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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 1.36 by root, Sun Jul 1 05:00:17 2007 UTC

1/* 1/*
2 * static char *rcsid_button_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: button.C,v 1.4 2006/08/30 12:42:56 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
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 3 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, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h> 25#include <funcpoint.h>
31 26
32/* 27/*
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->set_speed (0.5);
77 update_ob_speed (tmp);
78 break; 73 break;
79 74
80 case CF_HANDLE: 75 case CF_HANDLE:
81 SET_ANIMATION (tmp, 76 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); 77 update_object (tmp, UP_OBJ_FACE);
85 break; 78 break;
86 79
87 case SIGN: 80 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 81 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 { 82 {
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 83 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food) 84 if (tmp->stats.food)
92 tmp->last_eat++; 85 tmp->last_eat++;
93 } 86 }
94 break; 87 break;
95 88
96 case ALTAR: 89 case ALTAR:
97 tmp->value = 1; 90 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 91 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 92 update_object (tmp, UP_OBJ_FACE);
100 break; 93 break;
101 94
102 case BUTTON: 95 case BUTTON:
103 case PEDESTAL: 96 case PEDESTAL:
104 tmp->value = state; 97 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
107 break; 100 break;
108 101
109 case MOOD_FLOOR: 102 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 103 do_mood_floor (tmp, source);
111 break; 104 break;
112 105
113 case TIMED_GATE: 106 case TIMED_GATE:
114 tmp->speed = tmp->arch->clone.speed; 107 tmp->set_speed (tmp->arch->speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 108 tmp->value = tmp->arch->value;
117 tmp->stats.sp = 1; 109 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 110 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 111 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 112 * from the head - this ensures that the data will consistent
121 */ 113 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 114 for (object *part = tmp->more; part; part = part->more)
123 { 115 {
124 tmp->speed = tmp->head->speed; 116 part->value = tmp->value;
125 tmp->value = tmp->head->value; 117 part->stats.sp = tmp->stats.sp;
126 tmp->stats.sp = tmp->head->stats.sp; 118 part->stats.hp = tmp->stats.hp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 119 part->set_speed (tmp->speed);
129 } 120 }
130 break; 121 break;
131 122
132 case DIRECTOR: 123 case DIRECTOR:
133 case FIREWALL: 124 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 125 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 126 move_firewall (tmp);
136 else 127 else
137 { 128 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 129 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 130 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
131
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)
252 head = ab->head ? ab->head : ab; 254 {
255 head = ab->head_ ();
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 }
263
261 if(tmp->value) 264 if (tmp->value)
262 any_down=1; 265 any_down = 1;
263 } 266 }
264 } 267 }
265 if(any_down) /* If any other buttons were down, force this to remain down */ 268 if (any_down) /* If any other buttons were down, force this to remain down */
266 op->value=1; 269 op->value = 1;
267 270
268 /* If this button hasn't changed, don't do anything */ 271 /* If this button hasn't changed, don't do anything */
269 if (op->value != old_value) { 272 if (op->value != old_value)
273 {
270 SET_ANIMATION(op, op->value); 274 SET_ANIMATION (op, op->value);
271 update_object(op, UP_OBJ_FACE); 275 update_object (op, UP_OBJ_FACE);
272 push_button(op); /* Make all other buttons the same */ 276 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 } 277 }
294 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
295 {
296 update_button(ol->ob);
297 break;
298 }
299 }
300} 278}
301 279
280void
302void use_trigger(object *op) 281use_trigger (object *op)
303{ 282{
304
305 /* Toggle value */ 283 /* Toggle value */
306 op->value = !op->value; 284 op->value = !op->value;
307 push_button(op); 285 push_button (op);
308} 286}
309 287
310/* 288/*
311 * Note: animate_object should be used instead of this, 289 * Note: animate_object should be used instead of this,
312 * but it can't handle animations in the 8 directions 290 * but it can't handle animations in the 8 directions
313 */ 291 */
314 292void
315void animate_turning(object *op) /* only one part objects */ 293animate_turning (object *op) /* only one part objects */
316{ 294{
317 if (++op->state >= NUM_ANIMATIONS(op)/8) 295 if (++op->state >= NUM_ANIMATIONS (op) / 8)
318 op->state=0; 296 op->state = 0;
319 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 297 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
320 op->state);
321 update_object(op,UP_OBJ_FACE); 298 update_object (op, UP_OBJ_FACE);
322} 299}
323 300
324#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 301#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
325#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 302#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
326 303
332 * 309 *
333 * 0.93.4: Linked objects (ie, objects that are connected) can not be 310 * 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 311 * sacrificed. This fixes a bug of trying to put multiple altars/related
335 * objects on the same space that take the same sacrifice. 312 * objects on the same space that take the same sacrifice.
336 */ 313 */
337 314
315int
338int check_altar_sacrifice (const object *altar, const object *sacrifice) 316check_altar_sacrifice (const object *altar, const object *sacrifice)
339{ 317{
340 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 318 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 { 319 {
344 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 320 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
345 ARCH_SACRIFICE(altar) == sacrifice->name || 321 || ARCH_SACRIFICE (altar) == sacrifice->name
346 ARCH_SACRIFICE(altar) == sacrifice->slaying || 322 || ARCH_SACRIFICE (altar) == sacrifice->slaying
347 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0)))) 323 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
348 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1)) 324 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
349 return 1; 325 return 1;
326
350 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 327 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
351 && sacrifice->type == MONEY
352 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 328 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
353 return 1; 329 return 1;
354 } 330 }
331
355 return 0; 332 return 0;
356} 333}
357
358 334
359/* 335/*
360 * operate_altar checks if sacrifice was accepted and removes sacrificed 336 * operate_altar checks if sacrifice was accepted and removes sacrificed
361 * objects. If sacrifice was succeed return 1 else 0. Might be better to 337 * 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, 338 * call check_altar_sacrifice (above) than depend on the return value,
363 * since operate_altar will remove the sacrifice also. 339 * since operate_altar will remove the sacrifice also.
364 * 340 *
365 * If this function returns 1, '*sacrifice' is modified to point to the 341 * 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. 342 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
367 */ 343 */
368 344int
369int operate_altar (object *altar, object **sacrifice) 345operate_altar (object *altar, object **sacrifice)
370{ 346{
371
372 if ( ! altar->map) { 347 if (!altar->map)
348 {
373 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 349 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
374 return 0; 350 return 0;
375 } 351 }
376 352
377 if (!altar->slaying || altar->value) 353 if (!altar->slaying || altar->value)
378 return 0; 354 return 0;
379 355
380 if ( ! check_altar_sacrifice (altar, *sacrifice)) 356 if (!check_altar_sacrifice (altar, *sacrifice))
381 return 0; 357 return 0;
382 358
383 /* check_altar_sacrifice should have already verified that enough money 359 /* check_altar_sacrifice should have already verified that enough money
384 * has been dropped. 360 * has been dropped.
385 */ 361 */
386 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 362 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
363 {
387 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 364 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
388 365
389 /* Round up any sacrifices. Altars don't make change either */ 366 /* Round up any sacrifices. Altars don't make change either */
390 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 367 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
368 number++;
369
391 *sacrifice = decrease_ob_nr (*sacrifice, number); 370 *sacrifice = decrease_ob_nr (*sacrifice, number);
392 } 371 }
393 else 372 else
394 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 373 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
395 374
396 if (altar->msg) 375 if (altar->msg)
397 new_info_map(NDI_BLACK, altar->map, altar->msg); 376 new_info_map (NDI_BLACK, altar->map, altar->msg);
377
398 return 1; 378 return 1;
399} 379}
400 380
381void
401void trigger_move (object *op, int state) /* 1 down and 0 up */ 382trigger_move (object *op, int state) /* 1 down and 0 up */
402{ 383{
403 op->stats.wc = state; 384 op->stats.wc = state;
404 if (state) { 385 if (state)
386 {
405 use_trigger(op); 387 use_trigger (op);
406 if (op->stats.exp > 0) /* check sanity */ 388 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; 389 op->speed_left = -1;
412 } else { 390 }
391 else
392 {
413 use_trigger(op); 393 use_trigger (op);
414 op->speed = 0; 394 op->set_speed (0);
415 update_ob_speed(op);
416 } 395 }
417} 396}
418 397
419 398
420/* 399/*
427 * 406 *
428 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 407 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
429 * 408 *
430 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 409 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
431 */ 410 */
411int
432int check_trigger (object *op, object *cause) 412check_trigger (object *op, object *cause)
433{ 413{
434 object *tmp; 414 object *tmp;
435 int push = 0, tot = 0; 415 int push = 0, tot = 0;
436 int in_movement = op->stats.wc || op->speed; 416 int in_movement = op->stats.wc || op->speed;
437 417
438 switch (op->type) { 418 switch (op->type)
419 {
439 case TRIGGER_BUTTON: 420 case TRIGGER_BUTTON:
440 if (op->weight > 0) { 421 if (op->weight > 0)
422 {
441 if (cause) { 423 if (cause)
424 {
442 for (tmp = op->above; tmp; tmp = tmp->above) 425 for (tmp = op->above; tmp; tmp = tmp->above)
443 /* Comment reproduced from update_buttons(): */ 426 /* Comment reproduced from update_buttons(): */
444 /* Basically, if the move_type matches that on what the 427 /* Basically, if the move_type matches that on what the
445 * button wants, we count it. The second check is so that 428 * button wants, we count it. The second check is so that
446 * objects that don't move (swords, etc) will count. Note that 429 * objects that don't move (swords, etc) will count. Note that
447 * this means that more work is needed to make buttons 430 * this means that more work is needed to make buttons
448 * that are only triggered by flying objects. 431 * that are only triggered by flying objects.
449 */ 432 */
450 433
451 if ((tmp->move_type & op->move_on) || tmp->move_type==0) { 434 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
435 {
452 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) 436 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
453 + tmp->carrying;
454 } 437 }
455 if (tot >= op->weight) 438 if (tot >= op->weight)
456 push = 1; 439 push = 1;
457 if (op->stats.ac == push) 440 if (op->stats.ac == push)
458 return 0; 441 return 0;
459 op->stats.ac = push; 442 op->stats.ac = push;
460 if (NUM_ANIMATIONS(op) > 1) { 443 if (NUM_ANIMATIONS (op) > 1)
444 {
461 SET_ANIMATION (op, push); 445 SET_ANIMATION (op, push);
462 update_object (op, UP_OBJ_FACE); 446 update_object (op, UP_OBJ_FACE);
463 } 447 }
464 if (in_movement || ! push) 448 if (in_movement || !push)
465 return 0; 449 return 0;
466 } 450 }
467 trigger_move (op, push); 451 trigger_move (op, push);
468 } 452 }
469 return 0; 453 return 0;
470 454
471 case TRIGGER_PEDESTAL: 455 case TRIGGER_PEDESTAL:
472 if (cause) { 456 if (cause)
457 {
473 for (tmp = op->above; tmp; tmp = tmp->above) { 458 for (tmp = op->above; tmp; tmp = tmp->above)
459 {
474 object *head = tmp->head ? tmp->head : tmp; 460 object *head = tmp->head_ ();
475 461
476 /* See comment in TRIGGER_BUTTON about move_types */ 462 /* See comment in TRIGGER_BUTTON about move_types */
477 if (((head->move_type & op->move_on) || head->move_type==0) 463 if (((head->move_type & op->move_on) || head->move_type == 0)
478 && (head->race==op->slaying ||
479 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 464 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
465 {
480 push = 1; 466 push = 1;
481 break; 467 break;
482 } 468 }
483 } 469 }
470
484 if (op->stats.ac == push) 471 if (op->stats.ac == push)
485 return 0; 472 return 0;
473
486 op->stats.ac = push; 474 op->stats.ac = push;
475
487 if (NUM_ANIMATIONS(op) > 1) { 476 if (NUM_ANIMATIONS (op) > 1)
477 {
488 SET_ANIMATION (op, push); 478 SET_ANIMATION (op, push);
489 update_object (op, UP_OBJ_FACE); 479 update_object (op, UP_OBJ_FACE);
490 } 480 }
481
491 update_object(op,UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
483
492 if (in_movement || ! push) 484 if (in_movement || !push)
493 return 0; 485 return 0;
494 } 486 }
487
495 trigger_move (op, push); 488 trigger_move (op, push);
496 return 0; 489 return 0;
497 490
498 case TRIGGER_ALTAR: 491 case TRIGGER_ALTAR:
499 if (cause) { 492 if (cause)
493 {
500 if (in_movement) 494 if (in_movement)
501 return 0; 495 return 0;
496
502 if (operate_altar (op, &cause)) { 497 if (operate_altar (op, &cause))
498 {
503 if (NUM_ANIMATIONS(op) > 1) { 499 if (NUM_ANIMATIONS (op) > 1)
500 {
504 SET_ANIMATION (op, 1); 501 SET_ANIMATION (op, 1);
505 update_object(op, UP_OBJ_FACE); 502 update_object (op, UP_OBJ_FACE);
506 } 503 }
504
507 if (op->last_sp >= 0) { 505 if (op->last_sp >= 0)
506 {
508 trigger_move (op, 1); 507 trigger_move (op, 1);
509 if (op->last_sp > 0) 508 if (op->last_sp > 0)
510 op->last_sp = -op->last_sp; 509 op->last_sp = -op->last_sp;
511 } 510 }
512 else { 511 else
512 {
513 /* for trigger altar with last_sp, the ON/OFF 513 /* for trigger altar with last_sp, the ON/OFF
514 * status (-> +/- value) is "simulated": 514 * status (-> +/- value) is "simulated":
515 */ 515 */
516 op->value = !op->value; 516 op->value = !op->value;
517 trigger_move (op, 1); 517 trigger_move (op, 1);
518 op->last_sp = -op->last_sp; 518 op->last_sp = -op->last_sp;
519 op->value = !op->value; 519 op->value = !op->value;
520 } 520 }
521
521 return cause == NULL; 522 return cause == NULL;
522 } else {
523 return 0;
524 } 523 }
525 } else { 524 else
525 return 0;
526 }
527 else
528 {
526 if (NUM_ANIMATIONS(op) > 1) { 529 if (NUM_ANIMATIONS (op) > 1)
530 {
527 SET_ANIMATION (op, 0); 531 SET_ANIMATION (op, 0);
528 update_object(op, UP_OBJ_FACE); 532 update_object (op, UP_OBJ_FACE);
529 } 533 }
530 534
531 /* If trigger_altar has "last_sp > 0" set on the map, 535 /* If trigger_altar has "last_sp > 0" set on the map,
532 * it will push the connected value only once per sacrifice. 536 * it will push the connected value only once per sacrifice.
533 * Otherwise (default), the connected value will be 537 * Otherwise (default), the connected value will be
534 * pushed twice: First by sacrifice, second by reset! -AV 538 * pushed twice: First by sacrifice, second by reset! -AV
535 */ 539 */
536 if (!op->last_sp) 540 if (!op->last_sp)
537 trigger_move (op, 0); 541 trigger_move (op, 0);
538 else { 542 else
543 {
539 op->stats.wc = 0; 544 op->stats.wc = 0;
540 op->value = !op->value; 545 op->value = !op->value;
541 op->speed = 0; 546 op->set_speed (0);
542 update_ob_speed(op);
543 } 547 }
544 } 548 }
545 return 0; 549 return 0;
546 550
547 case TRIGGER: 551 case TRIGGER:
548 if (cause) { 552 if (cause)
553 {
549 if (in_movement) 554 if (in_movement)
550 return 0; 555 return 0;
556
551 push = 1; 557 push = 1;
552 } 558 }
559
553 if (NUM_ANIMATIONS(op) > 1) { 560 if (NUM_ANIMATIONS (op) > 1)
561 {
554 SET_ANIMATION (op, push); 562 SET_ANIMATION (op, push);
555 update_object(op, UP_OBJ_FACE); 563 update_object (op, UP_OBJ_FACE);
556 } 564 }
565
557 trigger_move (op, push); 566 trigger_move (op, push);
558 return 1; 567 return 1;
559 568
560 default: 569 default:
561 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 570 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
562 return 0; 571 return 0;
563 } 572 }
564} 573}
565 574
575void
566void add_button_link(object *button, mapstruct *map, int connected) { 576add_button_link (object *button, maptile *map, int connected)
577{
567 oblinkpt *obp; 578 oblinkpt *obp;
568 objectlink *ol = get_objectlink(); 579 objectlink *ol = get_objectlink ();
569 580
570 if (!map) { 581 if (!map)
582 {
571 LOG(llevError, "Tried to add button-link without map.\n"); 583 LOG (llevError, "Tried to add button-link without map.\n");
572 return; 584 return;
573 } 585 }
586
574 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild 587 button->path_attuned = connected; /* peterm: I need this so I can rebuild
575 a connected map from a template map. */ 588 a connected map from a template map. */
576/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
577 589
578 SET_FLAG(button,FLAG_IS_LINKED); 590 SET_FLAG (button, FLAG_IS_LINKED);
579 591
580 ol->ob = button; 592 ol->ob = button;
581 ol->id = button->count;
582 593
583 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 594 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
595 ;
584 596
585 if (obp) { 597 if (obp)
598 {
586 ol->next = obp->link; 599 ol->next = obp->link;
587 obp->link = ol; 600 obp->link = ol;
601 }
588 } else { 602 else
603 {
589 obp = get_objectlinkpt(); 604 obp = get_objectlinkpt ();
590 obp->value = connected; 605 obp->value = connected;
591 606
592 obp->next = map->buttons; 607 obp->next = map->buttons;
593 map->buttons = obp; 608 map->buttons = obp;
594 obp->link = ol; 609 obp->link = ol;
595 } 610 }
596} 611}
597 612
598/* 613/*
599 * Remove the object from the linked lists of buttons in the map. 614 * Remove the object from the linked lists of buttons in the map.
600 * This is only needed by editors. 615 * This is only needed by editors.
601 */ 616 */
602 617
618void
603void remove_button_link(object *op) { 619remove_button_link (object *op)
620{
604 oblinkpt *obp; 621 oblinkpt *obp;
605 objectlink **olp, *ol; 622 objectlink **olp, *ol;
606 623
607 if (op->map == NULL) { 624 if (op->map == NULL)
625 {
608 LOG(llevError, "remove_button_link() in object without map.\n"); 626 LOG (llevError, "remove_button_link() in object without map.\n");
609 return; 627 return;
610 } 628 }
629
611 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 630 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
631 {
612 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 632 LOG (llevError, "remove_button_linked() in unlinked object.\n");
613 return; 633 return;
614 } 634 }
635
615 for (obp = op->map->buttons; obp; obp = obp->next) 636 for (obp = op->map->buttons; obp; obp = obp->next)
616 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 637 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
617 if (ol->ob == op) { 638 if (ol->ob == op)
639 {
640
618/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 641/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
619 obp->value, op->name, op->map->path); 642 obp->value, op->name, op->map->path);
620*/ 643*/
621 *olp = ol->next; 644 *olp = ol->next;
622 free(ol); 645 delete ol;
623 return; 646 return;
624 } 647 }
648
625 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 649 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
626 CLEAR_FLAG(op,FLAG_IS_LINKED); 650 CLEAR_FLAG (op, FLAG_IS_LINKED);
627} 651}
628 652
629/* 653/*
630 * Gets the objectlink for this connection from the map. 654 * Gets the objectlink for this connection from the map.
631 */ 655 */
656oblinkpt *
632oblinkpt *get_connection_links (mapstruct *map, long connection) 657get_connection_links (maptile *map, long connection)
633{ 658{
634 for (oblinkpt *obp = map->buttons; obp; obp = obp->next) 659 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
635 if (obp->value == connection) 660 if (obp->value == connection)
636 return obp; 661 return obp;
662
637 return 0; 663 return 0;
638} 664}
639 665
640/* 666/*
641 * Return the first objectlink in the objects linked to this one 667 * Return the first objectlink in the objects linked to this one
642 */ 668 */
643 669
670oblinkpt *
644oblinkpt *get_button_links(const object *button) { 671get_button_links (const object *button)
672{
645 oblinkpt *obp; 673 oblinkpt *obp;
646 objectlink *ol; 674 objectlink *ol;
647 675
648 if (!button->map) 676 if (!button->map)
649 return NULL; 677 return NULL;
678
650 for (obp = button->map->buttons; obp; obp = obp->next) 679 for (obp = button->map->buttons; obp; obp = obp->next)
651 for (ol = obp->link; ol; ol = ol->next) 680 for (ol = obp->link; ol; ol = ol->next)
652 if (ol->ob == button && ol->id == button->count) 681 if (ol->ob == button)
653 return obp; 682 return obp;
683
654 return NULL; 684 return NULL;
655} 685}
656 686
657/* 687/*
658 * Made as a separate function to increase efficiency 688 * Made as a separate function to increase efficiency
659 */ 689 */
660 690
691int
661int get_button_value(const object *button) { 692get_button_value (const object *button)
693{
662 oblinkpt *obp; 694 oblinkpt *obp;
663 objectlink *ol; 695 objectlink *ol;
664 696
665 if (!button->map) 697 if (!button->map)
666 return 0; 698 return 0;
667 for (obp = button->map->buttons; obp; obp = obp->next) 699 for (obp = button->map->buttons; obp; obp = obp->next)
668 for (ol = obp->link; ol; ol = ol->next) 700 for (ol = obp->link; ol; ol = ol->next)
669 if (ol->ob == button && ol->id == button->count) 701 if (ol->ob == button)
670 return obp->value; 702 return obp->value;
671 return 0; 703 return 0;
672} 704}
673 705
674/* This routine makes monsters who are 706/* This routine makes monsters who are
677 * If floor is to be triggered must have 709 * If floor is to be triggered must have
678 * a speed of zero (default is 1 for all 710 * a speed of zero (default is 1 for all
679 * but the charm floor type). 711 * but the charm floor type).
680 * by b.t. thomas@nomad.astro.psu.edu 712 * by b.t. thomas@nomad.astro.psu.edu
681 */ 713 */
682 714
715void
683void do_mood_floor(object *op, object *source) { 716do_mood_floor (object *op, object *source)
684 object *tmp; 717{
685 object *tmp2;
686
687 if (!source) 718 if (!source)
688 source = op; 719 source = op;
689 720
690 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 721 mapspace &ms = op->ms ();
722
723 if (!(ms.flags () & P_IS_ALIVE))
724 return;
725
726 object *tmp;
727
728 for (tmp = ms.top; tmp; tmp = tmp->below)
691 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 729 if (QUERY_FLAG (tmp, FLAG_MONSTER))
730 break;
692 731
693 /* doesn't effect players, and if there is a player on this space, won't also 732 /* doesn't effect players, and if there is a player on this space, won't also
694 * be a monster here. 733 * be a monster here.
695 */ 734 */
735 //TODO: have players really FLAG_MONSTER? kept it for safety
696 if (!tmp || tmp->type == PLAYER) return; 736 if (!tmp || tmp->type == PLAYER)
737 return;
697 738
698 switch(op->last_sp) { 739 switch (op->last_sp)
740 {
699 case 0: /* furious--make all monsters mad */ 741 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)&&
719 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
720 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
721 break;
722 case 2: /* calm -- pacify unfriendly monsters */
723 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 742 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
743 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
744
745 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
746 {
747 tmp->attack_movement = 0;
748 /* lots of checks here, but want to make sure we don't
749 * dereference a null value
750 */
751 if (tmp->type == GOLEM
752 && tmp->owner
753 && tmp->owner->type == PLAYER
754 && tmp->owner->contr->golem == tmp)
755 tmp->owner->contr->golem = 0;
756
757 tmp->owner = 0;
758
759 remove_friendly_object (tmp);
760 }
761 break;
762
763 case 1: /* angry -- get neutral monsters mad */
764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
766 break;
767
768 case 2: /* calm -- pacify unfriendly monsters */
724 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 769 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
725 break; 770 break;
771
726 case 3: /* make all monsters fall asleep */ 772 case 3: /* make all monsters fall asleep */
727 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
728 SET_FLAG(tmp, FLAG_SLEEP); 773 SET_FLAG (tmp, FLAG_SLEEP);
729 break; 774 break;
775
730 case 4: /* charm all monsters */ 776 case 4: /* charm all monsters */
731 if (op == source) break; /* only if 'connected' */ 777 if (op == source)
778 break; /* only if 'connected' */
732 779
733 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */ 780 if (object *pl = source->ms ().player ())
734 tmp2->type!=PLAYER;tmp2=tmp2->above) 781 {
735 if(tmp2->above==NULL) break; 782 tmp->set_owner (pl);
736
737 if (tmp2->type != PLAYER)
738 break;
739 set_owner(tmp,tmp2);
740 SET_FLAG(tmp,FLAG_MONSTER); 783 SET_FLAG (tmp, FLAG_MONSTER);
784
741 tmp->stats.exp = 0; 785 tmp->stats.exp = 0;
742 SET_FLAG(tmp, FLAG_FRIENDLY); 786
743 add_friendly_object (tmp); 787 add_friendly_object (tmp);
744 tmp->attack_movement = PETMOVE; 788 tmp->attack_movement = PETMOVE;
789 }
790 break;
791
792 case 6: // kill monsters
793 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
745 break; 794 break;
746 795
796 // FALL THROUGH
797 case 5: // kill all alives
798 if (!tmp->flag [FLAG_PRECIOUS])
799 {
800 get_archetype ("burnout")->insert_at (tmp, source);
801 tmp->destroy ();
802 }
803 break;
804
747 default: 805 default:
748 break; 806 break;
749
750 } 807 }
751} 808}
752 809
753/* this function returns the object it matches, or NULL if non. 810/* this function returns the object it matches, or NULL if non.
754 * It will descend through containers to find the object. 811 * It will descend through containers to find the object.
755 * slaying = match object slaying flag 812 * slaying = match object slaying flag
756 * race = match object archetype name flag 813 * race = match object archetype name flag
757 * hp = match object type (excpt type '0'== PLAYER) 814 * hp = match object type (excpt type '0'== PLAYER)
758 */ 815 */
759 816object *
760object * check_inv_recursive(object *op, const object *trig) 817check_inv_recursive (object *op, const object *trig)
761{ 818{
762 object *tmp,*ret=NULL; 819 object *tmp, *ret = NULL;
763 820
764 /* First check the object itself. */ 821 /* First check the object itself. */
765 if((trig->stats.hp && (op->type == trig->stats.hp)) 822 if ((trig->stats.hp && (op->type == trig->stats.hp))
766 || (trig->slaying && (op->slaying == trig->slaying)) 823 || (trig->slaying && (op->slaying == trig->slaying))
767 || (trig->race && (op->arch->name == trig->race))) 824 || (trig->race && (op->arch->archname == trig->race)))
768 return op; 825 return op;
769 826
770 for(tmp=op->inv; tmp; tmp=tmp->below) { 827 for (tmp = op->inv; tmp; tmp = tmp->below)
828 {
771 if (tmp->inv) { 829 if (tmp->inv)
830 {
772 ret=check_inv_recursive(tmp, trig); 831 ret = check_inv_recursive (tmp, trig);
832 if (ret)
773 if (ret) return ret; 833 return ret;
774 } 834 }
775 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 835 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
776 || (trig->slaying && (tmp->slaying == trig->slaying)) 836 || (trig->slaying && (tmp->slaying == trig->slaying))
777 || (trig->race && (tmp->arch->name == trig->race))) 837 || (trig->race && (tmp->arch->archname == trig->race)))
778 return tmp; 838 return tmp;
779 } 839 }
780 return NULL; 840 return NULL;
781} 841}
782 842
783/* check_inv(), a function to search the inventory, 843/* check_inv(), a function to search the inventory,
784 * of a player and then based on a set of conditions, 844 * of a player and then based on a set of conditions,
785 * the square will activate connected items. 845 * the square will activate connected items.
786 * Monsters can't trigger this square (for now) 846 * Monsters can't trigger this square (for now)
787 * Values are: last_sp = 1/0 obj/no obj triggers 847 * Values are: last_sp = 1/0 obj/no obj triggers
788 * last_heal = 1/0 remove/dont remove obj if triggered 848 * last_heal = 1/0 remove/dont remove obj if triggered
789 * -b.t. (thomas@nomad.astro.psu.edu 849 * -b.t. (thomas@nomad.astro.psu.edu
790 */ 850 *
791 851 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
852 * because the check-inventory semantic essentially only applies when
853 * something is above the inventory checker.
854 * The semantic prior this change was: trigger if something has moved on or off
855 * and has a matching item. Imagine what happens if someone steps on the inventory
856 * checker with a matching item, has it, activates the connection, throws the item
857 * away, and then leaves the inventory checker. That would've caused an always-enabled
858 * state in the inventory checker. This won't happen anymore now.
859 *
860 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
861 * whether op is on this mapspace or not, because the value (1|0) depends
862 * on this information. also make sure to only push_button if op has
863 * a matching item (because when we do a push_button with value=0 timed gates
864 * will still open)! (i hope i got the semantics right this time)
865 *
866 */
867void
792void check_inv (object *op, object *trig) { 868check_inv (object *op, object *trig)
793object *match; 869{
870 trig->value = 0; // deactivate if none of the following conditions apply
794 871
795 if(op->type != PLAYER) return; 872 object *pl = trig->ms ().player ();
796 match = check_inv_recursive(op,trig); 873 object *match = check_inv_recursive (op, trig);
797 if (match && trig->last_sp) { 874
875 // elmex: a note about (pl == op):
876 // if pl == 0 then the player has left this space
877 // if pl != 0 then a player is on this mapspace, but then
878 // we still have to check whether it's the player that triggered
879 // this inv-checker, because if not, then the op left this inv-checker
880 // and we have to set the value to 0
881
882 if (match && trig->last_sp) // match == having
883 {
798 if(trig->last_heal) 884 if (trig->last_heal)
799 decrease_ob(match); 885 decrease_ob (match);
800 use_trigger(trig); 886
887 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
888 push_button (trig);
889 }
890 else if (!match && !trig->last_sp) // match == not having
801 } 891 {
802 else if (!match && !trig->last_sp) 892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
803 use_trigger(trig); 893 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 } 894 }
823} 895}
896

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