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Comparing deliantra/server/common/button.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.21 by root, Sat Dec 30 10:16:10 2006 UTC

1/*
2 * static char *rcsid_button_c =
3 * "$Id: button.C,v 1.1 2006/08/13 17:16:00 elmex 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->set_speed (0.5);
73 break;
74
75 case CF_HANDLE:
76 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
77 update_object (tmp, UP_OBJ_FACE);
78 break;
79
80 case SIGN:
81 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
82 {
83 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
84 if (tmp->stats.food)
85 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 = state;
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, source);
104 break;
105
106 case TIMED_GATE:
107 tmp->set_speed (tmp->arch->clone.speed);
108 tmp->value = tmp->arch->clone.value;
109 tmp->stats.sp = 1;
110 tmp->stats.hp = tmp->stats.maxhp;
111 /* Handle multipart gates. We copy the value for the other parts
112 * from the head - this ensures that the data will consistent
113 */
114 for (tmp = tmp->more; tmp; tmp = tmp->more)
115 {
116 tmp->value = tmp->head->value;
117 tmp->stats.sp = tmp->head->stats.sp;
118 tmp->stats.hp = tmp->head->stats.hp;
119 tmp->set_speed (tmp->head->speed);
120 }
121 break;
122
123 case DIRECTOR:
124 case FIREWALL:
125 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
126 move_firewall (tmp);
127 else
128 {
129 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
130 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
131 animate_turning (tmp);
132 }
133 break;
134
135 case TELEPORTER:
136 move_teleporter (tmp);
137 break;
138
139 case CREATOR:
140 move_creator (tmp);
141 break;
142
143 case TRIGGER_MARKER:
144 move_marker (tmp);
145 break;
146
147 case DUPLICATOR:
148 move_duplicator (tmp);
149 break;
150 }
151 }
152}
153
154/*
155 * elmex:
156 * This is the new push_button function, it got split up so that
157 * you can activate connections without a button now!
158 * old but still valid comment:
159 *
37 * Push the specified object. This can affect other buttons/gates/handles 160 * Push the specified object. This can affect other buttons/gates/handles
38 * altars/pedestals/holes in the whole map. 161 * altars/pedestals/holes in the whole map.
39 * Changed the routine to loop through _all_ objects. 162 * Changed the routine to loop through _all_ objects.
40 * Better hurry with that linked list... 163 * Better hurry with that linked list...
41 */ 164 *
42
43void push_button(object *op) {
44 object *tmp;
45 objectlink *ol;
46
47/* LOG(llevDebug, "push_button: %s (%d)\n", op->name, op->count); */
48 for (ol = get_button_links(op); ol; ol = ol->next) {
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 */ 165 */
60 166void
61 if (QUERY_FLAG(ol->ob, FLAG_FREED)) return; 167push_button (object *op)
62 tmp = ol->ob; 168{
169 oblinkpt *obp = get_button_links (op);
63 170
64 /* if the criteria isn't appropriate, don't do anything */ 171 if (!obp)
65 if (op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue; 172 return;
66 if (!op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue;
67 173
68 switch(tmp->type) { 174 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
175 return;
69 176
70 case GATE: 177 activate_connection_link (obp->link, op->value, op);
71 case HOLE: 178}
72 tmp->value=tmp->stats.maxsp?!op->value:op->value;
73 tmp->speed=0.5;
74 update_ob_speed(tmp);
75 break;
76 179
77 case CF_HANDLE: 180/*
78 SET_ANIMATION(tmp, (tmp->value=tmp->stats.maxsp?!op->value:op->value)); 181 * elmex:
79 update_object(tmp,UP_OBJ_FACE); 182 * This activates a connection, similar to push_button (object *op) but it takes
80 break; 183 * only a map, a connection value and a true or false flag that indicated whether
81 184 * the connection was 'state' or 'released'. So that you can activate objects
82 case SIGN: 185 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) { 186 *
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 */ 187 */
115 for (tmp=tmp->more; tmp!=NULL; tmp=tmp->more) { 188void
116 tmp->speed = tmp->head->speed; 189activate_connection (maptile *map, long connection, bool state)
117 tmp->value = tmp->head->value; 190{
118 tmp->stats.sp = tmp->head->stats.sp; 191 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
119 tmp->stats.hp = tmp->head->stats.hp; 192 return;
120 update_ob_speed(tmp);
121 }
122 break;
123 193
124 case DIRECTOR: 194 oblinkpt *obp = get_connection_links (map, connection);
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;
133 195
134 case TELEPORTER: 196 if (obp)
135 move_teleporter(tmp); 197 activate_connection_link (obp->link, state);
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} 198}
152 199
153/* 200/*
154 * Updates everything connected with the button op. 201 * Updates everything connected with the button op.
155 * After changing the state of a button, this function must be called 202 * 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 203 * to make sure that all gates and other buttons connected to the
157 * button reacts to the (eventual) change of state. 204 * button reacts to the (eventual) change of state.
158 */ 205 */
159 206void
160void update_button(object *op) { 207update_button (object *op)
208{
161 object *ab,*tmp,*head; 209 object *ab, *tmp, *head;
162 int tot,any_down=0, old_value=op->value; 210 int tot, any_down = 0, old_value = op->value;
163 objectlink *ol; 211 oblinkpt *obp = 0;
164
165 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
166 for (ol = get_button_links(op); ol; ol = ol->next) {
167 if (!ol->ob || ol->ob->count != ol->id) {
168 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name);
169 continue;
170 }
171 tmp = ol->ob;
172 if (tmp->type==BUTTON) {
173 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above)
174 /* Bug? The pedestal code below looks for the head of
175 * the object, this bit doesn't. I'd think we should check
176 * for head here also. Maybe it also makese sense to
177 * make the for ab=tmp->above loop common, and alter
178 * behaviour based on object within that loop?
179 */
180
181 /* Basically, if the move_type matches that on what the
182 * button wants, we count it. The second check is so that
183 * objects don't move (swords, etc) will count. Note that
184 * this means that more work is needed to make buttons
185 * that are only triggered by flying objects.
186 */
187 if ((ab->move_type & tmp->move_on) || ab->move_type==0 )
188 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying;
189
190 tmp->value=(tot>=tmp->weight)?1:0;
191 if(tmp->value)
192 any_down=1;
193 } else if (tmp->type == PEDESTAL) {
194 tmp->value = 0;
195 for(ab=tmp->above; ab!=NULL; ab=ab->above) {
196 head = ab->head ? ab->head : ab;
197 /* Same note regarding move_type for buttons above apply here. */
198 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) &&
199 (head->race==tmp->slaying ||
200 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) ||
201 (!strcmp (tmp->slaying, "player") &&
202 head->type == PLAYER)))
203 tmp->value = 1;
204 }
205 if(tmp->value)
206 any_down=1;
207 }
208 }
209 if(any_down) /* If any other buttons were down, force this to remain down */
210 op->value=1;
211
212 /* If this button hasn't changed, don't do anything */
213 if (op->value != old_value) {
214 SET_ANIMATION(op, op->value);
215 update_object(op, UP_OBJ_FACE);
216 push_button(op); /* Make all other buttons the same */
217 }
218}
219
220/*
221 * Updates every button on the map (by calling update_button() for them).
222 */
223
224void update_buttons(mapstruct *m) {
225 objectlink *ol; 212 objectlink *ol;
226 oblinkpt *obp; 213
227 for (obp = m->buttons; obp; obp = obp->next) 214 obp = get_button_links (op);
215 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
216 if (obp)
228 for (ol = obp->link; ol; ol = ol->next) { 217 for (ol = obp->link; ol; ol = ol->next)
229 if (!ol->ob || ol->ob->count != ol->id) { 218 {
230 LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n", 219 if (!ol->ob)
231 ol->ob?ol->ob->name:"null", 220 {
232 ol->ob?ol->ob->x:-1, 221 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
233 ol->ob?ol->ob->y:-1,
234 ol->id,
235 obp->value);
236 continue; 222 continue;
223 }
224
225 tmp = ol->ob;
226 if (tmp->type == BUTTON)
227 {
228 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
229 /* Bug? The pedestal code below looks for the head of
230 * the object, this bit doesn't. I'd think we should check
231 * for head here also. Maybe it also makese sense to
232 * make the for ab=tmp->above loop common, and alter
233 * behaviour based on object within that loop?
234 */
235
236 /* Basically, if the move_type matches that on what the
237 * button wants, we count it. The second check is so that
238 * objects don't move (swords, etc) will count. Note that
239 * this means that more work is needed to make buttons
240 * that are only triggered by flying objects.
241 */
242 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
243 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
244
245 tmp->value = (tot >= tmp->weight) ? 1 : 0;
246 if (tmp->value)
247 any_down = 1;
248 }
249 else if (tmp->type == PEDESTAL)
250 {
251 tmp->value = 0;
252 for (ab = tmp->above; ab != NULL; ab = ab->above)
253 {
254 head = ab->head ? ab->head : ab;
255 /* Same note regarding move_type for buttons above apply here. */
256 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
257 (head->race == tmp->slaying ||
258 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
259 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
260 tmp->value = 1;
261 }
262 if (tmp->value)
263 any_down = 1;
264 }
237 } 265 }
238 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL) 266 if (any_down) /* If any other buttons were down, force this to remain down */
267 op->value = 1;
268
269 /* If this button hasn't changed, don't do anything */
270 if (op->value != old_value)
239 { 271 {
240 update_button(ol->ob); 272 SET_ANIMATION (op, op->value);
241 break; 273 update_object (op, UP_OBJ_FACE);
274 push_button (op); /* Make all other buttons the same */
242 } 275 }
243 }
244} 276}
245 277
278void
246void use_trigger(object *op) 279use_trigger (object *op)
247{ 280{
248
249 /* Toggle value */ 281 /* Toggle value */
250 op->value = !op->value; 282 op->value = !op->value;
251 push_button(op); 283 push_button (op);
252} 284}
253 285
254/* 286/*
255 * Note: animate_object should be used instead of this, 287 * Note: animate_object should be used instead of this,
256 * but it can't handle animations in the 8 directions 288 * but it can't handle animations in the 8 directions
257 */ 289 */
258 290void
259void animate_turning(object *op) /* only one part objects */ 291animate_turning (object *op) /* only one part objects */
260{ 292{
261 if (++op->state >= NUM_ANIMATIONS(op)/8) 293 if (++op->state >= NUM_ANIMATIONS (op) / 8)
262 op->state=0; 294 op->state = 0;
263 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 295 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
264 op->state);
265 update_object(op,UP_OBJ_FACE); 296 update_object (op, UP_OBJ_FACE);
266} 297}
267 298
268#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 299#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
269#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 300#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
270 301
276 * 307 *
277 * 0.93.4: Linked objects (ie, objects that are connected) can not be 308 * 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 309 * sacrificed. This fixes a bug of trying to put multiple altars/related
279 * objects on the same space that take the same sacrifice. 310 * objects on the same space that take the same sacrifice.
280 */ 311 */
281 312
313int
282int check_altar_sacrifice (const object *altar, const object *sacrifice) 314check_altar_sacrifice (const object *altar, const object *sacrifice)
283{ 315{
284 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 316 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 { 317 {
288 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 318 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
289 ARCH_SACRIFICE(altar) == sacrifice->name || 319 ARCH_SACRIFICE (altar) == sacrifice->name ||
290 ARCH_SACRIFICE(altar) == sacrifice->slaying || 320 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
291 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0)))) 321 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
292 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1)) 322 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
293 return 1; 323 return 1;
324
294 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 325 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
295 && sacrifice->type == MONEY
296 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 326 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
297 return 1; 327 return 1;
298 } 328 }
329
299 return 0; 330 return 0;
300} 331}
301
302 332
303/* 333/*
304 * operate_altar checks if sacrifice was accepted and removes sacrificed 334 * operate_altar checks if sacrifice was accepted and removes sacrificed
305 * objects. If sacrifice was succeed return 1 else 0. Might be better to 335 * 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, 336 * call check_altar_sacrifice (above) than depend on the return value,
307 * since operate_altar will remove the sacrifice also. 337 * since operate_altar will remove the sacrifice also.
308 * 338 *
309 * If this function returns 1, '*sacrifice' is modified to point to the 339 * 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. 340 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
311 */ 341 */
312 342int
313int operate_altar (object *altar, object **sacrifice) 343operate_altar (object *altar, object **sacrifice)
314{ 344{
315
316 if ( ! altar->map) { 345 if (!altar->map)
346 {
317 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 347 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
318 return 0; 348 return 0;
319 } 349 }
320 350
321 if (!altar->slaying || altar->value) 351 if (!altar->slaying || altar->value)
322 return 0; 352 return 0;
323 353
324 if ( ! check_altar_sacrifice (altar, *sacrifice)) 354 if (!check_altar_sacrifice (altar, *sacrifice))
325 return 0; 355 return 0;
326 356
327 /* check_altar_sacrifice should have already verified that enough money 357 /* check_altar_sacrifice should have already verified that enough money
328 * has been dropped. 358 * has been dropped.
329 */ 359 */
330 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 360 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
361 {
331 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 362 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
332 363
333 /* Round up any sacrifices. Altars don't make change either */ 364 /* Round up any sacrifices. Altars don't make change either */
334 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 365 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
366 number++;
367
335 *sacrifice = decrease_ob_nr (*sacrifice, number); 368 *sacrifice = decrease_ob_nr (*sacrifice, number);
336 } 369 }
337 else 370 else
338 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 371 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
339 372
340 if (altar->msg) 373 if (altar->msg)
341 new_info_map(NDI_BLACK, altar->map, altar->msg); 374 new_info_map (NDI_BLACK, altar->map, altar->msg);
375
342 return 1; 376 return 1;
343} 377}
344 378
379void
345void trigger_move (object *op, int state) /* 1 down and 0 up */ 380trigger_move (object *op, int state) /* 1 down and 0 up */
346{ 381{
347 op->stats.wc = state; 382 op->stats.wc = state;
348 if (state) { 383 if (state)
349 use_trigger(op); 384 {
350 if (op->stats.exp > 0) /* check sanity */
351 op->speed = 1.0 / op->stats.exp;
352 else
353 op->speed = 1.0;
354 update_ob_speed(op);
355 op->speed_left = -1;
356 } else {
357 use_trigger(op); 385 use_trigger (op);
358 op->speed = 0; 386 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
359 update_ob_speed(op); 387 op->speed_left = -1;
388 }
389 else
390 {
391 use_trigger (op);
392 op->set_speed (0);
360 } 393 }
361} 394}
362 395
363 396
364/* 397/*
371 * 404 *
372 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 405 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
373 * 406 *
374 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 407 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
375 */ 408 */
409int
376int check_trigger (object *op, object *cause) 410check_trigger (object *op, object *cause)
377{ 411{
378 object *tmp; 412 object *tmp;
379 int push = 0, tot = 0; 413 int push = 0, tot = 0;
380 int in_movement = op->stats.wc || op->speed; 414 int in_movement = op->stats.wc || op->speed;
381 415
382 switch (op->type) { 416 switch (op->type)
417 {
383 case TRIGGER_BUTTON: 418 case TRIGGER_BUTTON:
384 if (op->weight > 0) { 419 if (op->weight > 0)
385 if (cause) { 420 {
421 if (cause)
422 {
386 for (tmp = op->above; tmp; tmp = tmp->above) 423 for (tmp = op->above; tmp; tmp = tmp->above)
387 /* Comment reproduced from update_buttons(): */ 424 /* Comment reproduced from update_buttons(): */
388 /* Basically, if the move_type matches that on what the 425 /* Basically, if the move_type matches that on what the
389 * button wants, we count it. The second check is so that 426 * button wants, we count it. The second check is so that
390 * objects that don't move (swords, etc) will count. Note that 427 * objects that don't move (swords, etc) will count. Note that
391 * this means that more work is needed to make buttons 428 * this means that more work is needed to make buttons
392 * that are only triggered by flying objects. 429 * that are only triggered by flying objects.
393 */ 430 */
394 431
395 if ((tmp->move_type & op->move_on) || tmp->move_type==0) { 432 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
396 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) 433 {
397 + tmp->carrying; 434 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
398 } 435 }
399 if (tot >= op->weight) 436 if (tot >= op->weight)
400 push = 1; 437 push = 1;
401 if (op->stats.ac == push) 438 if (op->stats.ac == push)
402 return 0; 439 return 0;
403 op->stats.ac = push; 440 op->stats.ac = push;
404 if (NUM_ANIMATIONS(op) > 1) { 441 if (NUM_ANIMATIONS (op) > 1)
442 {
405 SET_ANIMATION (op, push); 443 SET_ANIMATION (op, push);
406 update_object (op, UP_OBJ_FACE); 444 update_object (op, UP_OBJ_FACE);
407 } 445 }
408 if (in_movement || ! push) 446 if (in_movement || !push)
409 return 0; 447 return 0;
410 }
411 trigger_move (op, push);
412 }
413 return 0;
414
415 case TRIGGER_PEDESTAL:
416 if (cause) {
417 for (tmp = op->above; tmp; tmp = tmp->above) {
418 object *head = tmp->head ? tmp->head : tmp;
419
420 /* See comment in TRIGGER_BUTTON about move_types */
421 if (((head->move_type & op->move_on) || head->move_type==0)
422 && (head->race==op->slaying ||
423 (!strcmp (op->slaying, "player") && head->type == PLAYER))) {
424 push = 1;
425 break;
426 }
427 }
428 if (op->stats.ac == push)
429 return 0;
430 op->stats.ac = push;
431 if (NUM_ANIMATIONS(op) > 1) {
432 SET_ANIMATION (op, push);
433 update_object (op, UP_OBJ_FACE);
434 } 448 }
435 update_object(op,UP_OBJ_FACE);
436 if (in_movement || ! push)
437 return 0;
438 }
439 trigger_move (op, push); 449 trigger_move (op, push);
450 }
440 return 0; 451 return 0;
441 452
442 case TRIGGER_ALTAR: 453 case TRIGGER_PEDESTAL:
443 if (cause) { 454 if (cause)
444 if (in_movement) 455 {
445 return 0; 456 for (tmp = op->above; tmp; tmp = tmp->above)
446 if (operate_altar (op, &cause)) { 457 {
447 if (NUM_ANIMATIONS(op) > 1) { 458 object *head = tmp->head ? tmp->head : tmp;
448 SET_ANIMATION (op, 1); 459
449 update_object(op, UP_OBJ_FACE); 460 /* See comment in TRIGGER_BUTTON about move_types */
461 if (((head->move_type & op->move_on) || head->move_type == 0)
462 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
463 {
464 push = 1;
465 break;
450 } 466 }
451 if (op->last_sp >= 0) {
452 trigger_move (op, 1);
453 if (op->last_sp > 0)
454 op->last_sp = -op->last_sp;
455 }
456 else {
457 /* for trigger altar with last_sp, the ON/OFF
458 * status (-> +/- value) is "simulated":
459 */
460 op->value = !op->value;
461 trigger_move (op, 1);
462 op->last_sp = -op->last_sp;
463 op->value = !op->value;
464 }
465 return cause == NULL;
466 } else {
467 return 0;
468 }
469 } else {
470 if (NUM_ANIMATIONS(op) > 1) {
471 SET_ANIMATION (op, 0);
472 update_object(op, UP_OBJ_FACE);
473 } 467 }
474 468 if (op->stats.ac == push)
475 /* If trigger_altar has "last_sp > 0" set on the map, 469 return 0;
476 * it will push the connected value only once per sacrifice. 470 op->stats.ac = push;
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 }
488 }
489 return 0;
490
491 case TRIGGER:
492 if (cause) {
493 if (in_movement)
494 return 0;
495 push = 1;
496 }
497 if (NUM_ANIMATIONS(op) > 1) { 471 if (NUM_ANIMATIONS (op) > 1)
472 {
498 SET_ANIMATION (op, push); 473 SET_ANIMATION (op, push);
499 update_object(op, UP_OBJ_FACE); 474 update_object (op, UP_OBJ_FACE);
475 }
476 update_object (op, UP_OBJ_FACE);
477 if (in_movement || !push)
478 return 0;
500 } 479 }
501 trigger_move (op, push); 480 trigger_move (op, push);
481 return 0;
482
483 case TRIGGER_ALTAR:
484 if (cause)
485 {
486 if (in_movement)
487 return 0;
488 if (operate_altar (op, &cause))
489 {
490 if (NUM_ANIMATIONS (op) > 1)
491 {
492 SET_ANIMATION (op, 1);
493 update_object (op, UP_OBJ_FACE);
494 }
495 if (op->last_sp >= 0)
496 {
497 trigger_move (op, 1);
498 if (op->last_sp > 0)
499 op->last_sp = -op->last_sp;
500 }
501 else
502 {
503 /* for trigger altar with last_sp, the ON/OFF
504 * status (-> +/- value) is "simulated":
505 */
506 op->value = !op->value;
507 trigger_move (op, 1);
508 op->last_sp = -op->last_sp;
509 op->value = !op->value;
510 }
511 return cause == NULL;
512 }
513 else
514 {
515 return 0;
516 }
517 }
518 else
519 {
520 if (NUM_ANIMATIONS (op) > 1)
521 {
522 SET_ANIMATION (op, 0);
523 update_object (op, UP_OBJ_FACE);
524 }
525
526 /* If trigger_altar has "last_sp > 0" set on the map,
527 * it will push the connected value only once per sacrifice.
528 * Otherwise (default), the connected value will be
529 * pushed twice: First by sacrifice, second by reset! -AV
530 */
531 if (!op->last_sp)
532 trigger_move (op, 0);
533 else
534 {
535 op->stats.wc = 0;
536 op->value = !op->value;
537 op->set_speed (0);
538 }
539 }
540 return 0;
541
542 case TRIGGER:
543 if (cause)
544 {
545 if (in_movement)
546 return 0;
547
548 push = 1;
549 }
550
551 if (NUM_ANIMATIONS (op) > 1)
552 {
553 SET_ANIMATION (op, push);
554 update_object (op, UP_OBJ_FACE);
555 }
556
557 trigger_move (op, push);
502 return 1; 558 return 1;
503 559
504 default: 560 default:
505 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 561 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
506 return 0; 562 return 0;
507 } 563 }
508} 564}
509 565
566void
510void add_button_link(object *button, mapstruct *map, int connected) { 567add_button_link (object *button, maptile *map, int connected)
568{
511 oblinkpt *obp; 569 oblinkpt *obp;
512 objectlink *ol = get_objectlink(); 570 objectlink *ol = get_objectlink ();
513 571
514 if (!map) { 572 if (!map)
573 {
515 LOG(llevError, "Tried to add button-link without map.\n"); 574 LOG (llevError, "Tried to add button-link without map.\n");
516 return; 575 return;
517 } 576 }
577
518 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild 578 button->path_attuned = connected; /* peterm: I need this so I can rebuild
519 a connected map from a template map. */ 579 a connected map from a template map. */
520/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
521 580
522 SET_FLAG(button,FLAG_IS_LINKED); 581 SET_FLAG (button, FLAG_IS_LINKED);
523 582
524 ol->ob = button; 583 ol->ob = button;
525 ol->id = button->count;
526 584
527 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 585 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
586 ;
528 587
529 if (obp) { 588 if (obp)
589 {
530 ol->next = obp->link; 590 ol->next = obp->link;
531 obp->link = ol; 591 obp->link = ol;
592 }
532 } else { 593 else
594 {
533 obp = get_objectlinkpt(); 595 obp = get_objectlinkpt ();
534 obp->value = connected; 596 obp->value = connected;
535 597
536 obp->next = map->buttons; 598 obp->next = map->buttons;
537 map->buttons = obp; 599 map->buttons = obp;
538 obp->link = ol; 600 obp->link = ol;
539 } 601 }
540} 602}
541 603
542/* 604/*
543 * Remove the object from the linked lists of buttons in the map. 605 * Remove the object from the linked lists of buttons in the map.
544 * This is only needed by editors. 606 * This is only needed by editors.
545 */ 607 */
546 608
609void
547void remove_button_link(object *op) { 610remove_button_link (object *op)
611{
548 oblinkpt *obp; 612 oblinkpt *obp;
549 objectlink **olp, *ol; 613 objectlink **olp, *ol;
550 614
551 if (op->map == NULL) { 615 if (op->map == NULL)
616 {
552 LOG(llevError, "remove_button_link() in object without map.\n"); 617 LOG (llevError, "remove_button_link() in object without map.\n");
553 return; 618 return;
554 } 619 }
620
555 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 621 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
622 {
556 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 623 LOG (llevError, "remove_button_linked() in unlinked object.\n");
557 return; 624 return;
558 } 625 }
626
559 for (obp = op->map->buttons; obp; obp = obp->next) 627 for (obp = op->map->buttons; obp; obp = obp->next)
560 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 628 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
561 if (ol->ob == op) { 629 if (ol->ob == op)
630 {
631
562/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 632/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
563 obp->value, op->name, op->map->path); 633 obp->value, op->name, op->map->path);
564*/ 634*/
565 *olp = ol->next; 635 *olp = ol->next;
566 free(ol); 636 delete ol;
567 return; 637 return;
568 } 638 }
639
569 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 640 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
570 CLEAR_FLAG(op,FLAG_IS_LINKED); 641 CLEAR_FLAG (op, FLAG_IS_LINKED);
571} 642}
572 643
644/*
645 * Gets the objectlink for this connection from the map.
646 */
647oblinkpt *
648get_connection_links (maptile *map, long connection)
649{
650 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
651 if (obp->value == connection)
652 return obp;
653
654 return 0;
655}
656
573/* 657/*
574 * Return the first objectlink in the objects linked to this one 658 * Return the first objectlink in the objects linked to this one
575 */ 659 */
576 660
661oblinkpt *
577objectlink *get_button_links(const object *button) { 662get_button_links (const object *button)
663{
578 oblinkpt *obp; 664 oblinkpt *obp;
579 objectlink *ol; 665 objectlink *ol;
580 666
581 if (!button->map) 667 if (!button->map)
582 return NULL; 668 return NULL;
669
583 for (obp = button->map->buttons; obp; obp = obp->next) 670 for (obp = button->map->buttons; obp; obp = obp->next)
584 for (ol = obp->link; ol; ol = ol->next) 671 for (ol = obp->link; ol; ol = ol->next)
585 if (ol->ob == button && ol->id == button->count) 672 if (ol->ob == button)
586 return obp->link; 673 return obp;
674
587 return NULL; 675 return NULL;
588} 676}
589 677
590/* 678/*
591 * Made as a separate function to increase efficiency 679 * Made as a separate function to increase efficiency
592 */ 680 */
593 681
682int
594int get_button_value(const object *button) { 683get_button_value (const object *button)
684{
595 oblinkpt *obp; 685 oblinkpt *obp;
596 objectlink *ol; 686 objectlink *ol;
597 687
598 if (!button->map) 688 if (!button->map)
599 return 0; 689 return 0;
600 for (obp = button->map->buttons; obp; obp = obp->next) 690 for (obp = button->map->buttons; obp; obp = obp->next)
601 for (ol = obp->link; ol; ol = ol->next) 691 for (ol = obp->link; ol; ol = ol->next)
602 if (ol->ob == button && ol->id == button->count) 692 if (ol->ob == button)
603 return obp->value; 693 return obp->value;
604 return 0; 694 return 0;
605} 695}
606 696
607/* This routine makes monsters who are 697/* This routine makes monsters who are
610 * If floor is to be triggered must have 700 * If floor is to be triggered must have
611 * a speed of zero (default is 1 for all 701 * a speed of zero (default is 1 for all
612 * but the charm floor type). 702 * but the charm floor type).
613 * by b.t. thomas@nomad.astro.psu.edu 703 * by b.t. thomas@nomad.astro.psu.edu
614 */ 704 */
615 705
706void
616void do_mood_floor(object *op, object *op2) { 707do_mood_floor (object *op, object *source)
708{
617 object *tmp; 709 object *tmp;
618 object *tmp2; 710 object *tmp2;
619 711
712 if (!source)
713 source = op;
714
620 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 715 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
621 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 716 if (QUERY_FLAG (tmp, FLAG_MONSTER))
717 break;
622 718
623 /* doesn't effect players, and if there is a player on this space, won't also 719 /* doesn't effect players, and if there is a player on this space, won't also
624 * be a monster here. 720 * be a monster here.
625 */ 721 */
626 if (!tmp || tmp->type == PLAYER) return; 722 if (!tmp || tmp->type == PLAYER)
723 return;
627 724
628 switch(op->last_sp) { 725 switch (op->last_sp)
726 {
629 case 0: /* furious--make all monsters mad */ 727 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)&& 728 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
649 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
650 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); 729 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
651 break; 730 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
731 {
732 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
733 remove_friendly_object (tmp);
734 tmp->attack_movement = 0;
735 /* lots of checks here, but want to make sure we don't
736 * dereference a null value
737 */
738 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp)
739 tmp->owner->contr->ranges[range_golem] = 0;
740
741 tmp->owner = 0;
742 }
743 break;
744 case 1: /* angry -- get neutral monsters mad */
745 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
746 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
747 break;
652 case 2: /* calm -- pacify unfriendly monsters */ 748 case 2: /* calm -- pacify unfriendly monsters */
653 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 749 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
654 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 750 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
655 break; 751 break;
656 case 3: /* make all monsters fall asleep */ 752 case 3: /* make all monsters fall asleep */
657 if(!QUERY_FLAG(tmp, FLAG_SLEEP)) 753 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
658 SET_FLAG(tmp, FLAG_SLEEP); 754 SET_FLAG (tmp, FLAG_SLEEP);
659 break; 755 break;
660 case 4: /* charm all monsters */ 756 case 4: /* charm all monsters */
757 if (op == source)
758 break; /* only if 'connected' */
661 759
662 if(op == op2) break; /* only if 'connected' */ 760 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */
663
664 for(tmp2=get_map_ob(op2->map,op2->x,op2->y); /* finding an owner */
665 tmp2->type!=PLAYER;tmp2=tmp2->above) 761 tmp2->type != PLAYER; tmp2 = tmp2->above)
666 if(tmp2->above==NULL) break; 762 if (tmp2->above == NULL)
763 break;
667 764
668 if (tmp2->type != PLAYER) 765 if (tmp2->type != PLAYER)
669 break; 766 break;
670 set_owner(tmp,tmp2); 767
768 tmp->set_owner (tmp2);
671 SET_FLAG(tmp,FLAG_MONSTER); 769 SET_FLAG (tmp, FLAG_MONSTER);
770
672 tmp->stats.exp = 0; 771 tmp->stats.exp = 0;
673 SET_FLAG(tmp, FLAG_FRIENDLY); 772 SET_FLAG (tmp, FLAG_FRIENDLY);
773
674 add_friendly_object (tmp); 774 add_friendly_object (tmp);
675 tmp->attack_movement = PETMOVE; 775 tmp->attack_movement = PETMOVE;
676 break; 776 break;
677 777
678 default: 778 default:
679 break; 779 break;
680
681 } 780 }
682} 781}
683 782
684/* this function returns the object it matches, or NULL if non. 783/* this function returns the object it matches, or NULL if non.
685 * It will descend through containers to find the object. 784 * It will descend through containers to find the object.
686 * slaying = match object slaying flag 785 * slaying = match object slaying flag
687 * race = match object archetype name flag 786 * race = match object archetype name flag
688 * hp = match object type (excpt type '0'== PLAYER) 787 * hp = match object type (excpt type '0'== PLAYER)
689 */ 788 */
690 789object *
691object * check_inv_recursive(object *op, const object *trig) 790check_inv_recursive (object *op, const object *trig)
692{ 791{
693 object *tmp,*ret=NULL; 792 object *tmp, *ret = NULL;
694 793
695 /* First check the object itself. */ 794 /* First check the object itself. */
696 if((trig->stats.hp && (op->type == trig->stats.hp)) 795 if ((trig->stats.hp && (op->type == trig->stats.hp))
697 || (trig->slaying && (op->slaying == trig->slaying)) 796 || (trig->slaying && (op->slaying == trig->slaying))
698 || (trig->race && (op->arch->name == trig->race))) 797 || (trig->race && (op->arch->name == trig->race)))
699 return op; 798 return op;
700 799
701 for(tmp=op->inv; tmp; tmp=tmp->below) { 800 for (tmp = op->inv; tmp; tmp = tmp->below)
702 if (tmp->inv) { 801 {
802 if (tmp->inv)
803 {
703 ret=check_inv_recursive(tmp, trig); 804 ret = check_inv_recursive (tmp, trig);
704 if (ret) return ret; 805 if (ret)
705 } 806 return ret;
807 }
706 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 808 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
707 || (trig->slaying && (tmp->slaying == trig->slaying)) 809 || (trig->slaying && (tmp->slaying == trig->slaying))
708 || (trig->race && (tmp->arch->name == trig->race))) 810 || (trig->race && (tmp->arch->name == trig->race)))
709 return tmp; 811 return tmp;
710 } 812 }
711 return NULL; 813 return NULL;
712} 814}
713 815
714/* check_inv(), a function to search the inventory, 816/* check_inv(), a function to search the inventory,
715 * of a player and then based on a set of conditions, 817 * of a player and then based on a set of conditions,
716 * the square will activate connected items. 818 * the square will activate connected items.
717 * Monsters can't trigger this square (for now) 819 * Monsters can't trigger this square (for now)
718 * Values are: last_sp = 1/0 obj/no obj triggers 820 * Values are: last_sp = 1/0 obj/no obj triggers
719 * last_heal = 1/0 remove/dont remove obj if triggered 821 * last_heal = 1/0 remove/dont remove obj if triggered
720 * -b.t. (thomas@nomad.astro.psu.edu 822 * -b.t. (thomas@nomad.astro.psu.edu
721 */ 823 *
722 824 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
825 * because the check-inventory semantic essentially only applies when
826 * something is above the inventory checker.
827 * The semantic prior this change was: trigger if something has moved on or off
828 * and has a matching item. Imagine what happens if someone steps on the inventory
829 * checker with a matching item, has it, activates the connection, throws the item
830 * away, and then leaves the inventory checker. That would've caused an always-enabled
831 * state in the inventory checker. This won't happen anymore now.
832 *
833 */
834void
723void check_inv (object *op, object *trig) { 835check_inv (object *op, object *trig)
724object *match; 836{
837 trig->value = 0; // deactivate if none of the following conditions apply
725 838
726 if(op->type != PLAYER) return; 839 if (object *pl = trig->ms ().player ())
840 {
727 match = check_inv_recursive(op,trig); 841 object *match = check_inv_recursive (pl, trig);
842
728 if (match && trig->last_sp) { 843 if (match && trig->last_sp) // match == having
729 if(trig->last_heal) 844 {
845 if (trig->last_heal)
730 decrease_ob(match); 846 decrease_ob (match);
731 use_trigger(trig); 847
732 } 848 trig->value = 1;
849 }
733 else if (!match && !trig->last_sp) 850 else if (!match && !trig->last_sp) // match == not having
734 use_trigger(trig); 851 trig->value = 1;
735}
736
737
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 }
753 } 852 }
853
854 push_button (trig);
754} 855}
856

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