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Comparing deliantra/server/common/button.C (file contents):
Revision 1.4 by elmex, Wed Aug 30 12:42:56 2006 UTC vs.
Revision 1.19 by root, Mon Dec 25 11:25:49 2006 UTC

1/*
2 * static char *rcsid_button_c =
3 * "$Id: button.C,v 1.4 2006/08/30 12:42:56 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
37 * elmex: 32 * elmex:
38 * This function takes a objectlink list with all the objects are going to be activated. 33 * This function takes a objectlink list with all the objects are going to be activated.
39 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
40 * The source argument can be 0 or the source object for this activation. 35 * The source argument can be 0 or the source object for this activation.
41 */ 36 */
37void
42void activate_connection_link (objectlink *ol, bool state, object *source = 0) 38activate_connection_link (objectlink * ol, bool state, object *source = 0)
43{ 39{
44 object *tmp = 0;
45
46 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
47 { 41 {
48 if (!ol->ob || ol->ob->count != ol->id) 42 if (!ol->ob)
49 { 43 {
50 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 44 LOG (llevError, "Internal error in activate_connection_link.\n");
51 continue; 45 continue;
52 } 46 }
47
53 /* 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
54 * 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
55 * 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
56 * 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
57 * 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
58 * 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.
59 */ 54 */
60 55
61 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 56 if (QUERY_FLAG (ol->ob, FLAG_FREED))
62 return; 57 return;
58
63 tmp = ol->ob; 59 object *tmp = ol->ob;
64 60
65 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
66 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
67 continue; 63 continue;
68 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
69 continue; 65 continue;
70 66
71 switch (tmp->type) 67 switch (tmp->type)
72 { 68 {
73 case GATE: 69 case GATE:
74 case HOLE: 70 case HOLE:
75 tmp->value = tmp->stats.maxsp ? !state : state; 71 tmp->value = tmp->stats.maxsp ? !state : state;
76 tmp->speed = 0.5; 72 tmp->speed = 0.5;
77 update_ob_speed (tmp); 73 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->speed = tmp->arch->clone.speed;
115 update_ob_speed (tmp); /* original values */ 109 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 110 tmp->value = tmp->arch->clone.value;
117 tmp->stats.sp = 1; 111 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 112 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 113 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 114 * from the head - this ensures that the data will consistent
121 */ 115 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 116 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more)
123 { 117 {
124 tmp->speed = tmp->head->speed; 118 tmp->speed = tmp->head->speed;
125 tmp->value = tmp->head->value; 119 tmp->value = tmp->head->value;
126 tmp->stats.sp = tmp->head->stats.sp; 120 tmp->stats.sp = tmp->head->stats.sp;
127 tmp->stats.hp = tmp->head->stats.hp; 121 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 122 update_ob_speed (tmp);
129 } 123 }
130 break; 124 break;
131 125
132 case DIRECTOR: 126 case DIRECTOR:
133 case FIREWALL: 127 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 128 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 129 move_firewall (tmp);
136 else 130 else
137 { 131 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 132 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 133 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140 animate_turning (tmp); 134 animate_turning (tmp);
141 } 135 }
142 break; 136 break;
143 137
144 case TELEPORTER: 138 case TELEPORTER:
145 move_teleporter (tmp); 139 move_teleporter (tmp);
146 break; 140 break;
147 141
148 case CREATOR: 142 case CREATOR:
149 move_creator (tmp); 143 move_creator (tmp);
150 break; 144 break;
151 145
152 case TRIGGER_MARKER: 146 case TRIGGER_MARKER:
153 move_marker (tmp); 147 move_marker (tmp);
154 break; 148 break;
155 149
156 case DUPLICATOR: 150 case DUPLICATOR:
157 move_duplicator (tmp); 151 move_duplicator (tmp);
158 break; 152 break;
159 } 153 }
160 } 154 }
161} 155}
162 156
163/* 157/*
170 * altars/pedestals/holes in the whole map. 164 * altars/pedestals/holes in the whole map.
171 * Changed the routine to loop through _all_ objects. 165 * Changed the routine to loop through _all_ objects.
172 * Better hurry with that linked list... 166 * Better hurry with that linked list...
173 * 167 *
174 */ 168 */
169void
175void push_button (object *op) 170push_button (object *op)
176{ 171{
177 oblinkpt *obp = get_button_links (op); 172 oblinkpt *obp = get_button_links (op);
178 173
179 if (!obp) 174 if (!obp)
180 return; 175 return;
181 176
182 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value))) 177 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
183 return; 178 return;
184 179
185 activate_connection_link (obp->link, op->value, op); 180 activate_connection_link (obp->link, op->value, op);
186} 181}
187 182
191 * only a map, a connection value and a true or false flag that indicated whether 186 * only a map, a connection value and a true or false flag that indicated whether
192 * the connection was 'state' or 'released'. So that you can activate objects 187 * the connection was 'state' or 'released'. So that you can activate objects
193 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
194 * 189 *
195 */ 190 */
191void
196void activate_connection (mapstruct *map, long connection, bool state) 192activate_connection (maptile *map, long connection, bool state)
197{ 193{
198 if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state))) 194 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
199 return; 195 return;
200 196
201 oblinkpt *obp = get_connection_links (map, connection); 197 oblinkpt *obp = get_connection_links (map, connection);
198
202 if (obp) 199 if (obp)
203 activate_connection_link (obp->link, state); 200 activate_connection_link (obp->link, state);
204} 201}
205 202
206/* 203/*
207 * Updates everything connected with the button op. 204 * Updates everything connected with the button op.
208 * After changing the state of a button, this function must be called 205 * After changing the state of a button, this function must be called
209 * to make sure that all gates and other buttons connected to the 206 * to make sure that all gates and other buttons connected to the
210 * button reacts to the (eventual) change of state. 207 * button reacts to the (eventual) change of state.
211 */ 208 */
212 209void
213void update_button(object *op) { 210update_button (object *op)
211{
214 object *ab,*tmp,*head; 212 object *ab, *tmp, *head;
215 int tot,any_down=0, old_value=op->value; 213 int tot, any_down = 0, old_value = op->value;
216 oblinkpt *obp = 0; 214 oblinkpt *obp = 0;
217 objectlink *ol; 215 objectlink *ol;
218 216
219 obp = get_button_links (op); 217 obp = get_button_links (op);
220 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
221 if (obp) 219 if (obp)
222 for (ol = obp->link; ol; ol = ol->next) { 220 for (ol = obp->link; ol; ol = ol->next)
223 if (!ol->ob || ol->ob->count != ol->id) { 221 {
222 if (!ol->ob)
223 {
224 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 224 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
225 continue; 225 continue;
226 } 226 }
227
227 tmp = ol->ob; 228 tmp = ol->ob;
228 if (tmp->type==BUTTON) { 229 if (tmp->type == BUTTON)
230 {
229 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
230 /* Bug? The pedestal code below looks for the head of 232 /* Bug? The pedestal code below looks for the head of
231 * the object, this bit doesn't. I'd think we should check 233 * the object, this bit doesn't. I'd think we should check
232 * for head here also. Maybe it also makese sense to 234 * for head here also. Maybe it also makese sense to
233 * make the for ab=tmp->above loop common, and alter 235 * make the for ab=tmp->above loop common, and alter
234 * behaviour based on object within that loop? 236 * behaviour based on object within that loop?
235 */ 237 */
236 238
237 /* Basically, if the move_type matches that on what the 239 /* Basically, if the move_type matches that on what the
238 * button wants, we count it. The second check is so that 240 * button wants, we count it. The second check is so that
239 * objects don't move (swords, etc) will count. Note that 241 * objects don't move (swords, etc) will count. Note that
240 * this means that more work is needed to make buttons 242 * this means that more work is needed to make buttons
241 * that are only triggered by flying objects. 243 * that are only triggered by flying objects.
242 */ 244 */
243 if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
244 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
245 247
246 tmp->value=(tot>=tmp->weight)?1:0; 248 tmp->value = (tot >= tmp->weight) ? 1 : 0;
247 if(tmp->value) 249 if (tmp->value)
248 any_down=1; 250 any_down = 1;
251 }
249 } else if (tmp->type == PEDESTAL) { 252 else if (tmp->type == PEDESTAL)
253 {
250 tmp->value = 0; 254 tmp->value = 0;
251 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 255 for (ab = tmp->above; ab != NULL; ab = ab->above)
256 {
252 head = ab->head ? ab->head : ab; 257 head = ab->head ? ab->head : ab;
253 /* Same note regarding move_type for buttons above apply here. */ 258 /* Same note regarding move_type for buttons above apply here. */
254 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && 259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
255 (head->race==tmp->slaying || 260 (head->race == tmp->slaying ||
256 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
257 (!strcmp (tmp->slaying, "player") && 262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
258 head->type == PLAYER)))
259 tmp->value = 1; 263 tmp->value = 1;
260 } 264 }
261 if(tmp->value) 265 if (tmp->value)
262 any_down=1; 266 any_down = 1;
263 } 267 }
264 } 268 }
265 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 */
266 op->value=1; 270 op->value = 1;
267 271
268 /* If this button hasn't changed, don't do anything */ 272 /* If this button hasn't changed, don't do anything */
269 if (op->value != old_value) { 273 if (op->value != old_value)
274 {
270 SET_ANIMATION(op, op->value); 275 SET_ANIMATION (op, op->value);
271 update_object(op, UP_OBJ_FACE); 276 update_object (op, UP_OBJ_FACE);
272 push_button(op); /* Make all other buttons the same */ 277 push_button (op); /* Make all other buttons the same */
273 } 278 }
274} 279}
275 280
276/* 281/*
277 * Updates every button on the map (by calling update_button() for them). 282 * Updates every button on the map (by calling update_button() for them).
278 */ 283 */
279 284
280void update_buttons(mapstruct *m) { 285void
286update_buttons (maptile *m)
287{
281 objectlink *ol; 288 objectlink *ol;
282 oblinkpt *obp; 289 oblinkpt *obp;
290
283 for (obp = m->buttons; obp; obp = obp->next) 291 for (obp = m->buttons; obp; obp = obp->next)
284 for (ol = obp->link; ol; ol = ol->next) { 292 for (ol = obp->link; ol; ol = ol->next)
285 if (!ol->ob || ol->ob->count != ol->id) { 293 {
294 if (!ol->ob)
295 {
286 LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n", 296 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
287 ol->ob?ol->ob->name:"null", 297 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
288 ol->ob?ol->ob->x:-1,
289 ol->ob?ol->ob->y:-1,
290 ol->id,
291 obp->value);
292 continue; 298 continue;
299 }
300
301 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
302 {
303 update_button (ol->ob);
304 break;
305 }
293 } 306 }
294 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
295 {
296 update_button(ol->ob);
297 break;
298 }
299 }
300} 307}
301 308
309void
302void use_trigger(object *op) 310use_trigger (object *op)
303{ 311{
304 312
305 /* Toggle value */ 313 /* Toggle value */
306 op->value = !op->value; 314 op->value = !op->value;
307 push_button(op); 315 push_button (op);
308} 316}
309 317
310/* 318/*
311 * Note: animate_object should be used instead of this, 319 * Note: animate_object should be used instead of this,
312 * but it can't handle animations in the 8 directions 320 * but it can't handle animations in the 8 directions
313 */ 321 */
314 322
323void
315void animate_turning(object *op) /* only one part objects */ 324animate_turning (object *op) /* only one part objects */
316{ 325{
317 if (++op->state >= NUM_ANIMATIONS(op)/8) 326 if (++op->state >= NUM_ANIMATIONS (op) / 8)
318 op->state=0; 327 op->state = 0;
319 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 328 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
320 op->state);
321 update_object(op,UP_OBJ_FACE); 329 update_object (op, UP_OBJ_FACE);
322} 330}
323 331
324#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 332#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
325#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 333#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
326 334
332 * 340 *
333 * 0.93.4: Linked objects (ie, objects that are connected) can not be 341 * 0.93.4: Linked objects (ie, objects that are connected) can not be
334 * sacrificed. This fixes a bug of trying to put multiple altars/related 342 * sacrificed. This fixes a bug of trying to put multiple altars/related
335 * objects on the same space that take the same sacrifice. 343 * objects on the same space that take the same sacrifice.
336 */ 344 */
337 345
346int
338int check_altar_sacrifice (const object *altar, const object *sacrifice) 347check_altar_sacrifice (const object *altar, const object *sacrifice)
339{ 348{
340 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 349 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
341 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
342 && sacrifice->type != PLAYER)
343 { 350 {
344 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 351 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
345 ARCH_SACRIFICE(altar) == sacrifice->name || 352 ARCH_SACRIFICE (altar) == sacrifice->name ||
346 ARCH_SACRIFICE(altar) == sacrifice->slaying || 353 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
347 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0)))) 354 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
348 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1)) 355 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
349 return 1; 356 return 1;
357
350 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 358 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
351 && sacrifice->type == MONEY
352 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 359 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
353 return 1; 360 return 1;
354 } 361 }
362
355 return 0; 363 return 0;
356} 364}
357
358 365
359/* 366/*
360 * operate_altar checks if sacrifice was accepted and removes sacrificed 367 * operate_altar checks if sacrifice was accepted and removes sacrificed
361 * objects. If sacrifice was succeed return 1 else 0. Might be better to 368 * objects. If sacrifice was succeed return 1 else 0. Might be better to
362 * call check_altar_sacrifice (above) than depend on the return value, 369 * call check_altar_sacrifice (above) than depend on the return value,
363 * since operate_altar will remove the sacrifice also. 370 * since operate_altar will remove the sacrifice also.
364 * 371 *
365 * If this function returns 1, '*sacrifice' is modified to point to the 372 * If this function returns 1, '*sacrifice' is modified to point to the
366 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 373 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
367 */ 374 */
368 375int
369int operate_altar (object *altar, object **sacrifice) 376operate_altar (object *altar, object **sacrifice)
370{ 377{
371
372 if ( ! altar->map) { 378 if (!altar->map)
379 {
373 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 380 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
374 return 0; 381 return 0;
375 } 382 }
376 383
377 if (!altar->slaying || altar->value) 384 if (!altar->slaying || altar->value)
378 return 0; 385 return 0;
379 386
380 if ( ! check_altar_sacrifice (altar, *sacrifice)) 387 if (!check_altar_sacrifice (altar, *sacrifice))
381 return 0; 388 return 0;
382 389
383 /* check_altar_sacrifice should have already verified that enough money 390 /* check_altar_sacrifice should have already verified that enough money
384 * has been dropped. 391 * has been dropped.
385 */ 392 */
386 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 393 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
394 {
387 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 395 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
388 396
389 /* Round up any sacrifices. Altars don't make change either */ 397 /* Round up any sacrifices. Altars don't make change either */
390 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 398 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
399 number++;
400
391 *sacrifice = decrease_ob_nr (*sacrifice, number); 401 *sacrifice = decrease_ob_nr (*sacrifice, number);
392 } 402 }
393 else 403 else
394 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 404 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
395 405
396 if (altar->msg) 406 if (altar->msg)
397 new_info_map(NDI_BLACK, altar->map, altar->msg); 407 new_info_map (NDI_BLACK, altar->map, altar->msg);
408
398 return 1; 409 return 1;
399} 410}
400 411
412void
401void trigger_move (object *op, int state) /* 1 down and 0 up */ 413trigger_move (object *op, int state) /* 1 down and 0 up */
402{ 414{
403 op->stats.wc = state; 415 op->stats.wc = state;
404 if (state) { 416 if (state)
417 {
405 use_trigger(op); 418 use_trigger (op);
406 if (op->stats.exp > 0) /* check sanity */ 419 if (op->stats.exp > 0) /* check sanity */
407 op->speed = 1.0 / op->stats.exp; 420 op->speed = 1.0 / op->stats.exp;
408 else 421 else
409 op->speed = 1.0; 422 op->speed = 1.0;
410 update_ob_speed(op); 423 update_ob_speed (op);
411 op->speed_left = -1; 424 op->speed_left = -1;
412 } else { 425 }
426 else
427 {
413 use_trigger(op); 428 use_trigger (op);
414 op->speed = 0; 429 op->speed = 0;
415 update_ob_speed(op); 430 update_ob_speed (op);
416 } 431 }
417} 432}
418 433
419 434
420/* 435/*
427 * 442 *
428 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 443 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
429 * 444 *
430 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 445 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
431 */ 446 */
447int
432int check_trigger (object *op, object *cause) 448check_trigger (object *op, object *cause)
433{ 449{
434 object *tmp; 450 object *tmp;
435 int push = 0, tot = 0; 451 int push = 0, tot = 0;
436 int in_movement = op->stats.wc || op->speed; 452 int in_movement = op->stats.wc || op->speed;
437 453
438 switch (op->type) { 454 switch (op->type)
455 {
439 case TRIGGER_BUTTON: 456 case TRIGGER_BUTTON:
440 if (op->weight > 0) { 457 if (op->weight > 0)
458 {
441 if (cause) { 459 if (cause)
460 {
442 for (tmp = op->above; tmp; tmp = tmp->above) 461 for (tmp = op->above; tmp; tmp = tmp->above)
443 /* Comment reproduced from update_buttons(): */ 462 /* Comment reproduced from update_buttons(): */
444 /* Basically, if the move_type matches that on what the 463 /* Basically, if the move_type matches that on what the
445 * button wants, we count it. The second check is so that 464 * button wants, we count it. The second check is so that
446 * objects that don't move (swords, etc) will count. Note that 465 * objects that don't move (swords, etc) will count. Note that
447 * this means that more work is needed to make buttons 466 * this means that more work is needed to make buttons
448 * that are only triggered by flying objects. 467 * that are only triggered by flying objects.
449 */ 468 */
450 469
451 if ((tmp->move_type & op->move_on) || tmp->move_type==0) { 470 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
471 {
452 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) 472 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
453 + tmp->carrying;
454 } 473 }
455 if (tot >= op->weight) 474 if (tot >= op->weight)
456 push = 1; 475 push = 1;
457 if (op->stats.ac == push) 476 if (op->stats.ac == push)
458 return 0; 477 return 0;
459 op->stats.ac = push; 478 op->stats.ac = push;
460 if (NUM_ANIMATIONS(op) > 1) { 479 if (NUM_ANIMATIONS (op) > 1)
480 {
461 SET_ANIMATION (op, push); 481 SET_ANIMATION (op, push);
462 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
463 } 483 }
464 if (in_movement || ! push) 484 if (in_movement || !push)
465 return 0; 485 return 0;
466 } 486 }
467 trigger_move (op, push); 487 trigger_move (op, push);
468 } 488 }
469 return 0; 489 return 0;
470 490
471 case TRIGGER_PEDESTAL: 491 case TRIGGER_PEDESTAL:
472 if (cause) { 492 if (cause)
493 {
473 for (tmp = op->above; tmp; tmp = tmp->above) { 494 for (tmp = op->above; tmp; tmp = tmp->above)
495 {
474 object *head = tmp->head ? tmp->head : tmp; 496 object *head = tmp->head ? tmp->head : tmp;
475 497
476 /* See comment in TRIGGER_BUTTON about move_types */ 498 /* See comment in TRIGGER_BUTTON about move_types */
477 if (((head->move_type & op->move_on) || head->move_type==0) 499 if (((head->move_type & op->move_on) || head->move_type == 0)
478 && (head->race==op->slaying ||
479 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 500 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
501 {
480 push = 1; 502 push = 1;
481 break; 503 break;
482 } 504 }
483 } 505 }
484 if (op->stats.ac == push) 506 if (op->stats.ac == push)
485 return 0; 507 return 0;
486 op->stats.ac = push; 508 op->stats.ac = push;
487 if (NUM_ANIMATIONS(op) > 1) { 509 if (NUM_ANIMATIONS (op) > 1)
510 {
488 SET_ANIMATION (op, push); 511 SET_ANIMATION (op, push);
489 update_object (op, UP_OBJ_FACE); 512 update_object (op, UP_OBJ_FACE);
490 } 513 }
491 update_object(op,UP_OBJ_FACE); 514 update_object (op, UP_OBJ_FACE);
492 if (in_movement || ! push) 515 if (in_movement || !push)
493 return 0; 516 return 0;
494 } 517 }
495 trigger_move (op, push); 518 trigger_move (op, push);
496 return 0; 519 return 0;
497 520
498 case TRIGGER_ALTAR: 521 case TRIGGER_ALTAR:
499 if (cause) { 522 if (cause)
523 {
500 if (in_movement) 524 if (in_movement)
501 return 0; 525 return 0;
502 if (operate_altar (op, &cause)) { 526 if (operate_altar (op, &cause))
527 {
503 if (NUM_ANIMATIONS(op) > 1) { 528 if (NUM_ANIMATIONS (op) > 1)
529 {
504 SET_ANIMATION (op, 1); 530 SET_ANIMATION (op, 1);
505 update_object(op, UP_OBJ_FACE); 531 update_object (op, UP_OBJ_FACE);
506 } 532 }
507 if (op->last_sp >= 0) { 533 if (op->last_sp >= 0)
534 {
508 trigger_move (op, 1); 535 trigger_move (op, 1);
509 if (op->last_sp > 0) 536 if (op->last_sp > 0)
510 op->last_sp = -op->last_sp; 537 op->last_sp = -op->last_sp;
511 } 538 }
512 else { 539 else
540 {
513 /* for trigger altar with last_sp, the ON/OFF 541 /* for trigger altar with last_sp, the ON/OFF
514 * status (-> +/- value) is "simulated": 542 * status (-> +/- value) is "simulated":
515 */ 543 */
516 op->value = !op->value; 544 op->value = !op->value;
517 trigger_move (op, 1); 545 trigger_move (op, 1);
518 op->last_sp = -op->last_sp; 546 op->last_sp = -op->last_sp;
519 op->value = !op->value; 547 op->value = !op->value;
520 } 548 }
521 return cause == NULL; 549 return cause == NULL;
522 } else {
523 return 0;
524 } 550 }
525 } else { 551 else
526 if (NUM_ANIMATIONS(op) > 1) {
527 SET_ANIMATION (op, 0);
528 update_object(op, UP_OBJ_FACE);
529 } 552 {
530 553 return 0;
531 /* If trigger_altar has "last_sp > 0" set on the map,
532 * it will push the connected value only once per sacrifice.
533 * Otherwise (default), the connected value will be
534 * pushed twice: First by sacrifice, second by reset! -AV
535 */
536 if (!op->last_sp)
537 trigger_move (op, 0);
538 else {
539 op->stats.wc = 0;
540 op->value = !op->value;
541 op->speed = 0;
542 update_ob_speed(op);
543 } 554 }
544 } 555 }
556 else
557 {
558 if (NUM_ANIMATIONS (op) > 1)
559 {
560 SET_ANIMATION (op, 0);
561 update_object (op, UP_OBJ_FACE);
562 }
563
564 /* If trigger_altar has "last_sp > 0" set on the map,
565 * it will push the connected value only once per sacrifice.
566 * Otherwise (default), the connected value will be
567 * pushed twice: First by sacrifice, second by reset! -AV
568 */
569 if (!op->last_sp)
570 trigger_move (op, 0);
571 else
572 {
573 op->stats.wc = 0;
574 op->value = !op->value;
575 op->speed = 0;
576 update_ob_speed (op);
577 }
578 }
545 return 0; 579 return 0;
546 580
547 case TRIGGER: 581 case TRIGGER:
548 if (cause) { 582 if (cause)
583 {
549 if (in_movement) 584 if (in_movement)
550 return 0; 585 return 0;
551 push = 1; 586 push = 1;
552 } 587 }
553 if (NUM_ANIMATIONS(op) > 1) { 588 if (NUM_ANIMATIONS (op) > 1)
589 {
554 SET_ANIMATION (op, push); 590 SET_ANIMATION (op, push);
555 update_object(op, UP_OBJ_FACE); 591 update_object (op, UP_OBJ_FACE);
556 } 592 }
557 trigger_move (op, push); 593 trigger_move (op, push);
558 return 1; 594 return 1;
559 595
560 default: 596 default:
561 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 597 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
562 return 0; 598 return 0;
563 } 599 }
564} 600}
565 601
602void
566void add_button_link(object *button, mapstruct *map, int connected) { 603add_button_link (object *button, maptile *map, int connected)
604{
567 oblinkpt *obp; 605 oblinkpt *obp;
568 objectlink *ol = get_objectlink(); 606 objectlink *ol = get_objectlink ();
569 607
570 if (!map) { 608 if (!map)
609 {
571 LOG(llevError, "Tried to add button-link without map.\n"); 610 LOG (llevError, "Tried to add button-link without map.\n");
572 return; 611 return;
573 } 612 }
613
574 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild 614 button->path_attuned = connected; /* peterm: I need this so I can rebuild
575 a connected map from a template map. */ 615 a connected map from a template map. */
576/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
577 616
578 SET_FLAG(button,FLAG_IS_LINKED); 617 SET_FLAG (button, FLAG_IS_LINKED);
579 618
580 ol->ob = button; 619 ol->ob = button;
581 ol->id = button->count;
582 620
583 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 621 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
622 ;
584 623
585 if (obp) { 624 if (obp)
625 {
586 ol->next = obp->link; 626 ol->next = obp->link;
587 obp->link = ol; 627 obp->link = ol;
628 }
588 } else { 629 else
630 {
589 obp = get_objectlinkpt(); 631 obp = get_objectlinkpt ();
590 obp->value = connected; 632 obp->value = connected;
591 633
592 obp->next = map->buttons; 634 obp->next = map->buttons;
593 map->buttons = obp; 635 map->buttons = obp;
594 obp->link = ol; 636 obp->link = ol;
595 } 637 }
596} 638}
597 639
598/* 640/*
599 * Remove the object from the linked lists of buttons in the map. 641 * Remove the object from the linked lists of buttons in the map.
600 * This is only needed by editors. 642 * This is only needed by editors.
601 */ 643 */
602 644
645void
603void remove_button_link(object *op) { 646remove_button_link (object *op)
647{
604 oblinkpt *obp; 648 oblinkpt *obp;
605 objectlink **olp, *ol; 649 objectlink **olp, *ol;
606 650
607 if (op->map == NULL) { 651 if (op->map == NULL)
652 {
608 LOG(llevError, "remove_button_link() in object without map.\n"); 653 LOG (llevError, "remove_button_link() in object without map.\n");
609 return; 654 return;
610 } 655 }
656
611 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 657 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
658 {
612 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 659 LOG (llevError, "remove_button_linked() in unlinked object.\n");
613 return; 660 return;
614 } 661 }
662
615 for (obp = op->map->buttons; obp; obp = obp->next) 663 for (obp = op->map->buttons; obp; obp = obp->next)
616 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 664 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
617 if (ol->ob == op) { 665 if (ol->ob == op)
666 {
667
618/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 668/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
619 obp->value, op->name, op->map->path); 669 obp->value, op->name, op->map->path);
620*/ 670*/
621 *olp = ol->next; 671 *olp = ol->next;
622 free(ol); 672 delete ol;
623 return; 673 return;
624 } 674 }
675
625 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 676 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
626 CLEAR_FLAG(op,FLAG_IS_LINKED); 677 CLEAR_FLAG (op, FLAG_IS_LINKED);
627} 678}
628 679
629/* 680/*
630 * Gets the objectlink for this connection from the map. 681 * Gets the objectlink for this connection from the map.
631 */ 682 */
683oblinkpt *
632oblinkpt *get_connection_links (mapstruct *map, long connection) 684get_connection_links (maptile *map, long connection)
633{ 685{
634 for (oblinkpt *obp = map->buttons; obp; obp = obp->next) 686 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
635 if (obp->value == connection) 687 if (obp->value == connection)
636 return obp; 688 return obp;
689
637 return 0; 690 return 0;
638} 691}
639 692
640/* 693/*
641 * Return the first objectlink in the objects linked to this one 694 * Return the first objectlink in the objects linked to this one
642 */ 695 */
643 696
697oblinkpt *
644oblinkpt *get_button_links(const object *button) { 698get_button_links (const object *button)
699{
645 oblinkpt *obp; 700 oblinkpt *obp;
646 objectlink *ol; 701 objectlink *ol;
647 702
648 if (!button->map) 703 if (!button->map)
649 return NULL; 704 return NULL;
705
650 for (obp = button->map->buttons; obp; obp = obp->next) 706 for (obp = button->map->buttons; obp; obp = obp->next)
651 for (ol = obp->link; ol; ol = ol->next) 707 for (ol = obp->link; ol; ol = ol->next)
652 if (ol->ob == button && ol->id == button->count) 708 if (ol->ob == button)
653 return obp; 709 return obp;
710
654 return NULL; 711 return NULL;
655} 712}
656 713
657/* 714/*
658 * Made as a separate function to increase efficiency 715 * Made as a separate function to increase efficiency
659 */ 716 */
660 717
718int
661int get_button_value(const object *button) { 719get_button_value (const object *button)
720{
662 oblinkpt *obp; 721 oblinkpt *obp;
663 objectlink *ol; 722 objectlink *ol;
664 723
665 if (!button->map) 724 if (!button->map)
666 return 0; 725 return 0;
667 for (obp = button->map->buttons; obp; obp = obp->next) 726 for (obp = button->map->buttons; obp; obp = obp->next)
668 for (ol = obp->link; ol; ol = ol->next) 727 for (ol = obp->link; ol; ol = ol->next)
669 if (ol->ob == button && ol->id == button->count) 728 if (ol->ob == button)
670 return obp->value; 729 return obp->value;
671 return 0; 730 return 0;
672} 731}
673 732
674/* This routine makes monsters who are 733/* This routine makes monsters who are
677 * If floor is to be triggered must have 736 * If floor is to be triggered must have
678 * a speed of zero (default is 1 for all 737 * a speed of zero (default is 1 for all
679 * but the charm floor type). 738 * but the charm floor type).
680 * by b.t. thomas@nomad.astro.psu.edu 739 * by b.t. thomas@nomad.astro.psu.edu
681 */ 740 */
682 741
742void
683void do_mood_floor(object *op, object *source) { 743do_mood_floor (object *op, object *source)
744{
684 object *tmp; 745 object *tmp;
685 object *tmp2; 746 object *tmp2;
686 747
687 if (!source) 748 if (!source)
688 source = op; 749 source = op;
689 750
690 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 751 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
691 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 752 if (QUERY_FLAG (tmp, FLAG_MONSTER))
753 break;
692 754
693 /* doesn't effect players, and if there is a player on this space, won't also 755 /* doesn't effect players, and if there is a player on this space, won't also
694 * be a monster here. 756 * be a monster here.
695 */ 757 */
696 if (!tmp || tmp->type == PLAYER) return; 758 if (!tmp || tmp->type == PLAYER)
759 return;
697 760
698 switch(op->last_sp) { 761 switch (op->last_sp)
762 {
699 case 0: /* furious--make all monsters mad */ 763 case 0: /* furious--make all monsters mad */
700 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
701 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
702 if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
703 CLEAR_FLAG(tmp, FLAG_FRIENDLY);
704 remove_friendly_object(tmp);
705 tmp->attack_movement = 0;
706 /* lots of checks here, but want to make sure we don't
707 * dereference a null value
708 */
709 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER &&
710 tmp->owner->contr->ranges[range_golem]==tmp) {
711 tmp->owner->contr->ranges[range_golem]=NULL;
712 tmp->owner->contr->golem_count = 0;
713 }
714 tmp->owner = 0;
715 }
716 break;
717 case 1: /* angry -- get neutral monsters mad */
718 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&& 764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
719 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
720 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); 765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
766 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 {
768 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
769 remove_friendly_object (tmp);
770 tmp->attack_movement = 0;
771 /* lots of checks here, but want to make sure we don't
772 * dereference a null value
773 */
774 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp)
775 tmp->owner->contr->ranges[range_golem] = 0;
776
777 tmp->owner = 0;
778 }
721 break; 779 break;
780 case 1: /* angry -- get neutral monsters mad */
781 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
782 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
783 break;
722 case 2: /* calm -- pacify unfriendly monsters */ 784 case 2: /* calm -- pacify unfriendly monsters */
723 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 785 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
724 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 786 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
787 break;
788 case 3: /* make all monsters fall asleep */
789 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
790 SET_FLAG (tmp, FLAG_SLEEP);
791 break;
792 case 4: /* charm all monsters */
793 if (op == source)
794 break; /* only if 'connected' */
795
796 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */
797 tmp2->type != PLAYER; tmp2 = tmp2->above)
798 if (tmp2->above == NULL)
725 break; 799 break;
726 case 3: /* make all monsters fall asleep */
727 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
728 SET_FLAG(tmp, FLAG_SLEEP);
729 break;
730 case 4: /* charm all monsters */
731 if (op == source) break; /* only if 'connected' */
732 800
733 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */
734 tmp2->type!=PLAYER;tmp2=tmp2->above)
735 if(tmp2->above==NULL) break;
736
737 if (tmp2->type != PLAYER) 801 if (tmp2->type != PLAYER)
738 break; 802 break;
739 set_owner(tmp,tmp2); 803
804 tmp->set_owner (tmp2);
740 SET_FLAG(tmp,FLAG_MONSTER); 805 SET_FLAG (tmp, FLAG_MONSTER);
806
741 tmp->stats.exp = 0; 807 tmp->stats.exp = 0;
742 SET_FLAG(tmp, FLAG_FRIENDLY); 808 SET_FLAG (tmp, FLAG_FRIENDLY);
809
743 add_friendly_object (tmp); 810 add_friendly_object (tmp);
744 tmp->attack_movement = PETMOVE; 811 tmp->attack_movement = PETMOVE;
745 break; 812 break;
746 813
747 default: 814 default:
748 break; 815 break;
749
750 } 816 }
751} 817}
752 818
753/* this function returns the object it matches, or NULL if non. 819/* this function returns the object it matches, or NULL if non.
754 * It will descend through containers to find the object. 820 * It will descend through containers to find the object.
755 * slaying = match object slaying flag 821 * slaying = match object slaying flag
756 * race = match object archetype name flag 822 * race = match object archetype name flag
757 * hp = match object type (excpt type '0'== PLAYER) 823 * hp = match object type (excpt type '0'== PLAYER)
758 */ 824 */
759 825object *
760object * check_inv_recursive(object *op, const object *trig) 826check_inv_recursive (object *op, const object *trig)
761{ 827{
762 object *tmp,*ret=NULL; 828 object *tmp, *ret = NULL;
763 829
764 /* First check the object itself. */ 830 /* First check the object itself. */
765 if((trig->stats.hp && (op->type == trig->stats.hp)) 831 if ((trig->stats.hp && (op->type == trig->stats.hp))
766 || (trig->slaying && (op->slaying == trig->slaying)) 832 || (trig->slaying && (op->slaying == trig->slaying))
767 || (trig->race && (op->arch->name == trig->race))) 833 || (trig->race && (op->arch->name == trig->race)))
768 return op; 834 return op;
769 835
770 for(tmp=op->inv; tmp; tmp=tmp->below) { 836 for (tmp = op->inv; tmp; tmp = tmp->below)
837 {
771 if (tmp->inv) { 838 if (tmp->inv)
839 {
772 ret=check_inv_recursive(tmp, trig); 840 ret = check_inv_recursive (tmp, trig);
841 if (ret)
773 if (ret) return ret; 842 return ret;
774 } 843 }
775 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 844 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
776 || (trig->slaying && (tmp->slaying == trig->slaying)) 845 || (trig->slaying && (tmp->slaying == trig->slaying))
777 || (trig->race && (tmp->arch->name == trig->race))) 846 || (trig->race && (tmp->arch->name == trig->race)))
778 return tmp; 847 return tmp;
779 } 848 }
780 return NULL; 849 return NULL;
781} 850}
782 851
783/* check_inv(), a function to search the inventory, 852/* check_inv(), a function to search the inventory,
784 * of a player and then based on a set of conditions, 853 * of a player and then based on a set of conditions,
785 * the square will activate connected items. 854 * the square will activate connected items.
786 * Monsters can't trigger this square (for now) 855 * Monsters can't trigger this square (for now)
787 * Values are: last_sp = 1/0 obj/no obj triggers 856 * Values are: last_sp = 1/0 obj/no obj triggers
788 * last_heal = 1/0 remove/dont remove obj if triggered 857 * last_heal = 1/0 remove/dont remove obj if triggered
789 * -b.t. (thomas@nomad.astro.psu.edu 858 * -b.t. (thomas@nomad.astro.psu.edu
790 */ 859 *
791 860 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
861 * because the check-inventory semantic essentially only applies when
862 * something is above the inventory checker.
863 * The semantic prior this change was: trigger if something has moved on or off
864 * and has a matching item. Imagine what happens if someone steps on the inventory
865 * checker with a matching item, has it, activates the connection, throws the item
866 * away, and then leaves the inventory checker. That would've caused an always-enabled
867 * state in the inventory checker. This won't happen anymore now.
868 *
869 */
870void
792void check_inv (object *op, object *trig) { 871check_inv (object *op, object *trig)
793object *match; 872{
873 trig->value = 0; // deactivate if none of the following conditions apply
794 874
795 if(op->type != PLAYER) return; 875 if (object *pl = trig->ms ().player ())
876 {
796 match = check_inv_recursive(op,trig); 877 object *match = check_inv_recursive (pl, trig);
878
797 if (match && trig->last_sp) { 879 if (match && trig->last_sp) // match == having
880 {
798 if(trig->last_heal) 881 if (trig->last_heal)
799 decrease_ob(match); 882 decrease_ob (match);
800 use_trigger(trig);
801 }
802 else if (!match && !trig->last_sp)
803 use_trigger(trig);
804}
805 883
806 884 trig->value = 1;
807/* This does a minimal check of the button link consistency for object
808 * map. All it really does it much sure the object id link that is set
809 * matches what the object has.
810 */
811void verify_button_links(const mapstruct *map) {
812 oblinkpt *obp;
813 objectlink *ol;
814
815 if (!map) return;
816
817 for (obp = map->buttons; obp; obp = obp->next) {
818 for (ol=obp->link; ol; ol=ol->next) {
819 if (ol->id!=ol->ob->count)
820 LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count);
821 } 885 }
886 else if (!match && !trig->last_sp) // match == not having
887 trig->value = 1;
822 } 888 }
889
890 push_button (trig);
823} 891}
892

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