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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 1.43 by root, Mon Apr 21 06:35:26 2008 UTC

1/* 1/*
2 * static char *rcsid_button_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
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 Deliantra 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 * Deliantra 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 <support@deliantra.net>
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;
64
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:
72 if (!tmp->active)
73 tmp->play_sound (tmp->sound
74 ? tmp->sound
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
75 tmp->value = tmp->stats.maxsp ? !state : state; 76 tmp->value = tmp->stats.maxsp ? !state : state;
76 tmp->speed = 0.5; 77 tmp->set_speed (0.5);
77 update_ob_speed (tmp);
78 break; 78 break;
79 79
80 case CF_HANDLE: 80 case CF_HANDLE:
81 SET_ANIMATION (tmp, 81 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); 82 update_object (tmp, UP_OBJ_FACE);
85 break; 83 break;
86 84
87 case SIGN: 85 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 { 87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food) 90 if (tmp->stats.food)
92 tmp->last_eat++; 91 tmp->last_eat++;
93 } 92 }
94 break; 93 break;
95 94
96 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
97 tmp->value = 1; 97 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
100 break; 100 break;
101 101
102 case BUTTON: 102 case BUTTON:
103 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
104 tmp->value = state; 105 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
107 break; 108 break;
108 109
109 case MOOD_FLOOR: 110 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, source);
111 break; 112 break;
112 113
113 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
114 tmp->speed = tmp->arch->clone.speed; 117 tmp->set_speed (tmp->arch->speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 118 tmp->value = tmp->arch->value;
117 tmp->stats.sp = 1; 119 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 120 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 121 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 122 * from the head - this ensures that the data will consistent
121 */ 123 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 124 for (object *part = tmp->more; part; part = part->more)
123 { 125 {
124 tmp->speed = tmp->head->speed; 126 part->value = tmp->value;
125 tmp->value = tmp->head->value; 127 part->stats.sp = tmp->stats.sp;
126 tmp->stats.sp = tmp->head->stats.sp; 128 part->stats.hp = tmp->stats.hp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 129 part->set_speed (tmp->speed);
129 } 130 }
130 break; 131 break;
131 132
132 case DIRECTOR: 133 case DIRECTOR:
133 case FIREWALL: 134 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 135 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 136 move_firewall (tmp);
136 else 137 else
137 { 138 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 139 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 140 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
141
140 animate_turning (tmp); 142 animate_turning (tmp);
141 } 143 }
142 break; 144 break;
143 145
144 case TELEPORTER: 146 case TELEPORTER:
145 move_teleporter (tmp); 147 move_teleporter (tmp);
146 break; 148 break;
147 149
148 case CREATOR: 150 case CREATOR:
149 move_creator (tmp); 151 move_creator (tmp);
150 break; 152 break;
151 153
152 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
153 move_marker (tmp); 156 move_marker (tmp);
154 break; 157 break;
155 158
156 case DUPLICATOR: 159 case DUPLICATOR:
157 move_duplicator (tmp); 160 move_duplicator (tmp);
158 break; 161 break;
159 } 162 }
160 } 163 }
161} 164}
162 165
163/* 166/*
170 * altars/pedestals/holes in the whole map. 173 * altars/pedestals/holes in the whole map.
171 * Changed the routine to loop through _all_ objects. 174 * Changed the routine to loop through _all_ objects.
172 * Better hurry with that linked list... 175 * Better hurry with that linked list...
173 * 176 *
174 */ 177 */
178void
175void push_button (object *op) 179push_button (object *op)
176{ 180{
177 oblinkpt *obp = get_button_links (op); 181 oblinkpt *obp = get_button_links (op);
178 182
179 if (!obp) 183 if (!obp)
180 return; 184 return;
181 185
182 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value))) 186 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
183 return; 187 return;
184 188
185 activate_connection_link (obp->link, op->value, op); 189 activate_connection_link (obp->link, op->value, op);
186} 190}
187 191
191 * only a map, a connection value and a true or false flag that indicated whether 195 * 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 196 * the connection was 'state' or 'released'. So that you can activate objects
193 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 197 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
194 * 198 *
195 */ 199 */
200void
196void activate_connection (mapstruct *map, long connection, bool state) 201activate_connection (maptile *map, long connection, bool state)
197{ 202{
198 if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state))) 203 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
199 return; 204 return;
200 205
201 oblinkpt *obp = get_connection_links (map, connection); 206 oblinkpt *obp = get_connection_links (map, connection);
207
202 if (obp) 208 if (obp)
203 activate_connection_link (obp->link, state); 209 activate_connection_link (obp->link, state);
204} 210}
205 211
206/* 212/*
207 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
208 * After changing the state of a button, this function must be called 214 * 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 215 * to make sure that all gates and other buttons connected to the
210 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
211 */ 217 */
212 218void
213void update_button(object *op) { 219update_button (object *op)
220{
214 object *ab,*tmp,*head; 221 object *ab, *tmp, *head;
215 int tot,any_down=0, old_value=op->value; 222 int tot, any_down = 0, old_value = op->value;
216 oblinkpt *obp = 0; 223 oblinkpt *obp = 0;
217 objectlink *ol; 224 objectlink *ol;
218 225
219 obp = get_button_links (op); 226 obp = get_button_links (op);
220 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 227 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
221 if (obp) 228 if (obp)
222 for (ol = obp->link; ol; ol = ol->next) { 229 for (ol = obp->link; ol; ol = ol->next)
223 if (!ol->ob || ol->ob->count != ol->id) { 230 {
231 if (!ol->ob)
232 {
224 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
225 continue; 234 continue;
226 } 235 }
236
227 tmp = ol->ob; 237 tmp = ol->ob;
228 if (tmp->type==BUTTON) { 238 if (tmp->type == BUTTON)
239 {
229 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 240 for (ab = tmp->above, tot = 0; ab; ab = ab->above)
230 /* Bug? The pedestal code below looks for the head of
231 * the object, this bit doesn't. I'd think we should check
232 * for head here also. Maybe it also makese sense to
233 * make the for ab=tmp->above loop common, and alter
234 * behaviour based on object within that loop?
235 */ 241 {
242 head = ab->head_ ();
236 243
237 /* Basically, if the move_type matches that on what the 244 /* Basically, if the move_type matches that on what the
238 * button wants, we count it. The second check is so that 245 * button wants, we count it. The second check is so that
239 * objects don't move (swords, etc) will count. Note that 246 * objects who don't move (swords, etc) will count. Note that
240 * this means that more work is needed to make buttons 247 * this means that more work is needed to make buttons
241 * that are only triggered by flying objects. 248 * that are only triggered by flying objects.
242 */ 249 */
243 if ((ab->move_type & tmp->move_on) || ab->move_type==0 )
244 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying;
245
246 tmp->value=(tot>=tmp->weight)?1:0;
247 if(tmp->value)
248 any_down=1;
249 } else if (tmp->type == PEDESTAL) {
250 tmp->value = 0;
251 for(ab=tmp->above; ab!=NULL; ab=ab->above) {
252 head = ab->head ? ab->head : ab;
253 /* Same note regarding move_type for buttons above apply here. */
254 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && 250 if ((head->move_type & tmp->move_on) || head->move_type == 0)
255 (head->race==tmp->slaying || 251 tot += head->total_weight ();
256 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) ||
257 (!strcmp (tmp->slaying, "player") &&
258 head->type == PLAYER)))
259 tmp->value = 1;
260 } 252 }
261 if(tmp->value) 253
262 any_down=1; 254 tmp->value = tot >= tmp->weight ? 1 : 0;
263 } 255 }
256 else if (tmp->type == PEDESTAL)
257 {
258 tmp->value = 0;
259
260 for (ab = tmp->above; ab; ab = ab->above)
261 {
262 head = ab->head_ ();
263
264 /* Same note regarding move_type for buttons above apply here. */
265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
266 (head->race == tmp->slaying ||
267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
269 tmp->value = 1;
270 }
271 }
272
273 any_down = any_down || tmp->value;
264 } 274 }
275
265 if(any_down) /* If any other buttons were down, force this to remain down */ 276 if (any_down) /* If any other buttons were down, force this to remain down */
266 op->value=1; 277 op->value = 1;
267 278
268 /* If this button hasn't changed, don't do anything */ 279 /* If this button hasn't changed, don't do anything */
269 if (op->value != old_value) { 280 if (op->value != old_value)
281 {
270 SET_ANIMATION(op, op->value); 282 SET_ANIMATION (op, op->value);
271 update_object(op, UP_OBJ_FACE); 283 update_object (op, UP_OBJ_FACE);
272 push_button(op); /* Make all other buttons the same */ 284 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 } 285 }
294 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
295 {
296 update_button(ol->ob);
297 break;
298 }
299 }
300} 286}
301 287
288void
302void use_trigger(object *op) 289use_trigger (object *op)
303{ 290{
304
305 /* Toggle value */ 291 /* Toggle value */
306 op->value = !op->value; 292 op->value = !op->value;
307 push_button(op); 293 push_button (op);
308} 294}
309 295
310/* 296/*
311 * Note: animate_object should be used instead of this, 297 * Note: animate_object should be used instead of this,
312 * but it can't handle animations in the 8 directions 298 * but it can't handle animations in the 8 directions
313 */ 299 */
314 300void
315void animate_turning(object *op) /* only one part objects */ 301animate_turning (object *op) /* only one part objects */
316{ 302{
317 if (++op->state >= NUM_ANIMATIONS(op)/8) 303 if (++op->state >= NUM_ANIMATIONS (op) / 8)
318 op->state=0; 304 op->state = 0;
319 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 305 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
320 op->state);
321 update_object(op,UP_OBJ_FACE); 306 update_object (op, UP_OBJ_FACE);
322} 307}
323 308
324#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 309#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
325#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 310#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
326 311
332 * 317 *
333 * 0.93.4: Linked objects (ie, objects that are connected) can not be 318 * 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 319 * sacrificed. This fixes a bug of trying to put multiple altars/related
335 * objects on the same space that take the same sacrifice. 320 * objects on the same space that take the same sacrifice.
336 */ 321 */
337 322
323int
338int check_altar_sacrifice (const object *altar, const object *sacrifice) 324check_altar_sacrifice (const object *altar, const object *sacrifice)
339{ 325{
340 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 326 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
341 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 327 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
342 && sacrifice->type != PLAYER) 328 && sacrifice->type != PLAYER)
343 { 329 {
344 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 330 if (ARCH_SACRIFICE (altar) == shstr_money
345 ARCH_SACRIFICE(altar) == sacrifice->name ||
346 ARCH_SACRIFICE(altar) == sacrifice->slaying ||
347 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0))))
348 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1))
349 return 1;
350 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0
351 && sacrifice->type == MONEY 331 && sacrifice->type == MONEY
352 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 332 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
353 return 1; 333 return 1;
334
335 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
336 || ARCH_SACRIFICE (altar) == sacrifice->name
337 || ARCH_SACRIFICE (altar) == sacrifice->slaying
338 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
339 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
340 return 1;
354 } 341 }
342
355 return 0; 343 return 0;
356} 344}
357
358 345
359/* 346/*
360 * operate_altar checks if sacrifice was accepted and removes sacrificed 347 * operate_altar checks if sacrifice was accepted and removes sacrificed
361 * objects. If sacrifice was succeed return 1 else 0. Might be better to 348 * 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, 349 * call check_altar_sacrifice (above) than depend on the return value,
363 * since operate_altar will remove the sacrifice also. 350 * since operate_altar will remove the sacrifice also.
364 * 351 *
365 * If this function returns 1, '*sacrifice' is modified to point to the 352 * 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. 353 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
367 */ 354 */
368 355int
369int operate_altar (object *altar, object **sacrifice) 356operate_altar (object *altar, object **sacrifice)
370{ 357{
371
372 if ( ! altar->map) { 358 if (!altar->map)
359 {
373 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 360 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
374 return 0; 361 return 0;
375 } 362 }
376 363
377 if (!altar->slaying || altar->value) 364 if (!altar->slaying || altar->value)
378 return 0; 365 return 0;
379 366
380 if ( ! check_altar_sacrifice (altar, *sacrifice)) 367 if (!check_altar_sacrifice (altar, *sacrifice))
381 return 0; 368 return 0;
382 369
383 /* check_altar_sacrifice should have already verified that enough money 370 /* check_altar_sacrifice should have already verified that enough money
384 * has been dropped. 371 * has been dropped.
385 */ 372 */
386 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 373 if (ARCH_SACRIFICE (altar) == shstr_money)
374 {
387 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 375 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
388 376
389 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
390 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
391 *sacrifice = decrease_ob_nr (*sacrifice, number); 379 number++;
380
381 if (!(*sacrifice)->decrease (number))
382 *sacrifice = 0;
392 } 383 }
393 else 384 else
394 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 385 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
395 386 *sacrifice = 0;
387
396 if (altar->msg) 388 if (altar->msg)
397 new_info_map(NDI_BLACK, altar->map, altar->msg); 389 new_info_map (NDI_BLACK, altar->map, altar->msg);
390
398 return 1; 391 return 1;
399} 392}
400 393
394void
401void trigger_move (object *op, int state) /* 1 down and 0 up */ 395trigger_move (object *op, int state) /* 1 down and 0 up */
402{ 396{
403 op->stats.wc = state; 397 op->stats.wc = state;
404 if (state) { 398 if (state)
399 {
405 use_trigger(op); 400 use_trigger (op);
406 if (op->stats.exp > 0) /* check sanity */ 401 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; 402 op->speed_left = -1;
412 } else { 403 }
404 else
405 {
413 use_trigger(op); 406 use_trigger (op);
414 op->speed = 0; 407 op->set_speed (0);
415 update_ob_speed(op);
416 } 408 }
417} 409}
418 410
419 411
420/* 412/*
427 * 419 *
428 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 420 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
429 * 421 *
430 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 422 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
431 */ 423 */
424int
432int check_trigger (object *op, object *cause) 425check_trigger (object *op, object *cause)
433{ 426{
434 object *tmp; 427 object *tmp;
435 int push = 0, tot = 0; 428 int push = 0, tot = 0;
436 int in_movement = op->stats.wc || op->speed; 429 int in_movement = op->stats.wc || op->speed;
437 430
438 switch (op->type) { 431 switch (op->type)
432 {
439 case TRIGGER_BUTTON: 433 case TRIGGER_BUTTON:
440 if (op->weight > 0) { 434 if (op->weight > 0)
435 {
441 if (cause) { 436 if (cause)
437 {
442 for (tmp = op->above; tmp; tmp = tmp->above) 438 for (tmp = op->above; tmp; tmp = tmp->above)
443 /* Comment reproduced from update_buttons(): */ 439 /* Comment reproduced from update_buttons(): */
444 /* Basically, if the move_type matches that on what the 440 /* Basically, if the move_type matches that on what the
445 * button wants, we count it. The second check is so that 441 * button wants, we count it. The second check is so that
446 * objects that don't move (swords, etc) will count. Note that 442 * objects that don't move (swords, etc) will count. Note that
447 * this means that more work is needed to make buttons 443 * this means that more work is needed to make buttons
448 * that are only triggered by flying objects. 444 * that are only triggered by flying objects.
449 */ 445 */
450
451 if ((tmp->move_type & op->move_on) || tmp->move_type==0) { 446 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
452 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) 447 tot += tmp->head_ ()->total_weight ();
453 + tmp->carrying; 448
454 }
455 if (tot >= op->weight) 449 if (tot >= op->weight)
456 push = 1; 450 push = 1;
451
457 if (op->stats.ac == push) 452 if (op->stats.ac == push)
458 return 0; 453 return 0;
454
459 op->stats.ac = push; 455 op->stats.ac = push;
460 if (NUM_ANIMATIONS(op) > 1) { 456 if (NUM_ANIMATIONS (op) > 1)
457 {
461 SET_ANIMATION (op, push); 458 SET_ANIMATION (op, push);
462 update_object (op, UP_OBJ_FACE); 459 update_object (op, UP_OBJ_FACE);
463 } 460 }
461
464 if (in_movement || ! push) 462 if (in_movement || !push)
465 return 0; 463 return 0;
466 } 464 }
467 trigger_move (op, push); 465 trigger_move (op, push);
468 } 466 }
467
469 return 0; 468 return 0;
470 469
471 case TRIGGER_PEDESTAL: 470 case TRIGGER_PEDESTAL:
472 if (cause) { 471 if (cause)
472 {
473 for (tmp = op->above; tmp; tmp = tmp->above) { 473 for (tmp = op->above; tmp; tmp = tmp->above)
474 {
474 object *head = tmp->head ? tmp->head : tmp; 475 object *head = tmp->head_ ();
475 476
476 /* See comment in TRIGGER_BUTTON about move_types */ 477 /* See comment in TRIGGER_BUTTON about move_types */
477 if (((head->move_type & op->move_on) || head->move_type==0) 478 if (((head->move_type & op->move_on) || head->move_type == 0)
478 && (head->race==op->slaying ||
479 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 479 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
480 {
480 push = 1; 481 push = 1;
481 break; 482 break;
482 } 483 }
483 } 484 }
485
484 if (op->stats.ac == push) 486 if (op->stats.ac == push)
485 return 0; 487 return 0;
488
486 op->stats.ac = push; 489 op->stats.ac = push;
490
487 if (NUM_ANIMATIONS(op) > 1) { 491 if (NUM_ANIMATIONS (op) > 1)
492 {
488 SET_ANIMATION (op, push); 493 SET_ANIMATION (op, push);
489 update_object (op, UP_OBJ_FACE); 494 update_object (op, UP_OBJ_FACE);
490 } 495 }
496
491 update_object(op,UP_OBJ_FACE); 497 update_object (op, UP_OBJ_FACE);
498
492 if (in_movement || ! push) 499 if (in_movement || !push)
493 return 0; 500 return 0;
494 } 501 }
502
495 trigger_move (op, push); 503 trigger_move (op, push);
496 return 0; 504 return 0;
497 505
498 case TRIGGER_ALTAR: 506 case TRIGGER_ALTAR:
499 if (cause) { 507 if (cause)
508 {
500 if (in_movement) 509 if (in_movement)
501 return 0; 510 return 0;
511
502 if (operate_altar (op, &cause)) { 512 if (operate_altar (op, &cause))
513 {
503 if (NUM_ANIMATIONS(op) > 1) { 514 if (NUM_ANIMATIONS (op) > 1)
515 {
504 SET_ANIMATION (op, 1); 516 SET_ANIMATION (op, 1);
505 update_object(op, UP_OBJ_FACE); 517 update_object (op, UP_OBJ_FACE);
506 } 518 }
519
507 if (op->last_sp >= 0) { 520 if (op->last_sp >= 0)
521 {
508 trigger_move (op, 1); 522 trigger_move (op, 1);
509 if (op->last_sp > 0) 523 if (op->last_sp > 0)
510 op->last_sp = -op->last_sp; 524 op->last_sp = -op->last_sp;
511 } 525 }
512 else { 526 else
527 {
513 /* for trigger altar with last_sp, the ON/OFF 528 /* for trigger altar with last_sp, the ON/OFF
514 * status (-> +/- value) is "simulated": 529 * status (-> +/- value) is "simulated":
515 */ 530 */
516 op->value = !op->value; 531 op->value = !op->value;
517 trigger_move (op, 1); 532 trigger_move (op, 1);
518 op->last_sp = -op->last_sp; 533 op->last_sp = -op->last_sp;
519 op->value = !op->value; 534 op->value = !op->value;
520 } 535 }
536
521 return cause == NULL; 537 return cause == NULL;
522 } else {
523 return 0;
524 } 538 }
525 } else { 539 else
540 return 0;
541 }
542 else
543 {
526 if (NUM_ANIMATIONS(op) > 1) { 544 if (NUM_ANIMATIONS (op) > 1)
545 {
527 SET_ANIMATION (op, 0); 546 SET_ANIMATION (op, 0);
528 update_object(op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
529 } 548 }
530 549
531 /* If trigger_altar has "last_sp > 0" set on the map, 550 /* If trigger_altar has "last_sp > 0" set on the map,
532 * it will push the connected value only once per sacrifice. 551 * it will push the connected value only once per sacrifice.
533 * Otherwise (default), the connected value will be 552 * Otherwise (default), the connected value will be
534 * pushed twice: First by sacrifice, second by reset! -AV 553 * pushed twice: First by sacrifice, second by reset! -AV
535 */ 554 */
536 if (!op->last_sp) 555 if (!op->last_sp)
537 trigger_move (op, 0); 556 trigger_move (op, 0);
538 else { 557 else
558 {
539 op->stats.wc = 0; 559 op->stats.wc = 0;
540 op->value = !op->value; 560 op->value = !op->value;
541 op->speed = 0; 561 op->set_speed (0);
542 update_ob_speed(op);
543 } 562 }
544 } 563 }
545 return 0; 564 return 0;
546 565
547 case TRIGGER: 566 case TRIGGER:
548 if (cause) { 567 if (cause)
568 {
549 if (in_movement) 569 if (in_movement)
550 return 0; 570 return 0;
571
551 push = 1; 572 push = 1;
552 } 573 }
574
553 if (NUM_ANIMATIONS(op) > 1) { 575 if (NUM_ANIMATIONS (op) > 1)
576 {
554 SET_ANIMATION (op, push); 577 SET_ANIMATION (op, push);
555 update_object(op, UP_OBJ_FACE); 578 update_object (op, UP_OBJ_FACE);
556 } 579 }
580
557 trigger_move (op, push); 581 trigger_move (op, push);
558 return 1; 582 return 1;
559 583
560 default: 584 default:
561 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 585 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
562 return 0; 586 return 0;
563 } 587 }
564} 588}
565 589
590void
566void add_button_link(object *button, mapstruct *map, int connected) { 591add_button_link (object *button, maptile *map, int connected)
592{
567 oblinkpt *obp; 593 oblinkpt *obp;
568 objectlink *ol = get_objectlink(); 594 objectlink *ol = get_objectlink ();
569 595
570 if (!map) { 596 if (!map)
597 {
571 LOG(llevError, "Tried to add button-link without map.\n"); 598 LOG (llevError, "Tried to add button-link without map.\n");
572 return; 599 return;
573 } 600 }
601
574 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild 602 button->path_attuned = connected; /* peterm: I need this so I can rebuild
575 a connected map from a template map. */ 603 a connected map from a template map. */
576/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
577 604
578 SET_FLAG(button,FLAG_IS_LINKED); 605 SET_FLAG (button, FLAG_IS_LINKED);
579 606
580 ol->ob = button; 607 ol->ob = button;
581 ol->id = button->count;
582 608
583 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 609 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
610 ;
584 611
585 if (obp) { 612 if (obp)
613 {
586 ol->next = obp->link; 614 ol->next = obp->link;
587 obp->link = ol; 615 obp->link = ol;
616 }
588 } else { 617 else
618 {
589 obp = get_objectlinkpt(); 619 obp = get_objectlinkpt ();
590 obp->value = connected; 620 obp->value = connected;
591 621
592 obp->next = map->buttons; 622 obp->next = map->buttons;
593 map->buttons = obp; 623 map->buttons = obp;
594 obp->link = ol; 624 obp->link = ol;
595 } 625 }
596} 626}
597 627
598/* 628/*
599 * Remove the object from the linked lists of buttons in the map. 629 * Remove the object from the linked lists of buttons in the map.
600 * This is only needed by editors. 630 * This is only needed by editors.
601 */ 631 */
602 632
633void
603void remove_button_link(object *op) { 634remove_button_link (object *op)
635{
604 oblinkpt *obp; 636 oblinkpt *obp;
605 objectlink **olp, *ol; 637 objectlink **olp, *ol;
606 638
607 if (op->map == NULL) { 639 if (op->map == NULL)
640 {
608 LOG(llevError, "remove_button_link() in object without map.\n"); 641 LOG (llevError, "remove_button_link() in object without map.\n");
609 return; 642 return;
610 } 643 }
644
611 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 645 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
646 {
612 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 647 LOG (llevError, "remove_button_linked() in unlinked object.\n");
613 return; 648 return;
614 } 649 }
650
615 for (obp = op->map->buttons; obp; obp = obp->next) 651 for (obp = op->map->buttons; obp; obp = obp->next)
616 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 652 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
617 if (ol->ob == op) { 653 if (ol->ob == op)
654 {
655
618/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 656/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
619 obp->value, op->name, op->map->path); 657 obp->value, op->name, op->map->path);
620*/ 658*/
621 *olp = ol->next; 659 *olp = ol->next;
622 free(ol); 660 delete ol;
623 return; 661 return;
624 } 662 }
663
625 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 664 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
626 CLEAR_FLAG(op,FLAG_IS_LINKED); 665 CLEAR_FLAG (op, FLAG_IS_LINKED);
627} 666}
628 667
629/* 668/*
630 * Gets the objectlink for this connection from the map. 669 * Gets the objectlink for this connection from the map.
631 */ 670 */
671oblinkpt *
632oblinkpt *get_connection_links (mapstruct *map, long connection) 672get_connection_links (maptile *map, long connection)
633{ 673{
634 for (oblinkpt *obp = map->buttons; obp; obp = obp->next) 674 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
635 if (obp->value == connection) 675 if (obp->value == connection)
636 return obp; 676 return obp;
677
637 return 0; 678 return 0;
638} 679}
639 680
640/* 681/*
641 * Return the first objectlink in the objects linked to this one 682 * Return the first objectlink in the objects linked to this one
642 */ 683 */
643 684
685oblinkpt *
644oblinkpt *get_button_links(const object *button) { 686get_button_links (const object *button)
687{
645 oblinkpt *obp; 688 oblinkpt *obp;
646 objectlink *ol; 689 objectlink *ol;
647 690
648 if (!button->map) 691 if (!button->map)
649 return NULL; 692 return NULL;
693
650 for (obp = button->map->buttons; obp; obp = obp->next) 694 for (obp = button->map->buttons; obp; obp = obp->next)
651 for (ol = obp->link; ol; ol = ol->next) 695 for (ol = obp->link; ol; ol = ol->next)
652 if (ol->ob == button && ol->id == button->count) 696 if (ol->ob == button)
653 return obp; 697 return obp;
698
654 return NULL; 699 return NULL;
655} 700}
656 701
657/* 702/*
658 * Made as a separate function to increase efficiency 703 * Made as a separate function to increase efficiency
659 */ 704 */
660 705
706int
661int get_button_value(const object *button) { 707get_button_value (const object *button)
708{
662 oblinkpt *obp; 709 oblinkpt *obp;
663 objectlink *ol; 710 objectlink *ol;
664 711
665 if (!button->map) 712 if (!button->map)
666 return 0; 713 return 0;
667 for (obp = button->map->buttons; obp; obp = obp->next) 714 for (obp = button->map->buttons; obp; obp = obp->next)
668 for (ol = obp->link; ol; ol = ol->next) 715 for (ol = obp->link; ol; ol = ol->next)
669 if (ol->ob == button && ol->id == button->count) 716 if (ol->ob == button)
670 return obp->value; 717 return obp->value;
671 return 0; 718 return 0;
672} 719}
673 720
674/* This routine makes monsters who are 721/* This routine makes monsters who are
677 * If floor is to be triggered must have 724 * If floor is to be triggered must have
678 * a speed of zero (default is 1 for all 725 * a speed of zero (default is 1 for all
679 * but the charm floor type). 726 * but the charm floor type).
680 * by b.t. thomas@nomad.astro.psu.edu 727 * by b.t. thomas@nomad.astro.psu.edu
681 */ 728 */
682 729
730void
683void do_mood_floor(object *op, object *source) { 731do_mood_floor (object *op, object *source)
684 object *tmp; 732{
685 object *tmp2;
686
687 if (!source) 733 if (!source)
688 source = op; 734 source = op;
689 735
690 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 736 mapspace &ms = op->ms ();
737
738 if (!(ms.flags () & P_IS_ALIVE))
739 return;
740
741 object *tmp;
742
743 for (tmp = ms.top; tmp; tmp = tmp->below)
691 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 744 if (QUERY_FLAG (tmp, FLAG_MONSTER))
745 break;
692 746
693 /* doesn't effect players, and if there is a player on this space, won't also 747 /* doesn't effect players, and if there is a player on this space, won't also
694 * be a monster here. 748 * be a monster here.
695 */ 749 */
750 //TODO: have players really FLAG_MONSTER? kept it for safety
696 if (!tmp || tmp->type == PLAYER) return; 751 if (!tmp || tmp->type == PLAYER)
752 return;
697 753
698 switch(op->last_sp) { 754 switch (op->last_sp)
755 {
699 case 0: /* furious--make all monsters mad */ 756 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)) 757 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
758 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
759
760 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
761 {
762 tmp->attack_movement = 0;
763 /* lots of checks here, but want to make sure we don't
764 * dereference a null value
765 */
766 if (tmp->type == GOLEM
767 && tmp->owner
768 && tmp->owner->type == PLAYER
769 && tmp->owner->contr->golem == tmp)
770 tmp->owner->contr->golem = 0;
771
772 tmp->owner = 0;
773
774 remove_friendly_object (tmp);
775 }
776 break;
777
778 case 1: /* angry -- get neutral monsters mad */
779 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
780 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
781 break;
782
783 case 2: /* calm -- pacify unfriendly monsters */
724 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 784 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
725 break; 785 break;
786
726 case 3: /* make all monsters fall asleep */ 787 case 3: /* make all monsters fall asleep */
727 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
728 SET_FLAG(tmp, FLAG_SLEEP); 788 SET_FLAG (tmp, FLAG_SLEEP);
729 break; 789 break;
790
730 case 4: /* charm all monsters */ 791 case 4: /* charm all monsters */
731 if (op == source) break; /* only if 'connected' */ 792 if (op == source)
793 break; /* only if 'connected' */
732 794
733 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */ 795 if (object *pl = source->ms ().player ())
734 tmp2->type!=PLAYER;tmp2=tmp2->above) 796 {
735 if(tmp2->above==NULL) break; 797 tmp->set_owner (pl);
736
737 if (tmp2->type != PLAYER)
738 break;
739 set_owner(tmp,tmp2);
740 SET_FLAG(tmp,FLAG_MONSTER); 798 SET_FLAG (tmp, FLAG_MONSTER);
799
741 tmp->stats.exp = 0; 800 tmp->stats.exp = 0;
742 SET_FLAG(tmp, FLAG_FRIENDLY); 801
743 add_friendly_object (tmp); 802 add_friendly_object (tmp);
744 tmp->attack_movement = PETMOVE; 803 tmp->attack_movement = PETMOVE;
804 }
805 break;
806
807 case 6: // kill monsters
808 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
745 break; 809 break;
746 810
811 // FALL THROUGH
812 case 5: // kill all alives
813 if (!tmp->flag [FLAG_PRECIOUS])
814 {
815 get_archetype ("burnout")->insert_at (tmp, source);
816 tmp->destroy ();
817 }
818 break;
819
747 default: 820 default:
748 break; 821 break;
749
750 } 822 }
751} 823}
752 824
753/* this function returns the object it matches, or NULL if non. 825/* this function returns the object it matches, or NULL if non.
754 * It will descend through containers to find the object. 826 * It will descend through containers to find the object.
755 * slaying = match object slaying flag 827 * slaying = match object slaying flag
756 * race = match object archetype name flag 828 * race = match object archetype name flag
757 * hp = match object type (excpt type '0'== PLAYER) 829 * hp = match object type (excpt type '0'== PLAYER)
758 */ 830 */
759 831object *
760object * check_inv_recursive(object *op, const object *trig) 832check_inv_recursive (object *op, const object *trig)
761{ 833{
762 object *tmp,*ret=NULL; 834 object *tmp, *ret = NULL;
763 835
764 /* First check the object itself. */ 836 /* First check the object itself. */
765 if((trig->stats.hp && (op->type == trig->stats.hp)) 837 if ((trig->stats.hp && (op->type == trig->stats.hp))
766 || (trig->slaying && (op->slaying == trig->slaying)) 838 || (trig->slaying && (op->slaying == trig->slaying))
767 || (trig->race && (op->arch->name == trig->race))) 839 || (trig->race && (op->arch->archname == trig->race)))
768 return op; 840 return op;
769 841
770 for(tmp=op->inv; tmp; tmp=tmp->below) { 842 for (tmp = op->inv; tmp; tmp = tmp->below)
843 {
771 if (tmp->inv) { 844 if (tmp->inv)
845 {
772 ret=check_inv_recursive(tmp, trig); 846 ret = check_inv_recursive (tmp, trig);
847 if (ret)
773 if (ret) return ret; 848 return ret;
774 } 849 }
775 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 850 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
776 || (trig->slaying && (tmp->slaying == trig->slaying)) 851 || (trig->slaying && (tmp->slaying == trig->slaying))
777 || (trig->race && (tmp->arch->name == trig->race))) 852 || (trig->race && (tmp->arch->archname == trig->race)))
778 return tmp; 853 return tmp;
779 } 854 }
780 return NULL; 855 return NULL;
781} 856}
782 857
783/* check_inv(), a function to search the inventory, 858/* check_inv(), a function to search the inventory,
784 * of a player and then based on a set of conditions, 859 * of a player and then based on a set of conditions,
785 * the square will activate connected items. 860 * the square will activate connected items.
786 * Monsters can't trigger this square (for now) 861 * Monsters can't trigger this square (for now)
787 * Values are: last_sp = 1/0 obj/no obj triggers 862 * Values are: last_sp = 1/0 obj/no obj triggers
788 * last_heal = 1/0 remove/dont remove obj if triggered 863 * last_heal = 1/0 remove/dont remove obj if triggered
789 * -b.t. (thomas@nomad.astro.psu.edu 864 * -b.t. (thomas@nomad.astro.psu.edu
790 */ 865 *
791 866 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
867 * because the check-inventory semantic essentially only applies when
868 * something is above the inventory checker.
869 * The semantic prior this change was: trigger if something has moved on or off
870 * and has a matching item. Imagine what happens if someone steps on the inventory
871 * checker with a matching item, has it, activates the connection, throws the item
872 * away, and then leaves the inventory checker. That would've caused an always-enabled
873 * state in the inventory checker. This won't happen anymore now.
874 *
875 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
876 * whether op is on this mapspace or not, because the value (1|0) depends
877 * on this information. also make sure to only push_button if op has
878 * a matching item (because when we do a push_button with value=0 timed gates
879 * will still open)! (i hope i got the semantics right this time)
880 *
881 */
882void
792void check_inv (object *op, object *trig) { 883check_inv (object *op, object *trig)
793object *match; 884{
885 trig->value = 0; // deactivate if none of the following conditions apply
794 886
795 if(op->type != PLAYER) return; 887 object *pl = trig->ms ().player ();
796 match = check_inv_recursive(op,trig); 888 object *match = check_inv_recursive (op, trig);
797 if (match && trig->last_sp) { 889
890 // elmex: a note about (pl == op):
891 // if pl == 0 then the player has left this space
892 // if pl != 0 then a player is on this mapspace, but then
893 // we still have to check whether it's the player that triggered
894 // this inv-checker, because if not, then the op left this inv-checker
895 // and we have to set the value to 0
896
897 if (match && trig->last_sp) // match == having
898 {
798 if(trig->last_heal) 899 if (trig->last_heal)
799 decrease_ob(match); 900 match->decrease ();
800 use_trigger(trig); 901
902 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
903 push_button (trig);
904 }
905 else if (!match && !trig->last_sp) // match == not having
801 } 906 {
802 else if (!match && !trig->last_sp) 907 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
803 use_trigger(trig); 908 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 } 909 }
823} 910}
911

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