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Comparing deliantra/server/common/button.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:35 2006 UTC vs.
Revision 1.19 by root, Mon Dec 25 11:25:49 2006 UTC

1/*
2 * static char *rcsid_button_c =
3 * "$Id: button.C,v 1.2 2006/08/29 08:01:35 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h> 25#include <funcpoint.h>
31 26
32/* 27/*
33 * This code is no longer highly inefficient 8) 28 * This code is no longer highly inefficient 8)
34 */ 29 */
35 30
36/* 31/*
32 * elmex:
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.
35 * The source argument can be 0 or the source object for this activation.
36 */
37void
38activate_connection_link (objectlink * ol, bool state, object *source = 0)
39{
40 for (; ol; ol = ol->next)
41 {
42 if (!ol->ob)
43 {
44 LOG (llevError, "Internal error in activate_connection_link.\n");
45 continue;
46 }
47
48 /* a button link object can become freed when the map is saving. As
49 * a map is saved, objects are removed and freed, and if an object is
50 * on top of a button, this function is eventually called. If a map
51 * is getting moved out of memory, the status of buttons and levers
52 * probably isn't important - it will get sorted out when the map is
53 * re-loaded. As such, just exit this function if that is the case.
54 */
55
56 if (QUERY_FLAG (ol->ob, FLAG_FREED))
57 return;
58
59 object *tmp = ol->ob;
60
61 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63 continue;
64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
65 continue;
66
67 switch (tmp->type)
68 {
69 case GATE:
70 case HOLE:
71 tmp->value = tmp->stats.maxsp ? !state : state;
72 tmp->speed = 0.5;
73 update_ob_speed (tmp);
74 break;
75
76 case CF_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE);
79 break;
80
81 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 {
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food)
86 tmp->last_eat++;
87 }
88 break;
89
90 case ALTAR:
91 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE);
94 break;
95
96 case BUTTON:
97 case PEDESTAL:
98 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE);
101 break;
102
103 case MOOD_FLOOR:
104 do_mood_floor (tmp, source);
105 break;
106
107 case TIMED_GATE:
108 tmp->speed = tmp->arch->clone.speed;
109 update_ob_speed (tmp); /* original values */
110 tmp->value = tmp->arch->clone.value;
111 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts
114 * from the head - this ensures that the data will consistent
115 */
116 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more)
117 {
118 tmp->speed = tmp->head->speed;
119 tmp->value = tmp->head->value;
120 tmp->stats.sp = tmp->head->stats.sp;
121 tmp->stats.hp = tmp->head->stats.hp;
122 update_ob_speed (tmp);
123 }
124 break;
125
126 case DIRECTOR:
127 case FIREWALL:
128 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
129 move_firewall (tmp);
130 else
131 {
132 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
133 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
134 animate_turning (tmp);
135 }
136 break;
137
138 case TELEPORTER:
139 move_teleporter (tmp);
140 break;
141
142 case CREATOR:
143 move_creator (tmp);
144 break;
145
146 case TRIGGER_MARKER:
147 move_marker (tmp);
148 break;
149
150 case DUPLICATOR:
151 move_duplicator (tmp);
152 break;
153 }
154 }
155}
156
157/*
158 * elmex:
159 * This is the new push_button function, it got split up so that
160 * you can activate connections without a button now!
161 * old but still valid comment:
162 *
37 * Push the specified object. This can affect other buttons/gates/handles 163 * Push the specified object. This can affect other buttons/gates/handles
38 * altars/pedestals/holes in the whole map. 164 * altars/pedestals/holes in the whole map.
39 * Changed the routine to loop through _all_ objects. 165 * Changed the routine to loop through _all_ objects.
40 * Better hurry with that linked list... 166 * Better hurry with that linked list...
41 */ 167 *
42 168 */
169void
43void push_button(object *op) { 170push_button (object *op)
44 object *tmp; 171{
45 objectlink *ol; 172 oblinkpt *obp = get_button_links (op);
46 173
47/* LOG(llevDebug, "push_button: %s (%d)\n", op->name, op->count); */ 174 if (!obp)
48 for (ol = get_button_links(op); ol; ol = ol->next) { 175 return;
49 if (!ol->ob || ol->ob->count != ol->id) {
50 LOG(llevError, "Internal error in push_button (%s).\n", op->name);
51 continue;
52 }
53 /* 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
55 * 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
57 * 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.
59 */
60
61 if (QUERY_FLAG(ol->ob, FLAG_FREED)) return;
62 tmp = ol->ob;
63 176
64 /* if the criteria isn't appropriate, don't do anything */ 177 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
65 if (op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue; 178 return;
66 if (!op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue;
67 179
68 switch(tmp->type) { 180 activate_connection_link (obp->link, op->value, op);
181}
69 182
70 case GATE: 183/*
71 case HOLE: 184 * elmex:
72 tmp->value=tmp->stats.maxsp?!op->value:op->value; 185 * This activates a connection, similar to push_button (object *op) but it takes
73 tmp->speed=0.5; 186 * only a map, a connection value and a true or false flag that indicated whether
74 update_ob_speed(tmp); 187 * the connection was 'state' or 'released'. So that you can activate objects
75 break; 188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
189 *
190 */
191void
192activate_connection (maptile *map, long connection, bool state)
193{
194 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
195 return;
76 196
77 case CF_HANDLE: 197 oblinkpt *obp = get_connection_links (map, connection);
78 SET_ANIMATION(tmp, (tmp->value=tmp->stats.maxsp?!op->value:op->value));
79 update_object(tmp,UP_OBJ_FACE);
80 break;
81 198
82 case SIGN: 199 if (obp)
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) { 200 activate_connection_link (obp->link, state);
84 new_info_map(NDI_UNIQUE | NDI_NAVY,tmp->map,tmp->msg);
85 if (tmp->stats.food) tmp->last_eat++;
86 }
87 break;
88
89 case ALTAR:
90 tmp->value = 1;
91 SET_ANIMATION(tmp, tmp->value);
92 update_object(tmp,UP_OBJ_FACE);
93 break;
94
95 case BUTTON:
96 case PEDESTAL:
97 tmp->value=op->value;
98 SET_ANIMATION(tmp, tmp->value);
99 update_object(tmp,UP_OBJ_FACE);
100 break;
101
102 case MOOD_FLOOR:
103 do_mood_floor(tmp, op);
104 break;
105
106 case TIMED_GATE:
107 tmp->speed = tmp->arch->clone.speed;
108 update_ob_speed(tmp); /* original values */
109 tmp->value = tmp->arch->clone.value;
110 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent
114 */
115 for (tmp=tmp->more; tmp!=NULL; tmp=tmp->more) {
116 tmp->speed = tmp->head->speed;
117 tmp->value = tmp->head->value;
118 tmp->stats.sp = tmp->head->stats.sp;
119 tmp->stats.hp = tmp->head->stats.hp;
120 update_ob_speed(tmp);
121 }
122 break;
123
124 case DIRECTOR:
125 case FIREWALL:
126 if(!QUERY_FLAG(tmp,FLAG_ANIMATE)&&tmp->type==FIREWALL) move_firewall(tmp);
127 else {
128 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
129 tmp->stats.sp = ((tmp->stats.sp-1)%8)+1;
130 animate_turning(tmp);
131 }
132 break;
133
134 case TELEPORTER:
135 move_teleporter(tmp);
136 break;
137
138 case CREATOR:
139 move_creator(tmp);
140 break;
141
142 case TRIGGER_MARKER:
143 move_marker(tmp);
144 break;
145
146 case DUPLICATOR:
147 move_duplicator(tmp);
148 break;
149 }
150 }
151} 201}
152 202
153/* 203/*
154 * Updates everything connected with the button op. 204 * Updates everything connected with the button op.
155 * After changing the state of a button, this function must be called 205 * After changing the state of a button, this function must be called
156 * to make sure that all gates and other buttons connected to the 206 * to make sure that all gates and other buttons connected to the
157 * button reacts to the (eventual) change of state. 207 * button reacts to the (eventual) change of state.
158 */ 208 */
159 209void
160void update_button(object *op) { 210update_button (object *op)
211{
161 object *ab,*tmp,*head; 212 object *ab, *tmp, *head;
162 int tot,any_down=0, old_value=op->value; 213 int tot, any_down = 0, old_value = op->value;
214 oblinkpt *obp = 0;
163 objectlink *ol; 215 objectlink *ol;
164 216
217 obp = get_button_links (op);
165 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
219 if (obp)
166 for (ol = get_button_links(op); ol; ol = ol->next) { 220 for (ol = obp->link; ol; ol = ol->next)
167 if (!ol->ob || ol->ob->count != ol->id) { 221 {
222 if (!ol->ob)
223 {
168 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 224 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
169 continue; 225 continue;
170 } 226 }
227
171 tmp = ol->ob; 228 tmp = ol->ob;
172 if (tmp->type==BUTTON) { 229 if (tmp->type == BUTTON)
230 {
173 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
174 /* Bug? The pedestal code below looks for the head of 232 /* Bug? The pedestal code below looks for the head of
175 * the object, this bit doesn't. I'd think we should check 233 * the object, this bit doesn't. I'd think we should check
176 * for head here also. Maybe it also makese sense to 234 * for head here also. Maybe it also makese sense to
177 * make the for ab=tmp->above loop common, and alter 235 * make the for ab=tmp->above loop common, and alter
178 * behaviour based on object within that loop? 236 * behaviour based on object within that loop?
179 */ 237 */
180 238
181 /* Basically, if the move_type matches that on what the 239 /* Basically, if the move_type matches that on what the
182 * button wants, we count it. The second check is so that 240 * button wants, we count it. The second check is so that
183 * objects don't move (swords, etc) will count. Note that 241 * objects don't move (swords, etc) will count. Note that
184 * this means that more work is needed to make buttons 242 * this means that more work is needed to make buttons
185 * that are only triggered by flying objects. 243 * that are only triggered by flying objects.
186 */ 244 */
187 if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
188 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
189 247
190 tmp->value=(tot>=tmp->weight)?1:0; 248 tmp->value = (tot >= tmp->weight) ? 1 : 0;
191 if(tmp->value) 249 if (tmp->value)
192 any_down=1; 250 any_down = 1;
251 }
193 } else if (tmp->type == PEDESTAL) { 252 else if (tmp->type == PEDESTAL)
253 {
194 tmp->value = 0; 254 tmp->value = 0;
195 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 255 for (ab = tmp->above; ab != NULL; ab = ab->above)
256 {
196 head = ab->head ? ab->head : ab; 257 head = ab->head ? ab->head : ab;
197 /* Same note regarding move_type for buttons above apply here. */ 258 /* Same note regarding move_type for buttons above apply here. */
198 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && 259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
199 (head->race==tmp->slaying || 260 (head->race == tmp->slaying ||
200 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
201 (!strcmp (tmp->slaying, "player") && 262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
202 head->type == PLAYER)))
203 tmp->value = 1; 263 tmp->value = 1;
204 } 264 }
205 if(tmp->value) 265 if (tmp->value)
206 any_down=1; 266 any_down = 1;
207 } 267 }
208 } 268 }
209 if(any_down) /* If any other buttons were down, force this to remain down */ 269 if (any_down) /* If any other buttons were down, force this to remain down */
210 op->value=1; 270 op->value = 1;
211 271
212 /* If this button hasn't changed, don't do anything */ 272 /* If this button hasn't changed, don't do anything */
213 if (op->value != old_value) { 273 if (op->value != old_value)
274 {
214 SET_ANIMATION(op, op->value); 275 SET_ANIMATION (op, op->value);
215 update_object(op, UP_OBJ_FACE); 276 update_object (op, UP_OBJ_FACE);
216 push_button(op); /* Make all other buttons the same */ 277 push_button (op); /* Make all other buttons the same */
217 } 278 }
218} 279}
219 280
220/* 281/*
221 * Updates every button on the map (by calling update_button() for them). 282 * Updates every button on the map (by calling update_button() for them).
222 */ 283 */
223 284
224void update_buttons(mapstruct *m) { 285void
286update_buttons (maptile *m)
287{
225 objectlink *ol; 288 objectlink *ol;
226 oblinkpt *obp; 289 oblinkpt *obp;
290
227 for (obp = m->buttons; obp; obp = obp->next) 291 for (obp = m->buttons; obp; obp = obp->next)
228 for (ol = obp->link; ol; ol = ol->next) { 292 for (ol = obp->link; ol; ol = ol->next)
229 if (!ol->ob || ol->ob->count != ol->id) { 293 {
294 if (!ol->ob)
295 {
230 LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n", 296 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
231 ol->ob?ol->ob->name:"null", 297 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
232 ol->ob?ol->ob->x:-1,
233 ol->ob?ol->ob->y:-1,
234 ol->id,
235 obp->value);
236 continue; 298 continue;
299 }
300
301 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
302 {
303 update_button (ol->ob);
304 break;
305 }
237 } 306 }
238 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
239 {
240 update_button(ol->ob);
241 break;
242 }
243 }
244} 307}
245 308
309void
246void use_trigger(object *op) 310use_trigger (object *op)
247{ 311{
248 312
249 /* Toggle value */ 313 /* Toggle value */
250 op->value = !op->value; 314 op->value = !op->value;
251 push_button(op); 315 push_button (op);
252} 316}
253 317
254/* 318/*
255 * Note: animate_object should be used instead of this, 319 * Note: animate_object should be used instead of this,
256 * but it can't handle animations in the 8 directions 320 * but it can't handle animations in the 8 directions
257 */ 321 */
258 322
323void
259void animate_turning(object *op) /* only one part objects */ 324animate_turning (object *op) /* only one part objects */
260{ 325{
261 if (++op->state >= NUM_ANIMATIONS(op)/8) 326 if (++op->state >= NUM_ANIMATIONS (op) / 8)
262 op->state=0; 327 op->state = 0;
263 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 328 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
264 op->state);
265 update_object(op,UP_OBJ_FACE); 329 update_object (op, UP_OBJ_FACE);
266} 330}
267 331
268#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 332#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
269#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 333#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
270 334
276 * 340 *
277 * 0.93.4: Linked objects (ie, objects that are connected) can not be 341 * 0.93.4: Linked objects (ie, objects that are connected) can not be
278 * sacrificed. This fixes a bug of trying to put multiple altars/related 342 * sacrificed. This fixes a bug of trying to put multiple altars/related
279 * objects on the same space that take the same sacrifice. 343 * objects on the same space that take the same sacrifice.
280 */ 344 */
281 345
346int
282int check_altar_sacrifice (const object *altar, const object *sacrifice) 347check_altar_sacrifice (const object *altar, const object *sacrifice)
283{ 348{
284 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 349 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
285 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
286 && sacrifice->type != PLAYER)
287 { 350 {
288 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 351 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
289 ARCH_SACRIFICE(altar) == sacrifice->name || 352 ARCH_SACRIFICE (altar) == sacrifice->name ||
290 ARCH_SACRIFICE(altar) == sacrifice->slaying || 353 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
291 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0)))) 354 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
292 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1)) 355 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
293 return 1; 356 return 1;
357
294 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 358 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
295 && sacrifice->type == MONEY
296 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 359 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
297 return 1; 360 return 1;
298 } 361 }
362
299 return 0; 363 return 0;
300} 364}
301
302 365
303/* 366/*
304 * operate_altar checks if sacrifice was accepted and removes sacrificed 367 * operate_altar checks if sacrifice was accepted and removes sacrificed
305 * objects. If sacrifice was succeed return 1 else 0. Might be better to 368 * objects. If sacrifice was succeed return 1 else 0. Might be better to
306 * call check_altar_sacrifice (above) than depend on the return value, 369 * call check_altar_sacrifice (above) than depend on the return value,
307 * since operate_altar will remove the sacrifice also. 370 * since operate_altar will remove the sacrifice also.
308 * 371 *
309 * If this function returns 1, '*sacrifice' is modified to point to the 372 * If this function returns 1, '*sacrifice' is modified to point to the
310 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 373 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
311 */ 374 */
312 375int
313int operate_altar (object *altar, object **sacrifice) 376operate_altar (object *altar, object **sacrifice)
314{ 377{
315
316 if ( ! altar->map) { 378 if (!altar->map)
379 {
317 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 380 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
318 return 0; 381 return 0;
319 } 382 }
320 383
321 if (!altar->slaying || altar->value) 384 if (!altar->slaying || altar->value)
322 return 0; 385 return 0;
323 386
324 if ( ! check_altar_sacrifice (altar, *sacrifice)) 387 if (!check_altar_sacrifice (altar, *sacrifice))
325 return 0; 388 return 0;
326 389
327 /* check_altar_sacrifice should have already verified that enough money 390 /* check_altar_sacrifice should have already verified that enough money
328 * has been dropped. 391 * has been dropped.
329 */ 392 */
330 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 393 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
394 {
331 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 395 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
332 396
333 /* Round up any sacrifices. Altars don't make change either */ 397 /* Round up any sacrifices. Altars don't make change either */
334 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 398 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
399 number++;
400
335 *sacrifice = decrease_ob_nr (*sacrifice, number); 401 *sacrifice = decrease_ob_nr (*sacrifice, number);
336 } 402 }
337 else 403 else
338 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 404 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
339 405
340 if (altar->msg) 406 if (altar->msg)
341 new_info_map(NDI_BLACK, altar->map, altar->msg); 407 new_info_map (NDI_BLACK, altar->map, altar->msg);
408
342 return 1; 409 return 1;
343} 410}
344 411
412void
345void trigger_move (object *op, int state) /* 1 down and 0 up */ 413trigger_move (object *op, int state) /* 1 down and 0 up */
346{ 414{
347 op->stats.wc = state; 415 op->stats.wc = state;
348 if (state) { 416 if (state)
417 {
349 use_trigger(op); 418 use_trigger (op);
350 if (op->stats.exp > 0) /* check sanity */ 419 if (op->stats.exp > 0) /* check sanity */
351 op->speed = 1.0 / op->stats.exp; 420 op->speed = 1.0 / op->stats.exp;
352 else 421 else
353 op->speed = 1.0; 422 op->speed = 1.0;
354 update_ob_speed(op); 423 update_ob_speed (op);
355 op->speed_left = -1; 424 op->speed_left = -1;
356 } else { 425 }
426 else
427 {
357 use_trigger(op); 428 use_trigger (op);
358 op->speed = 0; 429 op->speed = 0;
359 update_ob_speed(op); 430 update_ob_speed (op);
360 } 431 }
361} 432}
362 433
363 434
364/* 435/*
371 * 442 *
372 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 443 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
373 * 444 *
374 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 445 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
375 */ 446 */
447int
376int check_trigger (object *op, object *cause) 448check_trigger (object *op, object *cause)
377{ 449{
378 object *tmp; 450 object *tmp;
379 int push = 0, tot = 0; 451 int push = 0, tot = 0;
380 int in_movement = op->stats.wc || op->speed; 452 int in_movement = op->stats.wc || op->speed;
381 453
382 switch (op->type) { 454 switch (op->type)
455 {
383 case TRIGGER_BUTTON: 456 case TRIGGER_BUTTON:
384 if (op->weight > 0) { 457 if (op->weight > 0)
458 {
385 if (cause) { 459 if (cause)
460 {
386 for (tmp = op->above; tmp; tmp = tmp->above) 461 for (tmp = op->above; tmp; tmp = tmp->above)
387 /* Comment reproduced from update_buttons(): */ 462 /* Comment reproduced from update_buttons(): */
388 /* Basically, if the move_type matches that on what the 463 /* Basically, if the move_type matches that on what the
389 * button wants, we count it. The second check is so that 464 * button wants, we count it. The second check is so that
390 * objects that don't move (swords, etc) will count. Note that 465 * objects that don't move (swords, etc) will count. Note that
391 * this means that more work is needed to make buttons 466 * this means that more work is needed to make buttons
392 * that are only triggered by flying objects. 467 * that are only triggered by flying objects.
393 */ 468 */
394 469
395 if ((tmp->move_type & op->move_on) || tmp->move_type==0) { 470 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
471 {
396 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) 472 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
397 + tmp->carrying;
398 } 473 }
399 if (tot >= op->weight) 474 if (tot >= op->weight)
400 push = 1; 475 push = 1;
401 if (op->stats.ac == push) 476 if (op->stats.ac == push)
402 return 0; 477 return 0;
403 op->stats.ac = push; 478 op->stats.ac = push;
404 if (NUM_ANIMATIONS(op) > 1) { 479 if (NUM_ANIMATIONS (op) > 1)
480 {
405 SET_ANIMATION (op, push); 481 SET_ANIMATION (op, push);
406 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
407 } 483 }
408 if (in_movement || ! push) 484 if (in_movement || !push)
409 return 0; 485 return 0;
410 } 486 }
411 trigger_move (op, push); 487 trigger_move (op, push);
412 } 488 }
413 return 0; 489 return 0;
414 490
415 case TRIGGER_PEDESTAL: 491 case TRIGGER_PEDESTAL:
416 if (cause) { 492 if (cause)
493 {
417 for (tmp = op->above; tmp; tmp = tmp->above) { 494 for (tmp = op->above; tmp; tmp = tmp->above)
495 {
418 object *head = tmp->head ? tmp->head : tmp; 496 object *head = tmp->head ? tmp->head : tmp;
419 497
420 /* See comment in TRIGGER_BUTTON about move_types */ 498 /* See comment in TRIGGER_BUTTON about move_types */
421 if (((head->move_type & op->move_on) || head->move_type==0) 499 if (((head->move_type & op->move_on) || head->move_type == 0)
422 && (head->race==op->slaying ||
423 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 500 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
501 {
424 push = 1; 502 push = 1;
425 break; 503 break;
426 } 504 }
427 } 505 }
428 if (op->stats.ac == push) 506 if (op->stats.ac == push)
429 return 0; 507 return 0;
430 op->stats.ac = push; 508 op->stats.ac = push;
431 if (NUM_ANIMATIONS(op) > 1) { 509 if (NUM_ANIMATIONS (op) > 1)
510 {
432 SET_ANIMATION (op, push); 511 SET_ANIMATION (op, push);
433 update_object (op, UP_OBJ_FACE); 512 update_object (op, UP_OBJ_FACE);
434 } 513 }
435 update_object(op,UP_OBJ_FACE); 514 update_object (op, UP_OBJ_FACE);
436 if (in_movement || ! push) 515 if (in_movement || !push)
437 return 0; 516 return 0;
438 } 517 }
439 trigger_move (op, push); 518 trigger_move (op, push);
440 return 0; 519 return 0;
441 520
442 case TRIGGER_ALTAR: 521 case TRIGGER_ALTAR:
443 if (cause) { 522 if (cause)
523 {
444 if (in_movement) 524 if (in_movement)
445 return 0; 525 return 0;
446 if (operate_altar (op, &cause)) { 526 if (operate_altar (op, &cause))
527 {
447 if (NUM_ANIMATIONS(op) > 1) { 528 if (NUM_ANIMATIONS (op) > 1)
529 {
448 SET_ANIMATION (op, 1); 530 SET_ANIMATION (op, 1);
449 update_object(op, UP_OBJ_FACE); 531 update_object (op, UP_OBJ_FACE);
450 } 532 }
451 if (op->last_sp >= 0) { 533 if (op->last_sp >= 0)
534 {
452 trigger_move (op, 1); 535 trigger_move (op, 1);
453 if (op->last_sp > 0) 536 if (op->last_sp > 0)
454 op->last_sp = -op->last_sp; 537 op->last_sp = -op->last_sp;
455 } 538 }
456 else { 539 else
540 {
457 /* for trigger altar with last_sp, the ON/OFF 541 /* for trigger altar with last_sp, the ON/OFF
458 * status (-> +/- value) is "simulated": 542 * status (-> +/- value) is "simulated":
459 */ 543 */
460 op->value = !op->value; 544 op->value = !op->value;
461 trigger_move (op, 1); 545 trigger_move (op, 1);
462 op->last_sp = -op->last_sp; 546 op->last_sp = -op->last_sp;
463 op->value = !op->value; 547 op->value = !op->value;
464 } 548 }
465 return cause == NULL; 549 return cause == NULL;
466 } else {
467 return 0;
468 } 550 }
469 } else { 551 else
470 if (NUM_ANIMATIONS(op) > 1) {
471 SET_ANIMATION (op, 0);
472 update_object(op, UP_OBJ_FACE);
473 } 552 {
474 553 return 0;
475 /* If trigger_altar has "last_sp > 0" set on the map,
476 * it will push the connected value only once per sacrifice.
477 * Otherwise (default), the connected value will be
478 * pushed twice: First by sacrifice, second by reset! -AV
479 */
480 if (!op->last_sp)
481 trigger_move (op, 0);
482 else {
483 op->stats.wc = 0;
484 op->value = !op->value;
485 op->speed = 0;
486 update_ob_speed(op);
487 } 554 }
488 } 555 }
556 else
557 {
558 if (NUM_ANIMATIONS (op) > 1)
559 {
560 SET_ANIMATION (op, 0);
561 update_object (op, UP_OBJ_FACE);
562 }
563
564 /* If trigger_altar has "last_sp > 0" set on the map,
565 * it will push the connected value only once per sacrifice.
566 * Otherwise (default), the connected value will be
567 * pushed twice: First by sacrifice, second by reset! -AV
568 */
569 if (!op->last_sp)
570 trigger_move (op, 0);
571 else
572 {
573 op->stats.wc = 0;
574 op->value = !op->value;
575 op->speed = 0;
576 update_ob_speed (op);
577 }
578 }
489 return 0; 579 return 0;
490 580
491 case TRIGGER: 581 case TRIGGER:
492 if (cause) { 582 if (cause)
583 {
493 if (in_movement) 584 if (in_movement)
494 return 0; 585 return 0;
495 push = 1; 586 push = 1;
496 } 587 }
497 if (NUM_ANIMATIONS(op) > 1) { 588 if (NUM_ANIMATIONS (op) > 1)
589 {
498 SET_ANIMATION (op, push); 590 SET_ANIMATION (op, push);
499 update_object(op, UP_OBJ_FACE); 591 update_object (op, UP_OBJ_FACE);
500 } 592 }
501 trigger_move (op, push); 593 trigger_move (op, push);
502 return 1; 594 return 1;
503 595
504 default: 596 default:
505 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 597 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
506 return 0; 598 return 0;
507 } 599 }
508} 600}
509 601
602void
510void add_button_link(object *button, mapstruct *map, int connected) { 603add_button_link (object *button, maptile *map, int connected)
604{
511 oblinkpt *obp; 605 oblinkpt *obp;
512 objectlink *ol = get_objectlink(); 606 objectlink *ol = get_objectlink ();
513 607
514 if (!map) { 608 if (!map)
609 {
515 LOG(llevError, "Tried to add button-link without map.\n"); 610 LOG (llevError, "Tried to add button-link without map.\n");
516 return; 611 return;
517 } 612 }
613
518 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild 614 button->path_attuned = connected; /* peterm: I need this so I can rebuild
519 a connected map from a template map. */ 615 a connected map from a template map. */
520/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
521 616
522 SET_FLAG(button,FLAG_IS_LINKED); 617 SET_FLAG (button, FLAG_IS_LINKED);
523 618
524 ol->ob = button; 619 ol->ob = button;
525 ol->id = button->count;
526 620
527 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 621 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
622 ;
528 623
529 if (obp) { 624 if (obp)
625 {
530 ol->next = obp->link; 626 ol->next = obp->link;
531 obp->link = ol; 627 obp->link = ol;
628 }
532 } else { 629 else
630 {
533 obp = get_objectlinkpt(); 631 obp = get_objectlinkpt ();
534 obp->value = connected; 632 obp->value = connected;
535 633
536 obp->next = map->buttons; 634 obp->next = map->buttons;
537 map->buttons = obp; 635 map->buttons = obp;
538 obp->link = ol; 636 obp->link = ol;
539 } 637 }
540} 638}
541 639
542/* 640/*
543 * Remove the object from the linked lists of buttons in the map. 641 * Remove the object from the linked lists of buttons in the map.
544 * This is only needed by editors. 642 * This is only needed by editors.
545 */ 643 */
546 644
645void
547void remove_button_link(object *op) { 646remove_button_link (object *op)
647{
548 oblinkpt *obp; 648 oblinkpt *obp;
549 objectlink **olp, *ol; 649 objectlink **olp, *ol;
550 650
551 if (op->map == NULL) { 651 if (op->map == NULL)
652 {
552 LOG(llevError, "remove_button_link() in object without map.\n"); 653 LOG (llevError, "remove_button_link() in object without map.\n");
553 return; 654 return;
554 } 655 }
656
555 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 657 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
658 {
556 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 659 LOG (llevError, "remove_button_linked() in unlinked object.\n");
557 return; 660 return;
558 } 661 }
662
559 for (obp = op->map->buttons; obp; obp = obp->next) 663 for (obp = op->map->buttons; obp; obp = obp->next)
560 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 664 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
561 if (ol->ob == op) { 665 if (ol->ob == op)
666 {
667
562/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 668/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
563 obp->value, op->name, op->map->path); 669 obp->value, op->name, op->map->path);
564*/ 670*/
565 *olp = ol->next; 671 *olp = ol->next;
566 free(ol); 672 delete ol;
567 return; 673 return;
568 } 674 }
675
569 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 676 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
570 CLEAR_FLAG(op,FLAG_IS_LINKED); 677 CLEAR_FLAG (op, FLAG_IS_LINKED);
571} 678}
572 679
680/*
681 * Gets the objectlink for this connection from the map.
682 */
683oblinkpt *
684get_connection_links (maptile *map, long connection)
685{
686 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
687 if (obp->value == connection)
688 return obp;
689
690 return 0;
691}
692
573/* 693/*
574 * Return the first objectlink in the objects linked to this one 694 * Return the first objectlink in the objects linked to this one
575 */ 695 */
576 696
697oblinkpt *
577objectlink *get_button_links(const object *button) { 698get_button_links (const object *button)
699{
578 oblinkpt *obp; 700 oblinkpt *obp;
579 objectlink *ol; 701 objectlink *ol;
580 702
581 if (!button->map) 703 if (!button->map)
582 return NULL; 704 return NULL;
705
583 for (obp = button->map->buttons; obp; obp = obp->next) 706 for (obp = button->map->buttons; obp; obp = obp->next)
584 for (ol = obp->link; ol; ol = ol->next) 707 for (ol = obp->link; ol; ol = ol->next)
585 if (ol->ob == button && ol->id == button->count) 708 if (ol->ob == button)
586 return obp->link; 709 return obp;
710
587 return NULL; 711 return NULL;
588} 712}
589 713
590/* 714/*
591 * Made as a separate function to increase efficiency 715 * Made as a separate function to increase efficiency
592 */ 716 */
593 717
718int
594int get_button_value(const object *button) { 719get_button_value (const object *button)
720{
595 oblinkpt *obp; 721 oblinkpt *obp;
596 objectlink *ol; 722 objectlink *ol;
597 723
598 if (!button->map) 724 if (!button->map)
599 return 0; 725 return 0;
600 for (obp = button->map->buttons; obp; obp = obp->next) 726 for (obp = button->map->buttons; obp; obp = obp->next)
601 for (ol = obp->link; ol; ol = ol->next) 727 for (ol = obp->link; ol; ol = ol->next)
602 if (ol->ob == button && ol->id == button->count) 728 if (ol->ob == button)
603 return obp->value; 729 return obp->value;
604 return 0; 730 return 0;
605} 731}
606 732
607/* This routine makes monsters who are 733/* This routine makes monsters who are
610 * If floor is to be triggered must have 736 * If floor is to be triggered must have
611 * a speed of zero (default is 1 for all 737 * a speed of zero (default is 1 for all
612 * but the charm floor type). 738 * but the charm floor type).
613 * by b.t. thomas@nomad.astro.psu.edu 739 * by b.t. thomas@nomad.astro.psu.edu
614 */ 740 */
615 741
742void
616void do_mood_floor(object *op, object *op2) { 743do_mood_floor (object *op, object *source)
744{
617 object *tmp; 745 object *tmp;
618 object *tmp2; 746 object *tmp2;
619 747
748 if (!source)
749 source = op;
750
620 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 751 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
621 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 752 if (QUERY_FLAG (tmp, FLAG_MONSTER))
753 break;
622 754
623 /* doesn't effect players, and if there is a player on this space, won't also 755 /* doesn't effect players, and if there is a player on this space, won't also
624 * be a monster here. 756 * be a monster here.
625 */ 757 */
626 if (!tmp || tmp->type == PLAYER) return; 758 if (!tmp || tmp->type == PLAYER)
759 return;
627 760
628 switch(op->last_sp) { 761 switch (op->last_sp)
762 {
629 case 0: /* furious--make all monsters mad */ 763 case 0: /* furious--make all monsters mad */
630 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
631 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
632 if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
633 CLEAR_FLAG(tmp, FLAG_FRIENDLY);
634 remove_friendly_object(tmp);
635 tmp->attack_movement = 0;
636 /* lots of checks here, but want to make sure we don't
637 * dereference a null value
638 */
639 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER &&
640 tmp->owner->contr->ranges[range_golem]==tmp) {
641 tmp->owner->contr->ranges[range_golem]=NULL;
642 tmp->owner->contr->golem_count = 0;
643 }
644 tmp->owner = 0;
645 }
646 break;
647 case 1: /* angry -- get neutral monsters mad */
648 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&& 764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
649 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
650 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); 765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
766 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 {
768 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
769 remove_friendly_object (tmp);
770 tmp->attack_movement = 0;
771 /* lots of checks here, but want to make sure we don't
772 * dereference a null value
773 */
774 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp)
775 tmp->owner->contr->ranges[range_golem] = 0;
776
777 tmp->owner = 0;
778 }
651 break; 779 break;
780 case 1: /* angry -- get neutral monsters mad */
781 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
782 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
783 break;
652 case 2: /* calm -- pacify unfriendly monsters */ 784 case 2: /* calm -- pacify unfriendly monsters */
653 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 785 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
654 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 786 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
787 break;
788 case 3: /* make all monsters fall asleep */
789 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
790 SET_FLAG (tmp, FLAG_SLEEP);
791 break;
792 case 4: /* charm all monsters */
793 if (op == source)
794 break; /* only if 'connected' */
795
796 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */
797 tmp2->type != PLAYER; tmp2 = tmp2->above)
798 if (tmp2->above == NULL)
655 break; 799 break;
656 case 3: /* make all monsters fall asleep */
657 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
658 SET_FLAG(tmp, FLAG_SLEEP);
659 break;
660 case 4: /* charm all monsters */
661 800
662 if(op == op2) break; /* only if 'connected' */
663
664 for(tmp2=get_map_ob(op2->map,op2->x,op2->y); /* finding an owner */
665 tmp2->type!=PLAYER;tmp2=tmp2->above)
666 if(tmp2->above==NULL) break;
667
668 if (tmp2->type != PLAYER) 801 if (tmp2->type != PLAYER)
669 break; 802 break;
670 set_owner(tmp,tmp2); 803
804 tmp->set_owner (tmp2);
671 SET_FLAG(tmp,FLAG_MONSTER); 805 SET_FLAG (tmp, FLAG_MONSTER);
806
672 tmp->stats.exp = 0; 807 tmp->stats.exp = 0;
673 SET_FLAG(tmp, FLAG_FRIENDLY); 808 SET_FLAG (tmp, FLAG_FRIENDLY);
809
674 add_friendly_object (tmp); 810 add_friendly_object (tmp);
675 tmp->attack_movement = PETMOVE; 811 tmp->attack_movement = PETMOVE;
676 break; 812 break;
677 813
678 default: 814 default:
679 break; 815 break;
680
681 } 816 }
682} 817}
683 818
684/* this function returns the object it matches, or NULL if non. 819/* this function returns the object it matches, or NULL if non.
685 * It will descend through containers to find the object. 820 * It will descend through containers to find the object.
686 * slaying = match object slaying flag 821 * slaying = match object slaying flag
687 * race = match object archetype name flag 822 * race = match object archetype name flag
688 * hp = match object type (excpt type '0'== PLAYER) 823 * hp = match object type (excpt type '0'== PLAYER)
689 */ 824 */
690 825object *
691object * check_inv_recursive(object *op, const object *trig) 826check_inv_recursive (object *op, const object *trig)
692{ 827{
693 object *tmp,*ret=NULL; 828 object *tmp, *ret = NULL;
694 829
695 /* First check the object itself. */ 830 /* First check the object itself. */
696 if((trig->stats.hp && (op->type == trig->stats.hp)) 831 if ((trig->stats.hp && (op->type == trig->stats.hp))
697 || (trig->slaying && (op->slaying == trig->slaying)) 832 || (trig->slaying && (op->slaying == trig->slaying))
698 || (trig->race && (op->arch->name == trig->race))) 833 || (trig->race && (op->arch->name == trig->race)))
699 return op; 834 return op;
700 835
701 for(tmp=op->inv; tmp; tmp=tmp->below) { 836 for (tmp = op->inv; tmp; tmp = tmp->below)
837 {
702 if (tmp->inv) { 838 if (tmp->inv)
839 {
703 ret=check_inv_recursive(tmp, trig); 840 ret = check_inv_recursive (tmp, trig);
841 if (ret)
704 if (ret) return ret; 842 return ret;
705 } 843 }
706 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 844 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
707 || (trig->slaying && (tmp->slaying == trig->slaying)) 845 || (trig->slaying && (tmp->slaying == trig->slaying))
708 || (trig->race && (tmp->arch->name == trig->race))) 846 || (trig->race && (tmp->arch->name == trig->race)))
709 return tmp; 847 return tmp;
710 } 848 }
711 return NULL; 849 return NULL;
712} 850}
713 851
714/* check_inv(), a function to search the inventory, 852/* check_inv(), a function to search the inventory,
715 * of a player and then based on a set of conditions, 853 * of a player and then based on a set of conditions,
716 * the square will activate connected items. 854 * the square will activate connected items.
717 * Monsters can't trigger this square (for now) 855 * Monsters can't trigger this square (for now)
718 * Values are: last_sp = 1/0 obj/no obj triggers 856 * Values are: last_sp = 1/0 obj/no obj triggers
719 * last_heal = 1/0 remove/dont remove obj if triggered 857 * last_heal = 1/0 remove/dont remove obj if triggered
720 * -b.t. (thomas@nomad.astro.psu.edu 858 * -b.t. (thomas@nomad.astro.psu.edu
721 */ 859 *
722 860 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
861 * because the check-inventory semantic essentially only applies when
862 * something is above the inventory checker.
863 * The semantic prior this change was: trigger if something has moved on or off
864 * and has a matching item. Imagine what happens if someone steps on the inventory
865 * checker with a matching item, has it, activates the connection, throws the item
866 * away, and then leaves the inventory checker. That would've caused an always-enabled
867 * state in the inventory checker. This won't happen anymore now.
868 *
869 */
870void
723void check_inv (object *op, object *trig) { 871check_inv (object *op, object *trig)
724object *match; 872{
873 trig->value = 0; // deactivate if none of the following conditions apply
725 874
726 if(op->type != PLAYER) return; 875 if (object *pl = trig->ms ().player ())
876 {
727 match = check_inv_recursive(op,trig); 877 object *match = check_inv_recursive (pl, trig);
878
728 if (match && trig->last_sp) { 879 if (match && trig->last_sp) // match == having
880 {
729 if(trig->last_heal) 881 if (trig->last_heal)
730 decrease_ob(match); 882 decrease_ob (match);
731 use_trigger(trig);
732 }
733 else if (!match && !trig->last_sp)
734 use_trigger(trig);
735}
736 883
737 884 trig->value = 1;
738/* This does a minimal check of the button link consistency for object
739 * map. All it really does it much sure the object id link that is set
740 * matches what the object has.
741 */
742void verify_button_links(const mapstruct *map) {
743 oblinkpt *obp;
744 objectlink *ol;
745
746 if (!map) return;
747
748 for (obp = map->buttons; obp; obp = obp->next) {
749 for (ol=obp->link; ol; ol=ol->next) {
750 if (ol->id!=ol->ob->count)
751 LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count);
752 } 885 }
886 else if (!match && !trig->last_sp) // match == not having
887 trig->value = 1;
753 } 888 }
889
890 push_button (trig);
754} 891}
892

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