator);
105 break; 113 break;
106 114
107 case TIMED_GATE: 115 case TIMED_GATE:
116 if (!tmp->active)
117 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
118
108 tmp->speed = tmp->arch->clone.speed; 119 tmp->set_speed (tmp->arch->speed);
109 update_ob_speed (tmp); /* original values */
110 tmp->value = tmp->arch->clone.value; 120 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1; 121 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp; 122 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts 123 /* Handle multipart gates. We copy the value for the other parts
114 * from the head - this ensures that the data will consistent 124 * from the head - this ensures that the data will consistent
115 */ 125 */
116 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 126 for (object *part = tmp->more; part; part = part->more)
117 { 127 {
118 tmp->speed = tmp->head->speed; 128 part->value = tmp->value;
119 tmp->value = tmp->head->value; 129 part->stats.sp = tmp->stats.sp;
120 tmp->stats.sp = tmp->head->stats.sp; 130 part->stats.hp = tmp->stats.hp;
121 tmp->stats.hp = tmp->head->stats.hp;
122 update_ob_speed (tmp); 131 part->set_speed (tmp->speed);
123 } 132 }
124 break; 133 break;
125 134
126 case DIRECTOR: 135 case DIRECTOR:
127 case FIREWALL: 136 case FIREWALL:
128 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 137 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
129 move_firewall (tmp); 138 move_firewall (tmp);
130 else 139 else
131 { 140 {
132 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 141 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
133 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
134 animate_turning (tmp); 142 animate_turning (tmp);
135 } 143 }
136 break; 144 break;
137 145
138 case TELEPORTER: 146 case TELEPORTER:
139 move_teleporter (tmp); 147 move_teleporter (tmp);
140 break; 148 break;
141 149
142 case CREATOR: 150 case CREATOR:
143 move_creator (tmp); 151 move_creator (tmp);
144 break; 152 break;
145 153
146 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
147 move_marker (tmp); 156 move_marker (tmp);
148 break; 157 break;
149 158
150 case DUPLICATOR: 159 case DUPLICATOR:
151 move_duplicator (tmp); 160 move_duplicator (tmp);
152 break; 161 break;
162
163 case MAPSCRIPT:
164 cfperl_mapscript_activate (tmp, state, activator, originator);
165 break;
153 } 166 }
154 } 167 }
155} 168}
156 169
157/* 170/*
165 * Changed the routine to loop through _all_ objects. 178 * Changed the routine to loop through _all_ objects.
166 * Better hurry with that linked list... 179 * Better hurry with that linked list...
167 * 180 *
168 */ 181 */
169void 182void
170push_button (object *op) 183push_button (object *op, object *originator)
171{ 184{
172 oblinkpt *obp = get_button_links (op); 185 if (oblinkpt *obp = op->find_link ())
173 186 {
174 if (!obp) 187 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
175 return; 188 return;
176 189
177 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
178 return;
179
180 activate_connection_link (obp->link, op->value, op); 190 activate_connection_link (obp->link, op->value, op, originator);
191 }
181} 192}
182 193
183/* 194/*
184 * elmex: 195 * elmex:
185 * 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
187 * 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
188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 199 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
189 * 200 *
190 */ 201 */
191void 202void
192activate_connection (mapstruct *map, long connection, bool state) 203maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
193{ 204{
194 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)))
195 return; 206 return;
196 207
197 oblinkpt *obp = get_connection_links (map, connection); 208 if (oblinkpt *obp = find_link (id))
198
199 if (obp)
200 activate_connection_link (obp->link, state); 209 activate_connection_link (obp->link, state, activator, originator);
201} 210}
202 211
203/* 212/*
204 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
205 * 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
206 * 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
207 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
208 */ 217 */
209
210void 218void
211update_button (object *op) 219update_button (object *op, object *originator)
212{ 220{
213 object *ab, *tmp, *head;
214 int tot, any_down = 0, old_value = op->value; 221 int any_down = 0, old_value = op->value;
215 oblinkpt *obp = 0;
216 objectlink *ol;
217 222
218 obp = get_button_links (op); 223 if (oblinkpt *obp = op->find_link ())
219 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
220 if (obp)
221 for (ol = obp->link; ol; ol = ol->next) 224 for (objectlink *ol = obp->link; ol; ol = ol->next)
222 { 225 {
223 if (!ol->ob || ol->ob->count != ol->id) 226 if (!ol->ob)
224 { 227 {
225 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 228 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
226 continue; 229 continue;
227 } 230 }
231
228 tmp = ol->ob; 232 object *tmp = ol->ob;
233
229 if (tmp->type == BUTTON) 234 if (tmp->type == BUTTON)
230 { 235 {
236 sint32 total = 0;
237
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 238 for (object *ab = tmp->above; ab; ab = ab->above)
232 /* Bug? The pedestal code below looks for the head of
233 * the object, this bit doesn't. I'd think we should check
234 * for head here also. Maybe it also makese sense to
235 * make the for ab=tmp->above loop common, and alter
236 * behaviour based on object within that loop?
237 */
238
239 /* Basically, if the move_type matches that on what the 239 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that 240 * button wants, we count it. The second check is so that
241 * objects don't move (swords, etc) will count. Note that 241 * objects who don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons 242 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects. 243 * that are only triggered by flying objects.
244 */ 244 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 246 total += ab->head_ ()->total_weight ();
247 247
248 tmp->value = (tot >= tmp->weight) ? 1 : 0; 248 tmp->value = total >= tmp->weight;
249 if (tmp->value) 249
250 any_down = 1; 250 any_down = any_down || tmp->value;
251 } 251 }
252 else if (tmp->type == PEDESTAL) 252 else if (tmp->type == PEDESTAL)
253 { 253 {
254 bool is_match = is_match_expr (tmp->slaying);
254 tmp->value = 0; 255 tmp->value = 0;
256
255 for (ab = tmp->above; ab != NULL; ab = ab->above) 257 for (object *ab = tmp->above; ab; ab = ab->above)
256 { 258 {
257 head = ab->head ? ab->head : ab; 259 object *head = ab->head_ ();
260
258 /* Same note regarding move_type for buttons above apply here. */ 261 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 262 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
263 if (is_match
264 ? match (tmp->slaying, head, tmp, originator)
260 (head->race == tmp->slaying || 265 : (head->race == tmp->slaying
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 266 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 267 || (tmp->slaying == shstr_player && head->type == PLAYER)))
268 {
263 tmp->value = 1; 269 tmp->value = 1;
270 break;
271 }
264 } 272 }
265 if (tmp->value) 273
266 any_down = 1; 274 any_down = any_down || tmp->value;
267 } 275 }
268 } 276 }
277
269 if (any_down) /* If any other buttons were down, force this to remain down */ 278 if (any_down) /* If any other buttons were down, force this to remain down */
270 op->value = 1; 279 op->value = 1;
271 280
281 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
282
272 /* If this button hasn't changed, don't do anything */ 283 /* If this button hasn't changed, don't do anything */
273 if (op->value != old_value) 284 if (op->value != old_value)
274 { 285 {
275 SET_ANIMATION (op, op->value); 286 SET_ANIMATION (op, op->value);
276 update_object (op, UP_OBJ_FACE); 287 update_object (op, UP_OBJ_FACE);
277 push_button (op); /* Make all other buttons the same */ 288 push_button (op, originator); /* Make all other buttons the same */
278 }
279}
280
281/*
282 * Updates every button on the map (by calling update_button() for them).
283 */
284
285void
286update_buttons (mapstruct *m)
287{
288 objectlink *ol;
289 oblinkpt *obp;
290
291 for (obp = m->buttons; obp; obp = obp->next)
292 for (ol = obp->link; ol; ol = ol->next)
293 {
294 if (!ol->ob || ol->ob->count != ol->id)
295 {
296 LOG (llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
297 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, ol->id, obp->value);
298 continue;
299 }
300 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
301 {
302 update_button (ol->ob);
303 break;
304 }
305 } 289 }
306} 290}
307 291
308void 292void
309use_trigger (object *op) 293use_trigger (object *op, object *originator)
310{ 294{
311
312 /* Toggle value */ 295 /* Toggle value */
313 op->value = !op->value; 296 op->value = !op->value;
297
314 push_button (op); 298 push_button (op, originator);
315} 299}
316 300
317/* 301/*
318 * Note: animate_object should be used instead of this, 302 * Note: animate_object should be used instead of this,
319 * but it can't handle animations in the 8 directions 303 * but it can't handle animations in the 8 directions
320 */ 304 */
321
322void 305void
323animate_turning (object *op) /* only one part objects */ 306animate_turning (object *op) /* only one part objects */
324{ 307{
325 if (++op->state >= NUM_ANIMATIONS (op) / 8) 308 if (++op->state >= NUM_ANIMATIONS (op) / 8)
326 op->state = 0; 309 op->state = 0;
341 * sacrificed. This fixes a bug of trying to put multiple altars/related 324 * sacrificed. This fixes a bug of trying to put multiple altars/related
342 * objects on the same space that take the same sacrifice. 325 * objects on the same space that take the same sacrifice.
343 */ 326 */
344 327
345int 328int
346check_altar_sacrifice (const object *altar, const object *sacrifice) 329check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
347{ 330{
348 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 331 if (sacrifice->flag [FLAG_UNPAID])
332 return 0;
333
334 if (is_match_expr (ARCH_SACRIFICE (altar)))
335 return match (ARCH_SACRIFICE (altar), altar, originator);
336
337 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
338 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
339 && sacrifice->type != PLAYER)
349 { 340 {
350 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 341 if (ARCH_SACRIFICE (altar) == shstr_money
351 ARCH_SACRIFICE (altar) == sacrifice->name || 342 && sacrifice->type == MONEY
352 ARCH_SACRIFICE (altar) == sacrifice->slaying || 343 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
353 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
354 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
355 return 1; 344 return 1;
356 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 345
357 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 346 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
347 || ARCH_SACRIFICE (altar) == sacrifice->name
348 || ARCH_SACRIFICE (altar) == sacrifice->slaying
349 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
350 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
358 return 1; 351 return 1;
359 } 352 }
353
360 return 0; 354 return 0;
361} 355}
362 356
363/* 357/*
364 * operate_altar checks if sacrifice was accepted and removes sacrificed 358 * operate_altar checks if sacrifice was accepted and removes sacrificed
368 * 362 *
369 * If this function returns 1, '*sacrifice' is modified to point to the 363 * If this function returns 1, '*sacrifice' is modified to point to the
370 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 364 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
371 */ 365 */
372int 366int
373operate_altar (object *altar, object **sacrifice) 367operate_altar (object *altar, object **sacrifice, object *originator)
374{ 368{
375 if (!altar->map) 369 if (!altar->map)
376 { 370 {
377 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 371 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
378 return 0; 372 return 0;
379 } 373 }
380 374
381 if (!altar->slaying || altar->value) 375 if (!altar->slaying || altar->value)
382 return 0; 376 return 0;
383 377
384 if (!check_altar_sacrifice (altar, *sacrifice)) 378 if (!check_altar_sacrifice (altar, *sacrifice, originator))
385 return 0; 379 return 0;
386 380
387 /* check_altar_sacrifice should have already verified that enough money 381 /* check_altar_sacrifice should have already verified that enough money
388 * has been dropped. 382 * has been dropped.
389 */ 383 */
390 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 384 if (ARCH_SACRIFICE (altar) == shstr_money)
391 { 385 {
392 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 386 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
393 387
394 /* Round up any sacrifices. Altars don't make change either */ 388 /* Round up any sacrifices. Altars don't make change either */
395 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 389 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
396 number++; 390 number++;
397 391
398 *sacrifice = decrease_ob_nr (*sacrifice, number); 392 if (!(*sacrifice)->decrease (number))
393 *sacrifice = 0;
399 } 394 }
400 else 395 else
401 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 396 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
397 *sacrifice = 0;
402 398
403 if (altar->msg) 399 if (altar->msg)
404 new_info_map (NDI_BLACK, altar->map, altar->msg); 400 new_info_map (NDI_BLACK, altar->map, altar->msg);
405 401
406 return 1; 402 return 1;
407} 403}
408 404
409void 405void
410trigger_move (object *op, int state) /* 1 down and 0 up */ 406trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
411{ 407{
412 op->stats.wc = state; 408 op->stats.wc = state;
409
413 if (state) 410 if (state)
414 { 411 {
415 use_trigger (op); 412 use_trigger (op, originator);
416 if (op->stats.exp > 0) /* check sanity */ 413 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
417 op->speed = 1.0 / op->stats.exp;
418 else
419 op->speed = 1.0;
420 update_ob_speed (op);
421 op->speed_left = -1; 414 op->speed_left = -1;
422 } 415 }
423 else 416 else
424 { 417 {
425 use_trigger (op); 418 use_trigger (op, originator);
426 op->speed = 0; 419 op->set_speed (0);
427 update_ob_speed (op);
428 } 420 }
429} 421}
430 422
431 423
432/* 424/*
440 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 432 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
441 * 433 *
442 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 434 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
443 */ 435 */
444int 436int
445check_trigger (object *op, object *cause) 437check_trigger (object *op, object *cause, object *originator)
446{ 438{
447 object *tmp; 439 object *tmp;
448 int push = 0, tot = 0; 440 int push = 0, tot = 0;
449 int in_movement = op->stats.wc || op->speed; 441 int in_movement = op->stats.wc || op->speed;
450 442
451 switch (op->type) 443 switch (op->type)
452 { 444 {
453 case TRIGGER_BUTTON: 445 case TRIGGER_BUTTON:
454 if (op->weight > 0) 446 if (op->weight > 0)
455 { 447 {
456 if (cause) 448 if (cause)
457 { 449 {
458 for (tmp = op->above; tmp; tmp = tmp->above) 450 for (tmp = op->above; tmp; tmp = tmp->above)
459 /* Comment reproduced from update_buttons(): */ 451 /* Comment reproduced from update_buttons(): */
460 /* Basically, if the move_type matches that on what the 452 /* Basically, if the move_type matches that on what the
461 * button wants, we count it. The second check is so that 453 * button wants, we count it. The second check is so that
462 * objects that don't move (swords, etc) will count. Note that 454 * objects that don't move (swords, etc) will count. Note that
463 * this means that more work is needed to make buttons 455 * this means that more work is needed to make buttons
464 * that are only triggered by flying objects. 456 * that are only triggered by flying objects.
457 */
458 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
459 tot += tmp->head_ ()->total_weight ();
460
461 if (tot >= op->weight)
462 push = 1;
463
464 if (op->stats.ac == push)
465 return 0;
466
467 op->stats.ac = push;
468 if (NUM_ANIMATIONS (op) > 1)
469 {
470 SET_ANIMATION (op, push);
471 update_object (op, UP_OBJ_FACE);
472 }
473
474 if (in_movement || !push)
475 return 0;
476 }
477
478 trigger_move (op, push, cause);
479 }
480
481 return 0;
482
483 case TRIGGER_PEDESTAL:
484 if (cause)
485 {
486 for (tmp = op->above; tmp; tmp = tmp->above)
487 {
488 object *head = tmp->head_ ();
489
490 /* See comment in TRIGGER_BUTTON about move_types */
491 if (((head->move_type & op->move_on) || head->move_type == 0)
492 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
493 {
494 push = 1;
495 break;
496 }
497 }
498
499 if (op->stats.ac == push)
500 return 0;
501
502 op->stats.ac = push;
503
504 if (NUM_ANIMATIONS (op) > 1)
505 {
506 SET_ANIMATION (op, push);
507 update_object (op, UP_OBJ_FACE);
508 }
509
510 update_object (op, UP_OBJ_FACE);
511
512 if (in_movement || !push)
513 return 0;
514 }
515
516 trigger_move (op, push, cause);
517 return 0;
518
519 case TRIGGER_ALTAR:
520 if (cause)
521 {
522 if (in_movement)
523 return 0;
524
525 if (operate_altar (op, &cause)) /* TODO: originator? */
526 {
527 if (NUM_ANIMATIONS (op) > 1)
528 {
529 SET_ANIMATION (op, 1);
530 update_object (op, UP_OBJ_FACE);
531 }
532
533 if (op->last_sp >= 0)
534 {
535 trigger_move (op, 1, cause);
536
537 if (op->last_sp > 0)
538 op->last_sp = -op->last_sp;
539 }
540 else
541 {
542 /* for trigger altar with last_sp, the ON/OFF
543 * status (-> +/- value) is "simulated":
465 */ 544 */
466 545 op->value = !op->value;
467 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 546 trigger_move (op, 1, cause);
468 { 547 op->last_sp = -op->last_sp;
469 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 548 op->value = !op->value;
470 }
471 if (tot >= op->weight)
472 push = 1;
473 if (op->stats.ac == push)
474 return 0;
475 op->stats.ac = push;
476 if (NUM_ANIMATIONS (op) > 1)
477 {
478 SET_ANIMATION (op, push);
479 update_object (op, UP_OBJ_FACE);
480 } 549 }
481 if (in_movement || !push) 550
482 return 0; 551 return cause == NULL;
483 } 552 }
484 trigger_move (op, push);
485 } 553 else
486 return 0;
487
488 case TRIGGER_PEDESTAL:
489 if (cause)
490 {
491 for (tmp = op->above; tmp; tmp = tmp->above)
492 {
493 object *head = tmp->head ? tmp->head : tmp;
494
495 /* See comment in TRIGGER_BUTTON about move_types */
496 if (((head->move_type & op->move_on) || head->move_type == 0)
497 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
498 {
499 push = 1;
500 break;
501 }
502 }
503 if (op->stats.ac == push)
504 return 0; 554 return 0;
505 op->stats.ac = push; 555 }
556 else
557 {
506 if (NUM_ANIMATIONS (op) > 1) 558 if (NUM_ANIMATIONS (op) > 1)
507 { 559 {
508 SET_ANIMATION (op, push); 560 SET_ANIMATION (op, 0);
509 update_object (op, UP_OBJ_FACE); 561 update_object (op, UP_OBJ_FACE);
510 } 562 }
511 update_object (op, UP_OBJ_FACE);
512 if (in_movement || !push)
513 return 0;
514 }
515 trigger_move (op, push);
516 return 0;
517 563
518 case TRIGGER_ALTAR:
519 if (cause)
520 {
521 if (in_movement)
522 return 0;
523 if (operate_altar (op, &cause))
524 {
525 if (NUM_ANIMATIONS (op) > 1)
526 {
527 SET_ANIMATION (op, 1);
528 update_object (op, UP_OBJ_FACE);
529 }
530 if (op->last_sp >= 0)
531 {
532 trigger_move (op, 1);
533 if (op->last_sp > 0)
534 op->last_sp = -op->last_sp;
535 }
536 else
537 {
538 /* for trigger altar with last_sp, the ON/OFF
539 * status (-> +/- value) is "simulated":
540 */
541 op->value = !op->value;
542 trigger_move (op, 1);
543 op->last_sp = -op->last_sp;
544 op->value = !op->value;
545 }
546 return cause == NULL;
547 }
548 else
549 {
550 return 0;
551 }
552 }
553 else
554 {
555 if (NUM_ANIMATIONS (op) > 1)
556 {
557 SET_ANIMATION (op, 0);
558 update_object (op, UP_OBJ_FACE);
559 }
560
561 /* If trigger_altar has "last_sp > 0" set on the map, 564 /* If trigger_altar has "last_sp > 0" set on the map,
562 * it will push the connected value only once per sacrifice. 565 * it will push the connected value only once per sacrifice.
563 * Otherwise (default), the connected value will be 566 * Otherwise (default), the connected value will be
564 * pushed twice: First by sacrifice, second by reset! -AV 567 * pushed twice: First by sacrifice, second by reset! -AV
565 */ 568 */
566 if (!op->last_sp) 569 if (!op->last_sp)
567 trigger_move (op, 0); 570 trigger_move (op, 0, cause);
568 else 571 else
569 { 572 {
570 op->stats.wc = 0; 573 op->stats.wc = 0;
571 op->value = !op->value; 574 op->value = !op->value;
572 op->speed = 0; 575 op->set_speed (0);
573 update_ob_speed (op);
574 } 576 }
575 } 577 }
576 return 0; 578 return 0;
577 579
578 case TRIGGER: 580 case TRIGGER:
579 if (cause) 581 if (cause)
580 { 582 {
581 if (in_movement) 583 if (in_movement)
582 return 0; 584 return 0;
585
583 push = 1; 586 push = 1;
584 } 587 }
588
585 if (NUM_ANIMATIONS (op) > 1) 589 if (NUM_ANIMATIONS (op) > 1)
586 { 590 {
587 SET_ANIMATION (op, push); 591 SET_ANIMATION (op, push);
588 update_object (op, UP_OBJ_FACE); 592 update_object (op, UP_OBJ_FACE);
589 } 593 }
594
590 trigger_move (op, push); 595 trigger_move (op, push, cause);
591 return 1; 596 return 1;
592 597
593 default: 598 default:
594 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 599 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
595 return 0; 600 return 0;
596 } 601 }
597} 602}
598 603
599void 604void
600add_button_link (object *button, mapstruct *map, int connected) 605object::add_link (maptile *map, shstr_tmp id)
601{ 606{
602 oblinkpt *obp;
603 objectlink *ol = get_objectlink ();
604
605 if (!map) 607 if (!map)
606 { 608 {
607 LOG (llevError, "Tried to add button-link without map.\n"); 609 LOG (llevError, "Tried to add button-link without map.\n");
608 return; 610 return;
609 } 611 }
610 if (!editor)
611 button->path_attuned = connected; /* peterm: I need this so I can rebuild
612 a connected map from a template map. */
613 612
614/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 613 flag [FLAG_IS_LINKED] = true;
615 614
616 SET_FLAG (button, FLAG_IS_LINKED); 615 objectlink *ol = get_objectlink ();
617
618 ol->ob = button; 616 ol->ob = this;
619 ol->id = button->count;
620 617
621 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 618 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
622 619 if (obp->id == id)
623 if (obp)
624 { 620 {
625 ol->next = obp->link; 621 ol->next = obp->link;
626 obp->link = ol; 622 obp->link = ol;
623 return;
627 } 624 }
628 else 625
629 {
630 obp = get_objectlinkpt (); 626 oblinkpt *obp = get_objectlinkpt ();
631 obp->value = connected; 627 obp->id = id;
632 628
633 obp->next = map->buttons; 629 obp->next = map->buttons;
634 map->buttons = obp; 630 map->buttons = obp;
635 obp->link = ol; 631 obp->link = ol;
636 }
637} 632}
638 633
639/* 634/*
640 * Remove the object from the linked lists of buttons in the map. 635 * Remove the object from the linked lists of buttons in the map.
641 * This is only needed by editors. 636 * This is only needed by editors.
642 */ 637 */
643
644void 638void
645remove_button_link (object *op) 639object::remove_link ()
646{ 640{
647 oblinkpt *obp; 641 if (!map)
648 objectlink **olp, *ol;
649
650 if (op->map == NULL)
651 { 642 {
652 LOG (llevError, "remove_button_link() in object without map.\n"); 643 LOG (llevError, "remove_button_link() in object without map.\n");
653 return; 644 return;
654 } 645 }
655 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 646
647 if (!flag [FLAG_IS_LINKED])
656 { 648 {
657 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 649 LOG (llevError, "remove_button_linked() in unlinked object.\n");
658 return; 650 return;
659 } 651 }
652
653 flag [FLAG_IS_LINKED] = false;
654
660 for (obp = op->map->buttons; obp; obp = obp->next) 655 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
661 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 656 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
662 if (ol->ob == op) 657 if ((*olp)->ob == this)
663 { 658 {
664 659 objectlink *ol = *olp;
665/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
666 obp->value, op->name, op->map->path);
667*/
668 *olp = ol->next; 660 *olp = ol->next;
669 free (ol); 661 delete ol;
670 return; 662 return;
671 } 663 }
664
672 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 665 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
673 CLEAR_FLAG (op, FLAG_IS_LINKED); 666}
667
668/*
669 * Updates every button on the map (by calling update_button() for them).
670 */
671void
672maptile::update_buttons ()
673{
674 for (oblinkpt *obp = buttons; obp; obp = obp->next)
675 for (objectlink *ol = obp->link; ol; ol = ol->next)
676 {
677 if (!ol->ob)
678 {
679 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
680 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
681 continue;
682 }
683
684 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
685 {
686 update_button (ol->ob, 0);
687 break;
688 }
689 }
674} 690}
675 691
676/* 692/*
677 * Gets the objectlink for this connection from the map. 693 * Gets the objectlink for this connection from the map.
678 */ 694 */
679oblinkpt * 695oblinkpt *
680get_connection_links (mapstruct *map, long connection) 696maptile::find_link (shstr_tmp id)
681{ 697{
682 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 698 for (oblinkpt *obp = buttons; obp; obp = obp->next)
683 if (obp->value == connection) 699 if (obp->id == id)
684 return obp; 700 return obp;
701
685 return 0; 702 return 0;
686} 703}
687 704
688/* 705/*
689 * Return the first objectlink in the objects linked to this one 706 * Return the first objectlink in the objects linked to this one
690 */ 707 */
691
692oblinkpt * 708oblinkpt *
693get_button_links (const object *button) 709object::find_link () const
694{ 710{
695 oblinkpt *obp; 711 if (map)
696 objectlink *ol;
697
698 if (!button->map)
699 return NULL;
700 for (obp = button->map->buttons; obp; obp = obp->next) 712 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
701 for (ol = obp->link; ol; ol = ol->next) 713 for (objectlink *ol = obp->link; ol; ol = ol->next)
702 if (ol->ob == button && ol->id == button->count) 714 if (ol->ob == this)
703 return obp; 715 return obp;
704 return NULL;
705}
706 716
707/*
708 * Made as a separate function to increase efficiency
709 */
710
711int
712get_button_value (const object *button)
713{
714 oblinkpt *obp;
715 objectlink *ol;
716
717 if (!button->map)
718 return 0;
719 for (obp = button->map->buttons; obp; obp = obp->next)
720 for (ol = obp->link; ol; ol = ol->next)
721 if (ol->ob == button && ol->id == button->count)
722 return obp->value;
723 return 0; 717 return 0;
724} 718}
725 719
726/* This routine makes monsters who are 720/* This routine makes monsters who are
727 * standing on the 'mood floor' change their 721 * standing on the 'mood floor' change their
729 * If floor is to be triggered must have 723 * If floor is to be triggered must have
730 * a speed of zero (default is 1 for all 724 * a speed of zero (default is 1 for all
731 * but the charm floor type). 725 * but the charm floor type).
732 * by b.t. thomas@nomad.astro.psu.edu 726 * by b.t. thomas@nomad.astro.psu.edu
733 */ 727 */
734
735void 728void
736do_mood_floor (object *op, object *source) 729do_mood_floor (object *op, object *source)
737{ 730{
738 object *tmp;
739 object *tmp2;
740
741 if (!source) 731 if (!source)
742 source = op; 732 source = op;
743 733
744 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 734 mapspace &ms = op->ms ();
735
736 if (!(ms.flags () & P_IS_ALIVE))
737 return;
738
739 object *tmp;
740
741 for (tmp = ms.top; tmp; tmp = tmp->below)
745 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 742 if (QUERY_FLAG (tmp, FLAG_MONSTER))
746 break; 743 break;
747 744
748 /* doesn't effect players, and if there is a player on this space, won't also 745 /* doesn't effect players, and if there is a player on this space, won't also
749 * be a monster here. 746 * be a monster here.
750 */ 747 */
748 //TODO: have players really FLAG_MONSTER? kept it for safety
751 if (!tmp || tmp->type == PLAYER) 749 if (!tmp || tmp->type == PLAYER)
752 return; 750 return;
753 751
754 switch (op->last_sp) 752 switch (op->last_sp)
755 { 753 {
756 case 0: /* furious--make all monsters mad */ 754 case 0: /* furious--make all monsters mad */
757 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 755 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
758 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 756 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
757
759 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 758 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
760 { 759 {
761 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
762 remove_friendly_object (tmp);
763 tmp->attack_movement = 0; 760 tmp->attack_movement = 0;
764 /* lots of checks here, but want to make sure we don't 761 /* lots of checks here, but want to make sure we don't
765 * dereference a null value 762 * dereference a null value
766 */ 763 */
767 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 764 if (tmp->type == GOLEM
768 { 765 && tmp->owner
769 tmp->owner->contr->ranges[range_golem] = NULL; 766 && tmp->owner->type == PLAYER
767 && tmp->owner->contr->golem == tmp)
770 tmp->owner->contr->golem_count = 0; 768 tmp->owner->contr->golem = 0;
771 } 769
772 tmp->owner = 0; 770 tmp->owner = 0;
771
772 remove_friendly_object (tmp);
773 } 773 }
774 break; 774 break;
775
775 case 1: /* angry -- get neutral monsters mad */ 776 case 1: /* angry -- get neutral monsters mad */
776 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 777 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
777 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 778 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
778 break; 779 break;
780
779 case 2: /* calm -- pacify unfriendly monsters */ 781 case 2: /* calm -- pacify unfriendly monsters */
780 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
781 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 782 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
782 break; 783 break;
784
783 case 3: /* make all monsters fall asleep */ 785 case 3: /* make all monsters fall asleep */
784 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
785 SET_FLAG (tmp, FLAG_SLEEP); 786 SET_FLAG (tmp, FLAG_SLEEP);
786 break; 787 break;
788
787 case 4: /* charm all monsters */ 789 case 4: /* charm all monsters */
788 if (op == source) 790 if (op == source)
789 break; /* only if 'connected' */ 791 break; /* only if 'connected' */
790 792
791 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 793 if (object *pl = source->ms ().player ())
792 tmp2->type != PLAYER; tmp2 = tmp2->above) 794 {
793 if (tmp2->above == NULL) 795 tmp->set_owner (pl);
796 SET_FLAG (tmp, FLAG_MONSTER);
797
798 tmp->stats.exp = 0;
799
800 add_friendly_object (tmp);
801 tmp->attack_movement = PETMOVE;
802 }
794 break; 803 break;
795 804
796 if (tmp2->type != PLAYER) 805 case 6: // kill monsters
806 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
797 break; 807 break;
798 set_owner (tmp, tmp2); 808
799 SET_FLAG (tmp, FLAG_MONSTER); 809 // FALL THROUGH
800 tmp->stats.exp = 0; 810 case 5: // kill all alives
801 SET_FLAG (tmp, FLAG_FRIENDLY); 811 if (!tmp->flag [FLAG_PRECIOUS])
802 add_friendly_object (tmp); 812 {
803 tmp->attack_movement = PETMOVE; 813 archetype::get (shstr_burnout)->insert_at (tmp, source);
814 tmp->destroy ();
815 }
804 break; 816 break;
805 817
806 default: 818 default:
807 break; 819 break;
808 } 820 }
812 * It will descend through containers to find the object. 824 * It will descend through containers to find the object.
813 * slaying = match object slaying flag 825 * slaying = match object slaying flag
814 * race = match object archetype name flag 826 * race = match object archetype name flag
815 * hp = match object type (excpt type '0'== PLAYER) 827 * hp = match object type (excpt type '0'== PLAYER)
816 */ 828 */
817
818object * 829object *
819check_inv_recursive (object *op, const object *trig) 830check_inv_recursive (object *op, const object *trig)
820{ 831{
821 object *tmp, *ret = NULL; 832 object *tmp, *ret = NULL;
822 833
823 /* First check the object itself. */ 834 /* First check the object itself. */
824 if ((trig->stats.hp && (op->type == trig->stats.hp)) 835 if ((trig->stats.hp && (op->type == trig->stats.hp))
825 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 836 || (trig->slaying && (op->slaying == trig->slaying))
837 || (trig->race && (op->arch->archname == trig->race)))
826 return op; 838 return op;
827 839
828 for (tmp = op->inv; tmp; tmp = tmp->below) 840 for (tmp = op->inv; tmp; tmp = tmp->below)
829 { 841 {
830 if (tmp->inv) 842 if (tmp->inv)
832 ret = check_inv_recursive (tmp, trig); 844 ret = check_inv_recursive (tmp, trig);
833 if (ret) 845 if (ret)
834 return ret; 846 return ret;
835 } 847 }
836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 848 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
837 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 849 || (trig->slaying && (tmp->slaying == trig->slaying))
850 || (trig->race && (tmp->arch->archname == trig->race)))
838 return tmp; 851 return tmp;
839 } 852 }
840 return NULL; 853 return NULL;
841} 854}
842 855
845 * the square will activate connected items. 858 * the square will activate connected items.
846 * Monsters can't trigger this square (for now) 859 * Monsters can't trigger this square (for now)
847 * Values are: last_sp = 1/0 obj/no obj triggers 860 * Values are: last_sp = 1/0 obj/no obj triggers
848 * last_heal = 1/0 remove/dont remove obj if triggered 861 * last_heal = 1/0 remove/dont remove obj if triggered
849 * -b.t. (thomas@nomad.astro.psu.edu 862 * -b.t. (thomas@nomad.astro.psu.edu
850 */ 863 *
851 864 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
865 * because the check-inventory semantic essentially only applies when
866 * something is above the inventory checker.
867 * The semantic prior this change was: trigger if something has moved on or off
868 * and has a matching item. Imagine what happens if someone steps on the inventory
869 * checker with a matching item, has it, activates the connection, throws the item
870 * away, and then leaves the inventory checker. That would've caused an always-enabled
871 * state in the inventory checker. This won't happen anymore now.
872 *
873 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
874 * whether op is on this mapspace or not, because the value (1|0) depends
875 * on this information. also make sure to only push_button if op has
876 * a matching item (because when we do a push_button with value=0 timed gates
877 * will still open)! (i hope i got the semantics right this time)
878 *
879 */
852void 880void
853check_inv (object *op, object *trig) 881check_inv (object *op, object *trig)
854{ 882{
855 object *match; 883 trig->value = 0; // deactivate if none of the following conditions apply
856 884
857 if (op->type != PLAYER) 885 object *pl = trig->ms ().player ();
858 return;
859 match = check_inv_recursive (op, trig); 886 object *match = check_inv_recursive (op, trig);
887
888 // elmex: a note about (pl == op):
889 // if pl == 0 then the player has left this space
890 // if pl != 0 then a player is on this mapspace, but then
891 // we still have to check whether it's the player that triggered
892 // this inv-checker, because if not, then the op left this inv-checker
893 // and we have to set the value to 0
894
860 if (match && trig->last_sp) 895 if (match && trig->last_sp) // match == having
861 { 896 {
862 if (trig->last_heal) 897 if (trig->last_heal)
863 decrease_ob (match); 898 match->decrease ();
864 use_trigger (trig);
865 }
866 else if (!match && !trig->last_sp)
867 use_trigger (trig);
868}
869 899
870 900 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
871/* This does a minimal check of the button link consistency for object 901 push_button (trig, op);
872 * map. All it really does it much sure the object id link that is set
873 * matches what the object has.
874 */
875void
876verify_button_links (const mapstruct *map)
877{
878 oblinkpt *obp;
879 objectlink *ol;
880
881 if (!map)
882 return;
883
884 for (obp = map->buttons; obp; obp = obp->next)
885 { 902 }
886 for (ol = obp->link; ol; ol = ol->next) 903 else if (!match && !trig->last_sp) // match == not having
887 {
888 if (ol->id != ol->ob->count)
889 LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
890 }
891 } 904 {
905 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
906 push_button (trig, op);
907 }
892} 908}
909

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