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Comparing deliantra/server/common/button.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:35 2006 UTC vs.
Revision 1.58 by root, Thu Oct 15 21:40:42 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 1.2 2006/08/29 08:01:35 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 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 it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h>
31 26
32/* 27/*
33 * This code is no longer highly inefficient 8) 28 * This code is no longer highly inefficient 8)
34 */ 29 */
35 30
36/* 31/*
32 * elmex:
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.
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.
37 */
38static void
39activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
40{
41 for (; ol; ol = ol->next)
42 {
43 if (!ol->ob)
44 {
45 LOG (llevError, "Internal error in activate_connection_link.\n");
46 continue;
47 }
48
49 /* 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
51 * 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
53 * 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.
55 */
56
57 if (QUERY_FLAG (ol->ob, FLAG_FREED))
58 return;
59
60 object *tmp = ol->ob;
61
62 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue;
65
66 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
67 continue;
68
69 switch (tmp->type)
70 {
71 case GATE:
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"));
77 tmp->value = tmp->stats.maxsp ? !state : state;
78 tmp->set_speed (0.5);
79 break;
80
81 case T_HANDLE:
82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
83 update_object (tmp, UP_OBJ_FACE);
84 break;
85
86 case SIGN:
87 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
88 {
89 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food)
92 tmp->last_eat++;
93 }
94 break;
95
96 case ALTAR:
97 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
98 tmp->value = 1;
99 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE);
101 break;
102
103 case BUTTON:
104 case PEDESTAL:
105 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
106 tmp->value = state;
107 SET_ANIMATION (tmp, tmp->value);
108 update_object (tmp, UP_OBJ_FACE);
109 break;
110
111 case MOOD_FLOOR:
112 do_mood_floor (tmp, activator);
113 break;
114
115 case TIMED_GATE:
116 if (!tmp->active)
117 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
118
119 tmp->set_speed (tmp->arch->speed);
120 tmp->value = tmp->arch->value;
121 tmp->stats.sp = 1;
122 tmp->stats.hp = tmp->stats.maxhp;
123 /* Handle multipart gates. We copy the value for the other parts
124 * from the head - this ensures that the data will consistent
125 */
126 for (object *part = tmp->more; part; part = part->more)
127 {
128 part->value = tmp->value;
129 part->stats.sp = tmp->stats.sp;
130 part->stats.hp = tmp->stats.hp;
131 part->set_speed (tmp->speed);
132 }
133 break;
134
135 case DIRECTOR:
136 case FIREWALL:
137 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
138 move_firewall (tmp);
139 else
140 {
141 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
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, state, activator, originator);
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 *
42 181 */
43void push_button(object *op) { 182void
44 object *tmp; 183push_button (object *op, object *originator)
45 objectlink *ol; 184{
46 185 if (oblinkpt *obp = op->find_link ())
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 */
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), ARG_OBJECT (op), ARG_OBJECT (originator)))
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, originator);
65 if (op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue;
66 if (!op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue;
67
68 switch(tmp->type) {
69
70 case GATE:
71 case HOLE:
72 tmp->value=tmp->stats.maxsp?!op->value:op->value;
73 tmp->speed=0.5;
74 update_ob_speed(tmp);
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 */
115 for (tmp=tmp->more; tmp!=NULL; tmp=tmp->more) {
116 tmp->speed = tmp->head->speed;
117 tmp->value = tmp->head->value;
118 tmp->stats.sp = tmp->head->stats.sp;
119 tmp->stats.hp = tmp->head->stats.hp;
120 update_ob_speed(tmp);
121 }
122 break;
123
124 case DIRECTOR:
125 case FIREWALL:
126 if(!QUERY_FLAG(tmp,FLAG_ANIMATE)&&tmp->type==FIREWALL) move_firewall(tmp);
127 else {
128 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
129 tmp->stats.sp = ((tmp->stats.sp-1)%8)+1;
130 animate_turning(tmp);
131 }
132 break;
133
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 } 191 }
192}
193
194/*
195 * elmex:
196 * This activates a connection, similar to push_button (object *op) but it takes
197 * only a map, a connection value and a true or false flag that indicated whether
198 * the connection was 'state' or 'released'. So that you can activate objects
199 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
200 *
201 */
202void
203maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
204{
205 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
206 return;
207
208 if (oblinkpt *obp = find_link (id))
209 activate_connection_link (obp->link, state, activator, originator);
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, object *originator)
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; 229 continue;
170 } 230 }
231
171 tmp = ol->ob; 232 object *tmp = ol->ob;
233
172 if (tmp->type==BUTTON) { 234 if (tmp->type == BUTTON)
235 {
236 sint32 total = 0;
237
173 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 238 for (object *ab = tmp->above; ab; 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 239 /* Basically, if the move_type matches that on what the
182 * button wants, we count it. The second check is so that 240 * button wants, we count it. The second check is so that
183 * objects don't move (swords, etc) will count. Note that 241 * objects who don't move (swords, etc) will count. Note that
184 * this means that more work is needed to make buttons 242 * this means that more work is needed to make buttons
185 * that are only triggered by flying objects. 243 * that are only triggered by flying objects.
186 */ 244 */
187 if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
188 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 246 total += ab->head_ ()->total_weight ();
189 247
190 tmp->value=(tot>=tmp->weight)?1:0; 248 tmp->value = total >= tmp->weight;
191 if(tmp->value) 249
192 any_down=1; 250 any_down = any_down || tmp->value;
251 }
193 } else if (tmp->type == PEDESTAL) { 252 else if (tmp->type == PEDESTAL)
253 {
254 bool is_match = is_match_expr (tmp->slaying);
194 tmp->value = 0; 255 tmp->value = 0;
256
195 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 257 for (object *ab = tmp->above; ab; ab = ab->above)
196 head = ab->head ? ab->head : ab; 258 {
259 object *head = ab->head_ ();
260
197 /* Same note regarding move_type for buttons above apply here. */ 261 /* Same note regarding move_type for buttons above apply here. */
198 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)
199 (head->race==tmp->slaying || 265 : (head->race == tmp->slaying
200 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 266 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
201 (!strcmp (tmp->slaying, "player") && 267 || (tmp->slaying == shstr_player && head->type == PLAYER)))
202 head->type == PLAYER))) 268 {
203 tmp->value = 1; 269 tmp->value = 1;
270 break;
271 }
204 } 272 }
205 if(tmp->value) 273
206 any_down=1; 274 any_down = any_down || tmp->value;
207 } 275 }
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;
237 } 276 }
238 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL) 277
278 if (any_down) /* If any other buttons were down, force this to remain down */
279 op->value = 1;
280
281 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
282
283 /* If this button hasn't changed, don't do anything */
284 if (op->value != old_value)
239 { 285 {
240 update_button(ol->ob); 286 SET_ANIMATION (op, op->value);
241 break; 287 update_object (op, UP_OBJ_FACE);
288 push_button (op, originator); /* Make all other buttons the same */
242 } 289 }
243 }
244} 290}
245 291
246void use_trigger(object *op) 292void
293use_trigger (object *op, object *originator)
247{ 294{
248
249 /* Toggle value */ 295 /* Toggle value */
250 op->value = !op->value; 296 op->value = !op->value;
251 push_button(op); 297
298 push_button (op, originator);
252} 299}
253 300
254/* 301/*
255 * Note: animate_object should be used instead of this, 302 * Note: animate_object should be used instead of this,
256 * but it can't handle animations in the 8 directions 303 * but it can't handle animations in the 8 directions
257 */ 304 */
258 305void
259void animate_turning(object *op) /* only one part objects */ 306animate_turning (object *op) /* only one part objects */
260{ 307{
261 if (++op->state >= NUM_ANIMATIONS(op)/8) 308 if (++op->state >= NUM_ANIMATIONS (op) / 8)
262 op->state=0; 309 op->state = 0;
263 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 310 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
264 op->state);
265 update_object(op,UP_OBJ_FACE); 311 update_object (op, UP_OBJ_FACE);
266} 312}
267 313
268#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 314#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
269#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 315#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
270 316
276 * 322 *
277 * 0.93.4: Linked objects (ie, objects that are connected) can not be 323 * 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 324 * sacrificed. This fixes a bug of trying to put multiple altars/related
279 * objects on the same space that take the same sacrifice. 325 * objects on the same space that take the same sacrifice.
280 */ 326 */
281 327
328int
282int check_altar_sacrifice (const object *altar, const object *sacrifice) 329check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
283{ 330{
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
284 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 337 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
285 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 338 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
286 && sacrifice->type != PLAYER) 339 && sacrifice->type != PLAYER)
287 { 340 {
288 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 341 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 342 && sacrifice->type == MONEY
296 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 343 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
297 return 1; 344 return 1;
345
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 ())
351 return 1;
298 } 352 }
353
299 return 0; 354 return 0;
300} 355}
301
302 356
303/* 357/*
304 * operate_altar checks if sacrifice was accepted and removes sacrificed 358 * operate_altar checks if sacrifice was accepted and removes sacrificed
305 * objects. If sacrifice was succeed return 1 else 0. Might be better to 359 * 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, 360 * call check_altar_sacrifice (above) than depend on the return value,
307 * since operate_altar will remove the sacrifice also. 361 * since operate_altar will remove the sacrifice also.
308 * 362 *
309 * 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
310 * 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.
311 */ 365 */
312 366int
313int operate_altar (object *altar, object **sacrifice) 367operate_altar (object *altar, object **sacrifice, object *originator)
314{ 368{
315
316 if ( ! altar->map) { 369 if (!altar->map)
370 {
317 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 371 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
318 return 0; 372 return 0;
319 } 373 }
320 374
321 if (!altar->slaying || altar->value) 375 if (!altar->slaying || altar->value)
322 return 0; 376 return 0;
323 377
324 if ( ! check_altar_sacrifice (altar, *sacrifice)) 378 if (!check_altar_sacrifice (altar, *sacrifice, originator))
325 return 0; 379 return 0;
326 380
327 /* check_altar_sacrifice should have already verified that enough money 381 /* check_altar_sacrifice should have already verified that enough money
328 * has been dropped. 382 * has been dropped.
329 */ 383 */
330 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 384 if (ARCH_SACRIFICE (altar) == shstr_money)
385 {
331 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 386 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
332 387
333 /* Round up any sacrifices. Altars don't make change either */ 388 /* Round up any sacrifices. Altars don't make change either */
334 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 389 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
335 *sacrifice = decrease_ob_nr (*sacrifice, number); 390 number++;
391
392 if (!(*sacrifice)->decrease (number))
393 *sacrifice = 0;
336 } 394 }
337 else 395 else
338 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 396 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
339 397 *sacrifice = 0;
398
340 if (altar->msg) 399 if (altar->msg)
341 new_info_map(NDI_BLACK, altar->map, altar->msg); 400 new_info_map (NDI_BLACK, altar->map, altar->msg);
401
342 return 1; 402 return 1;
343} 403}
344 404
405void
345void trigger_move (object *op, int state) /* 1 down and 0 up */ 406trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
346{ 407{
347 op->stats.wc = state; 408 op->stats.wc = state;
409
348 if (state) { 410 if (state)
349 use_trigger(op); 411 {
350 if (op->stats.exp > 0) /* check sanity */ 412 use_trigger (op, originator);
351 op->speed = 1.0 / op->stats.exp; 413 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
352 else
353 op->speed = 1.0;
354 update_ob_speed(op);
355 op->speed_left = -1; 414 op->speed_left = -1;
356 } else { 415 }
357 use_trigger(op); 416 else
417 {
418 use_trigger (op, originator);
358 op->speed = 0; 419 op->set_speed (0);
359 update_ob_speed(op);
360 } 420 }
361} 421}
362 422
363 423
364/* 424/*
371 * 431 *
372 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 432 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
373 * 433 *
374 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 434 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
375 */ 435 */
436int
376int check_trigger (object *op, object *cause) 437check_trigger (object *op, object *cause, object *originator)
377{ 438{
378 object *tmp; 439 object *tmp;
379 int push = 0, tot = 0; 440 int push = 0, tot = 0;
380 int in_movement = op->stats.wc || op->speed; 441 int in_movement = op->stats.wc || op->speed;
381 442
382 switch (op->type) { 443 switch (op->type)
444 {
383 case TRIGGER_BUTTON: 445 case TRIGGER_BUTTON:
384 if (op->weight > 0) { 446 if (op->weight > 0)
385 if (cause) {
386 for (tmp = op->above; tmp; tmp = tmp->above)
387 /* Comment reproduced from update_buttons(): */
388 /* Basically, if the move_type matches that on what the
389 * button wants, we count it. The second check is so that
390 * objects that don't move (swords, etc) will count. Note that
391 * this means that more work is needed to make buttons
392 * 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 }
408 if (in_movement || ! push)
409 return 0;
410 }
411 trigger_move (op, push);
412 } 447 {
413 return 0;
414
415 case TRIGGER_PEDESTAL:
416 if (cause) { 448 if (cause)
449 {
417 for (tmp = op->above; tmp; tmp = tmp->above) { 450 for (tmp = op->above; tmp; tmp = tmp->above)
418 object *head = tmp->head ? tmp->head : tmp; 451 /* Comment reproduced from update_buttons(): */
419 452 /* Basically, if the move_type matches that on what the
420 /* See comment in TRIGGER_BUTTON about move_types */ 453 * button wants, we count it. The second check is so that
421 if (((head->move_type & op->move_on) || head->move_type==0) 454 * objects that don't move (swords, etc) will count. Note that
422 && (head->race==op->slaying || 455 * this means that more work is needed to make buttons
423 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 456 * that are only triggered by flying objects.
424 push = 1;
425 break;
426 } 457 */
427 } 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
428 if (op->stats.ac == push) 464 if (op->stats.ac == push)
429 return 0; 465 return 0;
466
430 op->stats.ac = push; 467 op->stats.ac = push;
431 if (NUM_ANIMATIONS(op) > 1) { 468 if (NUM_ANIMATIONS (op) > 1)
469 {
432 SET_ANIMATION (op, push); 470 SET_ANIMATION (op, push);
433 update_object (op, UP_OBJ_FACE); 471 update_object (op, UP_OBJ_FACE);
434 } 472 }
435 update_object(op,UP_OBJ_FACE); 473
436 if (in_movement || ! push) 474 if (in_movement || !push)
437 return 0; 475 return 0;
438 } 476 }
477
439 trigger_move (op, push); 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)
440 return 0; 500 return 0;
441 501
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
442 case TRIGGER_ALTAR: 519 case TRIGGER_ALTAR:
443 if (cause) { 520 if (cause)
521 {
444 if (in_movement) 522 if (in_movement)
445 return 0; 523 return 0;
524
446 if (operate_altar (op, &cause)) { 525 if (operate_altar (op, &cause)) /* TODO: originator? */
447 if (NUM_ANIMATIONS(op) > 1) {
448 SET_ANIMATION (op, 1);
449 update_object(op, UP_OBJ_FACE);
450 }
451 if (op->last_sp >= 0) {
452 trigger_move (op, 1);
453 if (op->last_sp > 0)
454 op->last_sp = -op->last_sp;
455 }
456 else {
457 /* for trigger altar with last_sp, the ON/OFF
458 * status (-> +/- value) is "simulated":
459 */
460 op->value = !op->value;
461 trigger_move (op, 1);
462 op->last_sp = -op->last_sp;
463 op->value = !op->value;
464 }
465 return cause == NULL;
466 } else {
467 return 0;
468 } 526 {
469 } else {
470 if (NUM_ANIMATIONS(op) > 1) { 527 if (NUM_ANIMATIONS (op) > 1)
528 {
471 SET_ANIMATION (op, 0); 529 SET_ANIMATION (op, 1);
472 update_object(op, UP_OBJ_FACE); 530 update_object (op, UP_OBJ_FACE);
473 } 531 }
474 532
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) 533 if (op->last_sp >= 0)
534 {
481 trigger_move (op, 0); 535 trigger_move (op, 1, cause);
536
537 if (op->last_sp > 0)
538 op->last_sp = -op->last_sp;
539 }
482 else { 540 else
483 op->stats.wc = 0; 541 {
542 /* for trigger altar with last_sp, the ON/OFF
543 * status (-> +/- value) is "simulated":
544 */
484 op->value = !op->value; 545 op->value = !op->value;
485 op->speed = 0; 546 trigger_move (op, 1, cause);
486 update_ob_speed(op); 547 op->last_sp = -op->last_sp;
548 op->value = !op->value;
487 } 549 }
550
551 return cause == NULL;
488 } 552 }
553 else
489 return 0; 554 return 0;
490
491 case TRIGGER:
492 if (cause) {
493 if (in_movement)
494 return 0;
495 push = 1;
496 } 555 }
556 else
557 {
497 if (NUM_ANIMATIONS(op) > 1) { 558 if (NUM_ANIMATIONS (op) > 1)
559 {
498 SET_ANIMATION (op, push); 560 SET_ANIMATION (op, 0);
499 update_object(op, UP_OBJ_FACE); 561 update_object (op, UP_OBJ_FACE);
500 } 562 }
563
564 /* If trigger_altar has "last_sp > 0" set on the map,
565 * it will push the connected value only once per sacrifice.
566 * Otherwise (default), the connected value will be
567 * pushed twice: First by sacrifice, second by reset! -AV
568 */
569 if (!op->last_sp)
501 trigger_move (op, push); 570 trigger_move (op, 0, cause);
571 else
572 {
573 op->stats.wc = 0;
574 op->value = !op->value;
575 op->set_speed (0);
576 }
577 }
578 return 0;
579
580 case TRIGGER:
581 if (cause)
582 {
583 if (in_movement)
502 return 1; 584 return 0;
503 585
586 push = 1;
587 }
588
589 if (NUM_ANIMATIONS (op) > 1)
590 {
591 SET_ANIMATION (op, push);
592 update_object (op, UP_OBJ_FACE);
593 }
594
595 trigger_move (op, push, cause);
596 return 1;
597
504 default: 598 default:
505 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);
506 return 0; 600 return 0;
601 }
602}
603
604void
605object::add_link (maptile *map, shstr_tmp id)
606{
607 if (!map)
507 } 608 {
508} 609 LOG (llevError, "Tried to add button-link without map.\n");
610 return;
611 }
509 612
510void add_button_link(object *button, mapstruct *map, int connected) { 613 flag [FLAG_IS_LINKED] = true;
511 oblinkpt *obp; 614
512 objectlink *ol = get_objectlink(); 615 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; 616 ol->ob = this;
525 ol->id = button->count;
526 617
527 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 618 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
528 619 if (obp->id == id)
529 if (obp) { 620 {
530 ol->next = obp->link; 621 ol->next = obp->link;
531 obp->link = ol; 622 obp->link = ol;
532 } else { 623 return;
624 }
625
533 obp = get_objectlinkpt(); 626 oblinkpt *obp = get_objectlinkpt ();
534 obp->value = connected; 627 obp->id = id;
535 628
536 obp->next = map->buttons; 629 obp->next = map->buttons;
537 map->buttons = obp; 630 map->buttons = obp;
538 obp->link = ol; 631 obp->link = ol;
539 }
540} 632}
541 633
542/* 634/*
543 * 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.
544 * This is only needed by editors. 636 * This is only needed by editors.
545 */ 637 */
546 638void
547void remove_button_link(object *op) { 639object::remove_link ()
548 oblinkpt *obp; 640{
549 objectlink **olp, *ol; 641 if (!map)
550 642 {
551 if (op->map == NULL) {
552 LOG(llevError, "remove_button_link() in object without map.\n"); 643 LOG (llevError, "remove_button_link() in object without map.\n");
553 return; 644 return;
554 } 645 }
555 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 646
647 if (!flag [FLAG_IS_LINKED])
648 {
556 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 649 LOG (llevError, "remove_button_linked() in unlinked object.\n");
557 return; 650 return;
558 } 651 }
652
653 flag [FLAG_IS_LINKED] = false;
654
559 for (obp = op->map->buttons; obp; obp = obp->next) 655 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
560 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 656 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
561 if (ol->ob == op) { 657 if ((*olp)->ob == this)
562/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 658 {
563 obp->value, op->name, op->map->path); 659 objectlink *ol = *olp;
564*/
565 *olp = ol->next; 660 *olp = ol->next;
566 free(ol); 661 delete ol;
567 return; 662 return;
663 }
664
665 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
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 }
568 } 689 }
569 LOG(llevError, "remove_button_linked(): couldn't find object.\n");
570 CLEAR_FLAG(op,FLAG_IS_LINKED);
571} 690}
572 691
692/*
693 * Gets the objectlink for this connection from the map.
694 */
695oblinkpt *
696maptile::find_link (shstr_tmp id)
697{
698 for (oblinkpt *obp = buttons; obp; obp = obp->next)
699 if (obp->id == id)
700 return obp;
701
702 return 0;
703}
704
573/* 705/*
574 * Return the first objectlink in the objects linked to this one 706 * Return the first objectlink in the objects linked to this one
575 */ 707 */
576
577objectlink *get_button_links(const object *button) {
578 oblinkpt *obp; 708oblinkpt *
579 objectlink *ol; 709object::find_link () const
580 710{
581 if (!button->map) 711 if (map)
582 return NULL;
583 for (obp = button->map->buttons; obp; obp = obp->next) 712 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
584 for (ol = obp->link; ol; ol = ol->next) 713 for (objectlink *ol = obp->link; ol; ol = ol->next)
585 if (ol->ob == button && ol->id == button->count) 714 if (ol->ob == this)
586 return obp->link; 715 return obp;
587 return NULL;
588}
589 716
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; 717 return 0;
605} 718}
606 719
607/* This routine makes monsters who are 720/* This routine makes monsters who are
608 * standing on the 'mood floor' change their 721 * standing on the 'mood floor' change their
610 * If floor is to be triggered must have 723 * If floor is to be triggered must have
611 * a speed of zero (default is 1 for all 724 * a speed of zero (default is 1 for all
612 * but the charm floor type). 725 * but the charm floor type).
613 * by b.t. thomas@nomad.astro.psu.edu 726 * by b.t. thomas@nomad.astro.psu.edu
614 */ 727 */
615 728void
616void do_mood_floor(object *op, object *op2) { 729do_mood_floor (object *op, object *source)
730{
731 if (!source)
732 source = op;
733
734 mapspace &ms = op->ms ();
735
736 if (!(ms.flags () & P_IS_ALIVE))
737 return;
738
617 object *tmp; 739 object *tmp;
618 object *tmp2;
619 740
620 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 741 for (tmp = ms.top; tmp; tmp = tmp->below)
621 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 742 if (QUERY_FLAG (tmp, FLAG_MONSTER))
743 break;
622 744
623 /* 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
624 * be a monster here. 746 * be a monster here.
625 */ 747 */
748 //TODO: have players really FLAG_MONSTER? kept it for safety
626 if (!tmp || tmp->type == PLAYER) return; 749 if (!tmp || tmp->type == PLAYER)
750 return;
627 751
628 switch(op->last_sp) { 752 switch (op->last_sp)
753 {
629 case 0: /* furious--make all monsters mad */ 754 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)) 755 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
756 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
757
758 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
759 {
760 tmp->attack_movement = 0;
761 /* lots of checks here, but want to make sure we don't
762 * dereference a null value
763 */
764 if (tmp->type == GOLEM
765 && tmp->owner
766 && tmp->owner->type == PLAYER
767 && tmp->owner->contr->golem == tmp)
768 tmp->owner->contr->golem = 0;
769
770 tmp->owner = 0;
771
772 remove_friendly_object (tmp);
773 }
774 break;
775
776 case 1: /* angry -- get neutral monsters mad */
777 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
778 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
779 break;
780
781 case 2: /* calm -- pacify unfriendly monsters */
654 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 782 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
655 break; 783 break;
784
656 case 3: /* make all monsters fall asleep */ 785 case 3: /* make all monsters fall asleep */
657 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
658 SET_FLAG(tmp, FLAG_SLEEP); 786 SET_FLAG (tmp, FLAG_SLEEP);
659 break; 787 break;
788
660 case 4: /* charm all monsters */ 789 case 4: /* charm all monsters */
661 790 if (op == source)
662 if(op == op2) break; /* only if 'connected' */ 791 break; /* only if 'connected' */
663
664 for(tmp2=get_map_ob(op2->map,op2->x,op2->y); /* finding an owner */
665 tmp2->type!=PLAYER;tmp2=tmp2->above)
666 if(tmp2->above==NULL) break;
667 792
668 if (tmp2->type != PLAYER) 793 if (object *pl = source->ms ().player ())
669 break; 794 {
670 set_owner(tmp,tmp2); 795 tmp->set_owner (pl);
671 SET_FLAG(tmp,FLAG_MONSTER); 796 SET_FLAG (tmp, FLAG_MONSTER);
797
672 tmp->stats.exp = 0; 798 tmp->stats.exp = 0;
673 SET_FLAG(tmp, FLAG_FRIENDLY); 799
674 add_friendly_object (tmp); 800 add_friendly_object (tmp);
675 tmp->attack_movement = PETMOVE; 801 tmp->attack_movement = PETMOVE;
802 }
803 break;
804
805 case 6: // kill monsters
806 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
676 break; 807 break;
677 808
809 // FALL THROUGH
810 case 5: // kill all alives
811 if (!tmp->flag [FLAG_PRECIOUS])
812 {
813 archetype::get (shstr_burnout)->insert_at (tmp, source);
814 tmp->destroy ();
815 }
816 break;
817
678 default: 818 default:
679 break; 819 break;
680
681 } 820 }
682} 821}
683 822
684/* this function returns the object it matches, or NULL if non. 823/* this function returns the object it matches, or NULL if non.
685 * It will descend through containers to find the object. 824 * It will descend through containers to find the object.
686 * slaying = match object slaying flag 825 * slaying = match object slaying flag
687 * race = match object archetype name flag 826 * race = match object archetype name flag
688 * hp = match object type (excpt type '0'== PLAYER) 827 * hp = match object type (excpt type '0'== PLAYER)
689 */ 828 */
690 829object *
691object * check_inv_recursive(object *op, const object *trig) 830check_inv_recursive (object *op, const object *trig)
692{ 831{
693 object *tmp,*ret=NULL; 832 object *tmp, *ret = NULL;
694 833
695 /* First check the object itself. */ 834 /* First check the object itself. */
696 if((trig->stats.hp && (op->type == trig->stats.hp)) 835 if ((trig->stats.hp && (op->type == trig->stats.hp))
697 || (trig->slaying && (op->slaying == trig->slaying)) 836 || (trig->slaying && (op->slaying == trig->slaying))
698 || (trig->race && (op->arch->name == trig->race))) 837 || (trig->race && (op->arch->archname == trig->race)))
699 return op; 838 return op;
700 839
701 for(tmp=op->inv; tmp; tmp=tmp->below) { 840 for (tmp = op->inv; tmp; tmp = tmp->below)
841 {
702 if (tmp->inv) { 842 if (tmp->inv)
843 {
703 ret=check_inv_recursive(tmp, trig); 844 ret = check_inv_recursive (tmp, trig);
845 if (ret)
704 if (ret) return ret; 846 return ret;
705 } 847 }
706 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 848 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
707 || (trig->slaying && (tmp->slaying == trig->slaying)) 849 || (trig->slaying && (tmp->slaying == trig->slaying))
708 || (trig->race && (tmp->arch->name == trig->race))) 850 || (trig->race && (tmp->arch->archname == trig->race)))
709 return tmp; 851 return tmp;
710 } 852 }
711 return NULL; 853 return NULL;
712} 854}
713 855
714/* check_inv(), a function to search the inventory, 856/* check_inv(), a function to search the inventory,
715 * of a player and then based on a set of conditions, 857 * of a player and then based on a set of conditions,
716 * the square will activate connected items. 858 * the square will activate connected items.
717 * Monsters can't trigger this square (for now) 859 * Monsters can't trigger this square (for now)
718 * Values are: last_sp = 1/0 obj/no obj triggers 860 * Values are: last_sp = 1/0 obj/no obj triggers
719 * last_heal = 1/0 remove/dont remove obj if triggered 861 * last_heal = 1/0 remove/dont remove obj if triggered
720 * -b.t. (thomas@nomad.astro.psu.edu 862 * -b.t. (thomas@nomad.astro.psu.edu
721 */ 863 *
722 864 * 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 */
880void
723void check_inv (object *op, object *trig) { 881check_inv (object *op, object *trig)
724object *match; 882{
883 trig->value = 0; // deactivate if none of the following conditions apply
725 884
726 if(op->type != PLAYER) return; 885 object *pl = trig->ms ().player ();
727 match = check_inv_recursive(op,trig); 886 object *match = check_inv_recursive (op, trig);
728 if (match && trig->last_sp) { 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
895 if (match && trig->last_sp) // match == having
896 {
729 if(trig->last_heal) 897 if (trig->last_heal)
730 decrease_ob(match); 898 match->decrease ();
731 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
732 } 904 {
733 else if (!match && !trig->last_sp) 905 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
734 use_trigger(trig); 906 push_button (trig, op);
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 } 907 }
754} 908}
909

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