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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 1.27 by pippijn, Mon Jan 15 21:06:18 2007 UTC

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

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