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Comparing deliantra/server/common/button.C (file contents):
Revision 1.3 by elmex, Tue Aug 29 17:29:27 2006 UTC vs.
Revision 1.34 by root, Mon Jun 4 12:19:08 2007 UTC

1/* 1/*
2 * static char *rcsid_button_c = 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 * "$Id: button.C,v 1.3 2006/08/29 17:29:27 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
13 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
14 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
15 (at your option) any later version. 11 * any later version.
16 12 *
17 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, but
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
20 GNU General Public License for more details. 16 * for more details.
21 17 *
22 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 along
23 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h> 26#include <funcpoint.h>
31 27
32/* 28/*
37 * elmex: 33 * elmex:
38 * This function takes a objectlink list with all the objects are going to be activated. 34 * This function takes a objectlink list with all the objects are going to be activated.
39 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 35 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
40 * The source argument can be 0 or the source object for this activation. 36 * The source argument can be 0 or the source object for this activation.
41 */ 37 */
38void
42void activate_connection_link (objectlink *ol, bool state, object *source = 0) 39activate_connection_link (objectlink * ol, bool state, object *source = 0)
43{ 40{
44 object *tmp = 0;
45
46 for (; ol; ol = ol->next) 41 for (; ol; ol = ol->next)
47 { 42 {
48 if (!ol->ob || ol->ob->count != ol->id) 43 if (!ol->ob)
49 { 44 {
50 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 45 LOG (llevError, "Internal error in activate_connection_link.\n");
51 continue; 46 continue;
52 } 47 }
48
53 /* a button link object can become freed when the map is saving. As 49 /* a button link object can become freed when the map is saving. As
54 * a map is saved, objects are removed and freed, and if an object is 50 * a map is saved, objects are removed and freed, and if an object is
55 * on top of a button, this function is eventually called. If a map 51 * on top of a button, this function is eventually called. If a map
56 * is getting moved out of memory, the status of buttons and levers 52 * is getting moved out of memory, the status of buttons and levers
57 * probably isn't important - it will get sorted out when the map is 53 * probably isn't important - it will get sorted out when the map is
58 * re-loaded. As such, just exit this function if that is the case. 54 * re-loaded. As such, just exit this function if that is the case.
59 */ 55 */
60 56
61 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 57 if (QUERY_FLAG (ol->ob, FLAG_FREED))
62 return; 58 return;
59
63 tmp = ol->ob; 60 object *tmp = ol->ob;
64 61
65 /* if the criteria isn't appropriate, don't do anything */ 62 /* if the criteria isn't appropriate, don't do anything */
66 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
67 continue; 64 continue;
68 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
69 continue; 66 continue;
70 67
71 switch (tmp->type) 68 switch (tmp->type)
72 { 69 {
73 case GATE: 70 case GATE:
74 case HOLE: 71 case HOLE:
75 tmp->value = tmp->stats.maxsp ? !state : state; 72 tmp->value = tmp->stats.maxsp ? !state : state;
76 tmp->speed = 0.5; 73 tmp->set_speed (0.5);
77 update_ob_speed (tmp);
78 break; 74 break;
79 75
80 case CF_HANDLE: 76 case CF_HANDLE:
81 SET_ANIMATION (tmp, 77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
82 (tmp->value =
83 tmp->stats.maxsp ? !state : state));
84 update_object (tmp, UP_OBJ_FACE); 78 update_object (tmp, UP_OBJ_FACE);
85 break; 79 break;
86 80
87 case SIGN: 81 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 { 83 {
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food) 85 if (tmp->stats.food)
92 tmp->last_eat++; 86 tmp->last_eat++;
93 } 87 }
94 break; 88 break;
95 89
96 case ALTAR: 90 case ALTAR:
97 tmp->value = 1; 91 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 92 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 93 update_object (tmp, UP_OBJ_FACE);
100 break; 94 break;
101 95
102 case BUTTON: 96 case BUTTON:
103 case PEDESTAL: 97 case PEDESTAL:
104 tmp->value = state; 98 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 99 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 100 update_object (tmp, UP_OBJ_FACE);
107 break; 101 break;
108 102
109 case MOOD_FLOOR: 103 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 104 do_mood_floor (tmp, source);
111 break; 105 break;
112 106
113 case TIMED_GATE: 107 case TIMED_GATE:
114 tmp->speed = tmp->arch->clone.speed; 108 tmp->set_speed (tmp->arch->clone.speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 109 tmp->value = tmp->arch->clone.value;
117 tmp->stats.sp = 1; 110 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 111 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 112 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 113 * from the head - this ensures that the data will consistent
121 */ 114 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 115 for (object *part = tmp->more; part; part = part->more)
123 { 116 {
124 tmp->speed = tmp->head->speed; 117 part->value = tmp->value;
125 tmp->value = tmp->head->value; 118 part->stats.sp = tmp->stats.sp;
126 tmp->stats.sp = tmp->head->stats.sp; 119 part->stats.hp = tmp->stats.hp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 120 part->set_speed (tmp->speed);
129 } 121 }
130 break; 122 break;
131 123
132 case DIRECTOR: 124 case DIRECTOR:
133 case FIREWALL: 125 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 126 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 127 move_firewall (tmp);
136 else 128 else
137 { 129 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
132
140 animate_turning (tmp); 133 animate_turning (tmp);
141 } 134 }
142 break; 135 break;
143 136
144 case TELEPORTER: 137 case TELEPORTER:
145 move_teleporter (tmp); 138 move_teleporter (tmp);
146 break; 139 break;
147 140
148 case CREATOR: 141 case CREATOR:
149 move_creator (tmp); 142 move_creator (tmp);
150 break; 143 break;
151 144
152 case TRIGGER_MARKER: 145 case TRIGGER_MARKER:
153 move_marker (tmp); 146 move_marker (tmp);
154 break; 147 break;
155 148
156 case DUPLICATOR: 149 case DUPLICATOR:
157 move_duplicator (tmp); 150 move_duplicator (tmp);
158 break; 151 break;
159 } 152 }
160 } 153 }
161} 154}
162 155
163/* 156/*
170 * altars/pedestals/holes in the whole map. 163 * altars/pedestals/holes in the whole map.
171 * Changed the routine to loop through _all_ objects. 164 * Changed the routine to loop through _all_ objects.
172 * Better hurry with that linked list... 165 * Better hurry with that linked list...
173 * 166 *
174 */ 167 */
168void
175void push_button (object *op) 169push_button (object *op)
176{ 170{
177 oblinkpt *obp = get_button_links (op); 171 oblinkpt *obp = get_button_links (op);
178 172
179 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value))) 173 if (!obp)
180 return; 174 return;
181 175
182 if (obp && obp->link) 176 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
177 return;
178
183 activate_connection_link (obp->link, op->value, op); 179 activate_connection_link (obp->link, op->value, op);
184} 180}
185 181
186/* 182/*
187 * elmex: 183 * elmex:
188 * This activates a connection, similar to push_button (object *op) but it takes 184 * This activates a connection, similar to push_button (object *op) but it takes
189 * only a map, a connection value and a true or false flag that indicated whether 185 * only a map, a connection value and a true or false flag that indicated whether
190 * the connection was 'state' or 'released'. So that you can activate objects 186 * the connection was 'state' or 'released'. So that you can activate objects
191 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 187 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
192 * 188 *
193 */ 189 */
190void
194void activate_connection (mapstruct *map, long connection, bool state) 191activate_connection (maptile *map, long connection, bool state)
195{ 192{
196 if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state))) 193 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
197 return; 194 return;
198 195
199 oblinkpt *obp = get_connection_links (map, connection); 196 oblinkpt *obp = get_connection_links (map, connection);
200 if (obp && obp->link) 197
198 if (obp)
201 activate_connection_link (obp->link, state); 199 activate_connection_link (obp->link, state);
202} 200}
203 201
204/* 202/*
205 * Updates everything connected with the button op. 203 * Updates everything connected with the button op.
206 * After changing the state of a button, this function must be called 204 * After changing the state of a button, this function must be called
207 * to make sure that all gates and other buttons connected to the 205 * to make sure that all gates and other buttons connected to the
208 * button reacts to the (eventual) change of state. 206 * button reacts to the (eventual) change of state.
209 */ 207 */
210 208void
211void update_button(object *op) { 209update_button (object *op)
210{
212 object *ab,*tmp,*head; 211 object *ab, *tmp, *head;
213 int tot,any_down=0, old_value=op->value; 212 int tot, any_down = 0, old_value = op->value;
214 oblinkpt *obp = 0; 213 oblinkpt *obp = 0;
215 objectlink *ol; 214 objectlink *ol;
216 215
217 obp = get_button_links (op); 216 obp = get_button_links (op);
218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 217 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
219 if (obp) 218 if (obp)
220 for (ol = obp->link; ol; ol = ol->next) { 219 for (ol = obp->link; ol; ol = ol->next)
221 if (!ol->ob || ol->ob->count != ol->id) { 220 {
221 if (!ol->ob)
222 {
222 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 223 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
223 continue; 224 continue;
224 } 225 }
226
225 tmp = ol->ob; 227 tmp = ol->ob;
226 if (tmp->type==BUTTON) { 228 if (tmp->type == BUTTON)
229 {
227 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 230 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
228 /* Bug? The pedestal code below looks for the head of 231 /* Bug? The pedestal code below looks for the head of
229 * the object, this bit doesn't. I'd think we should check 232 * the object, this bit doesn't. I'd think we should check
230 * for head here also. Maybe it also makese sense to 233 * for head here also. Maybe it also makese sense to
231 * make the for ab=tmp->above loop common, and alter 234 * make the for ab=tmp->above loop common, and alter
232 * behaviour based on object within that loop? 235 * behaviour based on object within that loop?
233 */ 236 */
234 237
235 /* Basically, if the move_type matches that on what the 238 /* Basically, if the move_type matches that on what the
236 * button wants, we count it. The second check is so that 239 * button wants, we count it. The second check is so that
237 * objects don't move (swords, etc) will count. Note that 240 * objects don't move (swords, etc) will count. Note that
238 * this means that more work is needed to make buttons 241 * this means that more work is needed to make buttons
239 * that are only triggered by flying objects. 242 * that are only triggered by flying objects.
240 */ 243 */
241 if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
242 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 245 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
243 246
244 tmp->value=(tot>=tmp->weight)?1:0; 247 tmp->value = (tot >= tmp->weight) ? 1 : 0;
245 if(tmp->value) 248 if (tmp->value)
246 any_down=1; 249 any_down = 1;
250 }
247 } else if (tmp->type == PEDESTAL) { 251 else if (tmp->type == PEDESTAL)
252 {
248 tmp->value = 0; 253 tmp->value = 0;
249 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 254 for (ab = tmp->above; ab != NULL; ab = ab->above)
250 head = ab->head ? ab->head : ab; 255 {
256 head = ab->head_ ();
251 /* Same note regarding move_type for buttons above apply here. */ 257 /* Same note regarding move_type for buttons above apply here. */
252 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && 258 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
253 (head->race==tmp->slaying || 259 (head->race == tmp->slaying ||
254 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 260 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
255 (!strcmp (tmp->slaying, "player") && 261 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
256 head->type == PLAYER)))
257 tmp->value = 1; 262 tmp->value = 1;
258 } 263 }
264
259 if(tmp->value) 265 if (tmp->value)
260 any_down=1; 266 any_down = 1;
261 } 267 }
262 } 268 }
263 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 */
264 op->value=1; 270 op->value = 1;
265 271
266 /* If this button hasn't changed, don't do anything */ 272 /* If this button hasn't changed, don't do anything */
267 if (op->value != old_value) { 273 if (op->value != old_value)
274 {
268 SET_ANIMATION(op, op->value); 275 SET_ANIMATION (op, op->value);
269 update_object(op, UP_OBJ_FACE); 276 update_object (op, UP_OBJ_FACE);
270 push_button(op); /* Make all other buttons the same */ 277 push_button (op); /* Make all other buttons the same */
271 }
272}
273
274/*
275 * Updates every button on the map (by calling update_button() for them).
276 */
277
278void update_buttons(mapstruct *m) {
279 objectlink *ol;
280 oblinkpt *obp;
281 for (obp = m->buttons; obp; obp = obp->next)
282 for (ol = obp->link; ol; ol = ol->next) {
283 if (!ol->ob || ol->ob->count != ol->id) {
284 LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
285 ol->ob?ol->ob->name:"null",
286 ol->ob?ol->ob->x:-1,
287 ol->ob?ol->ob->y:-1,
288 ol->id,
289 obp->value);
290 continue;
291 } 278 }
292 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
293 {
294 update_button(ol->ob);
295 break;
296 }
297 }
298} 279}
299 280
281void
300void use_trigger(object *op) 282use_trigger (object *op)
301{ 283{
302
303 /* Toggle value */ 284 /* Toggle value */
304 op->value = !op->value; 285 op->value = !op->value;
305 push_button(op); 286 push_button (op);
306} 287}
307 288
308/* 289/*
309 * Note: animate_object should be used instead of this, 290 * Note: animate_object should be used instead of this,
310 * but it can't handle animations in the 8 directions 291 * but it can't handle animations in the 8 directions
311 */ 292 */
312 293void
313void animate_turning(object *op) /* only one part objects */ 294animate_turning (object *op) /* only one part objects */
314{ 295{
315 if (++op->state >= NUM_ANIMATIONS(op)/8) 296 if (++op->state >= NUM_ANIMATIONS (op) / 8)
316 op->state=0; 297 op->state = 0;
317 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 298 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
318 op->state);
319 update_object(op,UP_OBJ_FACE); 299 update_object (op, UP_OBJ_FACE);
320} 300}
321 301
322#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 302#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
323#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 303#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
324 304
330 * 310 *
331 * 0.93.4: Linked objects (ie, objects that are connected) can not be 311 * 0.93.4: Linked objects (ie, objects that are connected) can not be
332 * sacrificed. This fixes a bug of trying to put multiple altars/related 312 * sacrificed. This fixes a bug of trying to put multiple altars/related
333 * objects on the same space that take the same sacrifice. 313 * objects on the same space that take the same sacrifice.
334 */ 314 */
335 315
316int
336int check_altar_sacrifice (const object *altar, const object *sacrifice) 317check_altar_sacrifice (const object *altar, const object *sacrifice)
337{ 318{
338 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 319 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
339 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
340 && sacrifice->type != PLAYER)
341 { 320 {
342 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 321 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
343 ARCH_SACRIFICE(altar) == sacrifice->name || 322 || ARCH_SACRIFICE (altar) == sacrifice->name
344 ARCH_SACRIFICE(altar) == sacrifice->slaying || 323 || ARCH_SACRIFICE (altar) == sacrifice->slaying
345 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0)))) 324 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
346 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1)) 325 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
347 return 1; 326 return 1;
327
348 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 328 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
349 && sacrifice->type == MONEY
350 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 329 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
351 return 1; 330 return 1;
352 } 331 }
332
353 return 0; 333 return 0;
354} 334}
355
356 335
357/* 336/*
358 * operate_altar checks if sacrifice was accepted and removes sacrificed 337 * operate_altar checks if sacrifice was accepted and removes sacrificed
359 * objects. If sacrifice was succeed return 1 else 0. Might be better to 338 * objects. If sacrifice was succeed return 1 else 0. Might be better to
360 * call check_altar_sacrifice (above) than depend on the return value, 339 * call check_altar_sacrifice (above) than depend on the return value,
361 * since operate_altar will remove the sacrifice also. 340 * since operate_altar will remove the sacrifice also.
362 * 341 *
363 * If this function returns 1, '*sacrifice' is modified to point to the 342 * If this function returns 1, '*sacrifice' is modified to point to the
364 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 343 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
365 */ 344 */
366 345int
367int operate_altar (object *altar, object **sacrifice) 346operate_altar (object *altar, object **sacrifice)
368{ 347{
369
370 if ( ! altar->map) { 348 if (!altar->map)
349 {
371 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 350 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
372 return 0; 351 return 0;
373 } 352 }
374 353
375 if (!altar->slaying || altar->value) 354 if (!altar->slaying || altar->value)
376 return 0; 355 return 0;
377 356
378 if ( ! check_altar_sacrifice (altar, *sacrifice)) 357 if (!check_altar_sacrifice (altar, *sacrifice))
379 return 0; 358 return 0;
380 359
381 /* check_altar_sacrifice should have already verified that enough money 360 /* check_altar_sacrifice should have already verified that enough money
382 * has been dropped. 361 * has been dropped.
383 */ 362 */
384 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 363 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
364 {
385 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 365 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
386 366
387 /* Round up any sacrifices. Altars don't make change either */ 367 /* Round up any sacrifices. Altars don't make change either */
388 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 368 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
369 number++;
370
389 *sacrifice = decrease_ob_nr (*sacrifice, number); 371 *sacrifice = decrease_ob_nr (*sacrifice, number);
390 } 372 }
391 else 373 else
392 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 374 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
393 375
394 if (altar->msg) 376 if (altar->msg)
395 new_info_map(NDI_BLACK, altar->map, altar->msg); 377 new_info_map (NDI_BLACK, altar->map, altar->msg);
378
396 return 1; 379 return 1;
397} 380}
398 381
382void
399void trigger_move (object *op, int state) /* 1 down and 0 up */ 383trigger_move (object *op, int state) /* 1 down and 0 up */
400{ 384{
401 op->stats.wc = state; 385 op->stats.wc = state;
402 if (state) { 386 if (state)
387 {
403 use_trigger(op); 388 use_trigger (op);
404 if (op->stats.exp > 0) /* check sanity */ 389 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
405 op->speed = 1.0 / op->stats.exp;
406 else
407 op->speed = 1.0;
408 update_ob_speed(op);
409 op->speed_left = -1; 390 op->speed_left = -1;
410 } else { 391 }
392 else
393 {
411 use_trigger(op); 394 use_trigger (op);
412 op->speed = 0; 395 op->set_speed (0);
413 update_ob_speed(op);
414 } 396 }
415} 397}
416 398
417 399
418/* 400/*
425 * 407 *
426 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 408 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
427 * 409 *
428 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 410 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
429 */ 411 */
412int
430int check_trigger (object *op, object *cause) 413check_trigger (object *op, object *cause)
431{ 414{
432 object *tmp; 415 object *tmp;
433 int push = 0, tot = 0; 416 int push = 0, tot = 0;
434 int in_movement = op->stats.wc || op->speed; 417 int in_movement = op->stats.wc || op->speed;
435 418
436 switch (op->type) { 419 switch (op->type)
420 {
437 case TRIGGER_BUTTON: 421 case TRIGGER_BUTTON:
438 if (op->weight > 0) { 422 if (op->weight > 0)
423 {
439 if (cause) { 424 if (cause)
425 {
440 for (tmp = op->above; tmp; tmp = tmp->above) 426 for (tmp = op->above; tmp; tmp = tmp->above)
441 /* Comment reproduced from update_buttons(): */ 427 /* Comment reproduced from update_buttons(): */
442 /* Basically, if the move_type matches that on what the 428 /* Basically, if the move_type matches that on what the
443 * button wants, we count it. The second check is so that 429 * button wants, we count it. The second check is so that
444 * objects that don't move (swords, etc) will count. Note that 430 * objects that don't move (swords, etc) will count. Note that
445 * this means that more work is needed to make buttons 431 * this means that more work is needed to make buttons
446 * that are only triggered by flying objects. 432 * that are only triggered by flying objects.
447 */ 433 */
448 434
449 if ((tmp->move_type & op->move_on) || tmp->move_type==0) { 435 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
436 {
450 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) 437 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
451 + tmp->carrying;
452 } 438 }
453 if (tot >= op->weight) 439 if (tot >= op->weight)
454 push = 1; 440 push = 1;
455 if (op->stats.ac == push) 441 if (op->stats.ac == push)
456 return 0; 442 return 0;
457 op->stats.ac = push; 443 op->stats.ac = push;
458 if (NUM_ANIMATIONS(op) > 1) { 444 if (NUM_ANIMATIONS (op) > 1)
445 {
459 SET_ANIMATION (op, push); 446 SET_ANIMATION (op, push);
460 update_object (op, UP_OBJ_FACE); 447 update_object (op, UP_OBJ_FACE);
461 } 448 }
462 if (in_movement || ! push) 449 if (in_movement || !push)
463 return 0; 450 return 0;
464 } 451 }
465 trigger_move (op, push); 452 trigger_move (op, push);
466 } 453 }
467 return 0; 454 return 0;
468 455
469 case TRIGGER_PEDESTAL: 456 case TRIGGER_PEDESTAL:
470 if (cause) { 457 if (cause)
458 {
471 for (tmp = op->above; tmp; tmp = tmp->above) { 459 for (tmp = op->above; tmp; tmp = tmp->above)
460 {
472 object *head = tmp->head ? tmp->head : tmp; 461 object *head = tmp->head_ ();
473 462
474 /* See comment in TRIGGER_BUTTON about move_types */ 463 /* See comment in TRIGGER_BUTTON about move_types */
475 if (((head->move_type & op->move_on) || head->move_type==0) 464 if (((head->move_type & op->move_on) || head->move_type == 0)
476 && (head->race==op->slaying ||
477 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 465 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
466 {
478 push = 1; 467 push = 1;
479 break; 468 break;
480 } 469 }
481 } 470 }
471
482 if (op->stats.ac == push) 472 if (op->stats.ac == push)
483 return 0; 473 return 0;
474
484 op->stats.ac = push; 475 op->stats.ac = push;
476
485 if (NUM_ANIMATIONS(op) > 1) { 477 if (NUM_ANIMATIONS (op) > 1)
478 {
486 SET_ANIMATION (op, push); 479 SET_ANIMATION (op, push);
487 update_object (op, UP_OBJ_FACE); 480 update_object (op, UP_OBJ_FACE);
488 } 481 }
482
489 update_object(op,UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
484
490 if (in_movement || ! push) 485 if (in_movement || !push)
491 return 0; 486 return 0;
492 } 487 }
488
493 trigger_move (op, push); 489 trigger_move (op, push);
494 return 0; 490 return 0;
495 491
496 case TRIGGER_ALTAR: 492 case TRIGGER_ALTAR:
497 if (cause) { 493 if (cause)
494 {
498 if (in_movement) 495 if (in_movement)
499 return 0; 496 return 0;
497
500 if (operate_altar (op, &cause)) { 498 if (operate_altar (op, &cause))
499 {
501 if (NUM_ANIMATIONS(op) > 1) { 500 if (NUM_ANIMATIONS (op) > 1)
501 {
502 SET_ANIMATION (op, 1); 502 SET_ANIMATION (op, 1);
503 update_object(op, UP_OBJ_FACE); 503 update_object (op, UP_OBJ_FACE);
504 } 504 }
505
505 if (op->last_sp >= 0) { 506 if (op->last_sp >= 0)
507 {
506 trigger_move (op, 1); 508 trigger_move (op, 1);
507 if (op->last_sp > 0) 509 if (op->last_sp > 0)
508 op->last_sp = -op->last_sp; 510 op->last_sp = -op->last_sp;
509 } 511 }
510 else { 512 else
513 {
511 /* for trigger altar with last_sp, the ON/OFF 514 /* for trigger altar with last_sp, the ON/OFF
512 * status (-> +/- value) is "simulated": 515 * status (-> +/- value) is "simulated":
513 */ 516 */
514 op->value = !op->value; 517 op->value = !op->value;
515 trigger_move (op, 1); 518 trigger_move (op, 1);
516 op->last_sp = -op->last_sp; 519 op->last_sp = -op->last_sp;
517 op->value = !op->value; 520 op->value = !op->value;
518 } 521 }
522
519 return cause == NULL; 523 return cause == NULL;
520 } else {
521 return 0;
522 } 524 }
523 } else { 525 else
526 return 0;
527 }
528 else
529 {
524 if (NUM_ANIMATIONS(op) > 1) { 530 if (NUM_ANIMATIONS (op) > 1)
531 {
525 SET_ANIMATION (op, 0); 532 SET_ANIMATION (op, 0);
526 update_object(op, UP_OBJ_FACE); 533 update_object (op, UP_OBJ_FACE);
527 } 534 }
528 535
529 /* If trigger_altar has "last_sp > 0" set on the map, 536 /* If trigger_altar has "last_sp > 0" set on the map,
530 * it will push the connected value only once per sacrifice. 537 * it will push the connected value only once per sacrifice.
531 * Otherwise (default), the connected value will be 538 * Otherwise (default), the connected value will be
532 * pushed twice: First by sacrifice, second by reset! -AV 539 * pushed twice: First by sacrifice, second by reset! -AV
533 */ 540 */
534 if (!op->last_sp) 541 if (!op->last_sp)
535 trigger_move (op, 0); 542 trigger_move (op, 0);
536 else { 543 else
544 {
537 op->stats.wc = 0; 545 op->stats.wc = 0;
538 op->value = !op->value; 546 op->value = !op->value;
539 op->speed = 0; 547 op->set_speed (0);
540 update_ob_speed(op);
541 } 548 }
542 } 549 }
543 return 0; 550 return 0;
544 551
545 case TRIGGER: 552 case TRIGGER:
546 if (cause) { 553 if (cause)
554 {
547 if (in_movement) 555 if (in_movement)
548 return 0; 556 return 0;
557
549 push = 1; 558 push = 1;
550 } 559 }
560
551 if (NUM_ANIMATIONS(op) > 1) { 561 if (NUM_ANIMATIONS (op) > 1)
562 {
552 SET_ANIMATION (op, push); 563 SET_ANIMATION (op, push);
553 update_object(op, UP_OBJ_FACE); 564 update_object (op, UP_OBJ_FACE);
554 } 565 }
566
555 trigger_move (op, push); 567 trigger_move (op, push);
556 return 1; 568 return 1;
557 569
558 default: 570 default:
559 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 571 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
560 return 0; 572 return 0;
561 } 573 }
562} 574}
563 575
576void
564void add_button_link(object *button, mapstruct *map, int connected) { 577add_button_link (object *button, maptile *map, int connected)
578{
565 oblinkpt *obp; 579 oblinkpt *obp;
566 objectlink *ol = get_objectlink(); 580 objectlink *ol = get_objectlink ();
567 581
568 if (!map) { 582 if (!map)
583 {
569 LOG(llevError, "Tried to add button-link without map.\n"); 584 LOG (llevError, "Tried to add button-link without map.\n");
570 return; 585 return;
571 } 586 }
587
572 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild 588 button->path_attuned = connected; /* peterm: I need this so I can rebuild
573 a connected map from a template map. */ 589 a connected map from a template map. */
574/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
575 590
576 SET_FLAG(button,FLAG_IS_LINKED); 591 SET_FLAG (button, FLAG_IS_LINKED);
577 592
578 ol->ob = button; 593 ol->ob = button;
579 ol->id = button->count;
580 594
581 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 595 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
596 ;
582 597
583 if (obp) { 598 if (obp)
599 {
584 ol->next = obp->link; 600 ol->next = obp->link;
585 obp->link = ol; 601 obp->link = ol;
602 }
586 } else { 603 else
604 {
587 obp = get_objectlinkpt(); 605 obp = get_objectlinkpt ();
588 obp->value = connected; 606 obp->value = connected;
589 607
590 obp->next = map->buttons; 608 obp->next = map->buttons;
591 map->buttons = obp; 609 map->buttons = obp;
592 obp->link = ol; 610 obp->link = ol;
593 } 611 }
594} 612}
595 613
596/* 614/*
597 * Remove the object from the linked lists of buttons in the map. 615 * Remove the object from the linked lists of buttons in the map.
598 * This is only needed by editors. 616 * This is only needed by editors.
599 */ 617 */
600 618
619void
601void remove_button_link(object *op) { 620remove_button_link (object *op)
621{
602 oblinkpt *obp; 622 oblinkpt *obp;
603 objectlink **olp, *ol; 623 objectlink **olp, *ol;
604 624
605 if (op->map == NULL) { 625 if (op->map == NULL)
626 {
606 LOG(llevError, "remove_button_link() in object without map.\n"); 627 LOG (llevError, "remove_button_link() in object without map.\n");
607 return; 628 return;
608 } 629 }
630
609 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 631 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
632 {
610 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 633 LOG (llevError, "remove_button_linked() in unlinked object.\n");
611 return; 634 return;
612 } 635 }
636
613 for (obp = op->map->buttons; obp; obp = obp->next) 637 for (obp = op->map->buttons; obp; obp = obp->next)
614 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 638 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
615 if (ol->ob == op) { 639 if (ol->ob == op)
640 {
641
616/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 642/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
617 obp->value, op->name, op->map->path); 643 obp->value, op->name, op->map->path);
618*/ 644*/
619 *olp = ol->next; 645 *olp = ol->next;
620 free(ol); 646 delete ol;
621 return; 647 return;
622 } 648 }
649
623 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 650 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
624 CLEAR_FLAG(op,FLAG_IS_LINKED); 651 CLEAR_FLAG (op, FLAG_IS_LINKED);
625} 652}
626 653
627/* 654/*
628 * Gets the objectlink for this connection from the map. 655 * Gets the objectlink for this connection from the map.
629 */ 656 */
657oblinkpt *
630oblinkpt *get_connection_links (mapstruct *map, long connection) 658get_connection_links (maptile *map, long connection)
631{ 659{
632 for (oblinkpt *obp = map->buttons; obp; obp = obp->next) 660 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
633 if (obp->value == connection) 661 if (obp->value == connection)
634 return obp; 662 return obp;
663
635 return 0; 664 return 0;
636} 665}
637 666
638/* 667/*
639 * Return the first objectlink in the objects linked to this one 668 * Return the first objectlink in the objects linked to this one
640 */ 669 */
641 670
671oblinkpt *
642oblinkpt *get_button_links(const object *button) { 672get_button_links (const object *button)
673{
643 oblinkpt *obp; 674 oblinkpt *obp;
644 objectlink *ol; 675 objectlink *ol;
645 676
646 if (!button->map) 677 if (!button->map)
647 return NULL; 678 return NULL;
679
648 for (obp = button->map->buttons; obp; obp = obp->next) 680 for (obp = button->map->buttons; obp; obp = obp->next)
649 for (ol = obp->link; ol; ol = ol->next) 681 for (ol = obp->link; ol; ol = ol->next)
650 if (ol->ob == button && ol->id == button->count) 682 if (ol->ob == button)
651 return obp; 683 return obp;
684
652 return NULL; 685 return NULL;
653} 686}
654 687
655/* 688/*
656 * Made as a separate function to increase efficiency 689 * Made as a separate function to increase efficiency
657 */ 690 */
658 691
692int
659int get_button_value(const object *button) { 693get_button_value (const object *button)
694{
660 oblinkpt *obp; 695 oblinkpt *obp;
661 objectlink *ol; 696 objectlink *ol;
662 697
663 if (!button->map) 698 if (!button->map)
664 return 0; 699 return 0;
665 for (obp = button->map->buttons; obp; obp = obp->next) 700 for (obp = button->map->buttons; obp; obp = obp->next)
666 for (ol = obp->link; ol; ol = ol->next) 701 for (ol = obp->link; ol; ol = ol->next)
667 if (ol->ob == button && ol->id == button->count) 702 if (ol->ob == button)
668 return obp->value; 703 return obp->value;
669 return 0; 704 return 0;
670} 705}
671 706
672/* This routine makes monsters who are 707/* This routine makes monsters who are
675 * If floor is to be triggered must have 710 * If floor is to be triggered must have
676 * a speed of zero (default is 1 for all 711 * a speed of zero (default is 1 for all
677 * but the charm floor type). 712 * but the charm floor type).
678 * by b.t. thomas@nomad.astro.psu.edu 713 * by b.t. thomas@nomad.astro.psu.edu
679 */ 714 */
680 715
716void
681void do_mood_floor(object *op, object *source) { 717do_mood_floor (object *op, object *source)
682 object *tmp; 718{
683 object *tmp2;
684
685 if (!source) 719 if (!source)
686 source = op; 720 source = op;
687 721
688 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 722 mapspace &ms = op->ms ();
723
724 if (!(ms.flags () & P_IS_ALIVE))
725 return;
726
727 object *tmp;
728
729 for (tmp = ms.top; tmp; tmp = tmp->below)
689 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 730 if (QUERY_FLAG (tmp, FLAG_MONSTER))
731 break;
690 732
691 /* doesn't effect players, and if there is a player on this space, won't also 733 /* doesn't effect players, and if there is a player on this space, won't also
692 * be a monster here. 734 * be a monster here.
693 */ 735 */
736 //TODO: have players really FLAG_MONSTER? kept it for safety
694 if (!tmp || tmp->type == PLAYER) return; 737 if (!tmp || tmp->type == PLAYER)
738 return;
695 739
696 switch(op->last_sp) { 740 switch (op->last_sp)
741 {
697 case 0: /* furious--make all monsters mad */ 742 case 0: /* furious--make all monsters mad */
698 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
699 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
700 if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
701 CLEAR_FLAG(tmp, FLAG_FRIENDLY);
702 remove_friendly_object(tmp);
703 tmp->attack_movement = 0;
704 /* lots of checks here, but want to make sure we don't
705 * dereference a null value
706 */
707 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER &&
708 tmp->owner->contr->ranges[range_golem]==tmp) {
709 tmp->owner->contr->ranges[range_golem]=NULL;
710 tmp->owner->contr->golem_count = 0;
711 }
712 tmp->owner = 0;
713 }
714 break;
715 case 1: /* angry -- get neutral monsters mad */
716 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&&
717 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
718 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
719 break;
720 case 2: /* calm -- pacify unfriendly monsters */
721 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 743 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
744 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
745
746 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
747 {
748 tmp->attack_movement = 0;
749 /* lots of checks here, but want to make sure we don't
750 * dereference a null value
751 */
752 if (tmp->type == GOLEM
753 && tmp->owner
754 && tmp->owner->type == PLAYER
755 && tmp->owner->contr->golem == tmp)
756 tmp->owner->contr->golem = 0;
757
758 tmp->owner = 0;
759
760 remove_friendly_object (tmp);
761 }
762 break;
763
764 case 1: /* angry -- get neutral monsters mad */
765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
767 break;
768
769 case 2: /* calm -- pacify unfriendly monsters */
722 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 770 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
723 break; 771 break;
772
724 case 3: /* make all monsters fall asleep */ 773 case 3: /* make all monsters fall asleep */
725 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
726 SET_FLAG(tmp, FLAG_SLEEP); 774 SET_FLAG (tmp, FLAG_SLEEP);
727 break; 775 break;
776
728 case 4: /* charm all monsters */ 777 case 4: /* charm all monsters */
729 if (op == source) break; /* only if 'connected' */ 778 if (op == source)
779 break; /* only if 'connected' */
730 780
731 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */ 781 if (object *pl = source->ms ().player ())
732 tmp2->type!=PLAYER;tmp2=tmp2->above) 782 {
733 if(tmp2->above==NULL) break; 783 tmp->set_owner (pl);
734
735 if (tmp2->type != PLAYER)
736 break;
737 set_owner(tmp,tmp2);
738 SET_FLAG(tmp,FLAG_MONSTER); 784 SET_FLAG (tmp, FLAG_MONSTER);
785
739 tmp->stats.exp = 0; 786 tmp->stats.exp = 0;
740 SET_FLAG(tmp, FLAG_FRIENDLY); 787
741 add_friendly_object (tmp); 788 add_friendly_object (tmp);
742 tmp->attack_movement = PETMOVE; 789 tmp->attack_movement = PETMOVE;
790 }
791 break;
792
793 case 6: // kill monsters
794 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
743 break; 795 break;
744 796
797 // FALL THROUGH
798 case 5: // kill all alives
799 if (!tmp->flag [FLAG_PRECIOUS])
800 {
801 get_archetype ("burnout")->insert_at (tmp, source);
802 tmp->destroy ();
803 }
804 break;
805
745 default: 806 default:
746 break; 807 break;
747
748 } 808 }
749} 809}
750 810
751/* this function returns the object it matches, or NULL if non. 811/* this function returns the object it matches, or NULL if non.
752 * It will descend through containers to find the object. 812 * It will descend through containers to find the object.
753 * slaying = match object slaying flag 813 * slaying = match object slaying flag
754 * race = match object archetype name flag 814 * race = match object archetype name flag
755 * hp = match object type (excpt type '0'== PLAYER) 815 * hp = match object type (excpt type '0'== PLAYER)
756 */ 816 */
757 817object *
758object * check_inv_recursive(object *op, const object *trig) 818check_inv_recursive (object *op, const object *trig)
759{ 819{
760 object *tmp,*ret=NULL; 820 object *tmp, *ret = NULL;
761 821
762 /* First check the object itself. */ 822 /* First check the object itself. */
763 if((trig->stats.hp && (op->type == trig->stats.hp)) 823 if ((trig->stats.hp && (op->type == trig->stats.hp))
764 || (trig->slaying && (op->slaying == trig->slaying)) 824 || (trig->slaying && (op->slaying == trig->slaying))
765 || (trig->race && (op->arch->name == trig->race))) 825 || (trig->race && (op->arch->archname == trig->race)))
766 return op; 826 return op;
767 827
768 for(tmp=op->inv; tmp; tmp=tmp->below) { 828 for (tmp = op->inv; tmp; tmp = tmp->below)
829 {
769 if (tmp->inv) { 830 if (tmp->inv)
831 {
770 ret=check_inv_recursive(tmp, trig); 832 ret = check_inv_recursive (tmp, trig);
833 if (ret)
771 if (ret) return ret; 834 return ret;
772 } 835 }
773 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
774 || (trig->slaying && (tmp->slaying == trig->slaying)) 837 || (trig->slaying && (tmp->slaying == trig->slaying))
775 || (trig->race && (tmp->arch->name == trig->race))) 838 || (trig->race && (tmp->arch->archname == trig->race)))
776 return tmp; 839 return tmp;
777 } 840 }
778 return NULL; 841 return NULL;
779} 842}
780 843
781/* check_inv(), a function to search the inventory, 844/* check_inv(), a function to search the inventory,
782 * of a player and then based on a set of conditions, 845 * of a player and then based on a set of conditions,
783 * the square will activate connected items. 846 * the square will activate connected items.
784 * Monsters can't trigger this square (for now) 847 * Monsters can't trigger this square (for now)
785 * Values are: last_sp = 1/0 obj/no obj triggers 848 * Values are: last_sp = 1/0 obj/no obj triggers
786 * last_heal = 1/0 remove/dont remove obj if triggered 849 * last_heal = 1/0 remove/dont remove obj if triggered
787 * -b.t. (thomas@nomad.astro.psu.edu 850 * -b.t. (thomas@nomad.astro.psu.edu
788 */ 851 *
789 852 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
853 * because the check-inventory semantic essentially only applies when
854 * something is above the inventory checker.
855 * The semantic prior this change was: trigger if something has moved on or off
856 * and has a matching item. Imagine what happens if someone steps on the inventory
857 * checker with a matching item, has it, activates the connection, throws the item
858 * away, and then leaves the inventory checker. That would've caused an always-enabled
859 * state in the inventory checker. This won't happen anymore now.
860 *
861 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
862 * whether op is on this mapspace or not, because the value (1|0) depends
863 * on this information. also make sure to only push_button if op has
864 * a matching item (because when we do a push_button with value=0 timed gates
865 * will still open)! (i hope i got the semantics right this time)
866 *
867 */
868void
790void check_inv (object *op, object *trig) { 869check_inv (object *op, object *trig)
791object *match; 870{
871 trig->value = 0; // deactivate if none of the following conditions apply
792 872
793 if(op->type != PLAYER) return; 873 object *pl = trig->ms ().player ();
794 match = check_inv_recursive(op,trig); 874 object *match = check_inv_recursive (op, trig);
795 if (match && trig->last_sp) { 875
876 // elmex: a note about (pl == op):
877 // if pl == 0 then the player has left this space
878 // if pl != 0 then a player is on this mapspace, but then
879 // we still have to check whether it's the player that triggered
880 // this inv-checker, because if not, then the op left this inv-checker
881 // and we have to set the value to 0
882
883 if (match && trig->last_sp) // match == having
884 {
796 if(trig->last_heal) 885 if (trig->last_heal)
797 decrease_ob(match); 886 decrease_ob (match);
798 use_trigger(trig); 887
888 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
889 push_button (trig);
890 }
891 else if (!match && !trig->last_sp) // match == not having
799 } 892 {
800 else if (!match && !trig->last_sp) 893 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
801 use_trigger(trig); 894 push_button (trig);
802}
803
804
805/* This does a minimal check of the button link consistency for object
806 * map. All it really does it much sure the object id link that is set
807 * matches what the object has.
808 */
809void verify_button_links(const mapstruct *map) {
810 oblinkpt *obp;
811 objectlink *ol;
812
813 if (!map) return;
814
815 for (obp = map->buttons; obp; obp = obp->next) {
816 for (ol=obp->link; ol; ol=ol->next) {
817 if (ol->id!=ol->ob->count)
818 LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count);
819 }
820 } 895 }
821} 896}
897

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