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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 1.67 by root, Sat Aug 28 00:30:28 2010 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 (©) 2005,2006,2007,2008,2009,2010 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 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * 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 Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h>
31 26
32/* 27/*
33 * This code is no longer highly inefficient 8) 28 * This code is no longer highly inefficient 8)
34 */ 29 */
35 30
36/* 31/*
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 activator argument can be 0 or the source object for this activation.
36 * the originator is the player or monster who did something.
41 */ 37 */
42void activate_connection_link (objectlink *ol, bool state, object *source = 0) 38static void
39activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
43{ 40{
44 object *tmp = 0;
45
46 for (; ol; ol = ol->next) 41 for (; ol; ol = ol->next)
47 { 42 {
48 if (!ol->ob || ol->ob->count != ol->id) 43 if (!ol->ob)
49 { 44 {
50 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 45 LOG (llevError, "Internal error in activate_connection_link.\n");
51 continue; 46 continue;
52 } 47 }
48
53 /* a button link object can become freed when the map is saving. As 49 /* a button link object can become freed when the map is saving. As
54 * a map is saved, objects are removed and freed, and if an object is 50 * a map is saved, objects are removed and freed, and if an object is
55 * on top of a button, this function is eventually called. If a map 51 * on top of a button, this function is eventually called. If a map
56 * is getting moved out of memory, the status of buttons and levers 52 * is getting moved out of memory, the status of buttons and levers
57 * probably isn't important - it will get sorted out when the map is 53 * probably isn't important - it will get sorted out when the map is
58 * re-loaded. As such, just exit this function if that is the case. 54 * re-loaded. As such, just exit this function if that is the case.
59 */ 55 */
60 56
61 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 57 if (ol->ob->flag [FLAG_FREED])
62 return; 58 return;
59
63 tmp = ol->ob; 60 object *tmp = ol->ob;
64 61
65 /* if the criteria isn't appropriate, don't do anything */ 62 /* if the criteria isn't appropriate, don't do anything */
66 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 63 if (state && !tmp->flag [FLAG_ACTIVATE_ON_PUSH])
67 continue; 64 continue;
65
68 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 66 if (!state && !tmp->flag [FLAG_ACTIVATE_ON_RELEASE])
69 continue; 67 continue;
70 68
71 switch (tmp->type) 69 switch (tmp->type)
72 { 70 {
73 case GATE: 71 case GATE:
74 case HOLE: 72 case HOLE:
73 if (!tmp->active)
74 tmp->play_sound (tmp->sound
75 ? tmp->sound
76 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
75 tmp->value = tmp->stats.maxsp ? !state : state; 77 tmp->value = tmp->stats.maxsp ? !state : state;
76 tmp->speed = 0.5; 78 tmp->set_speed (0.5);
77 update_ob_speed (tmp);
78 break; 79 break;
79 80
80 case CF_HANDLE: 81 case T_HANDLE:
81 SET_ANIMATION (tmp, 82 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); 83 update_object (tmp, UP_OBJ_FACE);
85 break; 84 break;
86 85
87 case SIGN: 86 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 87 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 { 88 {
89 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("msg_voice"));
90
91 if (originator && originator->contr)
92 originator->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &tmp->name, &tmp->msg));
93
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 94 new_info_map_except (NDI_UNIQUE | NDI_NAVY, tmp->map, originator, tmp->msg);
95
91 if (tmp->stats.food) 96 if (tmp->stats.food)
92 tmp->last_eat++; 97 tmp->last_eat++;
93 } 98 }
94 break; 99 break;
95 100
96 case ALTAR: 101 case ALTAR:
102 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
97 tmp->value = 1; 103 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 104 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 105 update_object (tmp, UP_OBJ_FACE);
100 break; 106 break;
101 107
102 case BUTTON: 108 case BUTTON:
103 case PEDESTAL: 109 case PEDESTAL:
110 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
104 tmp->value = state; 111 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 112 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 113 update_object (tmp, UP_OBJ_FACE);
107 break; 114 break;
108 115
109 case MOOD_FLOOR: 116 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 117 do_mood_floor (tmp, activator);
111 break; 118 break;
112 119
113 case TIMED_GATE: 120 case TIMED_GATE:
121 if (!tmp->active)
122 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
123
114 tmp->speed = tmp->arch->clone.speed; 124 tmp->set_speed (tmp->arch->speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 125 tmp->value = tmp->arch->value;
117 tmp->stats.sp = 1; 126 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 127 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 128 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 129 * from the head - this ensures that the data will consistent
121 */ 130 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 131 for (object *part = tmp->more; part; part = part->more)
123 { 132 {
124 tmp->speed = tmp->head->speed; 133 part->value = tmp->value;
125 tmp->value = tmp->head->value; 134 part->stats.sp = tmp->stats.sp;
126 tmp->stats.sp = tmp->head->stats.sp; 135 part->stats.hp = tmp->stats.hp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 136 part->set_speed (tmp->speed);
129 } 137 }
130 break; 138 break;
131 139
132 case DIRECTOR: 140 case DIRECTOR:
133 case FIREWALL: 141 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 142 if (!tmp->flag [FLAG_ANIMATE] && tmp->type == FIREWALL)
135 move_firewall (tmp); 143 move_firewall (tmp);
136 else 144 else
137 { 145 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 146 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140 animate_turning (tmp); 147 animate_turning (tmp);
141 } 148 }
142 break; 149 break;
143 150
144 case TELEPORTER: 151 case TELEPORTER:
145 move_teleporter (tmp); 152 move_teleporter (tmp);
146 break; 153 break;
147 154
148 case CREATOR: 155 case CREATOR:
149 move_creator (tmp); 156 move_creator (tmp);
150 break; 157 break;
151 158
152 case TRIGGER_MARKER: 159 case TRIGGER_MARKER:
160 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
153 move_marker (tmp); 161 move_marker (tmp);
154 break; 162 break;
155 163
156 case DUPLICATOR: 164 case DUPLICATOR:
157 move_duplicator (tmp); 165 move_duplicator (tmp);
158 break; 166 break;
167
168 case MAPSCRIPT:
169 cfperl_mapscript_activate (tmp, state, activator, originator);
170 break;
159 } 171 }
160 } 172 }
161} 173}
162 174
163/* 175/*
170 * altars/pedestals/holes in the whole map. 182 * altars/pedestals/holes in the whole map.
171 * Changed the routine to loop through _all_ objects. 183 * Changed the routine to loop through _all_ objects.
172 * Better hurry with that linked list... 184 * Better hurry with that linked list...
173 * 185 *
174 */ 186 */
175void push_button (object *op) 187void
188push_button (object *op, object *originator)
176{ 189{
177 oblinkpt *obp = get_button_links (op); 190 if (oblinkpt *obp = op->find_link ())
178 191 {
179 if (!obp) 192 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
180 return; 193 return;
181 194
182 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value)))
183 return;
184
185 activate_connection_link (obp->link, op->value, op); 195 activate_connection_link (obp->link, op->value, op, originator);
196 }
186} 197}
187 198
188/* 199/*
189 * elmex: 200 * elmex:
190 * This activates a connection, similar to push_button (object *op) but it takes 201 * This activates a connection, similar to push_button (object *op) but it takes
191 * only a map, a connection value and a true or false flag that indicated whether 202 * 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 203 * the connection was 'state' or 'released'. So that you can activate objects
193 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 204 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
194 * 205 *
195 */ 206 */
196void activate_connection (mapstruct *map, long connection, bool state) 207void
208maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
197{ 209{
198 if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state))) 210 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
199 return; 211 return;
200 212
201 oblinkpt *obp = get_connection_links (map, connection); 213 if (oblinkpt *obp = find_link (id))
202 if (obp)
203 activate_connection_link (obp->link, state); 214 activate_connection_link (obp->link, state, activator, originator);
204} 215}
205 216
206/* 217/*
207 * Updates everything connected with the button op. 218 * Updates everything connected with the button op.
208 * After changing the state of a button, this function must be called 219 * 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 220 * to make sure that all gates and other buttons connected to the
210 * button reacts to the (eventual) change of state. 221 * button reacts to the (eventual) change of state.
211 */ 222 */
212 223void
213void update_button(object *op) { 224update_button (object *op, object *originator)
214 object *ab,*tmp,*head; 225{
215 int tot,any_down=0, old_value=op->value; 226 int any_down = 0, old_value = op->value;
216 oblinkpt *obp = 0;
217 objectlink *ol;
218 227
219 obp = get_button_links (op); 228 if (oblinkpt *obp = op->find_link ())
220 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
221 if (obp)
222 for (ol = obp->link; ol; ol = ol->next) { 229 for (objectlink *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 object *tmp = ol->ob;
238
228 if (tmp->type==BUTTON) { 239 if (tmp->type == BUTTON)
240 {
241 sint32 total = 0;
242
229 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 243 for (object *ab = tmp->above; 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 */
236
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 ) 250 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
244 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 251 total += ab->head_ ()->total_weight ();
245 252
246 tmp->value=(tot>=tmp->weight)?1:0; 253 tmp->value = total >= tmp->weight;
247 if(tmp->value) 254
248 any_down=1; 255 any_down = any_down || tmp->value;
256 }
249 } else if (tmp->type == PEDESTAL) { 257 else if (tmp->type == PEDESTAL)
258 {
259 bool is_match = is_match_expr (tmp->slaying);
250 tmp->value = 0; 260 tmp->value = 0;
261
251 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 262 for (object *ab = tmp->above; ab; ab = ab->above)
252 head = ab->head ? ab->head : ab; 263 {
264 object *head = ab->head_ ();
265
253 /* Same note regarding move_type for buttons above apply here. */ 266 /* Same note regarding move_type for buttons above apply here. */
254 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && 267 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
268 if (is_match
269 ? match (tmp->slaying, head, tmp, originator)
255 (head->race==tmp->slaying || 270 : (head->race == tmp->slaying
256 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 271 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
257 (!strcmp (tmp->slaying, "player") && 272 || (tmp->slaying == shstr_player && head->type == PLAYER)))
258 head->type == PLAYER))) 273 {
259 tmp->value = 1; 274 tmp->value = 1;
275 break;
276 }
277 }
278
279 any_down = any_down || tmp->value;
280 }
281 else if (tmp->type == T_MATCH)
282 {
283 tmp->value = 0;
284
285 for (object *ab = tmp->above; ab; ab = ab->above)
260 } 286 {
261 if(tmp->value) 287 object *head = ab->head_ ();
262 any_down=1; 288
289 /* Same note regarding move_type for buttons above apply here. */
290 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
291 if (match (tmp->slaying, head, tmp, originator))
292 {
293 tmp->value = 1;
294 break;
295 }
296 }
297
298 any_down = any_down || tmp->value;
263 } 299 }
264 } 300 }
301
265 if(any_down) /* If any other buttons were down, force this to remain down */ 302 if (any_down) /* If any other buttons were down, force this to remain down */
266 op->value=1; 303 op->value = 1;
267 304
305 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
306
268 /* If this button hasn't changed, don't do anything */ 307 /* If this button hasn't changed, don't do anything */
269 if (op->value != old_value) { 308 if (op->value != old_value)
309 {
270 SET_ANIMATION(op, op->value); 310 SET_ANIMATION (op, op->value);
271 update_object(op, UP_OBJ_FACE); 311 update_object (op, UP_OBJ_FACE);
272 push_button(op); /* Make all other buttons the same */ 312 push_button (op, originator); /* 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 } 313 }
294 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
295 {
296 update_button(ol->ob);
297 break;
298 }
299 }
300} 314}
301 315
302void use_trigger(object *op) 316void
317use_trigger (object *op, object *originator)
303{ 318{
304
305 /* Toggle value */ 319 /* Toggle value */
306 op->value = !op->value; 320 op->value = !op->value;
307 push_button(op); 321
322 push_button (op, originator);
308} 323}
309 324
310/* 325/*
311 * Note: animate_object should be used instead of this, 326 * Note: animate_object should be used instead of this,
312 * but it can't handle animations in the 8 directions 327 * but it can't handle animations in the 8 directions
313 */ 328 */
314 329void
315void animate_turning(object *op) /* only one part objects */ 330animate_turning (object *op) /* only one part objects */
316{ 331{
317 if (++op->state >= NUM_ANIMATIONS(op)/8) 332 if (++op->state >= NUM_ANIMATIONS (op) / 8)
318 op->state=0; 333 op->state = 0;
319 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 334 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
320 op->state);
321 update_object(op,UP_OBJ_FACE); 335 update_object (op, UP_OBJ_FACE);
322} 336}
323 337
324#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 338#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
325#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 339#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
326 340
332 * 346 *
333 * 0.93.4: Linked objects (ie, objects that are connected) can not be 347 * 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 348 * sacrificed. This fixes a bug of trying to put multiple altars/related
335 * objects on the same space that take the same sacrifice. 349 * objects on the same space that take the same sacrifice.
336 */ 350 */
337 351int
338int check_altar_sacrifice (const object *altar, const object *sacrifice) 352check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
339{ 353{
340 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 354 if (sacrifice->flag [FLAG_UNPAID]
341 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 355 || sacrifice->flag [FLAG_IS_LINKED]
342 && sacrifice->type != PLAYER) 356 || sacrifice->is_player ())
357 return 0;
358
359 if (is_match_expr (ARCH_SACRIFICE (altar)))
360 return match (ARCH_SACRIFICE (altar), sacrifice, altar, originator);
361
362 if (!sacrifice->flag [FLAG_ALIVE])
343 { 363 {
344 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 364 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 365 && sacrifice->type == MONEY
352 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 366 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
353 return 1; 367 return 1;
368
369 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
370 || ARCH_SACRIFICE (altar) == sacrifice->name
371 || ARCH_SACRIFICE (altar) == sacrifice->slaying
372 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
373 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
374 return 1;
354 } 375 }
376
355 return 0; 377 return 0;
356} 378}
357
358 379
359/* 380/*
360 * operate_altar checks if sacrifice was accepted and removes sacrificed 381 * operate_altar checks if sacrifice was accepted and removes sacrificed
361 * objects. If sacrifice was succeed return 1 else 0. Might be better to 382 * 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, 383 * call check_altar_sacrifice (above) than depend on the return value,
363 * since operate_altar will remove the sacrifice also. 384 * since operate_altar will remove the sacrifice also.
364 * 385 *
365 * If this function returns 1, '*sacrifice' is modified to point to the 386 * 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. 387 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
367 */ 388 */
368 389int
369int operate_altar (object *altar, object **sacrifice) 390operate_altar (object *altar, object **sacrifice, object *originator)
370{ 391{
371
372 if ( ! altar->map) { 392 if (!altar->map)
393 {
373 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 394 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
374 return 0; 395 return 0;
375 } 396 }
376 397
377 if (!altar->slaying || altar->value) 398 if (!altar->slaying || altar->value)
378 return 0; 399 return 0;
379 400
380 if ( ! check_altar_sacrifice (altar, *sacrifice)) 401 if (!check_altar_sacrifice (altar, *sacrifice, originator))
381 return 0; 402 return 0;
382 403
383 /* check_altar_sacrifice should have already verified that enough money 404 /* check_altar_sacrifice should have already verified that enough money
384 * has been dropped. 405 * has been dropped.
385 */ 406 */
386 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 407 if (ARCH_SACRIFICE (altar) == shstr_money)
408 {
387 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 409 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
388 410
389 /* Round up any sacrifices. Altars don't make change either */ 411 /* Round up any sacrifices. Altars don't make change either */
390 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 412 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
391 *sacrifice = decrease_ob_nr (*sacrifice, number); 413 number++;
414
415 if (!(*sacrifice)->decrease (number))
416 *sacrifice = 0;
392 } 417 }
393 else 418 else
394 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 419 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
395 420 *sacrifice = 0;
421
396 if (altar->msg) 422 if (altar->msg)
397 new_info_map(NDI_BLACK, altar->map, altar->msg); 423 new_info_map (NDI_BLACK, altar->map, altar->msg);
424
398 return 1; 425 return 1;
399} 426}
400 427
428static void
401void trigger_move (object *op, int state) /* 1 down and 0 up */ 429trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
402{ 430{
403 op->stats.wc = state; 431 op->stats.wc = state;
432
404 if (state) { 433 if (state)
405 use_trigger(op); 434 {
406 if (op->stats.exp > 0) /* check sanity */ 435 use_trigger (op, originator);
407 op->speed = 1.0 / op->stats.exp; 436 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
408 else
409 op->speed = 1.0;
410 update_ob_speed(op);
411 op->speed_left = -1; 437 op->speed_left = -1;
412 } else { 438 }
413 use_trigger(op); 439 else
440 {
441 use_trigger (op, originator);
414 op->speed = 0; 442 op->set_speed (0);
415 update_ob_speed(op);
416 } 443 }
417} 444}
418 445
419 446
420/* 447/*
427 * 454 *
428 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 455 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
429 * 456 *
430 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 457 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
431 */ 458 */
459int
432int check_trigger (object *op, object *cause) 460check_trigger (object *op, object *cause, object *originator)
433{ 461{
434 object *tmp; 462 object *tmp;
435 int push = 0, tot = 0; 463 int push = 0, tot = 0;
436 int in_movement = op->stats.wc || op->speed; 464 int in_movement = op->stats.wc || op->has_active_speed ();
437 465
438 switch (op->type) { 466 switch (op->type)
467 {
439 case TRIGGER_BUTTON: 468 case TRIGGER_BUTTON:
440 if (op->weight > 0) { 469 if (op->weight > 0)
441 if (cause) {
442 for (tmp = op->above; tmp; tmp = tmp->above)
443 /* Comment reproduced from update_buttons(): */
444 /* Basically, if the move_type matches that on what the
445 * button wants, we count it. The second check is so that
446 * objects that don't move (swords, etc) will count. Note that
447 * this means that more work is needed to make buttons
448 * that are only triggered by flying objects.
449 */
450
451 if ((tmp->move_type & op->move_on) || tmp->move_type==0) {
452 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1)
453 + tmp->carrying;
454 }
455 if (tot >= op->weight)
456 push = 1;
457 if (op->stats.ac == push)
458 return 0;
459 op->stats.ac = push;
460 if (NUM_ANIMATIONS(op) > 1) {
461 SET_ANIMATION (op, push);
462 update_object (op, UP_OBJ_FACE);
463 }
464 if (in_movement || ! push)
465 return 0;
466 }
467 trigger_move (op, push);
468 } 470 {
469 return 0;
470
471 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 object *head = tmp->head ? tmp->head : tmp; 474 /* Comment reproduced from update_buttons(): */
475 475 /* Basically, if the move_type matches that on what the
476 /* See comment in TRIGGER_BUTTON about move_types */ 476 * button wants, we count it. The second check is so that
477 if (((head->move_type & op->move_on) || head->move_type==0) 477 * objects that don't move (swords, etc) will count. Note that
478 && (head->race==op->slaying || 478 * this means that more work is needed to make buttons
479 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 479 * that are only triggered by flying objects.
480 push = 1;
481 break;
482 } 480 */
483 } 481 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
482 tot += tmp->head_ ()->total_weight ();
483
484 if (tot >= op->weight)
485 push = 1;
486
484 if (op->stats.ac == push) 487 if (op->stats.ac == push)
485 return 0; 488 return 0;
489
486 op->stats.ac = push; 490 op->stats.ac = push;
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 }
491 update_object(op,UP_OBJ_FACE); 496
492 if (in_movement || ! push) 497 if (in_movement || !push)
493 return 0; 498 return 0;
494 } 499 }
500
495 trigger_move (op, push); 501 trigger_move (op, push, cause);
502 }
503
504 return 0;
505
506 case TRIGGER_PEDESTAL:
507 if (cause)
508 {
509 for (tmp = op->above; tmp; tmp = tmp->above)
510 {
511 object *head = tmp->head_ ();
512
513 /* See comment in TRIGGER_BUTTON about move_types */
514 if (((head->move_type & op->move_on) || head->move_type == 0)
515 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
516 {
517 push = 1;
518 break;
519 }
520 }
521
522 if (op->stats.ac == push)
496 return 0; 523 return 0;
497 524
525 op->stats.ac = push;
526
527 if (NUM_ANIMATIONS (op) > 1)
528 {
529 SET_ANIMATION (op, push);
530 update_object (op, UP_OBJ_FACE);
531 }
532
533 update_object (op, UP_OBJ_FACE);
534
535 if (in_movement || !push)
536 return 0;
537 }
538
539 trigger_move (op, push, cause);
540 return 0;
541
498 case TRIGGER_ALTAR: 542 case TRIGGER_ALTAR:
499 if (cause) { 543 if (cause)
544 {
500 if (in_movement) 545 if (in_movement)
501 return 0; 546 return 0;
547
502 if (operate_altar (op, &cause)) { 548 if (operate_altar (op, &cause)) /* TODO: originator? */
503 if (NUM_ANIMATIONS(op) > 1) {
504 SET_ANIMATION (op, 1);
505 update_object(op, UP_OBJ_FACE);
506 }
507 if (op->last_sp >= 0) {
508 trigger_move (op, 1);
509 if (op->last_sp > 0)
510 op->last_sp = -op->last_sp;
511 }
512 else {
513 /* for trigger altar with last_sp, the ON/OFF
514 * status (-> +/- value) is "simulated":
515 */
516 op->value = !op->value;
517 trigger_move (op, 1);
518 op->last_sp = -op->last_sp;
519 op->value = !op->value;
520 }
521 return cause == NULL;
522 } else {
523 return 0;
524 } 549 {
525 } else {
526 if (NUM_ANIMATIONS(op) > 1) { 550 if (NUM_ANIMATIONS (op) > 1)
551 {
527 SET_ANIMATION (op, 0); 552 SET_ANIMATION (op, 1);
528 update_object(op, UP_OBJ_FACE); 553 update_object (op, UP_OBJ_FACE);
529 } 554 }
530 555
531 /* If trigger_altar has "last_sp > 0" set on the map,
532 * it will push the connected value only once per sacrifice.
533 * Otherwise (default), the connected value will be
534 * pushed twice: First by sacrifice, second by reset! -AV
535 */
536 if (!op->last_sp) 556 if (op->last_sp >= 0)
557 {
537 trigger_move (op, 0); 558 trigger_move (op, 1, cause);
559
560 if (op->last_sp > 0)
561 op->last_sp = -op->last_sp;
562 }
538 else { 563 else
539 op->stats.wc = 0; 564 {
565 /* for trigger altar with last_sp, the ON/OFF
566 * status (-> +/- value) is "simulated":
567 */
540 op->value = !op->value; 568 op->value = !op->value;
541 op->speed = 0; 569 trigger_move (op, 1, cause);
542 update_ob_speed(op); 570 op->last_sp = -op->last_sp;
571 op->value = !op->value;
543 } 572 }
573
574 return cause == NULL;
544 } 575 }
576 else
545 return 0; 577 return 0;
546
547 case TRIGGER:
548 if (cause) {
549 if (in_movement)
550 return 0;
551 push = 1;
552 } 578 }
579 else
580 {
553 if (NUM_ANIMATIONS(op) > 1) { 581 if (NUM_ANIMATIONS (op) > 1)
582 {
554 SET_ANIMATION (op, push); 583 SET_ANIMATION (op, 0);
555 update_object(op, UP_OBJ_FACE); 584 update_object (op, UP_OBJ_FACE);
556 } 585 }
586
587 /* If trigger_altar has "last_sp > 0" set on the map,
588 * it will push the connected value only once per sacrifice.
589 * Otherwise (default), the connected value will be
590 * pushed twice: First by sacrifice, second by reset! -AV
591 */
592 if (!op->last_sp)
557 trigger_move (op, push); 593 trigger_move (op, 0, cause);
594 else
595 {
596 op->stats.wc = 0;
597 op->value = !op->value;
598 op->set_speed (0);
599 }
600 }
601 return 0;
602
603 case TRIGGER:
604 if (cause)
605 {
606 if (in_movement)
558 return 1; 607 return 0;
559 608
609 push = 1;
610 }
611
612 if (NUM_ANIMATIONS (op) > 1)
613 {
614 SET_ANIMATION (op, push);
615 update_object (op, UP_OBJ_FACE);
616 }
617
618 trigger_move (op, push, cause);
619 return 1;
620
560 default: 621 default:
561 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 622 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
562 return 0; 623 return 0;
624 }
625}
626
627void
628object::add_link (maptile *map, shstr_tmp id)
629{
630 if (!map)
563 } 631 {
564} 632 LOG (llevError, "Tried to add button-link without map.\n");
633 return;
634 }
565 635
566void add_button_link(object *button, mapstruct *map, int connected) { 636 flag [FLAG_IS_LINKED] = true;
567 oblinkpt *obp; 637
568 objectlink *ol = get_objectlink(); 638 objectlink *ol = get_objectlink ();
569
570 if (!map) {
571 LOG(llevError, "Tried to add button-link without map.\n");
572 return;
573 }
574 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild
575 a connected map from a template map. */
576/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
577
578 SET_FLAG(button,FLAG_IS_LINKED);
579
580 ol->ob = button; 639 ol->ob = this;
581 ol->id = button->count;
582 640
583 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 641 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
584 642 if (obp->id == id)
585 if (obp) { 643 {
586 ol->next = obp->link; 644 ol->next = obp->link;
587 obp->link = ol; 645 obp->link = ol;
588 } else { 646 return;
647 }
648
589 obp = get_objectlinkpt(); 649 oblinkpt *obp = get_objectlinkpt ();
590 obp->value = connected; 650 obp->id = id;
591 651
592 obp->next = map->buttons; 652 obp->next = map->buttons;
593 map->buttons = obp; 653 map->buttons = obp;
594 obp->link = ol; 654 obp->link = ol;
595 }
596} 655}
597 656
598/* 657/*
599 * Remove the object from the linked lists of buttons in the map. 658 * Remove the object from the linked lists of buttons in the map.
600 * This is only needed by editors. 659 * This is only needed by editors.
601 */ 660 */
602 661void
603void remove_button_link(object *op) { 662object::remove_link ()
604 oblinkpt *obp; 663{
605 objectlink **olp, *ol; 664 if (!map)
606 665 {
607 if (op->map == NULL) {
608 LOG(llevError, "remove_button_link() in object without map.\n"); 666 LOG (llevError, "remove_button_link() in object without map.\n");
609 return; 667 return;
610 } 668 }
611 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 669
670 if (!flag [FLAG_IS_LINKED])
671 {
612 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 672 LOG (llevError, "remove_button_linked() in unlinked object.\n");
613 return; 673 return;
614 } 674 }
675
676 flag [FLAG_IS_LINKED] = false;
677
615 for (obp = op->map->buttons; obp; obp = obp->next) 678 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
616 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 679 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
617 if (ol->ob == op) { 680 if ((*olp)->ob == this)
618/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 681 {
619 obp->value, op->name, op->map->path); 682 objectlink *ol = *olp;
620*/
621 *olp = ol->next; 683 *olp = ol->next;
622 free(ol); 684 delete ol;
623 return; 685 return;
686 }
687
688 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
689}
690
691/*
692 * Updates every button on the map (by calling update_button() for them).
693 */
694void
695maptile::update_buttons ()
696{
697 for (oblinkpt *obp = buttons; obp; obp = obp->next)
698 for (objectlink *ol = obp->link; ol; ol = ol->next)
699 {
700 if (!ol->ob)
701 {
702 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
703 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
704 continue;
705 }
706
707 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
708 {
709 update_button (ol->ob, 0);
710 break;
711 }
624 } 712 }
625 LOG(llevError, "remove_button_linked(): couldn't find object.\n");
626 CLEAR_FLAG(op,FLAG_IS_LINKED);
627} 713}
628 714
629/* 715/*
630 * Gets the objectlink for this connection from the map. 716 * Gets the objectlink for this connection from the map.
631 */ 717 */
632oblinkpt *get_connection_links (mapstruct *map, long connection) 718oblinkpt *
719maptile::find_link (shstr_tmp id)
633{ 720{
634 for (oblinkpt *obp = map->buttons; obp; obp = obp->next) 721 for (oblinkpt *obp = buttons; obp; obp = obp->next)
635 if (obp->value == connection) 722 if (obp->id == id)
636 return obp; 723 return obp;
724
637 return 0; 725 return 0;
638} 726}
639 727
640/* 728/*
641 * Return the first objectlink in the objects linked to this one 729 * Return the first objectlink in the objects linked to this one
642 */ 730 */
643
644oblinkpt *get_button_links(const object *button) {
645 oblinkpt *obp; 731oblinkpt *
646 objectlink *ol; 732object::find_link () const
647 733{
648 if (!button->map) 734 if (map)
649 return NULL;
650 for (obp = button->map->buttons; obp; obp = obp->next) 735 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
651 for (ol = obp->link; ol; ol = ol->next) 736 for (objectlink *ol = obp->link; ol; ol = ol->next)
652 if (ol->ob == button && ol->id == button->count) 737 if (ol->ob == this)
653 return obp; 738 return obp;
654 return NULL;
655}
656 739
657/*
658 * Made as a separate function to increase efficiency
659 */
660
661int get_button_value(const object *button) {
662 oblinkpt *obp;
663 objectlink *ol;
664
665 if (!button->map)
666 return 0;
667 for (obp = button->map->buttons; obp; obp = obp->next)
668 for (ol = obp->link; ol; ol = ol->next)
669 if (ol->ob == button && ol->id == button->count)
670 return obp->value;
671 return 0; 740 return 0;
672} 741}
673 742
674/* This routine makes monsters who are 743/* This routine makes monsters who are
675 * standing on the 'mood floor' change their 744 * standing on the 'mood floor' change their
677 * If floor is to be triggered must have 746 * If floor is to be triggered must have
678 * a speed of zero (default is 1 for all 747 * a speed of zero (default is 1 for all
679 * but the charm floor type). 748 * but the charm floor type).
680 * by b.t. thomas@nomad.astro.psu.edu 749 * by b.t. thomas@nomad.astro.psu.edu
681 */ 750 */
682 751void
683void do_mood_floor(object *op, object *source) { 752do_mood_floor (object *op, object *source)
684 object *tmp; 753{
685 object *tmp2;
686
687 if (!source) 754 if (!source)
688 source = op; 755 source = op;
689 756
690 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 757 mapspace &ms = op->ms ();
691 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break;
692 758
759 if (!(ms.flags () & P_IS_ALIVE))
760 return;
761
762 object *tmp;
763
764 for (tmp = ms.top; tmp; tmp = tmp->below)
765 if (tmp->flag [FLAG_MONSTER])
766 break;
767
693 /* doesn't effect players, and if there is a player on this space, won't also 768 /* doesn't effect players, and if there is a player on this space, won't also
694 * be a monster here. 769 * be a monster here.
695 */ 770 */
771 //TODO: have players really FLAG_MONSTER? kept it for safety
696 if (!tmp || tmp->type == PLAYER) return; 772 if (!tmp || tmp->type == PLAYER)
773 return;
697 774
698 switch(op->last_sp) { 775 switch (op->last_sp)
776 {
699 case 0: /* furious--make all monsters mad */ 777 case 0: /* furious--make all monsters mad */
700 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 778 if (tmp->flag [FLAG_UNAGGRESSIVE])
701 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); 779 tmp->clr_flag (FLAG_UNAGGRESSIVE);
702 if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) { 780
703 CLEAR_FLAG(tmp, FLAG_FRIENDLY); 781 if (tmp->flag [FLAG_FRIENDLY])
704 remove_friendly_object(tmp); 782 {
705 tmp->attack_movement = 0; 783 tmp->attack_movement = 0;
706 /* lots of checks here, but want to make sure we don't 784 /* lots of checks here, but want to make sure we don't
707 * dereference a null value 785 * dereference a null value
708 */ 786 */
709 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER && 787 if (tmp->type == GOLEM
788 && tmp->owner
789 && tmp->owner->type == PLAYER
710 tmp->owner->contr->ranges[range_golem]==tmp) { 790 && tmp->owner->contr->golem == tmp)
711 tmp->owner->contr->ranges[range_golem]=NULL;
712 tmp->owner->contr->golem_count = 0; 791 tmp->owner->contr->golem = 0;
713 } 792
714 tmp->owner = 0; 793 tmp->owner = 0;
794
795 remove_friendly_object (tmp);
715 } 796 }
716 break; 797 break;
798
717 case 1: /* angry -- get neutral monsters mad */ 799 case 1: /* angry -- get neutral monsters mad */
718 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&& 800 if (tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
719 !QUERY_FLAG(tmp, FLAG_FRIENDLY)) 801 tmp->clr_flag (FLAG_UNAGGRESSIVE);
720 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
721 break; 802 break;
803
722 case 2: /* calm -- pacify unfriendly monsters */ 804 case 2: /* calm -- pacify unfriendly monsters */
723 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 805 tmp->set_flag (FLAG_UNAGGRESSIVE);
724 SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
725 break; 806 break;
807
726 case 3: /* make all monsters fall asleep */ 808 case 3: /* make all monsters fall asleep */
727 if(!QUERY_FLAG(tmp, FLAG_SLEEP)) 809 tmp->set_flag (FLAG_SLEEP);
728 SET_FLAG(tmp, FLAG_SLEEP);
729 break; 810 break;
811
730 case 4: /* charm all monsters */ 812 case 4: /* charm all monsters */
731 if (op == source) break; /* only if 'connected' */ 813 if (op == source)
814 break; /* only if 'connected' */
732 815
733 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */ 816 if (object *pl = source->ms ().player ())
734 tmp2->type!=PLAYER;tmp2=tmp2->above) 817 {
735 if(tmp2->above==NULL) break; 818 tmp->set_owner (pl);
819 tmp->set_flag (FLAG_MONSTER);
736 820
737 if (tmp2->type != PLAYER)
738 break;
739 set_owner(tmp,tmp2);
740 SET_FLAG(tmp,FLAG_MONSTER);
741 tmp->stats.exp = 0; 821 tmp->stats.exp = 0;
742 SET_FLAG(tmp, FLAG_FRIENDLY); 822
743 add_friendly_object (tmp); 823 add_friendly_object (tmp);
744 tmp->attack_movement = PETMOVE; 824 tmp->attack_movement = PETMOVE;
825 }
826 break;
827
828 case 6: // kill monsters
829 if (!tmp->flag [FLAG_FRIENDLY])
745 break; 830 break;
746 831
832 // FALL THROUGH
833 case 5: // kill all alives
834 if (!tmp->flag [FLAG_PRECIOUS])
835 {
836 archetype::get (shstr_burnout)->insert_at (tmp, source);
837 tmp->destroy ();
838 }
839 break;
840
747 default: 841 default:
748 break; 842 break;
749
750 } 843 }
751} 844}
752 845
753/* this function returns the object it matches, or NULL if non. 846/* this function returns the object it matches, or NULL if non.
754 * It will descend through containers to find the object. 847 * It will descend through containers to find the object.
755 * slaying = match object slaying flag 848 * slaying = match object slaying flag
756 * race = match object archetype name flag 849 * race = match object archetype name flag
757 * hp = match object type (excpt type '0'== PLAYER) 850 * hp = match object type (excpt type '0'== PLAYER)
758 */ 851 */
759 852object *
760object * check_inv_recursive(object *op, const object *trig) 853check_inv_recursive (object *op, const object *trig)
761{ 854{
762 object *tmp,*ret=NULL; 855 object *tmp, *ret = NULL;
763 856
764 /* First check the object itself. */ 857 /* First check the object itself. */
765 if((trig->stats.hp && (op->type == trig->stats.hp)) 858 if ((trig->stats.hp && (op->type == trig->stats.hp))
766 || (trig->slaying && (op->slaying == trig->slaying)) 859 || (trig->slaying && (op->slaying == trig->slaying))
767 || (trig->race && (op->arch->name == trig->race))) 860 || (trig->race && (op->arch->archname == trig->race)))
768 return op; 861 return op;
769 862
770 for(tmp=op->inv; tmp; tmp=tmp->below) { 863 for (tmp = op->inv; tmp; tmp = tmp->below)
864 {
771 if (tmp->inv) { 865 if (tmp->inv)
866 {
772 ret=check_inv_recursive(tmp, trig); 867 ret = check_inv_recursive (tmp, trig);
868 if (ret)
773 if (ret) return ret; 869 return ret;
774 } 870 }
775 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 871 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
776 || (trig->slaying && (tmp->slaying == trig->slaying)) 872 || (trig->slaying && (tmp->slaying == trig->slaying))
777 || (trig->race && (tmp->arch->name == trig->race))) 873 || (trig->race && (tmp->arch->archname == trig->race)))
778 return tmp; 874 return tmp;
779 } 875 }
780 return NULL; 876 return NULL;
781} 877}
782 878
783/* check_inv(), a function to search the inventory, 879/* check_inv(), a function to search the inventory,
784 * of a player and then based on a set of conditions, 880 * of a player and then based on a set of conditions,
785 * the square will activate connected items. 881 * the square will activate connected items.
786 * Monsters can't trigger this square (for now) 882 * Monsters can't trigger this square (for now)
787 * Values are: last_sp = 1/0 obj/no obj triggers 883 * Values are: last_sp = 1/0 obj/no obj triggers
788 * last_heal = 1/0 remove/dont remove obj if triggered 884 * last_heal = 1/0 remove/dont remove obj if triggered
789 * -b.t. (thomas@nomad.astro.psu.edu 885 * -b.t. (thomas@nomad.astro.psu.edu
790 */ 886 *
791 887 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
888 * because the check-inventory semantic essentially only applies when
889 * something is above the inventory checker.
890 * The semantic prior this change was: trigger if something has moved on or off
891 * and has a matching item. Imagine what happens if someone steps on the inventory
892 * checker with a matching item, has it, activates the connection, throws the item
893 * away, and then leaves the inventory checker. That would've caused an always-enabled
894 * state in the inventory checker. This won't happen anymore now.
895 *
896 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
897 * whether op is on this mapspace or not, because the value (1|0) depends
898 * on this information. also make sure to only push_button if op has
899 * a matching item (because when we do a push_button with value=0 timed gates
900 * will still open)! (i hope i got the semantics right this time)
901 *
902 */
903void
792void check_inv (object *op, object *trig) { 904check_inv (object *op, object *trig)
793object *match; 905{
906 trig->value = 0; // deactivate if none of the following conditions apply
794 907
795 if(op->type != PLAYER) return; 908 object *pl = trig->ms ().player ();
796 match = check_inv_recursive(op,trig); 909 object *match = check_inv_recursive (op, trig);
797 if (match && trig->last_sp) { 910
911 // elmex: a note about (pl == op):
912 // if pl == 0 then the player has left this space
913 // if pl != 0 then a player is on this mapspace, but then
914 // we still have to check whether it's the player that triggered
915 // this inv-checker, because if not, then the op left this inv-checker
916 // and we have to set the value to 0
917
918 if (match && trig->last_sp) // match == having
919 {
798 if(trig->last_heal) 920 if (trig->last_heal)
799 decrease_ob(match); 921 match->decrease ();
800 use_trigger(trig); 922
923 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
924 push_button (trig, op);
925 }
926 else if (!match && !trig->last_sp) // match == not having
801 } 927 {
802 else if (!match && !trig->last_sp) 928 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
803 use_trigger(trig); 929 push_button (trig, op);
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 } 930 }
823} 931}
932

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