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Comparing deliantra/server/common/button.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.47 by root, Tue May 6 16:55:25 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 1.1 2006/08/13 17:16:00 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 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>
31 25
32/* 26/*
33 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
34 */ 28 */
35 29
36/* 30/*
31 * elmex:
32 * This function takes a objectlink list with all the objects are going to be activated.
33 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
34 * The source argument can be 0 or the source object for this activation.
35 */
36void
37activate_connection_link (objectlink * ol, bool state, object *source = 0)
38{
39 for (; ol; ol = ol->next)
40 {
41 if (!ol->ob)
42 {
43 LOG (llevError, "Internal error in activate_connection_link.\n");
44 continue;
45 }
46
47 /* a button link object can become freed when the map is saving. As
48 * a map is saved, objects are removed and freed, and if an object is
49 * on top of a button, this function is eventually called. If a map
50 * is getting moved out of memory, the status of buttons and levers
51 * probably isn't important - it will get sorted out when the map is
52 * re-loaded. As such, just exit this function if that is the case.
53 */
54
55 if (QUERY_FLAG (ol->ob, FLAG_FREED))
56 return;
57
58 object *tmp = ol->ob;
59
60 /* if the criteria isn't appropriate, don't do anything */
61 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
62 continue;
63
64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
65 continue;
66
67 switch (tmp->type)
68 {
69 case GATE:
70 case HOLE:
71 if (!tmp->active)
72 tmp->play_sound (tmp->sound
73 ? tmp->sound
74 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
75 tmp->value = tmp->stats.maxsp ? !state : state;
76 tmp->set_speed (0.5);
77 break;
78
79 case CF_HANDLE:
80 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
81 update_object (tmp, UP_OBJ_FACE);
82 break;
83
84 case SIGN:
85 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
86 {
87 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
88 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
89 if (tmp->stats.food)
90 tmp->last_eat++;
91 }
92 break;
93
94 case ALTAR:
95 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
96 tmp->value = 1;
97 SET_ANIMATION (tmp, tmp->value);
98 update_object (tmp, UP_OBJ_FACE);
99 break;
100
101 case BUTTON:
102 case PEDESTAL:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
104 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE);
107 break;
108
109 case MOOD_FLOOR:
110 do_mood_floor (tmp, source);
111 break;
112
113 case TIMED_GATE:
114 if (!tmp->active)
115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
116 tmp->set_speed (tmp->arch->speed);
117 tmp->value = tmp->arch->value;
118 tmp->stats.sp = 1;
119 tmp->stats.hp = tmp->stats.maxhp;
120 /* Handle multipart gates. We copy the value for the other parts
121 * from the head - this ensures that the data will consistent
122 */
123 for (object *part = tmp->more; part; part = part->more)
124 {
125 part->value = tmp->value;
126 part->stats.sp = tmp->stats.sp;
127 part->stats.hp = tmp->stats.hp;
128 part->set_speed (tmp->speed);
129 }
130 break;
131
132 case DIRECTOR:
133 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp);
136 else
137 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140
141 animate_turning (tmp);
142 }
143 break;
144
145 case TELEPORTER:
146 move_teleporter (tmp);
147 break;
148
149 case CREATOR:
150 move_creator (tmp);
151 break;
152
153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
155 move_marker (tmp);
156 break;
157
158 case DUPLICATOR:
159 move_duplicator (tmp);
160 break;
161 }
162 }
163}
164
165/*
166 * elmex:
167 * This is the new push_button function, it got split up so that
168 * you can activate connections without a button now!
169 * old but still valid comment:
170 *
37 * Push the specified object. This can affect other buttons/gates/handles 171 * Push the specified object. This can affect other buttons/gates/handles
38 * altars/pedestals/holes in the whole map. 172 * altars/pedestals/holes in the whole map.
39 * Changed the routine to loop through _all_ objects. 173 * Changed the routine to loop through _all_ objects.
40 * Better hurry with that linked list... 174 * Better hurry with that linked list...
41 */ 175 *
42
43void push_button(object *op) {
44 object *tmp;
45 objectlink *ol;
46
47/* LOG(llevDebug, "push_button: %s (%d)\n", op->name, op->count); */
48 for (ol = get_button_links(op); ol; ol = ol->next) {
49 if (!ol->ob || ol->ob->count != ol->id) {
50 LOG(llevError, "Internal error in push_button (%s).\n", op->name);
51 continue;
52 }
53 /* 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
55 * 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
57 * 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.
59 */ 176 */
60 177void
61 if (QUERY_FLAG(ol->ob, FLAG_FREED)) return; 178push_button (object *op)
62 tmp = ol->ob; 179{
180 oblinkpt *obp = get_button_links (op);
63 181
64 /* if the criteria isn't appropriate, don't do anything */ 182 if (!obp)
65 if (op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue; 183 return;
66 if (!op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue;
67 184
68 switch(tmp->type) { 185 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
186 return;
69 187
70 case GATE: 188 activate_connection_link (obp->link, op->value, op);
71 case HOLE: 189}
72 tmp->value=tmp->stats.maxsp?!op->value:op->value;
73 tmp->speed=0.5;
74 update_ob_speed(tmp);
75 break;
76 190
77 case CF_HANDLE: 191/*
78 SET_ANIMATION(tmp, (tmp->value=tmp->stats.maxsp?!op->value:op->value)); 192 * elmex:
79 update_object(tmp,UP_OBJ_FACE); 193 * This activates a connection, similar to push_button (object *op) but it takes
80 break; 194 * only a map, a connection value and a true or false flag that indicated whether
81 195 * the connection was 'state' or 'released'. So that you can activate objects
82 case SIGN: 196 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) { 197 *
84 new_info_map(NDI_UNIQUE | NDI_NAVY,tmp->map,tmp->msg);
85 if (tmp->stats.food) tmp->last_eat++;
86 }
87 break;
88
89 case ALTAR:
90 tmp->value = 1;
91 SET_ANIMATION(tmp, tmp->value);
92 update_object(tmp,UP_OBJ_FACE);
93 break;
94
95 case BUTTON:
96 case PEDESTAL:
97 tmp->value=op->value;
98 SET_ANIMATION(tmp, tmp->value);
99 update_object(tmp,UP_OBJ_FACE);
100 break;
101
102 case MOOD_FLOOR:
103 do_mood_floor(tmp, op);
104 break;
105
106 case TIMED_GATE:
107 tmp->speed = tmp->arch->clone.speed;
108 update_ob_speed(tmp); /* original values */
109 tmp->value = tmp->arch->clone.value;
110 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent
114 */ 198 */
115 for (tmp=tmp->more; tmp!=NULL; tmp=tmp->more) { 199void
116 tmp->speed = tmp->head->speed; 200activate_connection (maptile *map, long connection, bool state)
117 tmp->value = tmp->head->value; 201{
118 tmp->stats.sp = tmp->head->stats.sp; 202 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
119 tmp->stats.hp = tmp->head->stats.hp; 203 return;
120 update_ob_speed(tmp);
121 }
122 break;
123 204
124 case DIRECTOR: 205 oblinkpt *obp = get_connection_links (map, connection);
125 case FIREWALL:
126 if(!QUERY_FLAG(tmp,FLAG_ANIMATE)&&tmp->type==FIREWALL) move_firewall(tmp);
127 else {
128 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
129 tmp->stats.sp = ((tmp->stats.sp-1)%8)+1;
130 animate_turning(tmp);
131 }
132 break;
133 206
134 case TELEPORTER: 207 if (obp)
135 move_teleporter(tmp); 208 activate_connection_link (obp->link, state);
136 break;
137
138 case CREATOR:
139 move_creator(tmp);
140 break;
141
142 case TRIGGER_MARKER:
143 move_marker(tmp);
144 break;
145
146 case DUPLICATOR:
147 move_duplicator(tmp);
148 break;
149 }
150 }
151} 209}
152 210
153/* 211/*
154 * Updates everything connected with the button op. 212 * Updates everything connected with the button op.
155 * After changing the state of a button, this function must be called 213 * After changing the state of a button, this function must be called
156 * to make sure that all gates and other buttons connected to the 214 * to make sure that all gates and other buttons connected to the
157 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
158 */ 216 */
159 217void
160void update_button(object *op) { 218update_button (object *op)
161 object *ab,*tmp,*head; 219{
162 int tot,any_down=0, old_value=op->value; 220 int any_down = 0, old_value = op->value;
163 objectlink *ol; 221 oblinkpt *obp = 0;
164
165 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
166 for (ol = get_button_links(op); ol; ol = ol->next) {
167 if (!ol->ob || ol->ob->count != ol->id) {
168 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name);
169 continue;
170 }
171 tmp = ol->ob;
172 if (tmp->type==BUTTON) {
173 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above)
174 /* Bug? The pedestal code below looks for the head of
175 * the object, this bit doesn't. I'd think we should check
176 * for head here also. Maybe it also makese sense to
177 * make the for ab=tmp->above loop common, and alter
178 * behaviour based on object within that loop?
179 */
180
181 /* Basically, if the move_type matches that on what the
182 * button wants, we count it. The second check is so that
183 * objects don't move (swords, etc) will count. Note that
184 * this means that more work is needed to make buttons
185 * that are only triggered by flying objects.
186 */
187 if ((ab->move_type & tmp->move_on) || ab->move_type==0 )
188 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying;
189
190 tmp->value=(tot>=tmp->weight)?1:0;
191 if(tmp->value)
192 any_down=1;
193 } else if (tmp->type == PEDESTAL) {
194 tmp->value = 0;
195 for(ab=tmp->above; ab!=NULL; ab=ab->above) {
196 head = ab->head ? ab->head : ab;
197 /* Same note regarding move_type for buttons above apply here. */
198 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) &&
199 (head->race==tmp->slaying ||
200 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) ||
201 (!strcmp (tmp->slaying, "player") &&
202 head->type == PLAYER)))
203 tmp->value = 1;
204 }
205 if(tmp->value)
206 any_down=1;
207 }
208 }
209 if(any_down) /* If any other buttons were down, force this to remain down */
210 op->value=1;
211
212 /* If this button hasn't changed, don't do anything */
213 if (op->value != old_value) {
214 SET_ANIMATION(op, op->value);
215 update_object(op, UP_OBJ_FACE);
216 push_button(op); /* Make all other buttons the same */
217 }
218}
219
220/*
221 * Updates every button on the map (by calling update_button() for them).
222 */
223
224void update_buttons(mapstruct *m) {
225 objectlink *ol; 222 objectlink *ol;
226 oblinkpt *obp; 223
227 for (obp = m->buttons; obp; obp = obp->next) 224 obp = get_button_links (op);
225 if (obp)
228 for (ol = obp->link; ol; ol = ol->next) { 226 for (ol = obp->link; ol; ol = ol->next)
229 if (!ol->ob || ol->ob->count != ol->id) { 227 {
230 LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n", 228 if (!ol->ob)
231 ol->ob?ol->ob->name:"null", 229 {
232 ol->ob?ol->ob->x:-1, 230 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
233 ol->ob?ol->ob->y:-1,
234 ol->id,
235 obp->value);
236 continue; 231 continue;
232 }
233
234 object *tmp = ol->ob;
235
236 if (tmp->type == BUTTON)
237 {
238 sint32 total = 0;
239
240 for (object *ab = tmp->above; ab; ab = ab->above)
241 /* Basically, if the move_type matches that on what the
242 * button wants, we count it. The second check is so that
243 * objects who don't move (swords, etc) will count. Note that
244 * this means that more work is needed to make buttons
245 * that are only triggered by flying objects.
246 */
247 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
248 total += ab->head_ ()->total_weight ();
249
250 tmp->value = total >= tmp->weight;
251
252 any_down = any_down || tmp->value;
253 }
254 else if (tmp->type == PEDESTAL)
255 {
256 tmp->value = 0;
257
258 for (object *ab = tmp->above; ab; ab = ab->above)
259 {
260 object *head = ab->head_ ();
261
262 /* Same note regarding move_type for buttons above apply here. */
263 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
264 && (head->race == tmp->slaying
265 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
266 || (tmp->slaying == shstr_player && head->type == PLAYER)))
267 tmp->value = 1;
268 }
269
270 any_down = any_down || tmp->value;
271 }
237 } 272 }
238 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL) 273
274 if (any_down) /* If any other buttons were down, force this to remain down */
275 op->value = 1;
276
277 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
278
279 /* If this button hasn't changed, don't do anything */
280 if (op->value != old_value)
239 { 281 {
240 update_button(ol->ob); 282 SET_ANIMATION (op, op->value);
241 break; 283 update_object (op, UP_OBJ_FACE);
284 push_button (op); /* Make all other buttons the same */
242 } 285 }
243 }
244} 286}
245 287
288void
246void use_trigger(object *op) 289use_trigger (object *op)
247{ 290{
248
249 /* Toggle value */ 291 /* Toggle value */
250 op->value = !op->value; 292 op->value = !op->value;
251 push_button(op); 293 push_button (op);
252} 294}
253 295
254/* 296/*
255 * Note: animate_object should be used instead of this, 297 * Note: animate_object should be used instead of this,
256 * but it can't handle animations in the 8 directions 298 * but it can't handle animations in the 8 directions
257 */ 299 */
258 300void
259void animate_turning(object *op) /* only one part objects */ 301animate_turning (object *op) /* only one part objects */
260{ 302{
261 if (++op->state >= NUM_ANIMATIONS(op)/8) 303 if (++op->state >= NUM_ANIMATIONS (op) / 8)
262 op->state=0; 304 op->state = 0;
263 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);
264 op->state);
265 update_object(op,UP_OBJ_FACE); 306 update_object (op, UP_OBJ_FACE);
266} 307}
267 308
268#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 309#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
269#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 310#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
270 311
276 * 317 *
277 * 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
278 * 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
279 * objects on the same space that take the same sacrifice. 320 * objects on the same space that take the same sacrifice.
280 */ 321 */
281 322
323int
282int check_altar_sacrifice (const object *altar, const object *sacrifice) 324check_altar_sacrifice (const object *altar, const object *sacrifice)
283{ 325{
284 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 326 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
285 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 327 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
286 && sacrifice->type != PLAYER) 328 && sacrifice->type != PLAYER)
287 { 329 {
288 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 330 if (ARCH_SACRIFICE (altar) == shstr_money
289 ARCH_SACRIFICE(altar) == sacrifice->name ||
290 ARCH_SACRIFICE(altar) == sacrifice->slaying ||
291 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0))))
292 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1))
293 return 1;
294 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0
295 && sacrifice->type == MONEY 331 && sacrifice->type == MONEY
296 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 332 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
297 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;
298 } 341 }
342
299 return 0; 343 return 0;
300} 344}
301
302 345
303/* 346/*
304 * operate_altar checks if sacrifice was accepted and removes sacrificed 347 * operate_altar checks if sacrifice was accepted and removes sacrificed
305 * 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
306 * call check_altar_sacrifice (above) than depend on the return value, 349 * call check_altar_sacrifice (above) than depend on the return value,
307 * since operate_altar will remove the sacrifice also. 350 * since operate_altar will remove the sacrifice also.
308 * 351 *
309 * 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
310 * 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.
311 */ 354 */
312 355int
313int operate_altar (object *altar, object **sacrifice) 356operate_altar (object *altar, object **sacrifice)
314{ 357{
315
316 if ( ! altar->map) { 358 if (!altar->map)
359 {
317 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 360 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
318 return 0; 361 return 0;
319 } 362 }
320 363
321 if (!altar->slaying || altar->value) 364 if (!altar->slaying || altar->value)
322 return 0; 365 return 0;
323 366
324 if ( ! check_altar_sacrifice (altar, *sacrifice)) 367 if (!check_altar_sacrifice (altar, *sacrifice))
325 return 0; 368 return 0;
326 369
327 /* check_altar_sacrifice should have already verified that enough money 370 /* check_altar_sacrifice should have already verified that enough money
328 * has been dropped. 371 * has been dropped.
329 */ 372 */
330 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 373 if (ARCH_SACRIFICE (altar) == shstr_money)
374 {
331 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 375 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
332 376
333 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
334 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
335 *sacrifice = decrease_ob_nr (*sacrifice, number); 379 number++;
380
381 if (!(*sacrifice)->decrease (number))
382 *sacrifice = 0;
336 } 383 }
337 else 384 else
338 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 385 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
339 386 *sacrifice = 0;
387
340 if (altar->msg) 388 if (altar->msg)
341 new_info_map(NDI_BLACK, altar->map, altar->msg); 389 new_info_map (NDI_BLACK, altar->map, altar->msg);
390
342 return 1; 391 return 1;
343} 392}
344 393
394void
345void trigger_move (object *op, int state) /* 1 down and 0 up */ 395trigger_move (object *op, int state) /* 1 down and 0 up */
346{ 396{
347 op->stats.wc = state; 397 op->stats.wc = state;
348 if (state) { 398 if (state)
349 use_trigger(op); 399 {
350 if (op->stats.exp > 0) /* check sanity */
351 op->speed = 1.0 / op->stats.exp;
352 else
353 op->speed = 1.0;
354 update_ob_speed(op);
355 op->speed_left = -1;
356 } else {
357 use_trigger(op); 400 use_trigger (op);
358 op->speed = 0; 401 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
359 update_ob_speed(op); 402 op->speed_left = -1;
403 }
404 else
405 {
406 use_trigger (op);
407 op->set_speed (0);
360 } 408 }
361} 409}
362 410
363 411
364/* 412/*
371 * 419 *
372 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 420 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
373 * 421 *
374 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 422 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
375 */ 423 */
424int
376int check_trigger (object *op, object *cause) 425check_trigger (object *op, object *cause)
377{ 426{
378 object *tmp; 427 object *tmp;
379 int push = 0, tot = 0; 428 int push = 0, tot = 0;
380 int in_movement = op->stats.wc || op->speed; 429 int in_movement = op->stats.wc || op->speed;
381 430
382 switch (op->type) { 431 switch (op->type)
432 {
383 case TRIGGER_BUTTON: 433 case TRIGGER_BUTTON:
384 if (op->weight > 0) { 434 if (op->weight > 0)
385 if (cause) { 435 {
436 if (cause)
437 {
386 for (tmp = op->above; tmp; tmp = tmp->above) 438 for (tmp = op->above; tmp; tmp = tmp->above)
387 /* Comment reproduced from update_buttons(): */ 439 /* Comment reproduced from update_buttons(): */
388 /* Basically, if the move_type matches that on what the 440 /* Basically, if the move_type matches that on what the
389 * button wants, we count it. The second check is so that 441 * button wants, we count it. The second check is so that
390 * objects that don't move (swords, etc) will count. Note that 442 * objects that don't move (swords, etc) will count. Note that
391 * this means that more work is needed to make buttons 443 * this means that more work is needed to make buttons
392 * that are only triggered by flying objects. 444 * that are only triggered by flying objects.
393 */
394
395 if ((tmp->move_type & op->move_on) || tmp->move_type==0) {
396 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1)
397 + tmp->carrying;
398 }
399 if (tot >= op->weight)
400 push = 1;
401 if (op->stats.ac == push)
402 return 0;
403 op->stats.ac = push;
404 if (NUM_ANIMATIONS(op) > 1) {
405 SET_ANIMATION (op, push);
406 update_object (op, UP_OBJ_FACE);
407 } 445 */
408 if (in_movement || ! push)
409 return 0;
410 }
411 trigger_move (op, push);
412 }
413 return 0;
414
415 case TRIGGER_PEDESTAL:
416 if (cause) {
417 for (tmp = op->above; tmp; tmp = tmp->above) {
418 object *head = tmp->head ? tmp->head : tmp;
419
420 /* See comment in TRIGGER_BUTTON about move_types */
421 if (((head->move_type & op->move_on) || head->move_type==0) 446 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
422 && (head->race==op->slaying || 447 tot += tmp->head_ ()->total_weight ();
423 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 448
424 push = 1; 449 if (tot >= op->weight)
425 break; 450 push = 1;
426 } 451
427 } 452 if (op->stats.ac == push)
428 if (op->stats.ac == push) 453 return 0;
429 return 0; 454
430 op->stats.ac = push; 455 op->stats.ac = push;
431 if (NUM_ANIMATIONS(op) > 1) { 456 if (NUM_ANIMATIONS (op) > 1)
457 {
432 SET_ANIMATION (op, push); 458 SET_ANIMATION (op, push);
433 update_object (op, UP_OBJ_FACE); 459 update_object (op, UP_OBJ_FACE);
434 }
435 update_object(op,UP_OBJ_FACE);
436 if (in_movement || ! push)
437 return 0;
438 }
439 trigger_move (op, push);
440 return 0;
441
442 case TRIGGER_ALTAR:
443 if (cause) {
444 if (in_movement)
445 return 0;
446 if (operate_altar (op, &cause)) {
447 if (NUM_ANIMATIONS(op) > 1) {
448 SET_ANIMATION (op, 1);
449 update_object(op, UP_OBJ_FACE);
450 } 460 }
451 if (op->last_sp >= 0) { 461
452 trigger_move (op, 1); 462 if (in_movement || !push)
453 if (op->last_sp > 0) 463 return 0;
454 op->last_sp = -op->last_sp; 464 }
455 } 465 trigger_move (op, push);
456 else { 466 }
457 /* for trigger altar with last_sp, the ON/OFF 467
458 * status (-> +/- value) is "simulated":
459 */
460 op->value = !op->value;
461 trigger_move (op, 1);
462 op->last_sp = -op->last_sp;
463 op->value = !op->value;
464 }
465 return cause == NULL;
466 } else {
467 return 0; 468 return 0;
468 } 469
469 } else { 470 case TRIGGER_PEDESTAL:
470 if (NUM_ANIMATIONS(op) > 1) { 471 if (cause)
471 SET_ANIMATION (op, 0); 472 {
472 update_object(op, UP_OBJ_FACE); 473 for (tmp = op->above; tmp; tmp = tmp->above)
474 {
475 object *head = tmp->head_ ();
476
477 /* See comment in TRIGGER_BUTTON about move_types */
478 if (((head->move_type & op->move_on) || head->move_type == 0)
479 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
480 {
481 push = 1;
482 break;
473 } 483 }
474 484 }
475 /* If trigger_altar has "last_sp > 0" set on the map,
476 * it will push the connected value only once per sacrifice.
477 * Otherwise (default), the connected value will be
478 * pushed twice: First by sacrifice, second by reset! -AV
479 */
480 if (!op->last_sp)
481 trigger_move (op, 0);
482 else {
483 op->stats.wc = 0;
484 op->value = !op->value;
485 op->speed = 0;
486 update_ob_speed(op);
487 }
488 }
489 return 0;
490 485
491 case TRIGGER: 486 if (op->stats.ac == push)
492 if (cause) { 487 return 0;
493 if (in_movement) 488
494 return 0; 489 op->stats.ac = push;
495 push = 1; 490
496 }
497 if (NUM_ANIMATIONS(op) > 1) { 491 if (NUM_ANIMATIONS (op) > 1)
492 {
498 SET_ANIMATION (op, push); 493 SET_ANIMATION (op, push);
499 update_object(op, UP_OBJ_FACE); 494 update_object (op, UP_OBJ_FACE);
500 } 495 }
496
497 update_object (op, UP_OBJ_FACE);
498
499 if (in_movement || !push)
500 return 0;
501 }
502
501 trigger_move (op, push); 503 trigger_move (op, push);
504 return 0;
505
506 case TRIGGER_ALTAR:
507 if (cause)
508 {
509 if (in_movement)
510 return 0;
511
512 if (operate_altar (op, &cause))
513 {
514 if (NUM_ANIMATIONS (op) > 1)
515 {
516 SET_ANIMATION (op, 1);
517 update_object (op, UP_OBJ_FACE);
518 }
519
520 if (op->last_sp >= 0)
521 {
522 trigger_move (op, 1);
523 if (op->last_sp > 0)
524 op->last_sp = -op->last_sp;
525 }
526 else
527 {
528 /* for trigger altar with last_sp, the ON/OFF
529 * status (-> +/- value) is "simulated":
530 */
531 op->value = !op->value;
532 trigger_move (op, 1);
533 op->last_sp = -op->last_sp;
534 op->value = !op->value;
535 }
536
537 return cause == NULL;
538 }
539 else
540 return 0;
541 }
542 else
543 {
544 if (NUM_ANIMATIONS (op) > 1)
545 {
546 SET_ANIMATION (op, 0);
547 update_object (op, UP_OBJ_FACE);
548 }
549
550 /* If trigger_altar has "last_sp > 0" set on the map,
551 * it will push the connected value only once per sacrifice.
552 * Otherwise (default), the connected value will be
553 * pushed twice: First by sacrifice, second by reset! -AV
554 */
555 if (!op->last_sp)
556 trigger_move (op, 0);
557 else
558 {
559 op->stats.wc = 0;
560 op->value = !op->value;
561 op->set_speed (0);
562 }
563 }
564 return 0;
565
566 case TRIGGER:
567 if (cause)
568 {
569 if (in_movement)
570 return 0;
571
572 push = 1;
573 }
574
575 if (NUM_ANIMATIONS (op) > 1)
576 {
577 SET_ANIMATION (op, push);
578 update_object (op, UP_OBJ_FACE);
579 }
580
581 trigger_move (op, push);
502 return 1; 582 return 1;
503 583
504 default: 584 default:
505 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);
506 return 0; 586 return 0;
507 } 587 }
508} 588}
509 589
590void
510void add_button_link(object *button, mapstruct *map, int connected) { 591add_button_link (object *button, maptile *map, int connected)
592{
511 oblinkpt *obp; 593 oblinkpt *obp;
512 objectlink *ol = get_objectlink(); 594 objectlink *ol = get_objectlink ();
513 595
514 if (!map) { 596 if (!map)
597 {
515 LOG(llevError, "Tried to add button-link without map.\n"); 598 LOG (llevError, "Tried to add button-link without map.\n");
516 return; 599 return;
517 } 600 }
601
518 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
519 a connected map from a template map. */ 603 a connected map from a template map. */
520/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
521 604
522 SET_FLAG(button,FLAG_IS_LINKED); 605 SET_FLAG (button, FLAG_IS_LINKED);
523 606
524 ol->ob = button; 607 ol->ob = button;
525 ol->id = button->count;
526 608
527 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 609 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
610 ;
528 611
529 if (obp) { 612 if (obp)
613 {
530 ol->next = obp->link; 614 ol->next = obp->link;
531 obp->link = ol; 615 obp->link = ol;
616 }
532 } else { 617 else
618 {
533 obp = get_objectlinkpt(); 619 obp = get_objectlinkpt ();
534 obp->value = connected; 620 obp->value = connected;
535 621
536 obp->next = map->buttons; 622 obp->next = map->buttons;
537 map->buttons = obp; 623 map->buttons = obp;
538 obp->link = ol; 624 obp->link = ol;
539 } 625 }
540} 626}
541 627
542/* 628/*
543 * 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.
544 * This is only needed by editors. 630 * This is only needed by editors.
545 */ 631 */
546 632
633void
547void remove_button_link(object *op) { 634remove_button_link (object *op)
635{
548 oblinkpt *obp; 636 oblinkpt *obp;
549 objectlink **olp, *ol; 637 objectlink **olp, *ol;
550 638
551 if (op->map == NULL) { 639 if (op->map == NULL)
640 {
552 LOG(llevError, "remove_button_link() in object without map.\n"); 641 LOG (llevError, "remove_button_link() in object without map.\n");
553 return; 642 return;
554 } 643 }
644
555 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 645 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
646 {
556 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 647 LOG (llevError, "remove_button_linked() in unlinked object.\n");
557 return; 648 return;
558 } 649 }
650
559 for (obp = op->map->buttons; obp; obp = obp->next) 651 for (obp = op->map->buttons; obp; obp = obp->next)
560 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 652 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
561 if (ol->ob == op) { 653 if (ol->ob == op)
654 {
655
562/* 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",
563 obp->value, op->name, op->map->path); 657 obp->value, op->name, op->map->path);
564*/ 658*/
565 *olp = ol->next; 659 *olp = ol->next;
566 free(ol); 660 delete ol;
567 return; 661 return;
568 } 662 }
663
569 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 664 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
570 CLEAR_FLAG(op,FLAG_IS_LINKED); 665 CLEAR_FLAG (op, FLAG_IS_LINKED);
571} 666}
572 667
668/*
669 * Gets the objectlink for this connection from the map.
670 */
671oblinkpt *
672get_connection_links (maptile *map, long connection)
673{
674 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
675 if (obp->value == connection)
676 return obp;
677
678 return 0;
679}
680
573/* 681/*
574 * Return the first objectlink in the objects linked to this one 682 * Return the first objectlink in the objects linked to this one
575 */ 683 */
576 684
685oblinkpt *
577objectlink *get_button_links(const object *button) { 686get_button_links (const object *button)
687{
578 oblinkpt *obp; 688 oblinkpt *obp;
579 objectlink *ol; 689 objectlink *ol;
580 690
581 if (!button->map) 691 if (!button->map)
582 return NULL; 692 return NULL;
693
583 for (obp = button->map->buttons; obp; obp = obp->next) 694 for (obp = button->map->buttons; obp; obp = obp->next)
584 for (ol = obp->link; ol; ol = ol->next) 695 for (ol = obp->link; ol; ol = ol->next)
585 if (ol->ob == button && ol->id == button->count) 696 if (ol->ob == button)
586 return obp->link; 697 return obp;
698
587 return NULL; 699 return NULL;
588} 700}
589 701
590/* 702/*
591 * Made as a separate function to increase efficiency 703 * Made as a separate function to increase efficiency
592 */ 704 */
593 705
706int
594int get_button_value(const object *button) { 707get_button_value (const object *button)
708{
595 oblinkpt *obp; 709 oblinkpt *obp;
596 objectlink *ol; 710 objectlink *ol;
597 711
598 if (!button->map) 712 if (!button->map)
599 return 0; 713 return 0;
600 for (obp = button->map->buttons; obp; obp = obp->next) 714 for (obp = button->map->buttons; obp; obp = obp->next)
601 for (ol = obp->link; ol; ol = ol->next) 715 for (ol = obp->link; ol; ol = ol->next)
602 if (ol->ob == button && ol->id == button->count) 716 if (ol->ob == button)
603 return obp->value; 717 return obp->value;
604 return 0; 718 return 0;
605} 719}
606 720
607/* This routine makes monsters who are 721/* This routine makes monsters who are
610 * If floor is to be triggered must have 724 * If floor is to be triggered must have
611 * a speed of zero (default is 1 for all 725 * a speed of zero (default is 1 for all
612 * but the charm floor type). 726 * but the charm floor type).
613 * by b.t. thomas@nomad.astro.psu.edu 727 * by b.t. thomas@nomad.astro.psu.edu
614 */ 728 */
615 729
730void
616void do_mood_floor(object *op, object *op2) { 731do_mood_floor (object *op, object *source)
732{
733 if (!source)
734 source = op;
735
736 mapspace &ms = op->ms ();
737
738 if (!(ms.flags () & P_IS_ALIVE))
739 return;
740
617 object *tmp; 741 object *tmp;
618 object *tmp2;
619 742
620 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 743 for (tmp = ms.top; tmp; tmp = tmp->below)
621 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 744 if (QUERY_FLAG (tmp, FLAG_MONSTER))
745 break;
622 746
623 /* 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
624 * be a monster here. 748 * be a monster here.
625 */ 749 */
750 //TODO: have players really FLAG_MONSTER? kept it for safety
626 if (!tmp || tmp->type == PLAYER) return; 751 if (!tmp || tmp->type == PLAYER)
752 return;
627 753
628 switch(op->last_sp) { 754 switch (op->last_sp)
755 {
629 case 0: /* furious--make all monsters mad */ 756 case 0: /* furious--make all monsters mad */
630 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
631 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
632 if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
633 CLEAR_FLAG(tmp, FLAG_FRIENDLY);
634 remove_friendly_object(tmp);
635 tmp->attack_movement = 0;
636 /* lots of checks here, but want to make sure we don't
637 * dereference a null value
638 */
639 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER &&
640 tmp->owner->contr->ranges[range_golem]==tmp) {
641 tmp->owner->contr->ranges[range_golem]=NULL;
642 tmp->owner->contr->golem_count = 0;
643 }
644 tmp->owner = 0;
645 }
646 break;
647 case 1: /* angry -- get neutral monsters mad */
648 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&&
649 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
650 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
651 break;
652 case 2: /* calm -- pacify unfriendly monsters */
653 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 */
654 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 784 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
655 break; 785 break;
786
656 case 3: /* make all monsters fall asleep */ 787 case 3: /* make all monsters fall asleep */
657 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
658 SET_FLAG(tmp, FLAG_SLEEP); 788 SET_FLAG (tmp, FLAG_SLEEP);
659 break; 789 break;
660 case 4: /* charm all monsters */
661 790
662 if(op == op2) break; /* only if 'connected' */ 791 case 4: /* charm all monsters */
663 792 if (op == source)
664 for(tmp2=get_map_ob(op2->map,op2->x,op2->y); /* finding an owner */ 793 break; /* only if 'connected' */
665 tmp2->type!=PLAYER;tmp2=tmp2->above)
666 if(tmp2->above==NULL) break;
667 794
668 if (tmp2->type != PLAYER) 795 if (object *pl = source->ms ().player ())
669 break; 796 {
670 set_owner(tmp,tmp2); 797 tmp->set_owner (pl);
671 SET_FLAG(tmp,FLAG_MONSTER); 798 SET_FLAG (tmp, FLAG_MONSTER);
672 tmp->stats.exp = 0; 799
673 SET_FLAG(tmp, FLAG_FRIENDLY); 800 tmp->stats.exp = 0;
801
674 add_friendly_object (tmp); 802 add_friendly_object (tmp);
675 tmp->attack_movement = PETMOVE; 803 tmp->attack_movement = PETMOVE;
676 break; 804 }
805 break;
677 806
807 case 6: // kill monsters
808 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
809 break;
810
811 // FALL THROUGH
812 case 5: // kill all alives
813 if (!tmp->flag [FLAG_PRECIOUS])
814 {
815 archetype::get (shstr_burnout)->insert_at (tmp, source);
816 tmp->destroy ();
817 }
818 break;
819
678 default: 820 default:
679 break; 821 break;
680
681 } 822 }
682} 823}
683 824
684/* this function returns the object it matches, or NULL if non. 825/* this function returns the object it matches, or NULL if non.
685 * It will descend through containers to find the object. 826 * It will descend through containers to find the object.
686 * slaying = match object slaying flag 827 * slaying = match object slaying flag
687 * race = match object archetype name flag 828 * race = match object archetype name flag
688 * hp = match object type (excpt type '0'== PLAYER) 829 * hp = match object type (excpt type '0'== PLAYER)
689 */ 830 */
690 831object *
691object * check_inv_recursive(object *op, const object *trig) 832check_inv_recursive (object *op, const object *trig)
692{ 833{
693 object *tmp,*ret=NULL; 834 object *tmp, *ret = NULL;
694 835
695 /* First check the object itself. */ 836 /* First check the object itself. */
696 if((trig->stats.hp && (op->type == trig->stats.hp)) 837 if ((trig->stats.hp && (op->type == trig->stats.hp))
697 || (trig->slaying && (op->slaying == trig->slaying)) 838 || (trig->slaying && (op->slaying == trig->slaying))
698 || (trig->race && (op->arch->name == trig->race))) 839 || (trig->race && (op->arch->archname == trig->race)))
699 return op; 840 return op;
700 841
701 for(tmp=op->inv; tmp; tmp=tmp->below) { 842 for (tmp = op->inv; tmp; tmp = tmp->below)
702 if (tmp->inv) { 843 {
844 if (tmp->inv)
845 {
703 ret=check_inv_recursive(tmp, trig); 846 ret = check_inv_recursive (tmp, trig);
704 if (ret) return ret; 847 if (ret)
705 } 848 return ret;
849 }
706 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 850 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
707 || (trig->slaying && (tmp->slaying == trig->slaying)) 851 || (trig->slaying && (tmp->slaying == trig->slaying))
708 || (trig->race && (tmp->arch->name == trig->race))) 852 || (trig->race && (tmp->arch->archname == trig->race)))
709 return tmp; 853 return tmp;
710 } 854 }
711 return NULL; 855 return NULL;
712} 856}
713 857
714/* check_inv(), a function to search the inventory, 858/* check_inv(), a function to search the inventory,
715 * of a player and then based on a set of conditions, 859 * of a player and then based on a set of conditions,
716 * the square will activate connected items. 860 * the square will activate connected items.
717 * Monsters can't trigger this square (for now) 861 * Monsters can't trigger this square (for now)
718 * Values are: last_sp = 1/0 obj/no obj triggers 862 * Values are: last_sp = 1/0 obj/no obj triggers
719 * last_heal = 1/0 remove/dont remove obj if triggered 863 * last_heal = 1/0 remove/dont remove obj if triggered
720 * -b.t. (thomas@nomad.astro.psu.edu 864 * -b.t. (thomas@nomad.astro.psu.edu
721 */ 865 *
722 866 * 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
723void check_inv (object *op, object *trig) { 883check_inv (object *op, object *trig)
724object *match; 884{
885 trig->value = 0; // deactivate if none of the following conditions apply
725 886
726 if(op->type != PLAYER) return; 887 object *pl = trig->ms ().player ();
727 match = check_inv_recursive(op,trig); 888 object *match = check_inv_recursive (op, trig);
728 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 {
729 if(trig->last_heal) 899 if (trig->last_heal)
730 decrease_ob(match); 900 match->decrease ();
731 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
732 } 906 {
733 else if (!match && !trig->last_sp) 907 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
734 use_trigger(trig); 908 push_button (trig);
735}
736
737
738/* This does a minimal check of the button link consistency for object
739 * map. All it really does it much sure the object id link that is set
740 * matches what the object has.
741 */
742void verify_button_links(const mapstruct *map) {
743 oblinkpt *obp;
744 objectlink *ol;
745
746 if (!map) return;
747
748 for (obp = map->buttons; obp; obp = obp->next) {
749 for (ol=obp->link; ol; ol=ol->next) {
750 if (ol->id!=ol->ob->count)
751 LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count);
752 }
753 } 909 }
754} 910}
911

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