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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 1.51 by root, Thu Jan 8 03:03:23 2009 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
117 tmp->set_speed (tmp->arch->speed);
118 tmp->value = tmp->arch->value;
119 tmp->stats.sp = 1;
120 tmp->stats.hp = tmp->stats.maxhp;
121 /* Handle multipart gates. We copy the value for the other parts
122 * from the head - this ensures that the data will consistent
123 */
124 for (object *part = tmp->more; part; part = part->more)
125 {
126 part->value = tmp->value;
127 part->stats.sp = tmp->stats.sp;
128 part->stats.hp = tmp->stats.hp;
129 part->set_speed (tmp->speed);
130 }
131 break;
132
133 case DIRECTOR:
134 case FIREWALL:
135 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
136 move_firewall (tmp);
137 else
138 {
139 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
140 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
141
142 animate_turning (tmp);
143 }
144 break;
145
146 case TELEPORTER:
147 move_teleporter (tmp);
148 break;
149
150 case CREATOR:
151 move_creator (tmp);
152 break;
153
154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
156 move_marker (tmp);
157 break;
158
159 case DUPLICATOR:
160 move_duplicator (tmp);
161 break;
162
163 case MAPSCRIPT:
164 cfperl_mapscript_activate (tmp, source, state);
165 break;
166 }
167 }
168}
169
170/*
171 * elmex:
172 * This is the new push_button function, it got split up so that
173 * you can activate connections without a button now!
174 * old but still valid comment:
175 *
37 * Push the specified object. This can affect other buttons/gates/handles 176 * Push the specified object. This can affect other buttons/gates/handles
38 * altars/pedestals/holes in the whole map. 177 * altars/pedestals/holes in the whole map.
39 * Changed the routine to loop through _all_ objects. 178 * Changed the routine to loop through _all_ objects.
40 * Better hurry with that linked list... 179 * Better hurry with that linked list...
41 */ 180 *
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 */ 181 */
182void
183push_button (object *op)
184{
185 if (oblinkpt *obp = op->find_link ())
60 186 {
61 if (QUERY_FLAG(ol->ob, FLAG_FREED)) return; 187 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value)))
62 tmp = ol->ob; 188 return;
63 189
64 /* if the criteria isn't appropriate, don't do anything */ 190 activate_connection_link (obp->link, op->value, op);
65 if (op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue; 191 }
66 if (!op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue; 192}
67 193
68 switch(tmp->type) { 194/*
69 195 * elmex:
70 case GATE: 196 * This activates a connection, similar to push_button (object *op) but it takes
71 case HOLE: 197 * only a map, a connection value and a true or false flag that indicated whether
72 tmp->value=tmp->stats.maxsp?!op->value:op->value; 198 * the connection was 'state' or 'released'. So that you can activate objects
73 tmp->speed=0.5; 199 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
74 update_ob_speed(tmp); 200 *
75 break;
76
77 case CF_HANDLE:
78 SET_ANIMATION(tmp, (tmp->value=tmp->stats.maxsp?!op->value:op->value));
79 update_object(tmp,UP_OBJ_FACE);
80 break;
81
82 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) {
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 */ 201 */
115 for (tmp=tmp->more; tmp!=NULL; tmp=tmp->more) { 202void
116 tmp->speed = tmp->head->speed; 203maptile::trigger (shstr_tmp id, bool state, object *originator)
117 tmp->value = tmp->head->value; 204{
118 tmp->stats.sp = tmp->head->stats.sp; 205 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
119 tmp->stats.hp = tmp->head->stats.hp; 206 return;
120 update_ob_speed(tmp);
121 }
122 break;
123 207
124 case DIRECTOR: 208 if (oblinkpt *obp = find_link (id))
125 case FIREWALL: 209 activate_connection_link (obp->link, state, originator);
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
134 case TELEPORTER:
135 move_teleporter(tmp);
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} 210}
152 211
153/* 212/*
154 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
155 * After changing the state of a button, this function must be called 214 * After changing the state of a button, this function must be called
156 * to make sure that all gates and other buttons connected to the 215 * to make sure that all gates and other buttons connected to the
157 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
158 */ 217 */
159 218void
160void update_button(object *op) { 219update_button (object *op)
161 object *ab,*tmp,*head; 220{
162 int tot,any_down=0, old_value=op->value; 221 int any_down = 0, old_value = op->value;
163 objectlink *ol;
164 222
165 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 223 if (oblinkpt *obp = op->find_link ())
166 for (ol = get_button_links(op); ol; ol = ol->next) { 224 for (objectlink *ol = obp->link; ol; ol = ol->next)
167 if (!ol->ob || ol->ob->count != ol->id) { 225 {
226 if (!ol->ob)
227 {
168 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 228 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;
226 oblinkpt *obp;
227 for (obp = m->buttons; obp; obp = obp->next)
228 for (ol = obp->link; ol; ol = ol->next) {
229 if (!ol->ob || ol->ob->count != ol->id) {
230 LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
231 ol->ob?ol->ob->name:"null",
232 ol->ob?ol->ob->x:-1,
233 ol->ob?ol->ob->y:-1,
234 ol->id,
235 obp->value);
236 continue; 229 continue;
230 }
231
232 object *tmp = ol->ob;
233
234 if (tmp->type == BUTTON)
235 {
236 sint32 total = 0;
237
238 for (object *ab = tmp->above; ab; ab = ab->above)
239 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that
241 * objects who don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects.
244 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246 total += ab->head_ ()->total_weight ();
247
248 tmp->value = total >= tmp->weight;
249
250 any_down = any_down || tmp->value;
251 }
252 else if (tmp->type == PEDESTAL)
253 {
254 tmp->value = 0;
255
256 for (object *ab = tmp->above; ab; ab = ab->above)
257 {
258 object *head = ab->head_ ();
259
260 /* Same note regarding move_type for buttons above apply here. */
261 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
262 && (head->race == tmp->slaying
263 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
264 || (tmp->slaying == shstr_player && head->type == PLAYER)))
265 tmp->value = 1;
266 }
267
268 any_down = any_down || tmp->value;
269 }
237 } 270 }
238 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL) 271
272 if (any_down) /* If any other buttons were down, force this to remain down */
273 op->value = 1;
274
275 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
276
277 /* If this button hasn't changed, don't do anything */
278 if (op->value != old_value)
239 { 279 {
240 update_button(ol->ob); 280 SET_ANIMATION (op, op->value);
241 break; 281 update_object (op, UP_OBJ_FACE);
282 push_button (op); /* Make all other buttons the same */
242 } 283 }
243 }
244} 284}
245 285
286void
246void use_trigger(object *op) 287use_trigger (object *op)
247{ 288{
248
249 /* Toggle value */ 289 /* Toggle value */
250 op->value = !op->value; 290 op->value = !op->value;
251 push_button(op); 291 push_button (op);
252} 292}
253 293
254/* 294/*
255 * Note: animate_object should be used instead of this, 295 * Note: animate_object should be used instead of this,
256 * but it can't handle animations in the 8 directions 296 * but it can't handle animations in the 8 directions
257 */ 297 */
258 298void
259void animate_turning(object *op) /* only one part objects */ 299animate_turning (object *op) /* only one part objects */
260{ 300{
261 if (++op->state >= NUM_ANIMATIONS(op)/8) 301 if (++op->state >= NUM_ANIMATIONS (op) / 8)
262 op->state=0; 302 op->state = 0;
263 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 303 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
264 op->state);
265 update_object(op,UP_OBJ_FACE); 304 update_object (op, UP_OBJ_FACE);
266} 305}
267 306
268#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 307#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
269#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 308#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
270 309
276 * 315 *
277 * 0.93.4: Linked objects (ie, objects that are connected) can not be 316 * 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 317 * sacrificed. This fixes a bug of trying to put multiple altars/related
279 * objects on the same space that take the same sacrifice. 318 * objects on the same space that take the same sacrifice.
280 */ 319 */
281 320
321int
282int check_altar_sacrifice (const object *altar, const object *sacrifice) 322check_altar_sacrifice (const object *altar, const object *sacrifice)
283{ 323{
284 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 324 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
285 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 325 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
286 && sacrifice->type != PLAYER) 326 && sacrifice->type != PLAYER)
287 { 327 {
288 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 328 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 329 && sacrifice->type == MONEY
296 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 330 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
297 return 1; 331 return 1;
332
333 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
334 || ARCH_SACRIFICE (altar) == sacrifice->name
335 || ARCH_SACRIFICE (altar) == sacrifice->slaying
336 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
337 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
338 return 1;
298 } 339 }
340
299 return 0; 341 return 0;
300} 342}
301
302 343
303/* 344/*
304 * operate_altar checks if sacrifice was accepted and removes sacrificed 345 * operate_altar checks if sacrifice was accepted and removes sacrificed
305 * objects. If sacrifice was succeed return 1 else 0. Might be better to 346 * 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, 347 * call check_altar_sacrifice (above) than depend on the return value,
307 * since operate_altar will remove the sacrifice also. 348 * since operate_altar will remove the sacrifice also.
308 * 349 *
309 * If this function returns 1, '*sacrifice' is modified to point to the 350 * 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. 351 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
311 */ 352 */
312 353int
313int operate_altar (object *altar, object **sacrifice) 354operate_altar (object *altar, object **sacrifice)
314{ 355{
315
316 if ( ! altar->map) { 356 if (!altar->map)
357 {
317 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 358 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
318 return 0; 359 return 0;
319 } 360 }
320 361
321 if (!altar->slaying || altar->value) 362 if (!altar->slaying || altar->value)
322 return 0; 363 return 0;
323 364
324 if ( ! check_altar_sacrifice (altar, *sacrifice)) 365 if (!check_altar_sacrifice (altar, *sacrifice))
325 return 0; 366 return 0;
326 367
327 /* check_altar_sacrifice should have already verified that enough money 368 /* check_altar_sacrifice should have already verified that enough money
328 * has been dropped. 369 * has been dropped.
329 */ 370 */
330 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 371 if (ARCH_SACRIFICE (altar) == shstr_money)
372 {
331 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 373 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
332 374
333 /* Round up any sacrifices. Altars don't make change either */ 375 /* Round up any sacrifices. Altars don't make change either */
334 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 376 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
335 *sacrifice = decrease_ob_nr (*sacrifice, number); 377 number++;
378
379 if (!(*sacrifice)->decrease (number))
380 *sacrifice = 0;
336 } 381 }
337 else 382 else
338 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 383 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
339 384 *sacrifice = 0;
385
340 if (altar->msg) 386 if (altar->msg)
341 new_info_map(NDI_BLACK, altar->map, altar->msg); 387 new_info_map (NDI_BLACK, altar->map, altar->msg);
388
342 return 1; 389 return 1;
343} 390}
344 391
392void
345void trigger_move (object *op, int state) /* 1 down and 0 up */ 393trigger_move (object *op, int state) /* 1 down and 0 up */
346{ 394{
347 op->stats.wc = state; 395 op->stats.wc = state;
348 if (state) { 396 if (state)
349 use_trigger(op); 397 {
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); 398 use_trigger (op);
358 op->speed = 0; 399 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
359 update_ob_speed(op); 400 op->speed_left = -1;
401 }
402 else
403 {
404 use_trigger (op);
405 op->set_speed (0);
360 } 406 }
361} 407}
362 408
363 409
364/* 410/*
371 * 417 *
372 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 418 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
373 * 419 *
374 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 420 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
375 */ 421 */
422int
376int check_trigger (object *op, object *cause) 423check_trigger (object *op, object *cause)
377{ 424{
378 object *tmp; 425 object *tmp;
379 int push = 0, tot = 0; 426 int push = 0, tot = 0;
380 int in_movement = op->stats.wc || op->speed; 427 int in_movement = op->stats.wc || op->speed;
381 428
382 switch (op->type) { 429 switch (op->type)
430 {
383 case TRIGGER_BUTTON: 431 case TRIGGER_BUTTON:
384 if (op->weight > 0) { 432 if (op->weight > 0)
385 if (cause) { 433 {
434 if (cause)
435 {
386 for (tmp = op->above; tmp; tmp = tmp->above) 436 for (tmp = op->above; tmp; tmp = tmp->above)
387 /* Comment reproduced from update_buttons(): */ 437 /* Comment reproduced from update_buttons(): */
388 /* Basically, if the move_type matches that on what the 438 /* Basically, if the move_type matches that on what the
389 * button wants, we count it. The second check is so that 439 * button wants, we count it. The second check is so that
390 * objects that don't move (swords, etc) will count. Note that 440 * objects that don't move (swords, etc) will count. Note that
391 * this means that more work is needed to make buttons 441 * this means that more work is needed to make buttons
392 * that are only triggered by flying objects. 442 * 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 } 443 */
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) 444 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
422 && (head->race==op->slaying || 445 tot += tmp->head_ ()->total_weight ();
423 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 446
424 push = 1; 447 if (tot >= op->weight)
425 break; 448 push = 1;
426 } 449
427 } 450 if (op->stats.ac == push)
428 if (op->stats.ac == push) 451 return 0;
429 return 0; 452
430 op->stats.ac = push; 453 op->stats.ac = push;
431 if (NUM_ANIMATIONS(op) > 1) { 454 if (NUM_ANIMATIONS (op) > 1)
455 {
432 SET_ANIMATION (op, push); 456 SET_ANIMATION (op, push);
433 update_object (op, UP_OBJ_FACE); 457 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 } 458 }
451 if (op->last_sp >= 0) { 459
452 trigger_move (op, 1); 460 if (in_movement || !push)
453 if (op->last_sp > 0) 461 return 0;
454 op->last_sp = -op->last_sp; 462 }
455 } 463 trigger_move (op, push);
456 else { 464 }
457 /* for trigger altar with last_sp, the ON/OFF 465
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; 466 return 0;
468 } 467
469 } else { 468 case TRIGGER_PEDESTAL:
470 if (NUM_ANIMATIONS(op) > 1) { 469 if (cause)
471 SET_ANIMATION (op, 0); 470 {
472 update_object(op, UP_OBJ_FACE); 471 for (tmp = op->above; tmp; tmp = tmp->above)
472 {
473 object *head = tmp->head_ ();
474
475 /* See comment in TRIGGER_BUTTON about move_types */
476 if (((head->move_type & op->move_on) || head->move_type == 0)
477 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
478 {
479 push = 1;
480 break;
473 } 481 }
474 482 }
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;
490 483
491 case TRIGGER: 484 if (op->stats.ac == push)
492 if (cause) { 485 return 0;
493 if (in_movement) 486
494 return 0; 487 op->stats.ac = push;
495 push = 1; 488
496 }
497 if (NUM_ANIMATIONS(op) > 1) { 489 if (NUM_ANIMATIONS (op) > 1)
490 {
498 SET_ANIMATION (op, push); 491 SET_ANIMATION (op, push);
499 update_object(op, UP_OBJ_FACE); 492 update_object (op, UP_OBJ_FACE);
500 } 493 }
494
495 update_object (op, UP_OBJ_FACE);
496
497 if (in_movement || !push)
498 return 0;
499 }
500
501 trigger_move (op, push); 501 trigger_move (op, push);
502 return 0;
503
504 case TRIGGER_ALTAR:
505 if (cause)
506 {
507 if (in_movement)
508 return 0;
509
510 if (operate_altar (op, &cause))
511 {
512 if (NUM_ANIMATIONS (op) > 1)
513 {
514 SET_ANIMATION (op, 1);
515 update_object (op, UP_OBJ_FACE);
516 }
517
518 if (op->last_sp >= 0)
519 {
520 trigger_move (op, 1);
521 if (op->last_sp > 0)
522 op->last_sp = -op->last_sp;
523 }
524 else
525 {
526 /* for trigger altar with last_sp, the ON/OFF
527 * status (-> +/- value) is "simulated":
528 */
529 op->value = !op->value;
530 trigger_move (op, 1);
531 op->last_sp = -op->last_sp;
532 op->value = !op->value;
533 }
534
535 return cause == NULL;
536 }
537 else
538 return 0;
539 }
540 else
541 {
542 if (NUM_ANIMATIONS (op) > 1)
543 {
544 SET_ANIMATION (op, 0);
545 update_object (op, UP_OBJ_FACE);
546 }
547
548 /* If trigger_altar has "last_sp > 0" set on the map,
549 * it will push the connected value only once per sacrifice.
550 * Otherwise (default), the connected value will be
551 * pushed twice: First by sacrifice, second by reset! -AV
552 */
553 if (!op->last_sp)
554 trigger_move (op, 0);
555 else
556 {
557 op->stats.wc = 0;
558 op->value = !op->value;
559 op->set_speed (0);
560 }
561 }
562 return 0;
563
564 case TRIGGER:
565 if (cause)
566 {
567 if (in_movement)
568 return 0;
569
570 push = 1;
571 }
572
573 if (NUM_ANIMATIONS (op) > 1)
574 {
575 SET_ANIMATION (op, push);
576 update_object (op, UP_OBJ_FACE);
577 }
578
579 trigger_move (op, push);
502 return 1; 580 return 1;
503 581
504 default: 582 default:
505 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 583 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
506 return 0; 584 return 0;
585 }
586}
587
588void
589object::add_link (maptile *map, shstr_tmp id)
590{
591 if (!map)
507 } 592 {
508} 593 LOG (llevError, "Tried to add button-link without map.\n");
594 return;
595 }
509 596
510void add_button_link(object *button, mapstruct *map, int connected) { 597 flag [FLAG_IS_LINKED] = true;
511 oblinkpt *obp; 598
512 objectlink *ol = get_objectlink(); 599 objectlink *ol = get_objectlink ();
513
514 if (!map) {
515 LOG(llevError, "Tried to add button-link without map.\n");
516 return;
517 }
518 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild
519 a connected map from a template map. */
520/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
521
522 SET_FLAG(button,FLAG_IS_LINKED);
523
524 ol->ob = button; 600 ol->ob = this;
525 ol->id = button->count;
526 601
527 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 602 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
528 603 if (obp->id == id)
529 if (obp) { 604 {
530 ol->next = obp->link; 605 ol->next = obp->link;
531 obp->link = ol; 606 obp->link = ol;
532 } else { 607 return;
608 }
609
533 obp = get_objectlinkpt(); 610 oblinkpt *obp = get_objectlinkpt ();
534 obp->value = connected; 611 obp->id = id;
535 612
536 obp->next = map->buttons; 613 obp->next = map->buttons;
537 map->buttons = obp; 614 map->buttons = obp;
538 obp->link = ol; 615 obp->link = ol;
539 }
540} 616}
541 617
542/* 618/*
543 * Remove the object from the linked lists of buttons in the map. 619 * Remove the object from the linked lists of buttons in the map.
544 * This is only needed by editors. 620 * This is only needed by editors.
545 */ 621 */
546 622void
547void remove_button_link(object *op) { 623object::remove_link ()
548 oblinkpt *obp; 624{
549 objectlink **olp, *ol; 625 if (!map)
550 626 {
551 if (op->map == NULL) {
552 LOG(llevError, "remove_button_link() in object without map.\n"); 627 LOG (llevError, "remove_button_link() in object without map.\n");
553 return; 628 return;
554 } 629 }
555 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 630
631 if (!flag [FLAG_IS_LINKED])
632 {
556 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 633 LOG (llevError, "remove_button_linked() in unlinked object.\n");
557 return; 634 return;
558 } 635 }
636
637 flag [FLAG_IS_LINKED] = false;
638
559 for (obp = op->map->buttons; obp; obp = obp->next) 639 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
560 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 640 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
561 if (ol->ob == op) { 641 if ((*olp)->ob == this)
562/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 642 {
563 obp->value, op->name, op->map->path); 643 objectlink *ol = *olp;
564*/
565 *olp = ol->next; 644 *olp = ol->next;
566 free(ol); 645 delete ol;
567 return; 646 return;
647 }
648
649 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
650}
651
652/*
653 * Updates every button on the map (by calling update_button() for them).
654 */
655void
656maptile::update_buttons ()
657{
658 for (oblinkpt *obp = buttons; obp; obp = obp->next)
659 for (objectlink *ol = obp->link; ol; ol = ol->next)
660 {
661 if (!ol->ob)
662 {
663 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
664 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
665 continue;
666 }
667
668 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
669 {
670 update_button (ol->ob);
671 break;
672 }
568 } 673 }
569 LOG(llevError, "remove_button_linked(): couldn't find object.\n");
570 CLEAR_FLAG(op,FLAG_IS_LINKED);
571} 674}
572 675
676/*
677 * Gets the objectlink for this connection from the map.
678 */
679oblinkpt *
680maptile::find_link (shstr_tmp id)
681{
682 for (oblinkpt *obp = buttons; obp; obp = obp->next)
683 if (obp->id == id)
684 return obp;
685
686 return 0;
687}
688
573/* 689/*
574 * Return the first objectlink in the objects linked to this one 690 * Return the first objectlink in the objects linked to this one
575 */ 691 */
576
577objectlink *get_button_links(const object *button) {
578 oblinkpt *obp; 692oblinkpt *
579 objectlink *ol; 693object::find_link () const
580 694{
581 if (!button->map) 695 if (map)
582 return NULL;
583 for (obp = button->map->buttons; obp; obp = obp->next) 696 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
584 for (ol = obp->link; ol; ol = ol->next) 697 for (objectlink *ol = obp->link; ol; ol = ol->next)
585 if (ol->ob == button && ol->id == button->count) 698 if (ol->ob == this)
586 return obp->link; 699 return obp;
587 return NULL;
588}
589 700
590/*
591 * Made as a separate function to increase efficiency
592 */
593
594int get_button_value(const object *button) {
595 oblinkpt *obp;
596 objectlink *ol;
597
598 if (!button->map)
599 return 0;
600 for (obp = button->map->buttons; obp; obp = obp->next)
601 for (ol = obp->link; ol; ol = ol->next)
602 if (ol->ob == button && ol->id == button->count)
603 return obp->value;
604 return 0; 701 return 0;
605} 702}
606 703
607/* This routine makes monsters who are 704/* This routine makes monsters who are
608 * standing on the 'mood floor' change their 705 * standing on the 'mood floor' change their
610 * If floor is to be triggered must have 707 * If floor is to be triggered must have
611 * a speed of zero (default is 1 for all 708 * a speed of zero (default is 1 for all
612 * but the charm floor type). 709 * but the charm floor type).
613 * by b.t. thomas@nomad.astro.psu.edu 710 * by b.t. thomas@nomad.astro.psu.edu
614 */ 711 */
615 712void
616void do_mood_floor(object *op, object *op2) { 713do_mood_floor (object *op, object *source)
714{
715 if (!source)
716 source = op;
717
718 mapspace &ms = op->ms ();
719
720 if (!(ms.flags () & P_IS_ALIVE))
721 return;
722
617 object *tmp; 723 object *tmp;
618 object *tmp2;
619 724
620 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 725 for (tmp = ms.top; tmp; tmp = tmp->below)
621 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 726 if (QUERY_FLAG (tmp, FLAG_MONSTER))
727 break;
622 728
623 /* doesn't effect players, and if there is a player on this space, won't also 729 /* doesn't effect players, and if there is a player on this space, won't also
624 * be a monster here. 730 * be a monster here.
625 */ 731 */
732 //TODO: have players really FLAG_MONSTER? kept it for safety
626 if (!tmp || tmp->type == PLAYER) return; 733 if (!tmp || tmp->type == PLAYER)
734 return;
627 735
628 switch(op->last_sp) { 736 switch (op->last_sp)
737 {
629 case 0: /* furious--make all monsters mad */ 738 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)) 739 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
740 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
741
742 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
743 {
744 tmp->attack_movement = 0;
745 /* lots of checks here, but want to make sure we don't
746 * dereference a null value
747 */
748 if (tmp->type == GOLEM
749 && tmp->owner
750 && tmp->owner->type == PLAYER
751 && tmp->owner->contr->golem == tmp)
752 tmp->owner->contr->golem = 0;
753
754 tmp->owner = 0;
755
756 remove_friendly_object (tmp);
757 }
758 break;
759
760 case 1: /* angry -- get neutral monsters mad */
761 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
762 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
763 break;
764
765 case 2: /* calm -- pacify unfriendly monsters */
654 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 766 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
655 break; 767 break;
768
656 case 3: /* make all monsters fall asleep */ 769 case 3: /* make all monsters fall asleep */
657 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
658 SET_FLAG(tmp, FLAG_SLEEP); 770 SET_FLAG (tmp, FLAG_SLEEP);
659 break; 771 break;
660 case 4: /* charm all monsters */
661 772
662 if(op == op2) break; /* only if 'connected' */ 773 case 4: /* charm all monsters */
663 774 if (op == source)
664 for(tmp2=get_map_ob(op2->map,op2->x,op2->y); /* finding an owner */ 775 break; /* only if 'connected' */
665 tmp2->type!=PLAYER;tmp2=tmp2->above)
666 if(tmp2->above==NULL) break;
667 776
668 if (tmp2->type != PLAYER) 777 if (object *pl = source->ms ().player ())
669 break; 778 {
670 set_owner(tmp,tmp2); 779 tmp->set_owner (pl);
671 SET_FLAG(tmp,FLAG_MONSTER); 780 SET_FLAG (tmp, FLAG_MONSTER);
672 tmp->stats.exp = 0; 781
673 SET_FLAG(tmp, FLAG_FRIENDLY); 782 tmp->stats.exp = 0;
783
674 add_friendly_object (tmp); 784 add_friendly_object (tmp);
675 tmp->attack_movement = PETMOVE; 785 tmp->attack_movement = PETMOVE;
676 break; 786 }
787 break;
677 788
789 case 6: // kill monsters
790 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
791 break;
792
793 // FALL THROUGH
794 case 5: // kill all alives
795 if (!tmp->flag [FLAG_PRECIOUS])
796 {
797 archetype::get (shstr_burnout)->insert_at (tmp, source);
798 tmp->destroy ();
799 }
800 break;
801
678 default: 802 default:
679 break; 803 break;
680
681 } 804 }
682} 805}
683 806
684/* this function returns the object it matches, or NULL if non. 807/* this function returns the object it matches, or NULL if non.
685 * It will descend through containers to find the object. 808 * It will descend through containers to find the object.
686 * slaying = match object slaying flag 809 * slaying = match object slaying flag
687 * race = match object archetype name flag 810 * race = match object archetype name flag
688 * hp = match object type (excpt type '0'== PLAYER) 811 * hp = match object type (excpt type '0'== PLAYER)
689 */ 812 */
690 813object *
691object * check_inv_recursive(object *op, const object *trig) 814check_inv_recursive (object *op, const object *trig)
692{ 815{
693 object *tmp,*ret=NULL; 816 object *tmp, *ret = NULL;
694 817
695 /* First check the object itself. */ 818 /* First check the object itself. */
696 if((trig->stats.hp && (op->type == trig->stats.hp)) 819 if ((trig->stats.hp && (op->type == trig->stats.hp))
697 || (trig->slaying && (op->slaying == trig->slaying)) 820 || (trig->slaying && (op->slaying == trig->slaying))
698 || (trig->race && (op->arch->name == trig->race))) 821 || (trig->race && (op->arch->archname == trig->race)))
699 return op; 822 return op;
700 823
701 for(tmp=op->inv; tmp; tmp=tmp->below) { 824 for (tmp = op->inv; tmp; tmp = tmp->below)
702 if (tmp->inv) { 825 {
826 if (tmp->inv)
827 {
703 ret=check_inv_recursive(tmp, trig); 828 ret = check_inv_recursive (tmp, trig);
704 if (ret) return ret; 829 if (ret)
705 } 830 return ret;
831 }
706 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 832 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
707 || (trig->slaying && (tmp->slaying == trig->slaying)) 833 || (trig->slaying && (tmp->slaying == trig->slaying))
708 || (trig->race && (tmp->arch->name == trig->race))) 834 || (trig->race && (tmp->arch->archname == trig->race)))
709 return tmp; 835 return tmp;
710 } 836 }
711 return NULL; 837 return NULL;
712} 838}
713 839
714/* check_inv(), a function to search the inventory, 840/* check_inv(), a function to search the inventory,
715 * of a player and then based on a set of conditions, 841 * of a player and then based on a set of conditions,
716 * the square will activate connected items. 842 * the square will activate connected items.
717 * Monsters can't trigger this square (for now) 843 * Monsters can't trigger this square (for now)
718 * Values are: last_sp = 1/0 obj/no obj triggers 844 * Values are: last_sp = 1/0 obj/no obj triggers
719 * last_heal = 1/0 remove/dont remove obj if triggered 845 * last_heal = 1/0 remove/dont remove obj if triggered
720 * -b.t. (thomas@nomad.astro.psu.edu 846 * -b.t. (thomas@nomad.astro.psu.edu
721 */ 847 *
722 848 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
849 * because the check-inventory semantic essentially only applies when
850 * something is above the inventory checker.
851 * The semantic prior this change was: trigger if something has moved on or off
852 * and has a matching item. Imagine what happens if someone steps on the inventory
853 * checker with a matching item, has it, activates the connection, throws the item
854 * away, and then leaves the inventory checker. That would've caused an always-enabled
855 * state in the inventory checker. This won't happen anymore now.
856 *
857 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
858 * whether op is on this mapspace or not, because the value (1|0) depends
859 * on this information. also make sure to only push_button if op has
860 * a matching item (because when we do a push_button with value=0 timed gates
861 * will still open)! (i hope i got the semantics right this time)
862 *
863 */
864void
723void check_inv (object *op, object *trig) { 865check_inv (object *op, object *trig)
724object *match; 866{
867 trig->value = 0; // deactivate if none of the following conditions apply
725 868
726 if(op->type != PLAYER) return; 869 object *pl = trig->ms ().player ();
727 match = check_inv_recursive(op,trig); 870 object *match = check_inv_recursive (op, trig);
728 if (match && trig->last_sp) { 871
872 // elmex: a note about (pl == op):
873 // if pl == 0 then the player has left this space
874 // if pl != 0 then a player is on this mapspace, but then
875 // we still have to check whether it's the player that triggered
876 // this inv-checker, because if not, then the op left this inv-checker
877 // and we have to set the value to 0
878
879 if (match && trig->last_sp) // match == having
880 {
729 if(trig->last_heal) 881 if (trig->last_heal)
730 decrease_ob(match); 882 match->decrease ();
731 use_trigger(trig); 883
884 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
885 push_button (trig);
886 }
887 else if (!match && !trig->last_sp) // match == not having
732 } 888 {
733 else if (!match && !trig->last_sp) 889 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
734 use_trigger(trig); 890 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 } 891 }
754} 892}
893

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