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Comparing deliantra/server/common/button.C (file contents):
Revision 1.10 by root, Thu Sep 14 22:33:58 2006 UTC vs.
Revision 1.51 by root, Thu Jan 8 03:03:23 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26 25
27/* 26/*
28 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
29 */ 28 */
30 29
33 * This function takes a objectlink list with all the objects are going to be activated. 32 * This function takes a objectlink list with all the objects are going to be activated.
34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 33 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
35 * The source argument can be 0 or the source object for this activation. 34 * The source argument can be 0 or the source object for this activation.
36 */ 35 */
37void 36void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 37activate_connection_link (objectlink *ol, bool state, object *source = 0)
39{ 38{
40 object *tmp = 0;
41
42 for (; ol; ol = ol->next) 39 for (; ol; ol = ol->next)
43 { 40 {
44 if (!ol->ob || ol->ob->count != ol->id) 41 if (!ol->ob)
45 { 42 {
46 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 43 LOG (llevError, "Internal error in activate_connection_link.\n");
47 continue; 44 continue;
48 } 45 }
46
49 /* a button link object can become freed when the map is saving. As 47 /* a button link object can become freed when the map is saving. As
50 * a map is saved, objects are removed and freed, and if an object is 48 * a map is saved, objects are removed and freed, and if an object is
51 * on top of a button, this function is eventually called. If a map 49 * on top of a button, this function is eventually called. If a map
52 * is getting moved out of memory, the status of buttons and levers 50 * is getting moved out of memory, the status of buttons and levers
53 * probably isn't important - it will get sorted out when the map is 51 * probably isn't important - it will get sorted out when the map is
54 * re-loaded. As such, just exit this function if that is the case. 52 * re-loaded. As such, just exit this function if that is the case.
55 */ 53 */
56 54
57 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 55 if (QUERY_FLAG (ol->ob, FLAG_FREED))
58 return; 56 return;
57
59 tmp = ol->ob; 58 object *tmp = ol->ob;
60 59
61 /* if the criteria isn't appropriate, don't do anything */ 60 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 61 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63 continue; 62 continue;
63
64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
65 continue; 65 continue;
66 66
67 switch (tmp->type) 67 switch (tmp->type)
68 { 68 {
69 case GATE: 69 case GATE:
70 case HOLE: 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"));
71 tmp->value = tmp->stats.maxsp ? !state : state; 75 tmp->value = tmp->stats.maxsp ? !state : state;
72 tmp->speed = 0.5; 76 tmp->set_speed (0.5);
73 update_ob_speed (tmp);
74 break; 77 break;
75 78
76 case CF_HANDLE: 79 case CF_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 80 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE); 81 update_object (tmp, UP_OBJ_FACE);
79 break; 82 break;
80 83
81 case SIGN: 84 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 85 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 86 {
87 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 88 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food) 89 if (tmp->stats.food)
86 tmp->last_eat++; 90 tmp->last_eat++;
87 } 91 }
88 break; 92 break;
89 93
90 case ALTAR: 94 case ALTAR:
95 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
91 tmp->value = 1; 96 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 97 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 98 update_object (tmp, UP_OBJ_FACE);
94 break; 99 break;
95 100
96 case BUTTON: 101 case BUTTON:
97 case PEDESTAL: 102 case PEDESTAL:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
98 tmp->value = state; 104 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
101 break; 107 break;
102 108
103 case MOOD_FLOOR: 109 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 110 do_mood_floor (tmp, source);
105 break; 111 break;
106 112
107 case TIMED_GATE: 113 case TIMED_GATE:
114 if (!tmp->active)
115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
116
108 tmp->speed = tmp->arch->clone.speed; 117 tmp->set_speed (tmp->arch->speed);
109 update_ob_speed (tmp); /* original values */
110 tmp->value = tmp->arch->clone.value; 118 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1; 119 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp; 120 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts 121 /* Handle multipart gates. We copy the value for the other parts
114 * from the head - this ensures that the data will consistent 122 * from the head - this ensures that the data will consistent
115 */ 123 */
116 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 124 for (object *part = tmp->more; part; part = part->more)
117 { 125 {
118 tmp->speed = tmp->head->speed; 126 part->value = tmp->value;
119 tmp->value = tmp->head->value; 127 part->stats.sp = tmp->stats.sp;
120 tmp->stats.sp = tmp->head->stats.sp; 128 part->stats.hp = tmp->stats.hp;
121 tmp->stats.hp = tmp->head->stats.hp;
122 update_ob_speed (tmp); 129 part->set_speed (tmp->speed);
123 } 130 }
124 break; 131 break;
125 132
126 case DIRECTOR: 133 case DIRECTOR:
127 case FIREWALL: 134 case FIREWALL:
128 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 135 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
129 move_firewall (tmp); 136 move_firewall (tmp);
130 else 137 else
131 { 138 {
132 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 139 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
133 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 140 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
141
134 animate_turning (tmp); 142 animate_turning (tmp);
135 } 143 }
136 break; 144 break;
137 145
138 case TELEPORTER: 146 case TELEPORTER:
139 move_teleporter (tmp); 147 move_teleporter (tmp);
140 break; 148 break;
141 149
142 case CREATOR: 150 case CREATOR:
143 move_creator (tmp); 151 move_creator (tmp);
144 break; 152 break;
145 153
146 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
147 move_marker (tmp); 156 move_marker (tmp);
148 break; 157 break;
149 158
150 case DUPLICATOR: 159 case DUPLICATOR:
151 move_duplicator (tmp); 160 move_duplicator (tmp);
152 break; 161 break;
162
163 case MAPSCRIPT:
164 cfperl_mapscript_activate (tmp, source, state);
165 break;
153 } 166 }
154 } 167 }
155} 168}
156 169
157/* 170/*
167 * 180 *
168 */ 181 */
169void 182void
170push_button (object *op) 183push_button (object *op)
171{ 184{
172 oblinkpt *obp = get_button_links (op); 185 if (oblinkpt *obp = op->find_link ())
173 186 {
174 if (!obp) 187 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value)))
175 return; 188 return;
176 189
177 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
178 return;
179
180 activate_connection_link (obp->link, op->value, op); 190 activate_connection_link (obp->link, op->value, op);
191 }
181} 192}
182 193
183/* 194/*
184 * elmex: 195 * elmex:
185 * This activates a connection, similar to push_button (object *op) but it takes 196 * This activates a connection, similar to push_button (object *op) but it takes
187 * the connection was 'state' or 'released'. So that you can activate objects 198 * the connection was 'state' or 'released'. So that you can activate objects
188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 199 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
189 * 200 *
190 */ 201 */
191void 202void
192activate_connection (mapstruct *map, long connection, bool state) 203maptile::trigger (shstr_tmp id, bool state, object *originator)
193{ 204{
194 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 205 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
195 return; 206 return;
196 207
197 oblinkpt *obp = get_connection_links (map, connection); 208 if (oblinkpt *obp = find_link (id))
198
199 if (obp)
200 activate_connection_link (obp->link, state); 209 activate_connection_link (obp->link, state, originator);
201} 210}
202 211
203/* 212/*
204 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
205 * 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
206 * 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
207 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
208 */ 217 */
209
210void 218void
211update_button (object *op) 219update_button (object *op)
212{ 220{
213 object *ab, *tmp, *head;
214 int tot, any_down = 0, old_value = op->value; 221 int any_down = 0, old_value = op->value;
215 oblinkpt *obp = 0;
216 objectlink *ol;
217 222
218 obp = get_button_links (op); 223 if (oblinkpt *obp = op->find_link ())
219 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
220 if (obp)
221 for (ol = obp->link; ol; ol = ol->next) 224 for (objectlink *ol = obp->link; ol; ol = ol->next)
222 { 225 {
223 if (!ol->ob || ol->ob->count != ol->id) 226 if (!ol->ob)
224 { 227 {
225 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 228 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
226 continue; 229 continue;
227 } 230 }
231
228 tmp = ol->ob; 232 object *tmp = ol->ob;
233
229 if (tmp->type == BUTTON) 234 if (tmp->type == BUTTON)
230 { 235 {
236 sint32 total = 0;
237
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 238 for (object *ab = tmp->above; ab; ab = ab->above)
232 /* Bug? The pedestal code below looks for the head of
233 * the object, this bit doesn't. I'd think we should check
234 * for head here also. Maybe it also makese sense to
235 * make the for ab=tmp->above loop common, and alter
236 * behaviour based on object within that loop?
237 */
238
239 /* Basically, if the move_type matches that on what the 239 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that 240 * button wants, we count it. The second check is so that
241 * objects don't move (swords, etc) will count. Note that 241 * objects who don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons 242 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects. 243 * that are only triggered by flying objects.
244 */ 244 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 246 total += ab->head_ ()->total_weight ();
247 247
248 tmp->value = (tot >= tmp->weight) ? 1 : 0; 248 tmp->value = total >= tmp->weight;
249 if (tmp->value) 249
250 any_down = 1; 250 any_down = any_down || tmp->value;
251 } 251 }
252 else if (tmp->type == PEDESTAL) 252 else if (tmp->type == PEDESTAL)
253 { 253 {
254 tmp->value = 0; 254 tmp->value = 0;
255
255 for (ab = tmp->above; ab != NULL; ab = ab->above) 256 for (object *ab = tmp->above; ab; ab = ab->above)
256 { 257 {
257 head = ab->head ? ab->head : ab; 258 object *head = ab->head_ ();
259
258 /* Same note regarding move_type for buttons above apply here. */ 260 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 261 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
260 (head->race == tmp->slaying || 262 && (head->race == tmp->slaying
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 263 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 264 || (tmp->slaying == shstr_player && head->type == PLAYER)))
263 tmp->value = 1; 265 tmp->value = 1;
264 } 266 }
265 if (tmp->value) 267
266 any_down = 1; 268 any_down = any_down || tmp->value;
267 } 269 }
268 } 270 }
271
269 if (any_down) /* If any other buttons were down, force this to remain down */ 272 if (any_down) /* If any other buttons were down, force this to remain down */
270 op->value = 1; 273 op->value = 1;
274
275 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
271 276
272 /* If this button hasn't changed, don't do anything */ 277 /* If this button hasn't changed, don't do anything */
273 if (op->value != old_value) 278 if (op->value != old_value)
274 { 279 {
275 SET_ANIMATION (op, op->value); 280 SET_ANIMATION (op, op->value);
276 update_object (op, UP_OBJ_FACE); 281 update_object (op, UP_OBJ_FACE);
277 push_button (op); /* Make all other buttons the same */ 282 push_button (op); /* Make all other buttons the same */
278 } 283 }
279} 284}
280 285
281/*
282 * Updates every button on the map (by calling update_button() for them).
283 */
284
285void
286update_buttons (mapstruct *m)
287{
288 objectlink *ol;
289 oblinkpt *obp;
290
291 for (obp = m->buttons; obp; obp = obp->next)
292 for (ol = obp->link; ol; ol = ol->next)
293 {
294 if (!ol->ob || ol->ob->count != ol->id)
295 {
296 LOG (llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
297 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, ol->id, obp->value);
298 continue;
299 }
300 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
301 {
302 update_button (ol->ob);
303 break;
304 }
305 }
306}
307
308void 286void
309use_trigger (object *op) 287use_trigger (object *op)
310{ 288{
311
312 /* Toggle value */ 289 /* Toggle value */
313 op->value = !op->value; 290 op->value = !op->value;
314 push_button (op); 291 push_button (op);
315} 292}
316 293
317/* 294/*
318 * Note: animate_object should be used instead of this, 295 * Note: animate_object should be used instead of this,
319 * but it can't handle animations in the 8 directions 296 * but it can't handle animations in the 8 directions
320 */ 297 */
321
322void 298void
323animate_turning (object *op) /* only one part objects */ 299animate_turning (object *op) /* only one part objects */
324{ 300{
325 if (++op->state >= NUM_ANIMATIONS (op) / 8) 301 if (++op->state >= NUM_ANIMATIONS (op) / 8)
326 op->state = 0; 302 op->state = 0;
343 */ 319 */
344 320
345int 321int
346check_altar_sacrifice (const object *altar, const object *sacrifice) 322check_altar_sacrifice (const object *altar, const object *sacrifice)
347{ 323{
348 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 324 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
325 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
326 && sacrifice->type != PLAYER)
349 { 327 {
350 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 328 if (ARCH_SACRIFICE (altar) == shstr_money
351 ARCH_SACRIFICE (altar) == sacrifice->name || 329 && sacrifice->type == MONEY
352 ARCH_SACRIFICE (altar) == sacrifice->slaying || 330 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
353 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
354 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
355 return 1; 331 return 1;
356 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 332
357 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 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 ())
358 return 1; 338 return 1;
359 } 339 }
340
360 return 0; 341 return 0;
361} 342}
362 343
363/* 344/*
364 * operate_altar checks if sacrifice was accepted and removes sacrificed 345 * operate_altar checks if sacrifice was accepted and removes sacrificed
385 return 0; 366 return 0;
386 367
387 /* check_altar_sacrifice should have already verified that enough money 368 /* check_altar_sacrifice should have already verified that enough money
388 * has been dropped. 369 * has been dropped.
389 */ 370 */
390 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 371 if (ARCH_SACRIFICE (altar) == shstr_money)
391 { 372 {
392 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 373 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
393 374
394 /* Round up any sacrifices. Altars don't make change either */ 375 /* Round up any sacrifices. Altars don't make change either */
395 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 376 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
396 number++; 377 number++;
397 378
398 *sacrifice = decrease_ob_nr (*sacrifice, number); 379 if (!(*sacrifice)->decrease (number))
380 *sacrifice = 0;
399 } 381 }
400 else 382 else
401 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 383 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
384 *sacrifice = 0;
402 385
403 if (altar->msg) 386 if (altar->msg)
404 new_info_map (NDI_BLACK, altar->map, altar->msg); 387 new_info_map (NDI_BLACK, altar->map, altar->msg);
405 388
406 return 1; 389 return 1;
411{ 394{
412 op->stats.wc = state; 395 op->stats.wc = state;
413 if (state) 396 if (state)
414 { 397 {
415 use_trigger (op); 398 use_trigger (op);
416 if (op->stats.exp > 0) /* check sanity */ 399 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
417 op->speed = 1.0 / op->stats.exp;
418 else
419 op->speed = 1.0;
420 update_ob_speed (op);
421 op->speed_left = -1; 400 op->speed_left = -1;
422 } 401 }
423 else 402 else
424 { 403 {
425 use_trigger (op); 404 use_trigger (op);
426 op->speed = 0; 405 op->set_speed (0);
427 update_ob_speed (op);
428 } 406 }
429} 407}
430 408
431 409
432/* 410/*
448 int push = 0, tot = 0; 426 int push = 0, tot = 0;
449 int in_movement = op->stats.wc || op->speed; 427 int in_movement = op->stats.wc || op->speed;
450 428
451 switch (op->type) 429 switch (op->type)
452 { 430 {
453 case TRIGGER_BUTTON: 431 case TRIGGER_BUTTON:
454 if (op->weight > 0) 432 if (op->weight > 0)
455 { 433 {
456 if (cause) 434 if (cause)
457 { 435 {
458 for (tmp = op->above; tmp; tmp = tmp->above) 436 for (tmp = op->above; tmp; tmp = tmp->above)
459 /* Comment reproduced from update_buttons(): */ 437 /* Comment reproduced from update_buttons(): */
460 /* Basically, if the move_type matches that on what the 438 /* Basically, if the move_type matches that on what the
461 * button wants, we count it. The second check is so that 439 * button wants, we count it. The second check is so that
462 * objects that don't move (swords, etc) will count. Note that 440 * objects that don't move (swords, etc) will count. Note that
463 * this means that more work is needed to make buttons 441 * this means that more work is needed to make buttons
464 * that are only triggered by flying objects. 442 * that are only triggered by flying objects.
443 */
444 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
445 tot += tmp->head_ ()->total_weight ();
446
447 if (tot >= op->weight)
448 push = 1;
449
450 if (op->stats.ac == push)
451 return 0;
452
453 op->stats.ac = push;
454 if (NUM_ANIMATIONS (op) > 1)
455 {
456 SET_ANIMATION (op, push);
457 update_object (op, UP_OBJ_FACE);
458 }
459
460 if (in_movement || !push)
461 return 0;
462 }
463 trigger_move (op, push);
464 }
465
466 return 0;
467
468 case TRIGGER_PEDESTAL:
469 if (cause)
470 {
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;
481 }
482 }
483
484 if (op->stats.ac == push)
485 return 0;
486
487 op->stats.ac = push;
488
489 if (NUM_ANIMATIONS (op) > 1)
490 {
491 SET_ANIMATION (op, push);
492 update_object (op, UP_OBJ_FACE);
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);
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":
465 */ 528 */
466 529 op->value = !op->value;
467 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 530 trigger_move (op, 1);
468 { 531 op->last_sp = -op->last_sp;
469 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 532 op->value = !op->value;
470 }
471 if (tot >= op->weight)
472 push = 1;
473 if (op->stats.ac == push)
474 return 0;
475 op->stats.ac = push;
476 if (NUM_ANIMATIONS (op) > 1)
477 {
478 SET_ANIMATION (op, push);
479 update_object (op, UP_OBJ_FACE);
480 } 533 }
481 if (in_movement || !push) 534
482 return 0; 535 return cause == NULL;
483 } 536 }
484 trigger_move (op, push);
485 } 537 else
486 return 0;
487
488 case TRIGGER_PEDESTAL:
489 if (cause)
490 {
491 for (tmp = op->above; tmp; tmp = tmp->above)
492 {
493 object *head = tmp->head ? tmp->head : tmp;
494
495 /* See comment in TRIGGER_BUTTON about move_types */
496 if (((head->move_type & op->move_on) || head->move_type == 0)
497 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
498 {
499 push = 1;
500 break;
501 }
502 }
503 if (op->stats.ac == push)
504 return 0; 538 return 0;
505 op->stats.ac = push; 539 }
540 else
541 {
506 if (NUM_ANIMATIONS (op) > 1) 542 if (NUM_ANIMATIONS (op) > 1)
507 { 543 {
508 SET_ANIMATION (op, push); 544 SET_ANIMATION (op, 0);
509 update_object (op, UP_OBJ_FACE); 545 update_object (op, UP_OBJ_FACE);
510 } 546 }
511 update_object (op, UP_OBJ_FACE);
512 if (in_movement || !push)
513 return 0;
514 }
515 trigger_move (op, push);
516 return 0;
517 547
518 case TRIGGER_ALTAR:
519 if (cause)
520 {
521 if (in_movement)
522 return 0;
523 if (operate_altar (op, &cause))
524 {
525 if (NUM_ANIMATIONS (op) > 1)
526 {
527 SET_ANIMATION (op, 1);
528 update_object (op, UP_OBJ_FACE);
529 }
530 if (op->last_sp >= 0)
531 {
532 trigger_move (op, 1);
533 if (op->last_sp > 0)
534 op->last_sp = -op->last_sp;
535 }
536 else
537 {
538 /* for trigger altar with last_sp, the ON/OFF
539 * status (-> +/- value) is "simulated":
540 */
541 op->value = !op->value;
542 trigger_move (op, 1);
543 op->last_sp = -op->last_sp;
544 op->value = !op->value;
545 }
546 return cause == NULL;
547 }
548 else
549 {
550 return 0;
551 }
552 }
553 else
554 {
555 if (NUM_ANIMATIONS (op) > 1)
556 {
557 SET_ANIMATION (op, 0);
558 update_object (op, UP_OBJ_FACE);
559 }
560
561 /* If trigger_altar has "last_sp > 0" set on the map, 548 /* If trigger_altar has "last_sp > 0" set on the map,
562 * it will push the connected value only once per sacrifice. 549 * it will push the connected value only once per sacrifice.
563 * Otherwise (default), the connected value will be 550 * Otherwise (default), the connected value will be
564 * pushed twice: First by sacrifice, second by reset! -AV 551 * pushed twice: First by sacrifice, second by reset! -AV
565 */ 552 */
566 if (!op->last_sp) 553 if (!op->last_sp)
567 trigger_move (op, 0); 554 trigger_move (op, 0);
568 else 555 else
569 { 556 {
570 op->stats.wc = 0; 557 op->stats.wc = 0;
571 op->value = !op->value; 558 op->value = !op->value;
572 op->speed = 0; 559 op->set_speed (0);
573 update_ob_speed (op);
574 } 560 }
575 } 561 }
576 return 0; 562 return 0;
577 563
578 case TRIGGER: 564 case TRIGGER:
579 if (cause) 565 if (cause)
580 { 566 {
581 if (in_movement) 567 if (in_movement)
582 return 0; 568 return 0;
569
583 push = 1; 570 push = 1;
584 } 571 }
572
585 if (NUM_ANIMATIONS (op) > 1) 573 if (NUM_ANIMATIONS (op) > 1)
586 { 574 {
587 SET_ANIMATION (op, push); 575 SET_ANIMATION (op, push);
588 update_object (op, UP_OBJ_FACE); 576 update_object (op, UP_OBJ_FACE);
589 } 577 }
578
590 trigger_move (op, push); 579 trigger_move (op, push);
591 return 1; 580 return 1;
592 581
593 default: 582 default:
594 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);
595 return 0; 584 return 0;
596 } 585 }
597} 586}
598 587
599void 588void
600add_button_link (object *button, mapstruct *map, int connected) 589object::add_link (maptile *map, shstr_tmp id)
601{ 590{
602 oblinkpt *obp;
603 objectlink *ol = get_objectlink ();
604
605 if (!map) 591 if (!map)
606 { 592 {
607 LOG (llevError, "Tried to add button-link without map.\n"); 593 LOG (llevError, "Tried to add button-link without map.\n");
608 return; 594 return;
609 } 595 }
610 if (!editor)
611 button->path_attuned = connected; /* peterm: I need this so I can rebuild
612 a connected map from a template map. */
613 596
614/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 597 flag [FLAG_IS_LINKED] = true;
615 598
616 SET_FLAG (button, FLAG_IS_LINKED); 599 objectlink *ol = get_objectlink ();
617
618 ol->ob = button; 600 ol->ob = this;
619 ol->id = button->count;
620 601
621 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 602 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
622 603 if (obp->id == id)
623 if (obp)
624 { 604 {
625 ol->next = obp->link; 605 ol->next = obp->link;
626 obp->link = ol; 606 obp->link = ol;
607 return;
627 } 608 }
628 else 609
629 {
630 obp = get_objectlinkpt (); 610 oblinkpt *obp = get_objectlinkpt ();
631 obp->value = connected; 611 obp->id = id;
632 612
633 obp->next = map->buttons; 613 obp->next = map->buttons;
634 map->buttons = obp; 614 map->buttons = obp;
635 obp->link = ol; 615 obp->link = ol;
636 }
637} 616}
638 617
639/* 618/*
640 * 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.
641 * This is only needed by editors. 620 * This is only needed by editors.
642 */ 621 */
643
644void 622void
645remove_button_link (object *op) 623object::remove_link ()
646{ 624{
647 oblinkpt *obp; 625 if (!map)
648 objectlink **olp, *ol;
649
650 if (op->map == NULL)
651 { 626 {
652 LOG (llevError, "remove_button_link() in object without map.\n"); 627 LOG (llevError, "remove_button_link() in object without map.\n");
653 return; 628 return;
654 } 629 }
655 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 630
631 if (!flag [FLAG_IS_LINKED])
656 { 632 {
657 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 633 LOG (llevError, "remove_button_linked() in unlinked object.\n");
658 return; 634 return;
659 } 635 }
636
637 flag [FLAG_IS_LINKED] = false;
638
660 for (obp = op->map->buttons; obp; obp = obp->next) 639 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
661 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 640 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
662 if (ol->ob == op) 641 if ((*olp)->ob == this)
663 { 642 {
664 643 objectlink *ol = *olp;
665/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
666 obp->value, op->name, op->map->path);
667*/
668 *olp = ol->next; 644 *olp = ol->next;
669 free (ol); 645 delete ol;
670 return; 646 return;
671 } 647 }
648
672 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 649 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
673 CLEAR_FLAG (op, FLAG_IS_LINKED); 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 }
673 }
674} 674}
675 675
676/* 676/*
677 * Gets the objectlink for this connection from the map. 677 * Gets the objectlink for this connection from the map.
678 */ 678 */
679oblinkpt * 679oblinkpt *
680get_connection_links (mapstruct *map, long connection) 680maptile::find_link (shstr_tmp id)
681{ 681{
682 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 682 for (oblinkpt *obp = buttons; obp; obp = obp->next)
683 if (obp->value == connection) 683 if (obp->id == id)
684 return obp; 684 return obp;
685
685 return 0; 686 return 0;
686} 687}
687 688
688/* 689/*
689 * Return the first objectlink in the objects linked to this one 690 * Return the first objectlink in the objects linked to this one
690 */ 691 */
691
692oblinkpt * 692oblinkpt *
693get_button_links (const object *button) 693object::find_link () const
694{ 694{
695 oblinkpt *obp; 695 if (map)
696 objectlink *ol;
697
698 if (!button->map)
699 return NULL;
700 for (obp = button->map->buttons; obp; obp = obp->next) 696 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
701 for (ol = obp->link; ol; ol = ol->next) 697 for (objectlink *ol = obp->link; ol; ol = ol->next)
702 if (ol->ob == button && ol->id == button->count) 698 if (ol->ob == this)
703 return obp; 699 return obp;
704 return NULL;
705}
706 700
707/*
708 * Made as a separate function to increase efficiency
709 */
710
711int
712get_button_value (const object *button)
713{
714 oblinkpt *obp;
715 objectlink *ol;
716
717 if (!button->map)
718 return 0;
719 for (obp = button->map->buttons; obp; obp = obp->next)
720 for (ol = obp->link; ol; ol = ol->next)
721 if (ol->ob == button && ol->id == button->count)
722 return obp->value;
723 return 0; 701 return 0;
724} 702}
725 703
726/* This routine makes monsters who are 704/* This routine makes monsters who are
727 * standing on the 'mood floor' change their 705 * standing on the 'mood floor' change their
729 * If floor is to be triggered must have 707 * If floor is to be triggered must have
730 * a speed of zero (default is 1 for all 708 * a speed of zero (default is 1 for all
731 * but the charm floor type). 709 * but the charm floor type).
732 * by b.t. thomas@nomad.astro.psu.edu 710 * by b.t. thomas@nomad.astro.psu.edu
733 */ 711 */
734
735void 712void
736do_mood_floor (object *op, object *source) 713do_mood_floor (object *op, object *source)
737{ 714{
738 object *tmp;
739 object *tmp2;
740
741 if (!source) 715 if (!source)
742 source = op; 716 source = op;
743 717
744 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 718 mapspace &ms = op->ms ();
719
720 if (!(ms.flags () & P_IS_ALIVE))
721 return;
722
723 object *tmp;
724
725 for (tmp = ms.top; tmp; tmp = tmp->below)
745 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 726 if (QUERY_FLAG (tmp, FLAG_MONSTER))
746 break; 727 break;
747 728
748 /* 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
749 * be a monster here. 730 * be a monster here.
750 */ 731 */
732 //TODO: have players really FLAG_MONSTER? kept it for safety
751 if (!tmp || tmp->type == PLAYER) 733 if (!tmp || tmp->type == PLAYER)
752 return; 734 return;
753 735
754 switch (op->last_sp) 736 switch (op->last_sp)
755 { 737 {
756 case 0: /* furious--make all monsters mad */ 738 case 0: /* furious--make all monsters mad */
757 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 739 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
758 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 740 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
741
759 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 742 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
760 { 743 {
761 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
762 remove_friendly_object (tmp);
763 tmp->attack_movement = 0; 744 tmp->attack_movement = 0;
764 /* lots of checks here, but want to make sure we don't 745 /* lots of checks here, but want to make sure we don't
765 * dereference a null value 746 * dereference a null value
766 */ 747 */
767 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 748 if (tmp->type == GOLEM
768 { 749 && tmp->owner
769 tmp->owner->contr->ranges[range_golem] = NULL; 750 && tmp->owner->type == PLAYER
751 && tmp->owner->contr->golem == tmp)
770 tmp->owner->contr->golem_count = 0; 752 tmp->owner->contr->golem = 0;
771 } 753
772 tmp->owner = 0; 754 tmp->owner = 0;
755
756 remove_friendly_object (tmp);
773 } 757 }
774 break; 758 break;
759
775 case 1: /* angry -- get neutral monsters mad */ 760 case 1: /* angry -- get neutral monsters mad */
776 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 761 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
777 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 762 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
778 break; 763 break;
764
779 case 2: /* calm -- pacify unfriendly monsters */ 765 case 2: /* calm -- pacify unfriendly monsters */
780 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
781 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 766 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
782 break; 767 break;
768
783 case 3: /* make all monsters fall asleep */ 769 case 3: /* make all monsters fall asleep */
784 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
785 SET_FLAG (tmp, FLAG_SLEEP); 770 SET_FLAG (tmp, FLAG_SLEEP);
786 break; 771 break;
772
787 case 4: /* charm all monsters */ 773 case 4: /* charm all monsters */
788 if (op == source) 774 if (op == source)
789 break; /* only if 'connected' */ 775 break; /* only if 'connected' */
790 776
791 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 777 if (object *pl = source->ms ().player ())
792 tmp2->type != PLAYER; tmp2 = tmp2->above) 778 {
793 if (tmp2->above == NULL) 779 tmp->set_owner (pl);
780 SET_FLAG (tmp, FLAG_MONSTER);
781
782 tmp->stats.exp = 0;
783
784 add_friendly_object (tmp);
785 tmp->attack_movement = PETMOVE;
786 }
794 break; 787 break;
795 788
796 if (tmp2->type != PLAYER) 789 case 6: // kill monsters
790 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
797 break; 791 break;
798 set_owner (tmp, tmp2); 792
799 SET_FLAG (tmp, FLAG_MONSTER); 793 // FALL THROUGH
800 tmp->stats.exp = 0; 794 case 5: // kill all alives
801 SET_FLAG (tmp, FLAG_FRIENDLY); 795 if (!tmp->flag [FLAG_PRECIOUS])
802 add_friendly_object (tmp); 796 {
803 tmp->attack_movement = PETMOVE; 797 archetype::get (shstr_burnout)->insert_at (tmp, source);
798 tmp->destroy ();
799 }
804 break; 800 break;
805 801
806 default: 802 default:
807 break; 803 break;
808 } 804 }
812 * It will descend through containers to find the object. 808 * It will descend through containers to find the object.
813 * slaying = match object slaying flag 809 * slaying = match object slaying flag
814 * race = match object archetype name flag 810 * race = match object archetype name flag
815 * hp = match object type (excpt type '0'== PLAYER) 811 * hp = match object type (excpt type '0'== PLAYER)
816 */ 812 */
817
818object * 813object *
819check_inv_recursive (object *op, const object *trig) 814check_inv_recursive (object *op, const object *trig)
820{ 815{
821 object *tmp, *ret = NULL; 816 object *tmp, *ret = NULL;
822 817
823 /* First check the object itself. */ 818 /* First check the object itself. */
824 if ((trig->stats.hp && (op->type == trig->stats.hp)) 819 if ((trig->stats.hp && (op->type == trig->stats.hp))
825 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 820 || (trig->slaying && (op->slaying == trig->slaying))
821 || (trig->race && (op->arch->archname == trig->race)))
826 return op; 822 return op;
827 823
828 for (tmp = op->inv; tmp; tmp = tmp->below) 824 for (tmp = op->inv; tmp; tmp = tmp->below)
829 { 825 {
830 if (tmp->inv) 826 if (tmp->inv)
832 ret = check_inv_recursive (tmp, trig); 828 ret = check_inv_recursive (tmp, trig);
833 if (ret) 829 if (ret)
834 return ret; 830 return ret;
835 } 831 }
836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 832 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
837 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 833 || (trig->slaying && (tmp->slaying == trig->slaying))
834 || (trig->race && (tmp->arch->archname == trig->race)))
838 return tmp; 835 return tmp;
839 } 836 }
840 return NULL; 837 return NULL;
841} 838}
842 839
845 * the square will activate connected items. 842 * the square will activate connected items.
846 * Monsters can't trigger this square (for now) 843 * Monsters can't trigger this square (for now)
847 * Values are: last_sp = 1/0 obj/no obj triggers 844 * Values are: last_sp = 1/0 obj/no obj triggers
848 * last_heal = 1/0 remove/dont remove obj if triggered 845 * last_heal = 1/0 remove/dont remove obj if triggered
849 * -b.t. (thomas@nomad.astro.psu.edu 846 * -b.t. (thomas@nomad.astro.psu.edu
850 */ 847 *
851 848 * 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 */
852void 864void
853check_inv (object *op, object *trig) 865check_inv (object *op, object *trig)
854{ 866{
855 object *match; 867 trig->value = 0; // deactivate if none of the following conditions apply
856 868
857 if (op->type != PLAYER) 869 object *pl = trig->ms ().player ();
858 return;
859 match = check_inv_recursive (op, trig); 870 object *match = check_inv_recursive (op, trig);
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
860 if (match && trig->last_sp) 879 if (match && trig->last_sp) // match == having
861 { 880 {
862 if (trig->last_heal) 881 if (trig->last_heal)
863 decrease_ob (match); 882 match->decrease ();
864 use_trigger (trig);
865 }
866 else if (!match && !trig->last_sp)
867 use_trigger (trig);
868}
869 883
870 884 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
871/* This does a minimal check of the button link consistency for object 885 push_button (trig);
872 * map. All it really does it much sure the object id link that is set
873 * matches what the object has.
874 */
875void
876verify_button_links (const mapstruct *map)
877{
878 oblinkpt *obp;
879 objectlink *ol;
880
881 if (!map)
882 return;
883
884 for (obp = map->buttons; obp; obp = obp->next)
885 { 886 }
886 for (ol = obp->link; ol; ol = ol->next) 887 else if (!match && !trig->last_sp) // match == not having
887 {
888 if (ol->id != ol->ob->count)
889 LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
890 }
891 } 888 {
889 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
890 push_button (trig);
891 }
892} 892}
893

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