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Comparing deliantra/server/common/button.C (file contents):
Revision 1.12 by root, Sun Oct 15 02:16:34 2006 UTC vs.
Revision 1.57 by root, Mon Oct 12 21:27:54 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* 27/*
28 * This code is no longer highly inefficient 8) 28 * This code is no longer highly inefficient 8)
29 */ 29 */
30 30
31/* 31/*
32 * elmex: 32 * elmex:
33 * This function takes a objectlink list with all the objects are going to be activated. 33 * This function takes a objectlink list with all the objects are going to be activated.
34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
35 * The source argument can be 0 or the source object for this activation. 35 * The activator argument can be 0 or the source object for this activation.
36 * the originator is the player or monster who did something.
36 */ 37 */
37void 38static void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 39activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
39{ 40{
40 object *tmp = 0;
41
42 for (; ol; ol = ol->next) 41 for (; ol; ol = ol->next)
43 { 42 {
44 if (!ol->ob) 43 if (!ol->ob)
45 { 44 {
46 LOG (llevError, "Internal error in activate_connection_link.\n"); 45 LOG (llevError, "Internal error in activate_connection_link.\n");
55 * re-loaded. As such, just exit this function if that is the case. 54 * re-loaded. As such, just exit this function if that is the case.
56 */ 55 */
57 56
58 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 57 if (QUERY_FLAG (ol->ob, FLAG_FREED))
59 return; 58 return;
59
60 tmp = ol->ob; 60 object *tmp = ol->ob;
61 61
62 /* if the criteria isn't appropriate, don't do anything */ 62 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 64 continue;
65
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 66 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue; 67 continue;
67 68
68 switch (tmp->type) 69 switch (tmp->type)
69 { 70 {
70 case GATE: 71 case GATE:
71 case HOLE: 72 case HOLE:
73 if (!tmp->active)
74 tmp->play_sound (tmp->sound
75 ? tmp->sound
76 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 77 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->speed = 0.5; 78 tmp->set_speed (0.5);
74 update_ob_speed (tmp);
75 break; 79 break;
76 80
77 case CF_HANDLE: 81 case T_HANDLE:
78 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
79 update_object (tmp, UP_OBJ_FACE); 83 update_object (tmp, UP_OBJ_FACE);
80 break; 84 break;
81 85
82 case SIGN: 86 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 87 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
84 { 88 {
89 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food) 91 if (tmp->stats.food)
87 tmp->last_eat++; 92 tmp->last_eat++;
88 } 93 }
89 break; 94 break;
90 95
91 case ALTAR: 96 case ALTAR:
97 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
92 tmp->value = 1; 98 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 99 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 100 update_object (tmp, UP_OBJ_FACE);
95 break; 101 break;
96 102
97 case BUTTON: 103 case BUTTON:
98 case PEDESTAL: 104 case PEDESTAL:
105 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
99 tmp->value = state; 106 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 107 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 108 update_object (tmp, UP_OBJ_FACE);
102 break; 109 break;
103 110
104 case MOOD_FLOOR: 111 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 112 do_mood_floor (tmp, activator);
106 break; 113 break;
107 114
108 case TIMED_GATE: 115 case TIMED_GATE:
116 if (!tmp->active)
117 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
118
109 tmp->speed = tmp->arch->clone.speed; 119 tmp->set_speed (tmp->arch->speed);
110 update_ob_speed (tmp); /* original values */
111 tmp->value = tmp->arch->clone.value; 120 tmp->value = tmp->arch->value;
112 tmp->stats.sp = 1; 121 tmp->stats.sp = 1;
113 tmp->stats.hp = tmp->stats.maxhp; 122 tmp->stats.hp = tmp->stats.maxhp;
114 /* Handle multipart gates. We copy the value for the other parts 123 /* Handle multipart gates. We copy the value for the other parts
115 * from the head - this ensures that the data will consistent 124 * from the head - this ensures that the data will consistent
116 */ 125 */
117 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 126 for (object *part = tmp->more; part; part = part->more)
118 { 127 {
119 tmp->speed = tmp->head->speed; 128 part->value = tmp->value;
120 tmp->value = tmp->head->value; 129 part->stats.sp = tmp->stats.sp;
121 tmp->stats.sp = tmp->head->stats.sp; 130 part->stats.hp = tmp->stats.hp;
122 tmp->stats.hp = tmp->head->stats.hp;
123 update_ob_speed (tmp); 131 part->set_speed (tmp->speed);
124 } 132 }
125 break; 133 break;
126 134
127 case DIRECTOR: 135 case DIRECTOR:
128 case FIREWALL: 136 case FIREWALL:
129 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 137 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
130 move_firewall (tmp); 138 move_firewall (tmp);
131 else 139 else
132 { 140 {
133 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 141 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
134 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
135 animate_turning (tmp); 142 animate_turning (tmp);
136 } 143 }
137 break; 144 break;
138 145
139 case TELEPORTER: 146 case TELEPORTER:
140 move_teleporter (tmp); 147 move_teleporter (tmp);
141 break; 148 break;
142 149
143 case CREATOR: 150 case CREATOR:
144 move_creator (tmp); 151 move_creator (tmp);
145 break; 152 break;
146 153
147 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
148 move_marker (tmp); 156 move_marker (tmp);
149 break; 157 break;
150 158
151 case DUPLICATOR: 159 case DUPLICATOR:
152 move_duplicator (tmp); 160 move_duplicator (tmp);
153 break; 161 break;
162
163 case MAPSCRIPT:
164 cfperl_mapscript_activate (tmp, state, activator, originator);
165 break;
154 } 166 }
155 } 167 }
156} 168}
157 169
158/* 170/*
166 * Changed the routine to loop through _all_ objects. 178 * Changed the routine to loop through _all_ objects.
167 * Better hurry with that linked list... 179 * Better hurry with that linked list...
168 * 180 *
169 */ 181 */
170void 182void
171push_button (object *op) 183push_button (object *op, object *originator)
172{ 184{
173 oblinkpt *obp = get_button_links (op); 185 if (oblinkpt *obp = op->find_link ())
174 186 {
175 if (!obp) 187 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
176 return; 188 return;
177 189
178 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
179 return;
180
181 activate_connection_link (obp->link, op->value, op); 190 activate_connection_link (obp->link, op->value, op, originator);
191 }
182} 192}
183 193
184/* 194/*
185 * elmex: 195 * elmex:
186 * 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
188 * 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
189 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 199 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
190 * 200 *
191 */ 201 */
192void 202void
193activate_connection (maptile *map, long connection, bool state) 203maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
194{ 204{
195 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)))
196 return; 206 return;
197 207
198 oblinkpt *obp = get_connection_links (map, connection); 208 if (oblinkpt *obp = find_link (id))
199
200 if (obp)
201 activate_connection_link (obp->link, state); 209 activate_connection_link (obp->link, state, activator, originator);
202} 210}
203 211
204/* 212/*
205 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
206 * 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
207 * 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
208 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
209 */ 217 */
210
211void 218void
212update_button (object *op) 219update_button (object *op, object *originator)
213{ 220{
214 object *ab, *tmp, *head;
215 int tot, any_down = 0, old_value = op->value; 221 int any_down = 0, old_value = op->value;
216 oblinkpt *obp = 0;
217 objectlink *ol;
218 222
219 obp = get_button_links (op); 223 if (oblinkpt *obp = op->find_link ())
220 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
221 if (obp)
222 for (ol = obp->link; ol; ol = ol->next) 224 for (objectlink *ol = obp->link; ol; ol = ol->next)
223 { 225 {
224 if (!ol->ob) 226 if (!ol->ob)
225 { 227 {
226 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 228 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
227 continue; 229 continue;
228 } 230 }
229 231
230 tmp = ol->ob; 232 object *tmp = ol->ob;
233
231 if (tmp->type == BUTTON) 234 if (tmp->type == BUTTON)
232 { 235 {
236 sint32 total = 0;
237
233 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 238 for (object *ab = tmp->above; ab; ab = ab->above)
234 /* Bug? The pedestal code below looks for the head of
235 * the object, this bit doesn't. I'd think we should check
236 * for head here also. Maybe it also makese sense to
237 * make the for ab=tmp->above loop common, and alter
238 * behaviour based on object within that loop?
239 */
240
241 /* Basically, if the move_type matches that on what the 239 /* Basically, if the move_type matches that on what the
242 * button wants, we count it. The second check is so that 240 * button wants, we count it. The second check is so that
243 * objects don't move (swords, etc) will count. Note that 241 * objects who don't move (swords, etc) will count. Note that
244 * this means that more work is needed to make buttons 242 * this means that more work is needed to make buttons
245 * that are only triggered by flying objects. 243 * that are only triggered by flying objects.
246 */ 244 */
247 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
248 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 246 total += ab->head_ ()->total_weight ();
249 247
250 tmp->value = (tot >= tmp->weight) ? 1 : 0; 248 tmp->value = total >= tmp->weight;
251 if (tmp->value) 249
252 any_down = 1; 250 any_down = any_down || tmp->value;
253 } 251 }
254 else if (tmp->type == PEDESTAL) 252 else if (tmp->type == PEDESTAL)
255 { 253 {
254 bool is_match = is_match_expr (tmp->slaying);
256 tmp->value = 0; 255 tmp->value = 0;
256
257 for (ab = tmp->above; ab != NULL; ab = ab->above) 257 for (object *ab = tmp->above; ab; ab = ab->above)
258 { 258 {
259 head = ab->head ? ab->head : ab; 259 object *head = ab->head_ ();
260
260 /* Same note regarding move_type for buttons above apply here. */ 261 /* Same note regarding move_type for buttons above apply here. */
261 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 262 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
263 if (is_match
264 ? match (tmp->slaying, head, tmp, originator)
262 (head->race == tmp->slaying || 265 : (head->race == tmp->slaying
263 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 266 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
264 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 267 || (tmp->slaying == shstr_player && head->type == PLAYER)))
268 {
265 tmp->value = 1; 269 tmp->value = 1;
270 break;
271 }
266 } 272 }
267 if (tmp->value) 273
268 any_down = 1; 274 any_down = any_down || tmp->value;
269 } 275 }
270 } 276 }
277
271 if (any_down) /* If any other buttons were down, force this to remain down */ 278 if (any_down) /* If any other buttons were down, force this to remain down */
272 op->value = 1; 279 op->value = 1;
273 280
281 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
282
274 /* If this button hasn't changed, don't do anything */ 283 /* If this button hasn't changed, don't do anything */
275 if (op->value != old_value) 284 if (op->value != old_value)
276 { 285 {
277 SET_ANIMATION (op, op->value); 286 SET_ANIMATION (op, op->value);
278 update_object (op, UP_OBJ_FACE); 287 update_object (op, UP_OBJ_FACE);
279 push_button (op); /* Make all other buttons the same */ 288 push_button (op, originator); /* Make all other buttons the same */
280 }
281}
282
283/*
284 * Updates every button on the map (by calling update_button() for them).
285 */
286
287void
288update_buttons (maptile *m)
289{
290 objectlink *ol;
291 oblinkpt *obp;
292
293 for (obp = m->buttons; obp; obp = obp->next)
294 for (ol = obp->link; ol; ol = ol->next)
295 {
296 if (!ol->ob)
297 {
298 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
299 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
300 continue;
301 }
302
303 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
304 {
305 update_button (ol->ob);
306 break;
307 }
308 } 289 }
309} 290}
310 291
311void 292void
312use_trigger (object *op) 293use_trigger (object *op, object *originator)
313{ 294{
314
315 /* Toggle value */ 295 /* Toggle value */
316 op->value = !op->value; 296 op->value = !op->value;
297
317 push_button (op); 298 push_button (op, originator);
318} 299}
319 300
320/* 301/*
321 * Note: animate_object should be used instead of this, 302 * Note: animate_object should be used instead of this,
322 * but it can't handle animations in the 8 directions 303 * but it can't handle animations in the 8 directions
323 */ 304 */
324
325void 305void
326animate_turning (object *op) /* only one part objects */ 306animate_turning (object *op) /* only one part objects */
327{ 307{
328 if (++op->state >= NUM_ANIMATIONS (op) / 8) 308 if (++op->state >= NUM_ANIMATIONS (op) / 8)
329 op->state = 0; 309 op->state = 0;
344 * sacrificed. This fixes a bug of trying to put multiple altars/related 324 * sacrificed. This fixes a bug of trying to put multiple altars/related
345 * objects on the same space that take the same sacrifice. 325 * objects on the same space that take the same sacrifice.
346 */ 326 */
347 327
348int 328int
349check_altar_sacrifice (const object *altar, const object *sacrifice) 329check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
350{ 330{
351 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 331 if (sacrifice->flag [FLAG_UNPAID])
332 return 0;
333
334 if (is_match_expr (ARCH_SACRIFICE (altar)))
335 return match (ARCH_SACRIFICE (altar), altar, originator);
336
337 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
338 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
339 && sacrifice->type != PLAYER)
352 { 340 {
353 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 341 if (ARCH_SACRIFICE (altar) == shstr_money
354 ARCH_SACRIFICE (altar) == sacrifice->name || 342 && sacrifice->type == MONEY
355 ARCH_SACRIFICE (altar) == sacrifice->slaying || 343 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
356 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
357 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
358 return 1; 344 return 1;
359 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 345
360 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 346 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
347 || ARCH_SACRIFICE (altar) == sacrifice->name
348 || ARCH_SACRIFICE (altar) == sacrifice->slaying
349 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
350 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
361 return 1; 351 return 1;
362 } 352 }
353
363 return 0; 354 return 0;
364} 355}
365 356
366/* 357/*
367 * operate_altar checks if sacrifice was accepted and removes sacrificed 358 * operate_altar checks if sacrifice was accepted and removes sacrificed
371 * 362 *
372 * If this function returns 1, '*sacrifice' is modified to point to the 363 * If this function returns 1, '*sacrifice' is modified to point to the
373 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 364 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
374 */ 365 */
375int 366int
376operate_altar (object *altar, object **sacrifice) 367operate_altar (object *altar, object **sacrifice, object *originator)
377{ 368{
378 if (!altar->map) 369 if (!altar->map)
379 { 370 {
380 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 371 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
381 return 0; 372 return 0;
382 } 373 }
383 374
384 if (!altar->slaying || altar->value) 375 if (!altar->slaying || altar->value)
385 return 0; 376 return 0;
386 377
387 if (!check_altar_sacrifice (altar, *sacrifice)) 378 if (!check_altar_sacrifice (altar, *sacrifice, originator))
388 return 0; 379 return 0;
389 380
390 /* check_altar_sacrifice should have already verified that enough money 381 /* check_altar_sacrifice should have already verified that enough money
391 * has been dropped. 382 * has been dropped.
392 */ 383 */
393 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 384 if (ARCH_SACRIFICE (altar) == shstr_money)
394 { 385 {
395 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 386 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
396 387
397 /* Round up any sacrifices. Altars don't make change either */ 388 /* Round up any sacrifices. Altars don't make change either */
398 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 389 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
399 number++; 390 number++;
400 391
401 *sacrifice = decrease_ob_nr (*sacrifice, number); 392 if (!(*sacrifice)->decrease (number))
393 *sacrifice = 0;
402 } 394 }
403 else 395 else
404 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 396 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
397 *sacrifice = 0;
405 398
406 if (altar->msg) 399 if (altar->msg)
407 new_info_map (NDI_BLACK, altar->map, altar->msg); 400 new_info_map (NDI_BLACK, altar->map, altar->msg);
408 401
409 return 1; 402 return 1;
410} 403}
411 404
412void 405void
413trigger_move (object *op, int state) /* 1 down and 0 up */ 406trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
414{ 407{
415 op->stats.wc = state; 408 op->stats.wc = state;
409
416 if (state) 410 if (state)
417 { 411 {
418 use_trigger (op); 412 use_trigger (op, originator);
419 if (op->stats.exp > 0) /* check sanity */ 413 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
420 op->speed = 1.0 / op->stats.exp;
421 else
422 op->speed = 1.0;
423 update_ob_speed (op);
424 op->speed_left = -1; 414 op->speed_left = -1;
425 } 415 }
426 else 416 else
427 { 417 {
428 use_trigger (op); 418 use_trigger (op, originator);
429 op->speed = 0; 419 op->set_speed (0);
430 update_ob_speed (op);
431 } 420 }
432} 421}
433 422
434 423
435/* 424/*
443 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 432 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
444 * 433 *
445 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 434 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
446 */ 435 */
447int 436int
448check_trigger (object *op, object *cause) 437check_trigger (object *op, object *cause, object *originator)
449{ 438{
450 object *tmp; 439 object *tmp;
451 int push = 0, tot = 0; 440 int push = 0, tot = 0;
452 int in_movement = op->stats.wc || op->speed; 441 int in_movement = op->stats.wc || op->speed;
453 442
454 switch (op->type) 443 switch (op->type)
455 { 444 {
456 case TRIGGER_BUTTON: 445 case TRIGGER_BUTTON:
457 if (op->weight > 0) 446 if (op->weight > 0)
458 { 447 {
459 if (cause) 448 if (cause)
460 { 449 {
461 for (tmp = op->above; tmp; tmp = tmp->above) 450 for (tmp = op->above; tmp; tmp = tmp->above)
462 /* Comment reproduced from update_buttons(): */ 451 /* Comment reproduced from update_buttons(): */
463 /* Basically, if the move_type matches that on what the 452 /* Basically, if the move_type matches that on what the
464 * button wants, we count it. The second check is so that 453 * button wants, we count it. The second check is so that
465 * objects that don't move (swords, etc) will count. Note that 454 * objects that don't move (swords, etc) will count. Note that
466 * this means that more work is needed to make buttons 455 * this means that more work is needed to make buttons
467 * that are only triggered by flying objects. 456 * that are only triggered by flying objects.
457 */
458 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
459 tot += tmp->head_ ()->total_weight ();
460
461 if (tot >= op->weight)
462 push = 1;
463
464 if (op->stats.ac == push)
465 return 0;
466
467 op->stats.ac = push;
468 if (NUM_ANIMATIONS (op) > 1)
469 {
470 SET_ANIMATION (op, push);
471 update_object (op, UP_OBJ_FACE);
472 }
473
474 if (in_movement || !push)
475 return 0;
476 }
477
478 trigger_move (op, push, cause);
479 }
480
481 return 0;
482
483 case TRIGGER_PEDESTAL:
484 if (cause)
485 {
486 for (tmp = op->above; tmp; tmp = tmp->above)
487 {
488 object *head = tmp->head_ ();
489
490 /* See comment in TRIGGER_BUTTON about move_types */
491 if (((head->move_type & op->move_on) || head->move_type == 0)
492 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
493 {
494 push = 1;
495 break;
496 }
497 }
498
499 if (op->stats.ac == push)
500 return 0;
501
502 op->stats.ac = push;
503
504 if (NUM_ANIMATIONS (op) > 1)
505 {
506 SET_ANIMATION (op, push);
507 update_object (op, UP_OBJ_FACE);
508 }
509
510 update_object (op, UP_OBJ_FACE);
511
512 if (in_movement || !push)
513 return 0;
514 }
515
516 trigger_move (op, push, cause);
517 return 0;
518
519 case TRIGGER_ALTAR:
520 if (cause)
521 {
522 if (in_movement)
523 return 0;
524
525 if (operate_altar (op, &cause)) /* TODO: originator? */
526 {
527 if (NUM_ANIMATIONS (op) > 1)
528 {
529 SET_ANIMATION (op, 1);
530 update_object (op, UP_OBJ_FACE);
531 }
532
533 if (op->last_sp >= 0)
534 {
535 trigger_move (op, 1, cause);
536
537 if (op->last_sp > 0)
538 op->last_sp = -op->last_sp;
539 }
540 else
541 {
542 /* for trigger altar with last_sp, the ON/OFF
543 * status (-> +/- value) is "simulated":
468 */ 544 */
469 545 op->value = !op->value;
470 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 546 trigger_move (op, 1, cause);
471 { 547 op->last_sp = -op->last_sp;
472 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 548 op->value = !op->value;
473 }
474 if (tot >= op->weight)
475 push = 1;
476 if (op->stats.ac == push)
477 return 0;
478 op->stats.ac = push;
479 if (NUM_ANIMATIONS (op) > 1)
480 {
481 SET_ANIMATION (op, push);
482 update_object (op, UP_OBJ_FACE);
483 } 549 }
484 if (in_movement || !push) 550
485 return 0; 551 return cause == NULL;
486 } 552 }
487 trigger_move (op, push);
488 } 553 else
489 return 0;
490
491 case TRIGGER_PEDESTAL:
492 if (cause)
493 {
494 for (tmp = op->above; tmp; tmp = tmp->above)
495 {
496 object *head = tmp->head ? tmp->head : tmp;
497
498 /* See comment in TRIGGER_BUTTON about move_types */
499 if (((head->move_type & op->move_on) || head->move_type == 0)
500 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
501 {
502 push = 1;
503 break;
504 }
505 }
506 if (op->stats.ac == push)
507 return 0; 554 return 0;
508 op->stats.ac = push; 555 }
556 else
557 {
509 if (NUM_ANIMATIONS (op) > 1) 558 if (NUM_ANIMATIONS (op) > 1)
510 { 559 {
511 SET_ANIMATION (op, push); 560 SET_ANIMATION (op, 0);
512 update_object (op, UP_OBJ_FACE); 561 update_object (op, UP_OBJ_FACE);
513 } 562 }
514 update_object (op, UP_OBJ_FACE);
515 if (in_movement || !push)
516 return 0;
517 }
518 trigger_move (op, push);
519 return 0;
520 563
521 case TRIGGER_ALTAR:
522 if (cause)
523 {
524 if (in_movement)
525 return 0;
526 if (operate_altar (op, &cause))
527 {
528 if (NUM_ANIMATIONS (op) > 1)
529 {
530 SET_ANIMATION (op, 1);
531 update_object (op, UP_OBJ_FACE);
532 }
533 if (op->last_sp >= 0)
534 {
535 trigger_move (op, 1);
536 if (op->last_sp > 0)
537 op->last_sp = -op->last_sp;
538 }
539 else
540 {
541 /* for trigger altar with last_sp, the ON/OFF
542 * status (-> +/- value) is "simulated":
543 */
544 op->value = !op->value;
545 trigger_move (op, 1);
546 op->last_sp = -op->last_sp;
547 op->value = !op->value;
548 }
549 return cause == NULL;
550 }
551 else
552 {
553 return 0;
554 }
555 }
556 else
557 {
558 if (NUM_ANIMATIONS (op) > 1)
559 {
560 SET_ANIMATION (op, 0);
561 update_object (op, UP_OBJ_FACE);
562 }
563
564 /* If trigger_altar has "last_sp > 0" set on the map, 564 /* If trigger_altar has "last_sp > 0" set on the map,
565 * it will push the connected value only once per sacrifice. 565 * it will push the connected value only once per sacrifice.
566 * Otherwise (default), the connected value will be 566 * Otherwise (default), the connected value will be
567 * pushed twice: First by sacrifice, second by reset! -AV 567 * pushed twice: First by sacrifice, second by reset! -AV
568 */ 568 */
569 if (!op->last_sp) 569 if (!op->last_sp)
570 trigger_move (op, 0); 570 trigger_move (op, 0, cause);
571 else 571 else
572 { 572 {
573 op->stats.wc = 0; 573 op->stats.wc = 0;
574 op->value = !op->value; 574 op->value = !op->value;
575 op->speed = 0; 575 op->set_speed (0);
576 update_ob_speed (op);
577 } 576 }
578 } 577 }
579 return 0; 578 return 0;
580 579
581 case TRIGGER: 580 case TRIGGER:
582 if (cause) 581 if (cause)
583 { 582 {
584 if (in_movement) 583 if (in_movement)
585 return 0; 584 return 0;
585
586 push = 1; 586 push = 1;
587 } 587 }
588
588 if (NUM_ANIMATIONS (op) > 1) 589 if (NUM_ANIMATIONS (op) > 1)
589 { 590 {
590 SET_ANIMATION (op, push); 591 SET_ANIMATION (op, push);
591 update_object (op, UP_OBJ_FACE); 592 update_object (op, UP_OBJ_FACE);
592 } 593 }
594
593 trigger_move (op, push); 595 trigger_move (op, push, cause);
594 return 1; 596 return 1;
595 597
596 default: 598 default:
597 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 599 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
598 return 0; 600 return 0;
599 } 601 }
600} 602}
601 603
602void 604void
603add_button_link (object *button, maptile *map, int connected) 605object::add_link (maptile *map, shstr_tmp id)
604{ 606{
605 oblinkpt *obp;
606 objectlink *ol = get_objectlink ();
607
608 if (!map) 607 if (!map)
609 { 608 {
610 LOG (llevError, "Tried to add button-link without map.\n"); 609 LOG (llevError, "Tried to add button-link without map.\n");
611 return; 610 return;
612 } 611 }
613 if (!editor)
614 button->path_attuned = connected; /* peterm: I need this so I can rebuild
615 a connected map from a template map. */
616 612
617/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 613 flag [FLAG_IS_LINKED] = true;
618 614
619 SET_FLAG (button, FLAG_IS_LINKED); 615 objectlink *ol = get_objectlink ();
620
621 ol->ob = button; 616 ol->ob = this;
622 617
623 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 618 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
624 619 if (obp->id == id)
625 if (obp)
626 { 620 {
627 ol->next = obp->link; 621 ol->next = obp->link;
628 obp->link = ol; 622 obp->link = ol;
623 return;
629 } 624 }
630 else 625
631 {
632 obp = get_objectlinkpt (); 626 oblinkpt *obp = get_objectlinkpt ();
633 obp->value = connected; 627 obp->id = id;
634 628
635 obp->next = map->buttons; 629 obp->next = map->buttons;
636 map->buttons = obp; 630 map->buttons = obp;
637 obp->link = ol; 631 obp->link = ol;
638 }
639} 632}
640 633
641/* 634/*
642 * Remove the object from the linked lists of buttons in the map. 635 * Remove the object from the linked lists of buttons in the map.
643 * This is only needed by editors. 636 * This is only needed by editors.
644 */ 637 */
645
646void 638void
647remove_button_link (object *op) 639object::remove_link ()
648{ 640{
649 oblinkpt *obp; 641 if (!map)
650 objectlink **olp, *ol;
651
652 if (op->map == NULL)
653 { 642 {
654 LOG (llevError, "remove_button_link() in object without map.\n"); 643 LOG (llevError, "remove_button_link() in object without map.\n");
655 return; 644 return;
656 } 645 }
657 646
658 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 647 if (!flag [FLAG_IS_LINKED])
659 { 648 {
660 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 649 LOG (llevError, "remove_button_linked() in unlinked object.\n");
661 return; 650 return;
662 } 651 }
663 652
653 flag [FLAG_IS_LINKED] = false;
654
664 for (obp = op->map->buttons; obp; obp = obp->next) 655 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
665 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 656 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
666 if (ol->ob == op) 657 if ((*olp)->ob == this)
667 { 658 {
668 659 objectlink *ol = *olp;
669/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
670 obp->value, op->name, op->map->path);
671*/
672 *olp = ol->next; 660 *olp = ol->next;
673 delete ol; 661 delete ol;
674 return; 662 return;
675 } 663 }
676 664
677 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 665 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
678 CLEAR_FLAG (op, FLAG_IS_LINKED); 666}
667
668/*
669 * Updates every button on the map (by calling update_button() for them).
670 */
671void
672maptile::update_buttons ()
673{
674 for (oblinkpt *obp = buttons; obp; obp = obp->next)
675 for (objectlink *ol = obp->link; ol; ol = ol->next)
676 {
677 if (!ol->ob)
678 {
679 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
680 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
681 continue;
682 }
683
684 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
685 {
686 update_button (ol->ob, 0);
687 break;
688 }
689 }
679} 690}
680 691
681/* 692/*
682 * Gets the objectlink for this connection from the map. 693 * Gets the objectlink for this connection from the map.
683 */ 694 */
684oblinkpt * 695oblinkpt *
685get_connection_links (maptile *map, long connection) 696maptile::find_link (shstr_tmp id)
686{ 697{
687 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 698 for (oblinkpt *obp = buttons; obp; obp = obp->next)
688 if (obp->value == connection) 699 if (obp->id == id)
689 return obp; 700 return obp;
690 701
691 return 0; 702 return 0;
692} 703}
693 704
694/* 705/*
695 * Return the first objectlink in the objects linked to this one 706 * Return the first objectlink in the objects linked to this one
696 */ 707 */
697
698oblinkpt * 708oblinkpt *
699get_button_links (const object *button) 709object::find_link () const
700{ 710{
701 oblinkpt *obp; 711 if (map)
702 objectlink *ol;
703
704 if (!button->map)
705 return NULL;
706
707 for (obp = button->map->buttons; obp; obp = obp->next) 712 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
708 for (ol = obp->link; ol; ol = ol->next) 713 for (objectlink *ol = obp->link; ol; ol = ol->next)
709 if (ol->ob == button) 714 if (ol->ob == this)
710 return obp; 715 return obp;
711 716
712 return NULL;
713}
714
715/*
716 * Made as a separate function to increase efficiency
717 */
718
719int
720get_button_value (const object *button)
721{
722 oblinkpt *obp;
723 objectlink *ol;
724
725 if (!button->map)
726 return 0;
727 for (obp = button->map->buttons; obp; obp = obp->next)
728 for (ol = obp->link; ol; ol = ol->next)
729 if (ol->ob == button)
730 return obp->value;
731 return 0; 717 return 0;
732} 718}
733 719
734/* This routine makes monsters who are 720/* This routine makes monsters who are
735 * standing on the 'mood floor' change their 721 * standing on the 'mood floor' change their
737 * If floor is to be triggered must have 723 * If floor is to be triggered must have
738 * a speed of zero (default is 1 for all 724 * a speed of zero (default is 1 for all
739 * but the charm floor type). 725 * but the charm floor type).
740 * by b.t. thomas@nomad.astro.psu.edu 726 * by b.t. thomas@nomad.astro.psu.edu
741 */ 727 */
742
743void 728void
744do_mood_floor (object *op, object *source) 729do_mood_floor (object *op, object *source)
745{ 730{
746 object *tmp;
747 object *tmp2;
748
749 if (!source) 731 if (!source)
750 source = op; 732 source = op;
751 733
752 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 734 mapspace &ms = op->ms ();
735
736 if (!(ms.flags () & P_IS_ALIVE))
737 return;
738
739 object *tmp;
740
741 for (tmp = ms.top; tmp; tmp = tmp->below)
753 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 742 if (QUERY_FLAG (tmp, FLAG_MONSTER))
754 break; 743 break;
755 744
756 /* doesn't effect players, and if there is a player on this space, won't also 745 /* doesn't effect players, and if there is a player on this space, won't also
757 * be a monster here. 746 * be a monster here.
758 */ 747 */
748 //TODO: have players really FLAG_MONSTER? kept it for safety
759 if (!tmp || tmp->type == PLAYER) 749 if (!tmp || tmp->type == PLAYER)
760 return; 750 return;
761 751
762 switch (op->last_sp) 752 switch (op->last_sp)
763 { 753 {
764 case 0: /* furious--make all monsters mad */ 754 case 0: /* furious--make all monsters mad */
765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 755 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 756 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
757
767 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 758 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
768 { 759 {
769 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
770 remove_friendly_object (tmp);
771 tmp->attack_movement = 0; 760 tmp->attack_movement = 0;
772 /* lots of checks here, but want to make sure we don't 761 /* lots of checks here, but want to make sure we don't
773 * dereference a null value 762 * dereference a null value
774 */ 763 */
775 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 764 if (tmp->type == GOLEM
776 { 765 && tmp->owner
777 tmp->owner->contr->ranges[range_golem] = NULL; 766 && tmp->owner->type == PLAYER
767 && tmp->owner->contr->golem == tmp)
778 tmp->owner->contr->golem_count = 0; 768 tmp->owner->contr->golem = 0;
779 } 769
780 tmp->owner = 0; 770 tmp->owner = 0;
771
772 remove_friendly_object (tmp);
781 } 773 }
782 break; 774 break;
775
783 case 1: /* angry -- get neutral monsters mad */ 776 case 1: /* angry -- get neutral monsters mad */
784 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 777 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
785 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 778 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
786 break; 779 break;
780
787 case 2: /* calm -- pacify unfriendly monsters */ 781 case 2: /* calm -- pacify unfriendly monsters */
788 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
789 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 782 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
790 break; 783 break;
784
791 case 3: /* make all monsters fall asleep */ 785 case 3: /* make all monsters fall asleep */
792 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
793 SET_FLAG (tmp, FLAG_SLEEP); 786 SET_FLAG (tmp, FLAG_SLEEP);
794 break; 787 break;
788
795 case 4: /* charm all monsters */ 789 case 4: /* charm all monsters */
796 if (op == source) 790 if (op == source)
797 break; /* only if 'connected' */ 791 break; /* only if 'connected' */
798 792
799 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 793 if (object *pl = source->ms ().player ())
800 tmp2->type != PLAYER; tmp2 = tmp2->above) 794 {
801 if (tmp2->above == NULL) 795 tmp->set_owner (pl);
796 SET_FLAG (tmp, FLAG_MONSTER);
797
798 tmp->stats.exp = 0;
799
800 add_friendly_object (tmp);
801 tmp->attack_movement = PETMOVE;
802 }
802 break; 803 break;
803 804
804 if (tmp2->type != PLAYER) 805 case 6: // kill monsters
806 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
805 break; 807 break;
806 set_owner (tmp, tmp2); 808
807 SET_FLAG (tmp, FLAG_MONSTER); 809 // FALL THROUGH
808 tmp->stats.exp = 0; 810 case 5: // kill all alives
809 SET_FLAG (tmp, FLAG_FRIENDLY); 811 if (!tmp->flag [FLAG_PRECIOUS])
810 add_friendly_object (tmp); 812 {
811 tmp->attack_movement = PETMOVE; 813 archetype::get (shstr_burnout)->insert_at (tmp, source);
814 tmp->destroy ();
815 }
812 break; 816 break;
813 817
814 default: 818 default:
815 break; 819 break;
816 } 820 }
820 * It will descend through containers to find the object. 824 * It will descend through containers to find the object.
821 * slaying = match object slaying flag 825 * slaying = match object slaying flag
822 * race = match object archetype name flag 826 * race = match object archetype name flag
823 * hp = match object type (excpt type '0'== PLAYER) 827 * hp = match object type (excpt type '0'== PLAYER)
824 */ 828 */
825
826object * 829object *
827check_inv_recursive (object *op, const object *trig) 830check_inv_recursive (object *op, const object *trig)
828{ 831{
829 object *tmp, *ret = NULL; 832 object *tmp, *ret = NULL;
830 833
831 /* First check the object itself. */ 834 /* First check the object itself. */
832 if ((trig->stats.hp && (op->type == trig->stats.hp)) 835 if ((trig->stats.hp && (op->type == trig->stats.hp))
833 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 836 || (trig->slaying && (op->slaying == trig->slaying))
837 || (trig->race && (op->arch->archname == trig->race)))
834 return op; 838 return op;
835 839
836 for (tmp = op->inv; tmp; tmp = tmp->below) 840 for (tmp = op->inv; tmp; tmp = tmp->below)
837 { 841 {
838 if (tmp->inv) 842 if (tmp->inv)
840 ret = check_inv_recursive (tmp, trig); 844 ret = check_inv_recursive (tmp, trig);
841 if (ret) 845 if (ret)
842 return ret; 846 return ret;
843 } 847 }
844 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 848 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
845 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 849 || (trig->slaying && (tmp->slaying == trig->slaying))
850 || (trig->race && (tmp->arch->archname == trig->race)))
846 return tmp; 851 return tmp;
847 } 852 }
848 return NULL; 853 return NULL;
849} 854}
850 855
853 * the square will activate connected items. 858 * the square will activate connected items.
854 * Monsters can't trigger this square (for now) 859 * Monsters can't trigger this square (for now)
855 * Values are: last_sp = 1/0 obj/no obj triggers 860 * Values are: last_sp = 1/0 obj/no obj triggers
856 * last_heal = 1/0 remove/dont remove obj if triggered 861 * last_heal = 1/0 remove/dont remove obj if triggered
857 * -b.t. (thomas@nomad.astro.psu.edu 862 * -b.t. (thomas@nomad.astro.psu.edu
858 */ 863 *
859 864 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
865 * because the check-inventory semantic essentially only applies when
866 * something is above the inventory checker.
867 * The semantic prior this change was: trigger if something has moved on or off
868 * and has a matching item. Imagine what happens if someone steps on the inventory
869 * checker with a matching item, has it, activates the connection, throws the item
870 * away, and then leaves the inventory checker. That would've caused an always-enabled
871 * state in the inventory checker. This won't happen anymore now.
872 *
873 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
874 * whether op is on this mapspace or not, because the value (1|0) depends
875 * on this information. also make sure to only push_button if op has
876 * a matching item (because when we do a push_button with value=0 timed gates
877 * will still open)! (i hope i got the semantics right this time)
878 *
879 */
860void 880void
861check_inv (object *op, object *trig) 881check_inv (object *op, object *trig)
862{ 882{
863 object *match; 883 trig->value = 0; // deactivate if none of the following conditions apply
864 884
865 if (op->type != PLAYER) 885 object *pl = trig->ms ().player ();
866 return;
867 match = check_inv_recursive (op, trig); 886 object *match = check_inv_recursive (op, trig);
887
888 // elmex: a note about (pl == op):
889 // if pl == 0 then the player has left this space
890 // if pl != 0 then a player is on this mapspace, but then
891 // we still have to check whether it's the player that triggered
892 // this inv-checker, because if not, then the op left this inv-checker
893 // and we have to set the value to 0
894
868 if (match && trig->last_sp) 895 if (match && trig->last_sp) // match == having
869 { 896 {
870 if (trig->last_heal) 897 if (trig->last_heal)
871 decrease_ob (match); 898 match->decrease ();
872 use_trigger (trig); 899
900 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
901 push_button (trig, op);
902 }
903 else if (!match && !trig->last_sp) // match == not having
873 } 904 {
874 else if (!match && !trig->last_sp) 905 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
875 use_trigger (trig); 906 push_button (trig, op);
907 }
876} 908}
877 909

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