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Comparing deliantra/server/common/button.C (file contents):
Revision 1.7 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.59 by root, Wed Oct 21 00:44:39 2009 UTC

1
2/* 1/*
3 * static char *rcsid_button_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: button.C,v 1.7 2006/09/10 16:00:23 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 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
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 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
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 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>
28*/ 23 */
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h>
32 26
33/* 27/*
34 * This code is no longer highly inefficient 8) 28 * This code is no longer highly inefficient 8)
35 */ 29 */
36 30
37/* 31/*
38 * elmex: 32 * elmex:
39 * 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.
40 * 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.
41 * 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.
42 */ 37 */
43void 38static void
44activate_connection_link (objectlink * ol, bool state, object *source = 0) 39activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
45{ 40{
46 object *tmp = 0;
47
48 for (; ol; ol = ol->next) 41 for (; ol; ol = ol->next)
49 { 42 {
50 if (!ol->ob || ol->ob->count != ol->id) 43 if (!ol->ob)
51 { 44 {
52 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 45 LOG (llevError, "Internal error in activate_connection_link.\n");
53 continue; 46 continue;
54 } 47 }
48
55 /* a button link object can become freed when the map is saving. As 49 /* a button link object can become freed when the map is saving. As
56 * a map is saved, objects are removed and freed, and if an object is 50 * a map is saved, objects are removed and freed, and if an object is
57 * on top of a button, this function is eventually called. If a map 51 * on top of a button, this function is eventually called. If a map
58 * is getting moved out of memory, the status of buttons and levers 52 * is getting moved out of memory, the status of buttons and levers
59 * probably isn't important - it will get sorted out when the map is 53 * probably isn't important - it will get sorted out when the map is
60 * 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.
61 */ 55 */
62 56
63 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 57 if (QUERY_FLAG (ol->ob, FLAG_FREED))
64 return; 58 return;
59
65 tmp = ol->ob; 60 object *tmp = ol->ob;
66 61
67 /* if the criteria isn't appropriate, don't do anything */ 62 /* if the criteria isn't appropriate, don't do anything */
68 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
69 continue; 64 continue;
65
70 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 66 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
71 continue; 67 continue;
72 68
73 switch (tmp->type) 69 switch (tmp->type)
74 { 70 {
75 case GATE: 71 case GATE:
76 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"));
77 tmp->value = tmp->stats.maxsp ? !state : state; 77 tmp->value = tmp->stats.maxsp ? !state : state;
78 tmp->speed = 0.5; 78 tmp->set_speed (0.5);
79 update_ob_speed (tmp);
80 break; 79 break;
81 80
82 case CF_HANDLE: 81 case T_HANDLE:
83 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
84 update_object (tmp, UP_OBJ_FACE); 83 update_object (tmp, UP_OBJ_FACE);
85 break; 84 break;
86 85
87 case SIGN: 86 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 87 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 { 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); 90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food) 91 if (tmp->stats.food)
92 tmp->last_eat++; 92 tmp->last_eat++;
93 } 93 }
94 break; 94 break;
95 95
96 case ALTAR: 96 case ALTAR:
97 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
97 tmp->value = 1; 98 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 99 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 100 update_object (tmp, UP_OBJ_FACE);
100 break; 101 break;
101 102
102 case BUTTON: 103 case BUTTON:
103 case PEDESTAL: 104 case PEDESTAL:
105 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
104 tmp->value = state; 106 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 107 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 108 update_object (tmp, UP_OBJ_FACE);
107 break; 109 break;
108 110
109 case MOOD_FLOOR: 111 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 112 do_mood_floor (tmp, activator);
111 break; 113 break;
112 114
113 case TIMED_GATE: 115 case TIMED_GATE:
116 if (!tmp->active)
117 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
118
114 tmp->speed = tmp->arch->clone.speed; 119 tmp->set_speed (tmp->arch->speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 120 tmp->value = tmp->arch->value;
117 tmp->stats.sp = 1; 121 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 122 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 123 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 124 * from the head - this ensures that the data will consistent
121 */ 125 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 126 for (object *part = tmp->more; part; part = part->more)
123 { 127 {
124 tmp->speed = tmp->head->speed; 128 part->value = tmp->value;
125 tmp->value = tmp->head->value; 129 part->stats.sp = tmp->stats.sp;
126 tmp->stats.sp = tmp->head->stats.sp; 130 part->stats.hp = tmp->stats.hp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 131 part->set_speed (tmp->speed);
129 } 132 }
130 break; 133 break;
131 134
132 case DIRECTOR: 135 case DIRECTOR:
133 case FIREWALL: 136 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 137 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 138 move_firewall (tmp);
136 else 139 else
137 { 140 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 141 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140 animate_turning (tmp); 142 animate_turning (tmp);
141 } 143 }
142 break; 144 break;
143 145
144 case TELEPORTER: 146 case TELEPORTER:
145 move_teleporter (tmp); 147 move_teleporter (tmp);
146 break; 148 break;
147 149
148 case CREATOR: 150 case CREATOR:
149 move_creator (tmp); 151 move_creator (tmp);
150 break; 152 break;
151 153
152 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
153 move_marker (tmp); 156 move_marker (tmp);
154 break; 157 break;
155 158
156 case DUPLICATOR: 159 case DUPLICATOR:
157 move_duplicator (tmp); 160 move_duplicator (tmp);
158 break; 161 break;
162
163 case MAPSCRIPT:
164 cfperl_mapscript_activate (tmp, state, activator, originator);
165 break;
159 } 166 }
160 } 167 }
161} 168}
162 169
163/* 170/*
171 * Changed the routine to loop through _all_ objects. 178 * Changed the routine to loop through _all_ objects.
172 * Better hurry with that linked list... 179 * Better hurry with that linked list...
173 * 180 *
174 */ 181 */
175void 182void
176push_button (object *op) 183push_button (object *op, object *originator)
177{ 184{
178 oblinkpt *obp = get_button_links (op); 185 if (oblinkpt *obp = op->find_link ())
179 186 {
180 if (!obp) 187 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
181 return; 188 return;
182 189
183 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
184 return;
185
186 activate_connection_link (obp->link, op->value, op); 190 activate_connection_link (obp->link, op->value, op, originator);
191 }
187} 192}
188 193
189/* 194/*
190 * elmex: 195 * elmex:
191 * 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
193 * 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
194 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 199 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
195 * 200 *
196 */ 201 */
197void 202void
198activate_connection (mapstruct *map, long connection, bool state) 203maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
199{ 204{
200 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)))
201 return; 206 return;
202 207
203 oblinkpt *obp = get_connection_links (map, connection); 208 if (oblinkpt *obp = find_link (id))
204
205 if (obp)
206 activate_connection_link (obp->link, state); 209 activate_connection_link (obp->link, state, activator, originator);
207} 210}
208 211
209/* 212/*
210 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
211 * 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
212 * 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
213 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
214 */ 217 */
215
216void 218void
217update_button (object *op) 219update_button (object *op, object *originator)
218{ 220{
219 object *ab, *tmp, *head;
220 int tot, any_down = 0, old_value = op->value; 221 int any_down = 0, old_value = op->value;
221 oblinkpt *obp = 0;
222 objectlink *ol;
223 222
224 obp = get_button_links (op); 223 if (oblinkpt *obp = op->find_link ())
225 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
226 if (obp)
227 for (ol = obp->link; ol; ol = ol->next) 224 for (objectlink *ol = obp->link; ol; ol = ol->next)
228 { 225 {
229 if (!ol->ob || ol->ob->count != ol->id) 226 if (!ol->ob)
230 { 227 {
231 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 228 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
232 continue; 229 continue;
233 } 230 }
231
234 tmp = ol->ob; 232 object *tmp = ol->ob;
233
235 if (tmp->type == BUTTON) 234 if (tmp->type == BUTTON)
236 { 235 {
236 sint32 total = 0;
237
237 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 238 for (object *ab = tmp->above; ab; ab = ab->above)
238 /* Bug? The pedestal code below looks for the head of
239 * the object, this bit doesn't. I'd think we should check
240 * for head here also. Maybe it also makese sense to
241 * make the for ab=tmp->above loop common, and alter
242 * behaviour based on object within that loop?
243 */
244
245 /* Basically, if the move_type matches that on what the 239 /* Basically, if the move_type matches that on what the
246 * button wants, we count it. The second check is so that 240 * button wants, we count it. The second check is so that
247 * objects don't move (swords, etc) will count. Note that 241 * objects who don't move (swords, etc) will count. Note that
248 * this means that more work is needed to make buttons 242 * this means that more work is needed to make buttons
249 * that are only triggered by flying objects. 243 * that are only triggered by flying objects.
250 */ 244 */
251 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
252 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 246 total += ab->head_ ()->total_weight ();
253 247
254 tmp->value = (tot >= tmp->weight) ? 1 : 0; 248 tmp->value = total >= tmp->weight;
255 if (tmp->value) 249
256 any_down = 1; 250 any_down = any_down || tmp->value;
257 } 251 }
258 else if (tmp->type == PEDESTAL) 252 else if (tmp->type == PEDESTAL)
259 { 253 {
254 bool is_match = is_match_expr (tmp->slaying);
260 tmp->value = 0; 255 tmp->value = 0;
256
261 for (ab = tmp->above; ab != NULL; ab = ab->above) 257 for (object *ab = tmp->above; ab; ab = ab->above)
262 { 258 {
263 head = ab->head ? ab->head : ab; 259 object *head = ab->head_ ();
260
264 /* Same note regarding move_type for buttons above apply here. */ 261 /* Same note regarding move_type for buttons above apply here. */
265 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)
266 (head->race == tmp->slaying || 265 : (head->race == tmp->slaying
267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 266 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 267 || (tmp->slaying == shstr_player && head->type == PLAYER)))
268 {
269 tmp->value = 1; 269 tmp->value = 1;
270 break;
271 }
272 }
273
274 any_down = any_down || tmp->value;
275 }
276 else if (tmp->type == T_MATCH)
277 {
278 tmp->value = 0;
279
280 for (object *ab = tmp->above; ab; ab = ab->above)
270 } 281 {
271 if (tmp->value) 282 object *head = ab->head_ ();
272 any_down = 1; 283
284 /* Same note regarding move_type for buttons above apply here. */
285 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
286 if (match (tmp->slaying, head, tmp, originator))
287 {
288 tmp->value = 1;
289 break;
290 }
291 }
292
293 any_down = any_down || tmp->value;
273 } 294 }
274 } 295 }
296
275 if (any_down) /* If any other buttons were down, force this to remain down */ 297 if (any_down) /* If any other buttons were down, force this to remain down */
276 op->value = 1; 298 op->value = 1;
277 299
300 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
301
278 /* If this button hasn't changed, don't do anything */ 302 /* If this button hasn't changed, don't do anything */
279 if (op->value != old_value) 303 if (op->value != old_value)
280 { 304 {
281 SET_ANIMATION (op, op->value); 305 SET_ANIMATION (op, op->value);
282 update_object (op, UP_OBJ_FACE); 306 update_object (op, UP_OBJ_FACE);
283 push_button (op); /* Make all other buttons the same */ 307 push_button (op, originator); /* Make all other buttons the same */
284 }
285}
286
287/*
288 * Updates every button on the map (by calling update_button() for them).
289 */
290
291void
292update_buttons (mapstruct *m)
293{
294 objectlink *ol;
295 oblinkpt *obp;
296
297 for (obp = m->buttons; obp; obp = obp->next)
298 for (ol = obp->link; ol; ol = ol->next)
299 {
300 if (!ol->ob || ol->ob->count != ol->id)
301 {
302 LOG (llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
303 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, ol->id, obp->value);
304 continue;
305 }
306 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
307 {
308 update_button (ol->ob);
309 break;
310 }
311 } 308 }
312} 309}
313 310
314void 311void
315use_trigger (object *op) 312use_trigger (object *op, object *originator)
316{ 313{
317
318 /* Toggle value */ 314 /* Toggle value */
319 op->value = !op->value; 315 op->value = !op->value;
316
320 push_button (op); 317 push_button (op, originator);
321} 318}
322 319
323/* 320/*
324 * Note: animate_object should be used instead of this, 321 * Note: animate_object should be used instead of this,
325 * but it can't handle animations in the 8 directions 322 * but it can't handle animations in the 8 directions
326 */ 323 */
327
328void 324void
329animate_turning (object *op) /* only one part objects */ 325animate_turning (object *op) /* only one part objects */
330{ 326{
331 if (++op->state >= NUM_ANIMATIONS (op) / 8) 327 if (++op->state >= NUM_ANIMATIONS (op) / 8)
332 op->state = 0; 328 op->state = 0;
347 * sacrificed. This fixes a bug of trying to put multiple altars/related 343 * sacrificed. This fixes a bug of trying to put multiple altars/related
348 * objects on the same space that take the same sacrifice. 344 * objects on the same space that take the same sacrifice.
349 */ 345 */
350 346
351int 347int
352check_altar_sacrifice (const object *altar, const object *sacrifice) 348check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
353{ 349{
354 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 350 if (sacrifice->flag [FLAG_UNPAID])
351 return 0;
352
353 if (is_match_expr (ARCH_SACRIFICE (altar)))
354 return match (ARCH_SACRIFICE (altar), altar, originator);
355
356 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
357 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
358 && sacrifice->type != PLAYER)
355 { 359 {
356 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 360 if (ARCH_SACRIFICE (altar) == shstr_money
357 ARCH_SACRIFICE (altar) == sacrifice->name || 361 && sacrifice->type == MONEY
358 ARCH_SACRIFICE (altar) == sacrifice->slaying || 362 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
359 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
360 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
361 return 1; 363 return 1;
362 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 364
363 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 365 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
366 || ARCH_SACRIFICE (altar) == sacrifice->name
367 || ARCH_SACRIFICE (altar) == sacrifice->slaying
368 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
369 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
364 return 1; 370 return 1;
365 } 371 }
372
366 return 0; 373 return 0;
367} 374}
368
369 375
370/* 376/*
371 * operate_altar checks if sacrifice was accepted and removes sacrificed 377 * operate_altar checks if sacrifice was accepted and removes sacrificed
372 * objects. If sacrifice was succeed return 1 else 0. Might be better to 378 * objects. If sacrifice was succeed return 1 else 0. Might be better to
373 * call check_altar_sacrifice (above) than depend on the return value, 379 * call check_altar_sacrifice (above) than depend on the return value,
374 * since operate_altar will remove the sacrifice also. 380 * since operate_altar will remove the sacrifice also.
375 * 381 *
376 * If this function returns 1, '*sacrifice' is modified to point to the 382 * If this function returns 1, '*sacrifice' is modified to point to the
377 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 383 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
378 */ 384 */
379
380int 385int
381operate_altar (object *altar, object **sacrifice) 386operate_altar (object *altar, object **sacrifice, object *originator)
382{ 387{
383
384 if (!altar->map) 388 if (!altar->map)
385 { 389 {
386 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 390 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
387 return 0; 391 return 0;
388 } 392 }
389 393
390 if (!altar->slaying || altar->value) 394 if (!altar->slaying || altar->value)
391 return 0; 395 return 0;
392 396
393 if (!check_altar_sacrifice (altar, *sacrifice)) 397 if (!check_altar_sacrifice (altar, *sacrifice, originator))
394 return 0; 398 return 0;
395 399
396 /* check_altar_sacrifice should have already verified that enough money 400 /* check_altar_sacrifice should have already verified that enough money
397 * has been dropped. 401 * has been dropped.
398 */ 402 */
399 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 403 if (ARCH_SACRIFICE (altar) == shstr_money)
400 { 404 {
401 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 405 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
402 406
403 /* Round up any sacrifices. Altars don't make change either */ 407 /* Round up any sacrifices. Altars don't make change either */
404 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 408 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
405 number++; 409 number++;
406 *sacrifice = decrease_ob_nr (*sacrifice, number); 410
411 if (!(*sacrifice)->decrease (number))
412 *sacrifice = 0;
407 } 413 }
408 else 414 else
409 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 415 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
416 *sacrifice = 0;
410 417
411 if (altar->msg) 418 if (altar->msg)
412 new_info_map (NDI_BLACK, altar->map, altar->msg); 419 new_info_map (NDI_BLACK, altar->map, altar->msg);
420
413 return 1; 421 return 1;
414} 422}
415 423
416void 424void
417trigger_move (object *op, int state) /* 1 down and 0 up */ 425trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
418{ 426{
419 op->stats.wc = state; 427 op->stats.wc = state;
428
420 if (state) 429 if (state)
421 { 430 {
422 use_trigger (op); 431 use_trigger (op, originator);
423 if (op->stats.exp > 0) /* check sanity */ 432 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
424 op->speed = 1.0 / op->stats.exp;
425 else
426 op->speed = 1.0;
427 update_ob_speed (op);
428 op->speed_left = -1; 433 op->speed_left = -1;
429 } 434 }
430 else 435 else
431 { 436 {
432 use_trigger (op); 437 use_trigger (op, originator);
433 op->speed = 0; 438 op->set_speed (0);
434 update_ob_speed (op);
435 } 439 }
436} 440}
437 441
438 442
439/* 443/*
447 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 451 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
448 * 452 *
449 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 453 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
450 */ 454 */
451int 455int
452check_trigger (object *op, object *cause) 456check_trigger (object *op, object *cause, object *originator)
453{ 457{
454 object *tmp; 458 object *tmp;
455 int push = 0, tot = 0; 459 int push = 0, tot = 0;
456 int in_movement = op->stats.wc || op->speed; 460 int in_movement = op->stats.wc || op->speed;
457 461
458 switch (op->type) 462 switch (op->type)
459 { 463 {
460 case TRIGGER_BUTTON: 464 case TRIGGER_BUTTON:
461 if (op->weight > 0) 465 if (op->weight > 0)
462 { 466 {
463 if (cause) 467 if (cause)
464 { 468 {
465 for (tmp = op->above; tmp; tmp = tmp->above) 469 for (tmp = op->above; tmp; tmp = tmp->above)
466 /* Comment reproduced from update_buttons(): */ 470 /* Comment reproduced from update_buttons(): */
467 /* Basically, if the move_type matches that on what the 471 /* Basically, if the move_type matches that on what the
468 * button wants, we count it. The second check is so that 472 * button wants, we count it. The second check is so that
469 * objects that don't move (swords, etc) will count. Note that 473 * objects that don't move (swords, etc) will count. Note that
470 * this means that more work is needed to make buttons 474 * this means that more work is needed to make buttons
471 * that are only triggered by flying objects. 475 * that are only triggered by flying objects.
476 */
477 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
478 tot += tmp->head_ ()->total_weight ();
479
480 if (tot >= op->weight)
481 push = 1;
482
483 if (op->stats.ac == push)
484 return 0;
485
486 op->stats.ac = push;
487 if (NUM_ANIMATIONS (op) > 1)
488 {
489 SET_ANIMATION (op, push);
490 update_object (op, UP_OBJ_FACE);
491 }
492
493 if (in_movement || !push)
494 return 0;
495 }
496
497 trigger_move (op, push, cause);
498 }
499
500 return 0;
501
502 case TRIGGER_PEDESTAL:
503 if (cause)
504 {
505 for (tmp = op->above; tmp; tmp = tmp->above)
506 {
507 object *head = tmp->head_ ();
508
509 /* See comment in TRIGGER_BUTTON about move_types */
510 if (((head->move_type & op->move_on) || head->move_type == 0)
511 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
512 {
513 push = 1;
514 break;
515 }
516 }
517
518 if (op->stats.ac == push)
519 return 0;
520
521 op->stats.ac = push;
522
523 if (NUM_ANIMATIONS (op) > 1)
524 {
525 SET_ANIMATION (op, push);
526 update_object (op, UP_OBJ_FACE);
527 }
528
529 update_object (op, UP_OBJ_FACE);
530
531 if (in_movement || !push)
532 return 0;
533 }
534
535 trigger_move (op, push, cause);
536 return 0;
537
538 case TRIGGER_ALTAR:
539 if (cause)
540 {
541 if (in_movement)
542 return 0;
543
544 if (operate_altar (op, &cause)) /* TODO: originator? */
545 {
546 if (NUM_ANIMATIONS (op) > 1)
547 {
548 SET_ANIMATION (op, 1);
549 update_object (op, UP_OBJ_FACE);
550 }
551
552 if (op->last_sp >= 0)
553 {
554 trigger_move (op, 1, cause);
555
556 if (op->last_sp > 0)
557 op->last_sp = -op->last_sp;
558 }
559 else
560 {
561 /* for trigger altar with last_sp, the ON/OFF
562 * status (-> +/- value) is "simulated":
472 */ 563 */
473 564 op->value = !op->value;
474 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 565 trigger_move (op, 1, cause);
475 { 566 op->last_sp = -op->last_sp;
476 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 567 op->value = !op->value;
477 }
478 if (tot >= op->weight)
479 push = 1;
480 if (op->stats.ac == push)
481 return 0;
482 op->stats.ac = push;
483 if (NUM_ANIMATIONS (op) > 1)
484 {
485 SET_ANIMATION (op, push);
486 update_object (op, UP_OBJ_FACE);
487 } 568 }
488 if (in_movement || !push) 569
489 return 0; 570 return cause == NULL;
490 } 571 }
491 trigger_move (op, push);
492 } 572 else
493 return 0;
494
495 case TRIGGER_PEDESTAL:
496 if (cause)
497 {
498 for (tmp = op->above; tmp; tmp = tmp->above)
499 {
500 object *head = tmp->head ? tmp->head : tmp;
501
502 /* See comment in TRIGGER_BUTTON about move_types */
503 if (((head->move_type & op->move_on) || head->move_type == 0)
504 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
505 {
506 push = 1;
507 break;
508 }
509 }
510 if (op->stats.ac == push)
511 return 0; 573 return 0;
512 op->stats.ac = push; 574 }
575 else
576 {
513 if (NUM_ANIMATIONS (op) > 1) 577 if (NUM_ANIMATIONS (op) > 1)
514 { 578 {
515 SET_ANIMATION (op, push); 579 SET_ANIMATION (op, 0);
516 update_object (op, UP_OBJ_FACE); 580 update_object (op, UP_OBJ_FACE);
517 } 581 }
518 update_object (op, UP_OBJ_FACE);
519 if (in_movement || !push)
520 return 0;
521 }
522 trigger_move (op, push);
523 return 0;
524 582
525 case TRIGGER_ALTAR:
526 if (cause)
527 {
528 if (in_movement)
529 return 0;
530 if (operate_altar (op, &cause))
531 {
532 if (NUM_ANIMATIONS (op) > 1)
533 {
534 SET_ANIMATION (op, 1);
535 update_object (op, UP_OBJ_FACE);
536 }
537 if (op->last_sp >= 0)
538 {
539 trigger_move (op, 1);
540 if (op->last_sp > 0)
541 op->last_sp = -op->last_sp;
542 }
543 else
544 {
545 /* for trigger altar with last_sp, the ON/OFF
546 * status (-> +/- value) is "simulated":
547 */
548 op->value = !op->value;
549 trigger_move (op, 1);
550 op->last_sp = -op->last_sp;
551 op->value = !op->value;
552 }
553 return cause == NULL;
554 }
555 else
556 {
557 return 0;
558 }
559 }
560 else
561 {
562 if (NUM_ANIMATIONS (op) > 1)
563 {
564 SET_ANIMATION (op, 0);
565 update_object (op, UP_OBJ_FACE);
566 }
567
568 /* If trigger_altar has "last_sp > 0" set on the map, 583 /* If trigger_altar has "last_sp > 0" set on the map,
569 * it will push the connected value only once per sacrifice. 584 * it will push the connected value only once per sacrifice.
570 * Otherwise (default), the connected value will be 585 * Otherwise (default), the connected value will be
571 * pushed twice: First by sacrifice, second by reset! -AV 586 * pushed twice: First by sacrifice, second by reset! -AV
572 */ 587 */
573 if (!op->last_sp) 588 if (!op->last_sp)
574 trigger_move (op, 0); 589 trigger_move (op, 0, cause);
575 else 590 else
576 { 591 {
577 op->stats.wc = 0; 592 op->stats.wc = 0;
578 op->value = !op->value; 593 op->value = !op->value;
579 op->speed = 0; 594 op->set_speed (0);
580 update_ob_speed (op);
581 } 595 }
582 } 596 }
583 return 0; 597 return 0;
584 598
585 case TRIGGER: 599 case TRIGGER:
586 if (cause) 600 if (cause)
587 { 601 {
588 if (in_movement) 602 if (in_movement)
589 return 0; 603 return 0;
604
590 push = 1; 605 push = 1;
591 } 606 }
607
592 if (NUM_ANIMATIONS (op) > 1) 608 if (NUM_ANIMATIONS (op) > 1)
593 { 609 {
594 SET_ANIMATION (op, push); 610 SET_ANIMATION (op, push);
595 update_object (op, UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
596 } 612 }
613
597 trigger_move (op, push); 614 trigger_move (op, push, cause);
598 return 1; 615 return 1;
599 616
600 default: 617 default:
601 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 618 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
602 return 0; 619 return 0;
603 } 620 }
604} 621}
605 622
606void 623void
607add_button_link (object *button, mapstruct *map, int connected) 624object::add_link (maptile *map, shstr_tmp id)
608{ 625{
609 oblinkpt *obp;
610 objectlink *ol = get_objectlink ();
611
612 if (!map) 626 if (!map)
613 { 627 {
614 LOG (llevError, "Tried to add button-link without map.\n"); 628 LOG (llevError, "Tried to add button-link without map.\n");
615 return; 629 return;
616 } 630 }
617 if (!editor)
618 button->path_attuned = connected; /* peterm: I need this so I can rebuild
619 a connected map from a template map. */
620 631
621/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 632 flag [FLAG_IS_LINKED] = true;
622 633
623 SET_FLAG (button, FLAG_IS_LINKED); 634 objectlink *ol = get_objectlink ();
624
625 ol->ob = button; 635 ol->ob = this;
626 ol->id = button->count;
627 636
628 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 637 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
629 638 if (obp->id == id)
630 if (obp)
631 { 639 {
632 ol->next = obp->link; 640 ol->next = obp->link;
633 obp->link = ol; 641 obp->link = ol;
642 return;
634 } 643 }
635 else 644
636 {
637 obp = get_objectlinkpt (); 645 oblinkpt *obp = get_objectlinkpt ();
638 obp->value = connected; 646 obp->id = id;
639 647
640 obp->next = map->buttons; 648 obp->next = map->buttons;
641 map->buttons = obp; 649 map->buttons = obp;
642 obp->link = ol; 650 obp->link = ol;
643 }
644} 651}
645 652
646/* 653/*
647 * Remove the object from the linked lists of buttons in the map. 654 * Remove the object from the linked lists of buttons in the map.
648 * This is only needed by editors. 655 * This is only needed by editors.
649 */ 656 */
650
651void 657void
652remove_button_link (object *op) 658object::remove_link ()
653{ 659{
654 oblinkpt *obp; 660 if (!map)
655 objectlink **olp, *ol;
656
657 if (op->map == NULL)
658 { 661 {
659 LOG (llevError, "remove_button_link() in object without map.\n"); 662 LOG (llevError, "remove_button_link() in object without map.\n");
660 return; 663 return;
661 } 664 }
662 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 665
666 if (!flag [FLAG_IS_LINKED])
663 { 667 {
664 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 668 LOG (llevError, "remove_button_linked() in unlinked object.\n");
665 return; 669 return;
666 } 670 }
671
672 flag [FLAG_IS_LINKED] = false;
673
667 for (obp = op->map->buttons; obp; obp = obp->next) 674 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
668 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 675 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
669 if (ol->ob == op) 676 if ((*olp)->ob == this)
670 { 677 {
671 678 objectlink *ol = *olp;
672/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
673 obp->value, op->name, op->map->path);
674*/
675 *olp = ol->next; 679 *olp = ol->next;
676 free (ol); 680 delete ol;
677 return; 681 return;
678 } 682 }
683
679 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 684 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
680 CLEAR_FLAG (op, FLAG_IS_LINKED); 685}
686
687/*
688 * Updates every button on the map (by calling update_button() for them).
689 */
690void
691maptile::update_buttons ()
692{
693 for (oblinkpt *obp = buttons; obp; obp = obp->next)
694 for (objectlink *ol = obp->link; ol; ol = ol->next)
695 {
696 if (!ol->ob)
697 {
698 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
699 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
700 continue;
701 }
702
703 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
704 {
705 update_button (ol->ob, 0);
706 break;
707 }
708 }
681} 709}
682 710
683/* 711/*
684 * Gets the objectlink for this connection from the map. 712 * Gets the objectlink for this connection from the map.
685 */ 713 */
686oblinkpt * 714oblinkpt *
687get_connection_links (mapstruct *map, long connection) 715maptile::find_link (shstr_tmp id)
688{ 716{
689 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 717 for (oblinkpt *obp = buttons; obp; obp = obp->next)
690 if (obp->value == connection) 718 if (obp->id == id)
691 return obp; 719 return obp;
720
692 return 0; 721 return 0;
693} 722}
694 723
695/* 724/*
696 * Return the first objectlink in the objects linked to this one 725 * Return the first objectlink in the objects linked to this one
697 */ 726 */
698
699oblinkpt * 727oblinkpt *
700get_button_links (const object *button) 728object::find_link () const
701{ 729{
702 oblinkpt *obp; 730 if (map)
703 objectlink *ol;
704
705 if (!button->map)
706 return NULL;
707 for (obp = button->map->buttons; obp; obp = obp->next) 731 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
708 for (ol = obp->link; ol; ol = ol->next) 732 for (objectlink *ol = obp->link; ol; ol = ol->next)
709 if (ol->ob == button && ol->id == button->count) 733 if (ol->ob == this)
710 return obp; 734 return obp;
711 return NULL;
712}
713 735
714/*
715 * Made as a separate function to increase efficiency
716 */
717
718int
719get_button_value (const object *button)
720{
721 oblinkpt *obp;
722 objectlink *ol;
723
724 if (!button->map)
725 return 0;
726 for (obp = button->map->buttons; obp; obp = obp->next)
727 for (ol = obp->link; ol; ol = ol->next)
728 if (ol->ob == button && ol->id == button->count)
729 return obp->value;
730 return 0; 736 return 0;
731} 737}
732 738
733/* This routine makes monsters who are 739/* This routine makes monsters who are
734 * standing on the 'mood floor' change their 740 * standing on the 'mood floor' change their
736 * If floor is to be triggered must have 742 * If floor is to be triggered must have
737 * a speed of zero (default is 1 for all 743 * a speed of zero (default is 1 for all
738 * but the charm floor type). 744 * but the charm floor type).
739 * by b.t. thomas@nomad.astro.psu.edu 745 * by b.t. thomas@nomad.astro.psu.edu
740 */ 746 */
741
742void 747void
743do_mood_floor (object *op, object *source) 748do_mood_floor (object *op, object *source)
744{ 749{
745 object *tmp;
746 object *tmp2;
747
748 if (!source) 750 if (!source)
749 source = op; 751 source = op;
750 752
751 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 753 mapspace &ms = op->ms ();
754
755 if (!(ms.flags () & P_IS_ALIVE))
756 return;
757
758 object *tmp;
759
760 for (tmp = ms.top; tmp; tmp = tmp->below)
752 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 761 if (QUERY_FLAG (tmp, FLAG_MONSTER))
753 break; 762 break;
754 763
755 /* doesn't effect players, and if there is a player on this space, won't also 764 /* doesn't effect players, and if there is a player on this space, won't also
756 * be a monster here. 765 * be a monster here.
757 */ 766 */
767 //TODO: have players really FLAG_MONSTER? kept it for safety
758 if (!tmp || tmp->type == PLAYER) 768 if (!tmp || tmp->type == PLAYER)
759 return; 769 return;
760 770
761 switch (op->last_sp) 771 switch (op->last_sp)
762 { 772 {
763 case 0: /* furious--make all monsters mad */ 773 case 0: /* furious--make all monsters mad */
764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 774 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 775 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
776
766 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 777 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 { 778 {
768 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
769 remove_friendly_object (tmp);
770 tmp->attack_movement = 0; 779 tmp->attack_movement = 0;
771 /* lots of checks here, but want to make sure we don't 780 /* lots of checks here, but want to make sure we don't
772 * dereference a null value 781 * dereference a null value
773 */ 782 */
774 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 783 if (tmp->type == GOLEM
775 { 784 && tmp->owner
776 tmp->owner->contr->ranges[range_golem] = NULL; 785 && tmp->owner->type == PLAYER
786 && tmp->owner->contr->golem == tmp)
777 tmp->owner->contr->golem_count = 0; 787 tmp->owner->contr->golem = 0;
778 } 788
779 tmp->owner = 0; 789 tmp->owner = 0;
790
791 remove_friendly_object (tmp);
780 } 792 }
793 break;
794
795 case 1: /* angry -- get neutral monsters mad */
796 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
797 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
798 break;
799
800 case 2: /* calm -- pacify unfriendly monsters */
801 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
802 break;
803
804 case 3: /* make all monsters fall asleep */
805 SET_FLAG (tmp, FLAG_SLEEP);
806 break;
807
808 case 4: /* charm all monsters */
809 if (op == source)
810 break; /* only if 'connected' */
811
812 if (object *pl = source->ms ().player ())
813 {
814 tmp->set_owner (pl);
815 SET_FLAG (tmp, FLAG_MONSTER);
816
817 tmp->stats.exp = 0;
818
819 add_friendly_object (tmp);
820 tmp->attack_movement = PETMOVE;
821 }
822 break;
823
824 case 6: // kill monsters
825 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
781 break; 826 break;
782 case 1: /* angry -- get neutral monsters mad */ 827
783 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 828 // FALL THROUGH
784 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 829 case 5: // kill all alives
830 if (!tmp->flag [FLAG_PRECIOUS])
831 {
832 archetype::get (shstr_burnout)->insert_at (tmp, source);
833 tmp->destroy ();
834 }
785 break; 835 break;
786 case 2: /* calm -- pacify unfriendly monsters */
787 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
788 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
789 break;
790 case 3: /* make all monsters fall asleep */
791 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
792 SET_FLAG (tmp, FLAG_SLEEP);
793 break;
794 case 4: /* charm all monsters */
795 if (op == source)
796 break; /* only if 'connected' */
797 836
798 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */
799 tmp2->type != PLAYER; tmp2 = tmp2->above)
800 if (tmp2->above == NULL)
801 break;
802
803 if (tmp2->type != PLAYER)
804 break;
805 set_owner (tmp, tmp2);
806 SET_FLAG (tmp, FLAG_MONSTER);
807 tmp->stats.exp = 0;
808 SET_FLAG (tmp, FLAG_FRIENDLY);
809 add_friendly_object (tmp);
810 tmp->attack_movement = PETMOVE;
811 break;
812
813 default: 837 default:
814 break; 838 break;
815
816 } 839 }
817} 840}
818 841
819/* this function returns the object it matches, or NULL if non. 842/* this function returns the object it matches, or NULL if non.
820 * It will descend through containers to find the object. 843 * It will descend through containers to find the object.
821 * slaying = match object slaying flag 844 * slaying = match object slaying flag
822 * race = match object archetype name flag 845 * race = match object archetype name flag
823 * hp = match object type (excpt type '0'== PLAYER) 846 * hp = match object type (excpt type '0'== PLAYER)
824 */ 847 */
825
826object * 848object *
827check_inv_recursive (object *op, const object *trig) 849check_inv_recursive (object *op, const object *trig)
828{ 850{
829 object *tmp, *ret = NULL; 851 object *tmp, *ret = NULL;
830 852
831 /* First check the object itself. */ 853 /* First check the object itself. */
832 if ((trig->stats.hp && (op->type == trig->stats.hp)) 854 if ((trig->stats.hp && (op->type == trig->stats.hp))
833 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 855 || (trig->slaying && (op->slaying == trig->slaying))
856 || (trig->race && (op->arch->archname == trig->race)))
834 return op; 857 return op;
835 858
836 for (tmp = op->inv; tmp; tmp = tmp->below) 859 for (tmp = op->inv; tmp; tmp = tmp->below)
837 { 860 {
838 if (tmp->inv) 861 if (tmp->inv)
840 ret = check_inv_recursive (tmp, trig); 863 ret = check_inv_recursive (tmp, trig);
841 if (ret) 864 if (ret)
842 return ret; 865 return ret;
843 } 866 }
844 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 867 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
845 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 868 || (trig->slaying && (tmp->slaying == trig->slaying))
869 || (trig->race && (tmp->arch->archname == trig->race)))
846 return tmp; 870 return tmp;
847 } 871 }
848 return NULL; 872 return NULL;
849} 873}
850 874
853 * the square will activate connected items. 877 * the square will activate connected items.
854 * Monsters can't trigger this square (for now) 878 * Monsters can't trigger this square (for now)
855 * Values are: last_sp = 1/0 obj/no obj triggers 879 * Values are: last_sp = 1/0 obj/no obj triggers
856 * last_heal = 1/0 remove/dont remove obj if triggered 880 * last_heal = 1/0 remove/dont remove obj if triggered
857 * -b.t. (thomas@nomad.astro.psu.edu 881 * -b.t. (thomas@nomad.astro.psu.edu
858 */ 882 *
859 883 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
884 * because the check-inventory semantic essentially only applies when
885 * something is above the inventory checker.
886 * The semantic prior this change was: trigger if something has moved on or off
887 * and has a matching item. Imagine what happens if someone steps on the inventory
888 * checker with a matching item, has it, activates the connection, throws the item
889 * away, and then leaves the inventory checker. That would've caused an always-enabled
890 * state in the inventory checker. This won't happen anymore now.
891 *
892 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
893 * whether op is on this mapspace or not, because the value (1|0) depends
894 * on this information. also make sure to only push_button if op has
895 * a matching item (because when we do a push_button with value=0 timed gates
896 * will still open)! (i hope i got the semantics right this time)
897 *
898 */
860void 899void
861check_inv (object *op, object *trig) 900check_inv (object *op, object *trig)
862{ 901{
863 object *match; 902 trig->value = 0; // deactivate if none of the following conditions apply
864 903
865 if (op->type != PLAYER) 904 object *pl = trig->ms ().player ();
866 return;
867 match = check_inv_recursive (op, trig); 905 object *match = check_inv_recursive (op, trig);
906
907 // elmex: a note about (pl == op):
908 // if pl == 0 then the player has left this space
909 // if pl != 0 then a player is on this mapspace, but then
910 // we still have to check whether it's the player that triggered
911 // this inv-checker, because if not, then the op left this inv-checker
912 // and we have to set the value to 0
913
868 if (match && trig->last_sp) 914 if (match && trig->last_sp) // match == having
869 { 915 {
870 if (trig->last_heal) 916 if (trig->last_heal)
871 decrease_ob (match); 917 match->decrease ();
872 use_trigger (trig);
873 }
874 else if (!match && !trig->last_sp)
875 use_trigger (trig);
876}
877 918
878 919 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
879/* This does a minimal check of the button link consistency for object 920 push_button (trig, op);
880 * map. All it really does it much sure the object id link that is set
881 * matches what the object has.
882 */
883void
884verify_button_links (const mapstruct *map)
885{
886 oblinkpt *obp;
887 objectlink *ol;
888
889 if (!map)
890 return;
891
892 for (obp = map->buttons; obp; obp = obp->next)
893 { 921 }
894 for (ol = obp->link; ol; ol = ol->next) 922 else if (!match && !trig->last_sp) // match == not having
895 {
896 if (ol->id != ol->ob->count)
897 LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
898 }
899 } 923 {
924 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
925 push_button (trig, op);
926 }
900} 927}
928

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