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Comparing deliantra/server/common/button.C (file contents):
Revision 1.11 by root, Sat Sep 16 22:24:12 2006 UTC vs.
Revision 1.52 by root, Thu Jan 8 04:35:03 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26 25
27/* 26/*
28 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
29 */ 28 */
30 29
31/* 30/*
32 * elmex: 31 * elmex:
33 * This function takes a objectlink list with all the objects are going to be activated. 32 * This function takes a objectlink list with all the objects are going to be activated.
34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 33 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
35 * The source argument can be 0 or the source object for this activation. 34 * The activator argument can be 0 or the source object for this activation.
35 * the originator is the player or monster who did something.
36 */ 36 */
37void 37static void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 38activate_connection_link (objectlink *ol, bool state, object *activator, object *originator)
39{ 39{
40 object *tmp = 0;
41
42 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
43 { 41 {
44 if (!ol->ob || ol->ob->count != ol->id) 42 if (!ol->ob)
45 { 43 {
46 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 44 LOG (llevError, "Internal error in activate_connection_link.\n");
47 continue; 45 continue;
48 } 46 }
47
49 /* a button link object can become freed when the map is saving. As 48 /* a button link object can become freed when the map is saving. As
50 * a map is saved, objects are removed and freed, and if an object is 49 * a map is saved, objects are removed and freed, and if an object is
51 * on top of a button, this function is eventually called. If a map 50 * on top of a button, this function is eventually called. If a map
52 * is getting moved out of memory, the status of buttons and levers 51 * is getting moved out of memory, the status of buttons and levers
53 * probably isn't important - it will get sorted out when the map is 52 * probably isn't important - it will get sorted out when the map is
54 * re-loaded. As such, just exit this function if that is the case. 53 * re-loaded. As such, just exit this function if that is the case.
55 */ 54 */
56 55
57 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 56 if (QUERY_FLAG (ol->ob, FLAG_FREED))
58 return; 57 return;
58
59 tmp = ol->ob; 59 object *tmp = ol->ob;
60 60
61 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63 continue; 63 continue;
64
64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
65 continue; 66 continue;
66 67
67 switch (tmp->type) 68 switch (tmp->type)
68 { 69 {
69 case GATE: 70 case GATE:
70 case HOLE: 71 case HOLE:
72 if (!tmp->active)
73 tmp->play_sound (tmp->sound
74 ? tmp->sound
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
71 tmp->value = tmp->stats.maxsp ? !state : state; 76 tmp->value = tmp->stats.maxsp ? !state : state;
72 tmp->speed = 0.5; 77 tmp->set_speed (0.5);
73 update_ob_speed (tmp);
74 break; 78 break;
75 79
76 case CF_HANDLE: 80 case CF_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 81 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE); 82 update_object (tmp, UP_OBJ_FACE);
79 break; 83 break;
80 84
81 case SIGN: 85 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food) 90 if (tmp->stats.food)
86 tmp->last_eat++; 91 tmp->last_eat++;
87 } 92 }
88 break; 93 break;
89 94
90 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
91 tmp->value = 1; 97 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
94 break; 100 break;
95 101
96 case BUTTON: 102 case BUTTON:
97 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
98 tmp->value = state; 105 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
101 break; 108 break;
102 109
103 case MOOD_FLOOR: 110 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, activator);
105 break; 112 break;
106 113
107 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
117
108 tmp->speed = tmp->arch->clone.speed; 118 tmp->set_speed (tmp->arch->speed);
109 update_ob_speed (tmp); /* original values */
110 tmp->value = tmp->arch->clone.value; 119 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1; 120 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp; 121 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts 122 /* Handle multipart gates. We copy the value for the other parts
114 * from the head - this ensures that the data will consistent 123 * from the head - this ensures that the data will consistent
115 */ 124 */
116 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 125 for (object *part = tmp->more; part; part = part->more)
117 { 126 {
118 tmp->speed = tmp->head->speed; 127 part->value = tmp->value;
119 tmp->value = tmp->head->value; 128 part->stats.sp = tmp->stats.sp;
120 tmp->stats.sp = tmp->head->stats.sp; 129 part->stats.hp = tmp->stats.hp;
121 tmp->stats.hp = tmp->head->stats.hp;
122 update_ob_speed (tmp); 130 part->set_speed (tmp->speed);
123 } 131 }
124 break; 132 break;
125 133
126 case DIRECTOR: 134 case DIRECTOR:
127 case FIREWALL: 135 case FIREWALL:
128 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 136 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
129 move_firewall (tmp); 137 move_firewall (tmp);
130 else 138 else
131 { 139 {
132 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 140 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
133 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 141 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
142
134 animate_turning (tmp); 143 animate_turning (tmp);
135 } 144 }
136 break; 145 break;
137 146
138 case TELEPORTER: 147 case TELEPORTER:
139 move_teleporter (tmp); 148 move_teleporter (tmp);
140 break; 149 break;
141 150
142 case CREATOR: 151 case CREATOR:
143 move_creator (tmp); 152 move_creator (tmp);
144 break; 153 break;
145 154
146 case TRIGGER_MARKER: 155 case TRIGGER_MARKER:
156 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
147 move_marker (tmp); 157 move_marker (tmp);
148 break; 158 break;
149 159
150 case DUPLICATOR: 160 case DUPLICATOR:
151 move_duplicator (tmp); 161 move_duplicator (tmp);
152 break; 162 break;
163
164 case MAPSCRIPT:
165 cfperl_mapscript_activate (tmp, state, activator, originator);
166 break;
153 } 167 }
154 } 168 }
155} 169}
156 170
157/* 171/*
165 * Changed the routine to loop through _all_ objects. 179 * Changed the routine to loop through _all_ objects.
166 * Better hurry with that linked list... 180 * Better hurry with that linked list...
167 * 181 *
168 */ 182 */
169void 183void
170push_button (object *op) 184push_button (object *op, object *originator)
171{ 185{
172 oblinkpt *obp = get_button_links (op); 186 if (oblinkpt *obp = op->find_link ())
173 187 {
174 if (!obp) 188 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
175 return; 189 return;
176 190
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); 191 activate_connection_link (obp->link, op->value, op, originator);
192 }
181} 193}
182 194
183/* 195/*
184 * elmex: 196 * elmex:
185 * This activates a connection, similar to push_button (object *op) but it takes 197 * 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 199 * the connection was 'state' or 'released'. So that you can activate objects
188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 200 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
189 * 201 *
190 */ 202 */
191void 203void
192activate_connection (maptile *map, long connection, bool state) 204maptile::trigger (shstr_tmp id, bool state, object *activator, object *originator)
193{ 205{
194 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 206 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
195 return; 207 return;
196 208
197 oblinkpt *obp = get_connection_links (map, connection); 209 if (oblinkpt *obp = find_link (id))
198
199 if (obp)
200 activate_connection_link (obp->link, state); 210 activate_connection_link (obp->link, state, activator, originator);
201} 211}
202 212
203/* 213/*
204 * Updates everything connected with the button op. 214 * Updates everything connected with the button op.
205 * After changing the state of a button, this function must be called 215 * 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 216 * to make sure that all gates and other buttons connected to the
207 * button reacts to the (eventual) change of state. 217 * button reacts to the (eventual) change of state.
208 */ 218 */
209
210void 219void
211update_button (object *op) 220update_button (object *op, object *originator)
212{ 221{
213 object *ab, *tmp, *head;
214 int tot, any_down = 0, old_value = op->value; 222 int any_down = 0, old_value = op->value;
215 oblinkpt *obp = 0;
216 objectlink *ol;
217 223
218 obp = get_button_links (op); 224 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) 225 for (objectlink *ol = obp->link; ol; ol = ol->next)
222 { 226 {
223 if (!ol->ob || ol->ob->count != ol->id) 227 if (!ol->ob)
224 { 228 {
225 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 229 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
226 continue; 230 continue;
227 } 231 }
232
228 tmp = ol->ob; 233 object *tmp = ol->ob;
234
229 if (tmp->type == BUTTON) 235 if (tmp->type == BUTTON)
230 { 236 {
237 sint32 total = 0;
238
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 239 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 240 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that 241 * button wants, we count it. The second check is so that
241 * objects don't move (swords, etc) will count. Note that 242 * objects who don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons 243 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects. 244 * that are only triggered by flying objects.
244 */ 245 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 246 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 247 total += ab->head_ ()->total_weight ();
247 248
248 tmp->value = (tot >= tmp->weight) ? 1 : 0; 249 tmp->value = total >= tmp->weight;
249 if (tmp->value) 250
250 any_down = 1; 251 any_down = any_down || tmp->value;
251 } 252 }
252 else if (tmp->type == PEDESTAL) 253 else if (tmp->type == PEDESTAL)
253 { 254 {
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)
260 (head->race == tmp->slaying || 263 && (head->race == tmp->slaying
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 264 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 265 || (tmp->slaying == shstr_player && head->type == PLAYER)))
263 tmp->value = 1; 266 tmp->value = 1;
264 } 267 }
265 if (tmp->value) 268
266 any_down = 1; 269 any_down = any_down || tmp->value;
267 } 270 }
268 } 271 }
272
269 if (any_down) /* If any other buttons were down, force this to remain down */ 273 if (any_down) /* If any other buttons were down, force this to remain down */
270 op->value = 1; 274 op->value = 1;
271 275
276 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
277
272 /* If this button hasn't changed, don't do anything */ 278 /* If this button hasn't changed, don't do anything */
273 if (op->value != old_value) 279 if (op->value != old_value)
274 { 280 {
275 SET_ANIMATION (op, op->value); 281 SET_ANIMATION (op, op->value);
276 update_object (op, UP_OBJ_FACE); 282 update_object (op, UP_OBJ_FACE);
277 push_button (op); /* Make all other buttons the same */ 283 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 (maptile *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 } 284 }
306} 285}
307 286
308void 287void
309use_trigger (object *op) 288use_trigger (object *op, object *originator)
310{ 289{
311
312 /* Toggle value */ 290 /* Toggle value */
313 op->value = !op->value; 291 op->value = !op->value;
292
314 push_button (op); 293 push_button (op, originator);
315} 294}
316 295
317/* 296/*
318 * Note: animate_object should be used instead of this, 297 * Note: animate_object should be used instead of this,
319 * but it can't handle animations in the 8 directions 298 * but it can't handle animations in the 8 directions
320 */ 299 */
321
322void 300void
323animate_turning (object *op) /* only one part objects */ 301animate_turning (object *op) /* only one part objects */
324{ 302{
325 if (++op->state >= NUM_ANIMATIONS (op) / 8) 303 if (++op->state >= NUM_ANIMATIONS (op) / 8)
326 op->state = 0; 304 op->state = 0;
343 */ 321 */
344 322
345int 323int
346check_altar_sacrifice (const object *altar, const object *sacrifice) 324check_altar_sacrifice (const object *altar, const object *sacrifice)
347{ 325{
348 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 326 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
327 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
328 && sacrifice->type != PLAYER)
349 { 329 {
350 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 330 if (ARCH_SACRIFICE (altar) == shstr_money
351 ARCH_SACRIFICE (altar) == sacrifice->name || 331 && sacrifice->type == MONEY
352 ARCH_SACRIFICE (altar) == sacrifice->slaying || 332 && 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; 333 return 1;
356 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 334
357 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 335 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
336 || ARCH_SACRIFICE (altar) == sacrifice->name
337 || ARCH_SACRIFICE (altar) == sacrifice->slaying
338 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
339 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
358 return 1; 340 return 1;
359 } 341 }
342
360 return 0; 343 return 0;
361} 344}
362 345
363/* 346/*
364 * operate_altar checks if sacrifice was accepted and removes sacrificed 347 * operate_altar checks if sacrifice was accepted and removes sacrificed
385 return 0; 368 return 0;
386 369
387 /* check_altar_sacrifice should have already verified that enough money 370 /* check_altar_sacrifice should have already verified that enough money
388 * has been dropped. 371 * has been dropped.
389 */ 372 */
390 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 373 if (ARCH_SACRIFICE (altar) == shstr_money)
391 { 374 {
392 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 375 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
393 376
394 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
395 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
396 number++; 379 number++;
397 380
398 *sacrifice = decrease_ob_nr (*sacrifice, number); 381 if (!(*sacrifice)->decrease (number))
382 *sacrifice = 0;
399 } 383 }
400 else 384 else
401 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 385 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
386 *sacrifice = 0;
402 387
403 if (altar->msg) 388 if (altar->msg)
404 new_info_map (NDI_BLACK, altar->map, altar->msg); 389 new_info_map (NDI_BLACK, altar->map, altar->msg);
405 390
406 return 1; 391 return 1;
407} 392}
408 393
409void 394void
410trigger_move (object *op, int state) /* 1 down and 0 up */ 395trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
411{ 396{
412 op->stats.wc = state; 397 op->stats.wc = state;
398
413 if (state) 399 if (state)
414 { 400 {
415 use_trigger (op); 401 use_trigger (op, originator);
416 if (op->stats.exp > 0) /* check sanity */ 402 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; 403 op->speed_left = -1;
422 } 404 }
423 else 405 else
424 { 406 {
425 use_trigger (op); 407 use_trigger (op, originator);
426 op->speed = 0; 408 op->set_speed (0);
427 update_ob_speed (op);
428 } 409 }
429} 410}
430 411
431 412
432/* 413/*
448 int push = 0, tot = 0; 429 int push = 0, tot = 0;
449 int in_movement = op->stats.wc || op->speed; 430 int in_movement = op->stats.wc || op->speed;
450 431
451 switch (op->type) 432 switch (op->type)
452 { 433 {
453 case TRIGGER_BUTTON: 434 case TRIGGER_BUTTON:
454 if (op->weight > 0) 435 if (op->weight > 0)
455 { 436 {
456 if (cause) 437 if (cause)
457 { 438 {
458 for (tmp = op->above; tmp; tmp = tmp->above) 439 for (tmp = op->above; tmp; tmp = tmp->above)
459 /* Comment reproduced from update_buttons(): */ 440 /* Comment reproduced from update_buttons(): */
460 /* Basically, if the move_type matches that on what the 441 /* Basically, if the move_type matches that on what the
461 * button wants, we count it. The second check is so that 442 * button wants, we count it. The second check is so that
462 * objects that don't move (swords, etc) will count. Note that 443 * objects that don't move (swords, etc) will count. Note that
463 * this means that more work is needed to make buttons 444 * this means that more work is needed to make buttons
464 * that are only triggered by flying objects. 445 * that are only triggered by flying objects.
446 */
447 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
448 tot += tmp->head_ ()->total_weight ();
449
450 if (tot >= op->weight)
451 push = 1;
452
453 if (op->stats.ac == push)
454 return 0;
455
456 op->stats.ac = push;
457 if (NUM_ANIMATIONS (op) > 1)
458 {
459 SET_ANIMATION (op, push);
460 update_object (op, UP_OBJ_FACE);
461 }
462
463 if (in_movement || !push)
464 return 0;
465 }
466
467 trigger_move (op, push, cause);
468 }
469
470 return 0;
471
472 case TRIGGER_PEDESTAL:
473 if (cause)
474 {
475 for (tmp = op->above; tmp; tmp = tmp->above)
476 {
477 object *head = tmp->head_ ();
478
479 /* See comment in TRIGGER_BUTTON about move_types */
480 if (((head->move_type & op->move_on) || head->move_type == 0)
481 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
482 {
483 push = 1;
484 break;
485 }
486 }
487
488 if (op->stats.ac == push)
489 return 0;
490
491 op->stats.ac = push;
492
493 if (NUM_ANIMATIONS (op) > 1)
494 {
495 SET_ANIMATION (op, push);
496 update_object (op, UP_OBJ_FACE);
497 }
498
499 update_object (op, UP_OBJ_FACE);
500
501 if (in_movement || !push)
502 return 0;
503 }
504
505 trigger_move (op, push, cause);
506 return 0;
507
508 case TRIGGER_ALTAR:
509 if (cause)
510 {
511 if (in_movement)
512 return 0;
513
514 if (operate_altar (op, &cause))
515 {
516 if (NUM_ANIMATIONS (op) > 1)
517 {
518 SET_ANIMATION (op, 1);
519 update_object (op, UP_OBJ_FACE);
520 }
521
522 if (op->last_sp >= 0)
523 {
524 trigger_move (op, 1, cause);
525
526 if (op->last_sp > 0)
527 op->last_sp = -op->last_sp;
528 }
529 else
530 {
531 /* for trigger altar with last_sp, the ON/OFF
532 * status (-> +/- value) is "simulated":
465 */ 533 */
466 534 op->value = !op->value;
467 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 535 trigger_move (op, 1, cause);
468 { 536 op->last_sp = -op->last_sp;
469 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 537 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 } 538 }
481 if (in_movement || !push) 539
482 return 0; 540 return cause == NULL;
483 } 541 }
484 trigger_move (op, push);
485 } 542 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; 543 return 0;
505 op->stats.ac = push; 544 }
545 else
546 {
506 if (NUM_ANIMATIONS (op) > 1) 547 if (NUM_ANIMATIONS (op) > 1)
507 { 548 {
508 SET_ANIMATION (op, push); 549 SET_ANIMATION (op, 0);
509 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
510 } 551 }
511 update_object (op, UP_OBJ_FACE);
512 if (in_movement || !push)
513 return 0;
514 }
515 trigger_move (op, push);
516 return 0;
517 552
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, 553 /* If trigger_altar has "last_sp > 0" set on the map,
562 * it will push the connected value only once per sacrifice. 554 * it will push the connected value only once per sacrifice.
563 * Otherwise (default), the connected value will be 555 * Otherwise (default), the connected value will be
564 * pushed twice: First by sacrifice, second by reset! -AV 556 * pushed twice: First by sacrifice, second by reset! -AV
565 */ 557 */
566 if (!op->last_sp) 558 if (!op->last_sp)
567 trigger_move (op, 0); 559 trigger_move (op, 0, cause);
568 else 560 else
569 { 561 {
570 op->stats.wc = 0; 562 op->stats.wc = 0;
571 op->value = !op->value; 563 op->value = !op->value;
572 op->speed = 0; 564 op->set_speed (0);
573 update_ob_speed (op);
574 } 565 }
575 } 566 }
576 return 0; 567 return 0;
577 568
578 case TRIGGER: 569 case TRIGGER:
579 if (cause) 570 if (cause)
580 { 571 {
581 if (in_movement) 572 if (in_movement)
582 return 0; 573 return 0;
574
583 push = 1; 575 push = 1;
584 } 576 }
577
585 if (NUM_ANIMATIONS (op) > 1) 578 if (NUM_ANIMATIONS (op) > 1)
586 { 579 {
587 SET_ANIMATION (op, push); 580 SET_ANIMATION (op, push);
588 update_object (op, UP_OBJ_FACE); 581 update_object (op, UP_OBJ_FACE);
589 } 582 }
583
590 trigger_move (op, push); 584 trigger_move (op, push, cause);
591 return 1; 585 return 1;
592 586
593 default: 587 default:
594 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 588 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
595 return 0; 589 return 0;
596 } 590 }
597} 591}
598 592
599void 593void
600add_button_link (object *button, maptile *map, int connected) 594object::add_link (maptile *map, shstr_tmp id)
601{ 595{
602 oblinkpt *obp;
603 objectlink *ol = get_objectlink ();
604
605 if (!map) 596 if (!map)
606 { 597 {
607 LOG (llevError, "Tried to add button-link without map.\n"); 598 LOG (llevError, "Tried to add button-link without map.\n");
608 return; 599 return;
609 } 600 }
610 if (!editor)
611 button->path_attuned = connected; /* peterm: I need this so I can rebuild
612 a connected map from a template map. */
613 601
614/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 602 flag [FLAG_IS_LINKED] = true;
615 603
616 SET_FLAG (button, FLAG_IS_LINKED); 604 objectlink *ol = get_objectlink ();
617
618 ol->ob = button; 605 ol->ob = this;
619 ol->id = button->count;
620 606
621 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 607 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
622 608 if (obp->id == id)
623 if (obp)
624 { 609 {
625 ol->next = obp->link; 610 ol->next = obp->link;
626 obp->link = ol; 611 obp->link = ol;
612 return;
627 } 613 }
628 else 614
629 {
630 obp = get_objectlinkpt (); 615 oblinkpt *obp = get_objectlinkpt ();
631 obp->value = connected; 616 obp->id = id;
632 617
633 obp->next = map->buttons; 618 obp->next = map->buttons;
634 map->buttons = obp; 619 map->buttons = obp;
635 obp->link = ol; 620 obp->link = ol;
636 }
637} 621}
638 622
639/* 623/*
640 * Remove the object from the linked lists of buttons in the map. 624 * Remove the object from the linked lists of buttons in the map.
641 * This is only needed by editors. 625 * This is only needed by editors.
642 */ 626 */
643
644void 627void
645remove_button_link (object *op) 628object::remove_link ()
646{ 629{
647 oblinkpt *obp; 630 if (!map)
648 objectlink **olp, *ol;
649
650 if (op->map == NULL)
651 { 631 {
652 LOG (llevError, "remove_button_link() in object without map.\n"); 632 LOG (llevError, "remove_button_link() in object without map.\n");
653 return; 633 return;
654 } 634 }
655 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 635
636 if (!flag [FLAG_IS_LINKED])
656 { 637 {
657 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 638 LOG (llevError, "remove_button_linked() in unlinked object.\n");
658 return; 639 return;
659 } 640 }
641
642 flag [FLAG_IS_LINKED] = false;
643
660 for (obp = op->map->buttons; obp; obp = obp->next) 644 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
661 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 645 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
662 if (ol->ob == op) 646 if ((*olp)->ob == this)
663 { 647 {
664 648 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; 649 *olp = ol->next;
669 free (ol); 650 delete ol;
670 return; 651 return;
671 } 652 }
653
672 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 654 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
673 CLEAR_FLAG (op, FLAG_IS_LINKED); 655}
656
657/*
658 * Updates every button on the map (by calling update_button() for them).
659 */
660void
661maptile::update_buttons ()
662{
663 for (oblinkpt *obp = buttons; obp; obp = obp->next)
664 for (objectlink *ol = obp->link; ol; ol = ol->next)
665 {
666 if (!ol->ob)
667 {
668 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
669 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
670 continue;
671 }
672
673 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
674 {
675 update_button (ol->ob, 0);
676 break;
677 }
678 }
674} 679}
675 680
676/* 681/*
677 * Gets the objectlink for this connection from the map. 682 * Gets the objectlink for this connection from the map.
678 */ 683 */
679oblinkpt * 684oblinkpt *
680get_connection_links (maptile *map, long connection) 685maptile::find_link (shstr_tmp id)
681{ 686{
682 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 687 for (oblinkpt *obp = buttons; obp; obp = obp->next)
683 if (obp->value == connection) 688 if (obp->id == id)
684 return obp; 689 return obp;
690
685 return 0; 691 return 0;
686} 692}
687 693
688/* 694/*
689 * Return the first objectlink in the objects linked to this one 695 * Return the first objectlink in the objects linked to this one
690 */ 696 */
691
692oblinkpt * 697oblinkpt *
693get_button_links (const object *button) 698object::find_link () const
694{ 699{
695 oblinkpt *obp; 700 if (map)
696 objectlink *ol;
697
698 if (!button->map)
699 return NULL;
700 for (obp = button->map->buttons; obp; obp = obp->next) 701 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
701 for (ol = obp->link; ol; ol = ol->next) 702 for (objectlink *ol = obp->link; ol; ol = ol->next)
702 if (ol->ob == button && ol->id == button->count) 703 if (ol->ob == this)
703 return obp; 704 return obp;
704 return NULL;
705}
706 705
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; 706 return 0;
724} 707}
725 708
726/* This routine makes monsters who are 709/* This routine makes monsters who are
727 * standing on the 'mood floor' change their 710 * standing on the 'mood floor' change their
729 * If floor is to be triggered must have 712 * If floor is to be triggered must have
730 * a speed of zero (default is 1 for all 713 * a speed of zero (default is 1 for all
731 * but the charm floor type). 714 * but the charm floor type).
732 * by b.t. thomas@nomad.astro.psu.edu 715 * by b.t. thomas@nomad.astro.psu.edu
733 */ 716 */
734
735void 717void
736do_mood_floor (object *op, object *source) 718do_mood_floor (object *op, object *source)
737{ 719{
738 object *tmp;
739 object *tmp2;
740
741 if (!source) 720 if (!source)
742 source = op; 721 source = op;
743 722
744 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 723 mapspace &ms = op->ms ();
724
725 if (!(ms.flags () & P_IS_ALIVE))
726 return;
727
728 object *tmp;
729
730 for (tmp = ms.top; tmp; tmp = tmp->below)
745 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 731 if (QUERY_FLAG (tmp, FLAG_MONSTER))
746 break; 732 break;
747 733
748 /* doesn't effect players, and if there is a player on this space, won't also 734 /* doesn't effect players, and if there is a player on this space, won't also
749 * be a monster here. 735 * be a monster here.
750 */ 736 */
737 //TODO: have players really FLAG_MONSTER? kept it for safety
751 if (!tmp || tmp->type == PLAYER) 738 if (!tmp || tmp->type == PLAYER)
752 return; 739 return;
753 740
754 switch (op->last_sp) 741 switch (op->last_sp)
755 { 742 {
756 case 0: /* furious--make all monsters mad */ 743 case 0: /* furious--make all monsters mad */
757 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 744 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
758 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 745 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
746
759 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 747 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
760 { 748 {
761 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
762 remove_friendly_object (tmp);
763 tmp->attack_movement = 0; 749 tmp->attack_movement = 0;
764 /* lots of checks here, but want to make sure we don't 750 /* lots of checks here, but want to make sure we don't
765 * dereference a null value 751 * dereference a null value
766 */ 752 */
767 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 753 if (tmp->type == GOLEM
768 { 754 && tmp->owner
769 tmp->owner->contr->ranges[range_golem] = NULL; 755 && tmp->owner->type == PLAYER
756 && tmp->owner->contr->golem == tmp)
770 tmp->owner->contr->golem_count = 0; 757 tmp->owner->contr->golem = 0;
771 } 758
772 tmp->owner = 0; 759 tmp->owner = 0;
760
761 remove_friendly_object (tmp);
773 } 762 }
774 break; 763 break;
764
775 case 1: /* angry -- get neutral monsters mad */ 765 case 1: /* angry -- get neutral monsters mad */
776 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 766 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
777 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 767 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
778 break; 768 break;
769
779 case 2: /* calm -- pacify unfriendly monsters */ 770 case 2: /* calm -- pacify unfriendly monsters */
780 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
781 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 771 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
782 break; 772 break;
773
783 case 3: /* make all monsters fall asleep */ 774 case 3: /* make all monsters fall asleep */
784 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
785 SET_FLAG (tmp, FLAG_SLEEP); 775 SET_FLAG (tmp, FLAG_SLEEP);
786 break; 776 break;
777
787 case 4: /* charm all monsters */ 778 case 4: /* charm all monsters */
788 if (op == source) 779 if (op == source)
789 break; /* only if 'connected' */ 780 break; /* only if 'connected' */
790 781
791 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 782 if (object *pl = source->ms ().player ())
792 tmp2->type != PLAYER; tmp2 = tmp2->above) 783 {
793 if (tmp2->above == NULL) 784 tmp->set_owner (pl);
785 SET_FLAG (tmp, FLAG_MONSTER);
786
787 tmp->stats.exp = 0;
788
789 add_friendly_object (tmp);
790 tmp->attack_movement = PETMOVE;
791 }
794 break; 792 break;
795 793
796 if (tmp2->type != PLAYER) 794 case 6: // kill monsters
795 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
797 break; 796 break;
798 set_owner (tmp, tmp2); 797
799 SET_FLAG (tmp, FLAG_MONSTER); 798 // FALL THROUGH
800 tmp->stats.exp = 0; 799 case 5: // kill all alives
801 SET_FLAG (tmp, FLAG_FRIENDLY); 800 if (!tmp->flag [FLAG_PRECIOUS])
802 add_friendly_object (tmp); 801 {
803 tmp->attack_movement = PETMOVE; 802 archetype::get (shstr_burnout)->insert_at (tmp, source);
803 tmp->destroy ();
804 }
804 break; 805 break;
805 806
806 default: 807 default:
807 break; 808 break;
808 } 809 }
812 * It will descend through containers to find the object. 813 * It will descend through containers to find the object.
813 * slaying = match object slaying flag 814 * slaying = match object slaying flag
814 * race = match object archetype name flag 815 * race = match object archetype name flag
815 * hp = match object type (excpt type '0'== PLAYER) 816 * hp = match object type (excpt type '0'== PLAYER)
816 */ 817 */
817
818object * 818object *
819check_inv_recursive (object *op, const object *trig) 819check_inv_recursive (object *op, const object *trig)
820{ 820{
821 object *tmp, *ret = NULL; 821 object *tmp, *ret = NULL;
822 822
823 /* First check the object itself. */ 823 /* First check the object itself. */
824 if ((trig->stats.hp && (op->type == trig->stats.hp)) 824 if ((trig->stats.hp && (op->type == trig->stats.hp))
825 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 825 || (trig->slaying && (op->slaying == trig->slaying))
826 || (trig->race && (op->arch->archname == trig->race)))
826 return op; 827 return op;
827 828
828 for (tmp = op->inv; tmp; tmp = tmp->below) 829 for (tmp = op->inv; tmp; tmp = tmp->below)
829 { 830 {
830 if (tmp->inv) 831 if (tmp->inv)
832 ret = check_inv_recursive (tmp, trig); 833 ret = check_inv_recursive (tmp, trig);
833 if (ret) 834 if (ret)
834 return ret; 835 return ret;
835 } 836 }
836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 837 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
837 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 838 || (trig->slaying && (tmp->slaying == trig->slaying))
839 || (trig->race && (tmp->arch->archname == trig->race)))
838 return tmp; 840 return tmp;
839 } 841 }
840 return NULL; 842 return NULL;
841} 843}
842 844
845 * the square will activate connected items. 847 * the square will activate connected items.
846 * Monsters can't trigger this square (for now) 848 * Monsters can't trigger this square (for now)
847 * Values are: last_sp = 1/0 obj/no obj triggers 849 * Values are: last_sp = 1/0 obj/no obj triggers
848 * last_heal = 1/0 remove/dont remove obj if triggered 850 * last_heal = 1/0 remove/dont remove obj if triggered
849 * -b.t. (thomas@nomad.astro.psu.edu 851 * -b.t. (thomas@nomad.astro.psu.edu
850 */ 852 *
851 853 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
854 * because the check-inventory semantic essentially only applies when
855 * something is above the inventory checker.
856 * The semantic prior this change was: trigger if something has moved on or off
857 * and has a matching item. Imagine what happens if someone steps on the inventory
858 * checker with a matching item, has it, activates the connection, throws the item
859 * away, and then leaves the inventory checker. That would've caused an always-enabled
860 * state in the inventory checker. This won't happen anymore now.
861 *
862 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
863 * whether op is on this mapspace or not, because the value (1|0) depends
864 * on this information. also make sure to only push_button if op has
865 * a matching item (because when we do a push_button with value=0 timed gates
866 * will still open)! (i hope i got the semantics right this time)
867 *
868 */
852void 869void
853check_inv (object *op, object *trig) 870check_inv (object *op, object *trig)
854{ 871{
855 object *match; 872 trig->value = 0; // deactivate if none of the following conditions apply
856 873
857 if (op->type != PLAYER) 874 object *pl = trig->ms ().player ();
858 return;
859 match = check_inv_recursive (op, trig); 875 object *match = check_inv_recursive (op, trig);
876
877 // elmex: a note about (pl == op):
878 // if pl == 0 then the player has left this space
879 // if pl != 0 then a player is on this mapspace, but then
880 // we still have to check whether it's the player that triggered
881 // this inv-checker, because if not, then the op left this inv-checker
882 // and we have to set the value to 0
883
860 if (match && trig->last_sp) 884 if (match && trig->last_sp) // match == having
861 { 885 {
862 if (trig->last_heal) 886 if (trig->last_heal)
863 decrease_ob (match); 887 match->decrease ();
864 use_trigger (trig);
865 }
866 else if (!match && !trig->last_sp)
867 use_trigger (trig);
868}
869 888
870 889 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 890 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 maptile *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 { 891 }
886 for (ol = obp->link; ol; ol = ol->next) 892 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 } 893 {
894 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
895 push_button (trig, op);
896 }
892} 897}
898

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