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Comparing deliantra/server/common/button.C (file contents):
Revision 1.15 by elmex, Tue Dec 19 13:41:45 2006 UTC vs.
Revision 1.60 by root, Mon Oct 26 03:43:22 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* 27/*
28 * This code is no longer highly inefficient 8) 28 * This code is no longer highly inefficient 8)
29 */ 29 */
30 30
31/* 31/*
32 * elmex: 32 * elmex:
33 * This function takes a objectlink list with all the objects are going to be activated. 33 * This function takes a objectlink list with all the objects are going to be activated.
34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
35 * The source argument can be 0 or the source object for this activation. 35 * The activator argument can be 0 or the source object for this activation.
36 * the originator is the player or monster who did something.
36 */ 37 */
37void 38static void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 39activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
39{ 40{
40 object *tmp = 0;
41
42 for (; ol; ol = ol->next) 41 for (; ol; ol = ol->next)
43 { 42 {
44 if (!ol->ob) 43 if (!ol->ob)
45 { 44 {
46 LOG (llevError, "Internal error in activate_connection_link.\n"); 45 LOG (llevError, "Internal error in activate_connection_link.\n");
55 * re-loaded. As such, just exit this function if that is the case. 54 * re-loaded. As such, just exit this function if that is the case.
56 */ 55 */
57 56
58 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 57 if (QUERY_FLAG (ol->ob, FLAG_FREED))
59 return; 58 return;
59
60 tmp = ol->ob; 60 object *tmp = ol->ob;
61 61
62 /* if the criteria isn't appropriate, don't do anything */ 62 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 64 continue;
65
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 66 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue; 67 continue;
67 68
68 switch (tmp->type) 69 switch (tmp->type)
69 { 70 {
70 case GATE: 71 case GATE:
71 case HOLE: 72 case HOLE:
73 if (!tmp->active)
74 tmp->play_sound (tmp->sound
75 ? tmp->sound
76 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 77 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->speed = 0.5; 78 tmp->set_speed (0.5);
74 update_ob_speed (tmp);
75 break; 79 break;
76 80
77 case CF_HANDLE: 81 case T_HANDLE:
78 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
79 update_object (tmp, UP_OBJ_FACE); 83 update_object (tmp, UP_OBJ_FACE);
80 break; 84 break;
81 85
82 case SIGN: 86 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 87 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
84 { 88 {
89 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("msg_voice"));
90
91 if (originator && originator->contr)
92 originator->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &tmp->name, &tmp->msg));
93
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 94 new_info_map_except (NDI_UNIQUE | NDI_NAVY, tmp->map, originator, tmp->msg);
95
86 if (tmp->stats.food) 96 if (tmp->stats.food)
87 tmp->last_eat++; 97 tmp->last_eat++;
88 } 98 }
89 break; 99 break;
90 100
91 case ALTAR: 101 case ALTAR:
102 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
92 tmp->value = 1; 103 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 104 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 105 update_object (tmp, UP_OBJ_FACE);
95 break; 106 break;
96 107
97 case BUTTON: 108 case BUTTON:
98 case PEDESTAL: 109 case PEDESTAL:
110 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
99 tmp->value = state; 111 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 112 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 113 update_object (tmp, UP_OBJ_FACE);
102 break; 114 break;
103 115
104 case MOOD_FLOOR: 116 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 117 do_mood_floor (tmp, activator);
106 break; 118 break;
107 119
108 case TIMED_GATE: 120 case TIMED_GATE:
121 if (!tmp->active)
122 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
123
109 tmp->speed = tmp->arch->clone.speed; 124 tmp->set_speed (tmp->arch->speed);
110 update_ob_speed (tmp); /* original values */
111 tmp->value = tmp->arch->clone.value; 125 tmp->value = tmp->arch->value;
112 tmp->stats.sp = 1; 126 tmp->stats.sp = 1;
113 tmp->stats.hp = tmp->stats.maxhp; 127 tmp->stats.hp = tmp->stats.maxhp;
114 /* Handle multipart gates. We copy the value for the other parts 128 /* Handle multipart gates. We copy the value for the other parts
115 * from the head - this ensures that the data will consistent 129 * from the head - this ensures that the data will consistent
116 */ 130 */
117 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 131 for (object *part = tmp->more; part; part = part->more)
118 { 132 {
119 tmp->speed = tmp->head->speed; 133 part->value = tmp->value;
120 tmp->value = tmp->head->value; 134 part->stats.sp = tmp->stats.sp;
121 tmp->stats.sp = tmp->head->stats.sp; 135 part->stats.hp = tmp->stats.hp;
122 tmp->stats.hp = tmp->head->stats.hp;
123 update_ob_speed (tmp); 136 part->set_speed (tmp->speed);
124 } 137 }
125 break; 138 break;
126 139
127 case DIRECTOR: 140 case DIRECTOR:
128 case FIREWALL: 141 case FIREWALL:
129 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 142 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
130 move_firewall (tmp); 143 move_firewall (tmp);
131 else 144 else
132 { 145 {
133 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 146 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
134 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
135 animate_turning (tmp); 147 animate_turning (tmp);
136 } 148 }
137 break; 149 break;
138 150
139 case TELEPORTER: 151 case TELEPORTER:
140 move_teleporter (tmp); 152 move_teleporter (tmp);
141 break; 153 break;
142 154
143 case CREATOR: 155 case CREATOR:
144 move_creator (tmp); 156 move_creator (tmp);
145 break; 157 break;
146 158
147 case TRIGGER_MARKER: 159 case TRIGGER_MARKER:
160 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
148 move_marker (tmp); 161 move_marker (tmp);
149 break; 162 break;
150 163
151 case DUPLICATOR: 164 case DUPLICATOR:
152 move_duplicator (tmp); 165 move_duplicator (tmp);
153 break; 166 break;
167
168 case MAPSCRIPT:
169 cfperl_mapscript_activate (tmp, state, activator, originator);
170 break;
154 } 171 }
155 } 172 }
156} 173}
157 174
158/* 175/*
166 * Changed the routine to loop through _all_ objects. 183 * Changed the routine to loop through _all_ objects.
167 * Better hurry with that linked list... 184 * Better hurry with that linked list...
168 * 185 *
169 */ 186 */
170void 187void
171push_button (object *op) 188push_button (object *op, object *originator)
172{ 189{
173 oblinkpt *obp = get_button_links (op); 190 if (oblinkpt *obp = op->find_link ())
174 191 {
175 if (!obp) 192 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
176 return; 193 return;
177 194
178 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
179 return;
180
181 activate_connection_link (obp->link, op->value, op); 195 activate_connection_link (obp->link, op->value, op, originator);
196 }
182} 197}
183 198
184/* 199/*
185 * elmex: 200 * elmex:
186 * This activates a connection, similar to push_button (object *op) but it takes 201 * This activates a connection, similar to push_button (object *op) but it takes
188 * the connection was 'state' or 'released'. So that you can activate objects 203 * the connection was 'state' or 'released'. So that you can activate objects
189 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 204 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
190 * 205 *
191 */ 206 */
192void 207void
193activate_connection (maptile *map, long connection, bool state) 208maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
194{ 209{
195 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 210 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
196 return; 211 return;
197 212
198 oblinkpt *obp = get_connection_links (map, connection); 213 if (oblinkpt *obp = find_link (id))
199
200 if (obp)
201 activate_connection_link (obp->link, state); 214 activate_connection_link (obp->link, state, activator, originator);
202} 215}
203 216
204/* 217/*
205 * Updates everything connected with the button op. 218 * Updates everything connected with the button op.
206 * After changing the state of a button, this function must be called 219 * After changing the state of a button, this function must be called
207 * to make sure that all gates and other buttons connected to the 220 * to make sure that all gates and other buttons connected to the
208 * button reacts to the (eventual) change of state. 221 * button reacts to the (eventual) change of state.
209 */ 222 */
210
211void 223void
212update_button (object *op) 224update_button (object *op, object *originator)
213{ 225{
214 object *ab, *tmp, *head;
215 int tot, any_down = 0, old_value = op->value; 226 int any_down = 0, old_value = op->value;
216 oblinkpt *obp = 0;
217 objectlink *ol;
218 227
219 obp = get_button_links (op); 228 if (oblinkpt *obp = op->find_link ())
220 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
221 if (obp)
222 for (ol = obp->link; ol; ol = ol->next) 229 for (objectlink *ol = obp->link; ol; ol = ol->next)
223 { 230 {
224 if (!ol->ob) 231 if (!ol->ob)
225 { 232 {
226 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
227 continue; 234 continue;
228 } 235 }
229 236
230 tmp = ol->ob; 237 object *tmp = ol->ob;
238
231 if (tmp->type == BUTTON) 239 if (tmp->type == BUTTON)
232 { 240 {
241 sint32 total = 0;
242
233 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 243 for (object *ab = tmp->above; ab; ab = ab->above)
234 /* Bug? The pedestal code below looks for the head of
235 * the object, this bit doesn't. I'd think we should check
236 * for head here also. Maybe it also makese sense to
237 * make the for ab=tmp->above loop common, and alter
238 * behaviour based on object within that loop?
239 */
240
241 /* Basically, if the move_type matches that on what the 244 /* Basically, if the move_type matches that on what the
242 * button wants, we count it. The second check is so that 245 * button wants, we count it. The second check is so that
243 * objects don't move (swords, etc) will count. Note that 246 * objects who don't move (swords, etc) will count. Note that
244 * this means that more work is needed to make buttons 247 * this means that more work is needed to make buttons
245 * that are only triggered by flying objects. 248 * that are only triggered by flying objects.
246 */ 249 */
247 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 250 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
248 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 251 total += ab->head_ ()->total_weight ();
249 252
250 tmp->value = (tot >= tmp->weight) ? 1 : 0; 253 tmp->value = total >= tmp->weight;
251 if (tmp->value) 254
252 any_down = 1; 255 any_down = any_down || tmp->value;
253 } 256 }
254 else if (tmp->type == PEDESTAL) 257 else if (tmp->type == PEDESTAL)
255 { 258 {
259 bool is_match = is_match_expr (tmp->slaying);
256 tmp->value = 0; 260 tmp->value = 0;
261
257 for (ab = tmp->above; ab != NULL; ab = ab->above) 262 for (object *ab = tmp->above; ab; ab = ab->above)
258 { 263 {
259 head = ab->head ? ab->head : ab; 264 object *head = ab->head_ ();
265
260 /* Same note regarding move_type for buttons above apply here. */ 266 /* Same note regarding move_type for buttons above apply here. */
261 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 267 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
268 if (is_match
269 ? match (tmp->slaying, head, tmp, originator)
262 (head->race == tmp->slaying || 270 : (head->race == tmp->slaying
263 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 271 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
264 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 272 || (tmp->slaying == shstr_player && head->type == PLAYER)))
273 {
265 tmp->value = 1; 274 tmp->value = 1;
275 break;
276 }
277 }
278
279 any_down = any_down || tmp->value;
280 }
281 else if (tmp->type == T_MATCH)
282 {
283 tmp->value = 0;
284
285 for (object *ab = tmp->above; ab; ab = ab->above)
266 } 286 {
267 if (tmp->value) 287 object *head = ab->head_ ();
268 any_down = 1; 288
289 /* Same note regarding move_type for buttons above apply here. */
290 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
291 if (match (tmp->slaying, head, tmp, originator))
292 {
293 tmp->value = 1;
294 break;
295 }
296 }
297
298 any_down = any_down || tmp->value;
269 } 299 }
270 } 300 }
301
271 if (any_down) /* If any other buttons were down, force this to remain down */ 302 if (any_down) /* If any other buttons were down, force this to remain down */
272 op->value = 1; 303 op->value = 1;
273 304
305 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
306
274 /* If this button hasn't changed, don't do anything */ 307 /* If this button hasn't changed, don't do anything */
275 if (op->value != old_value) 308 if (op->value != old_value)
276 { 309 {
277 SET_ANIMATION (op, op->value); 310 SET_ANIMATION (op, op->value);
278 update_object (op, UP_OBJ_FACE); 311 update_object (op, UP_OBJ_FACE);
279 push_button (op); /* Make all other buttons the same */ 312 push_button (op, originator); /* Make all other buttons the same */
280 }
281}
282
283/*
284 * Updates every button on the map (by calling update_button() for them).
285 */
286
287void
288update_buttons (maptile *m)
289{
290 objectlink *ol;
291 oblinkpt *obp;
292
293 for (obp = m->buttons; obp; obp = obp->next)
294 for (ol = obp->link; ol; ol = ol->next)
295 {
296 if (!ol->ob)
297 {
298 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
299 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
300 continue;
301 }
302
303 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
304 {
305 update_button (ol->ob);
306 break;
307 }
308 } 313 }
309} 314}
310 315
311void 316void
312use_trigger (object *op) 317use_trigger (object *op, object *originator)
313{ 318{
314
315 /* Toggle value */ 319 /* Toggle value */
316 op->value = !op->value; 320 op->value = !op->value;
321
317 push_button (op); 322 push_button (op, originator);
318} 323}
319 324
320/* 325/*
321 * Note: animate_object should be used instead of this, 326 * Note: animate_object should be used instead of this,
322 * but it can't handle animations in the 8 directions 327 * but it can't handle animations in the 8 directions
323 */ 328 */
324
325void 329void
326animate_turning (object *op) /* only one part objects */ 330animate_turning (object *op) /* only one part objects */
327{ 331{
328 if (++op->state >= NUM_ANIMATIONS (op) / 8) 332 if (++op->state >= NUM_ANIMATIONS (op) / 8)
329 op->state = 0; 333 op->state = 0;
344 * sacrificed. This fixes a bug of trying to put multiple altars/related 348 * sacrificed. This fixes a bug of trying to put multiple altars/related
345 * objects on the same space that take the same sacrifice. 349 * objects on the same space that take the same sacrifice.
346 */ 350 */
347 351
348int 352int
349check_altar_sacrifice (const object *altar, const object *sacrifice) 353check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
350{ 354{
351 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 355 if (sacrifice->flag [FLAG_UNPAID])
356 return 0;
357
358 if (is_match_expr (ARCH_SACRIFICE (altar)))
359 return match (ARCH_SACRIFICE (altar), altar, originator);
360
361 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
362 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
363 && sacrifice->type != PLAYER)
352 { 364 {
353 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 365 if (ARCH_SACRIFICE (altar) == shstr_money
354 ARCH_SACRIFICE (altar) == sacrifice->name || 366 && sacrifice->type == MONEY
355 ARCH_SACRIFICE (altar) == sacrifice->slaying || 367 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
356 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
357 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
358 return 1; 368 return 1;
359 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 369
360 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 370 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
371 || ARCH_SACRIFICE (altar) == sacrifice->name
372 || ARCH_SACRIFICE (altar) == sacrifice->slaying
373 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
374 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
361 return 1; 375 return 1;
362 } 376 }
377
363 return 0; 378 return 0;
364} 379}
365 380
366/* 381/*
367 * operate_altar checks if sacrifice was accepted and removes sacrificed 382 * operate_altar checks if sacrifice was accepted and removes sacrificed
371 * 386 *
372 * If this function returns 1, '*sacrifice' is modified to point to the 387 * If this function returns 1, '*sacrifice' is modified to point to the
373 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 388 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
374 */ 389 */
375int 390int
376operate_altar (object *altar, object **sacrifice) 391operate_altar (object *altar, object **sacrifice, object *originator)
377{ 392{
378 if (!altar->map) 393 if (!altar->map)
379 { 394 {
380 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 395 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
381 return 0; 396 return 0;
382 } 397 }
383 398
384 if (!altar->slaying || altar->value) 399 if (!altar->slaying || altar->value)
385 return 0; 400 return 0;
386 401
387 if (!check_altar_sacrifice (altar, *sacrifice)) 402 if (!check_altar_sacrifice (altar, *sacrifice, originator))
388 return 0; 403 return 0;
389 404
390 /* check_altar_sacrifice should have already verified that enough money 405 /* check_altar_sacrifice should have already verified that enough money
391 * has been dropped. 406 * has been dropped.
392 */ 407 */
393 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 408 if (ARCH_SACRIFICE (altar) == shstr_money)
394 { 409 {
395 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 410 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
396 411
397 /* Round up any sacrifices. Altars don't make change either */ 412 /* Round up any sacrifices. Altars don't make change either */
398 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 413 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
399 number++; 414 number++;
400 415
401 *sacrifice = decrease_ob_nr (*sacrifice, number); 416 if (!(*sacrifice)->decrease (number))
417 *sacrifice = 0;
402 } 418 }
403 else 419 else
404 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 420 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
421 *sacrifice = 0;
405 422
406 if (altar->msg) 423 if (altar->msg)
407 new_info_map (NDI_BLACK, altar->map, altar->msg); 424 new_info_map (NDI_BLACK, altar->map, altar->msg);
408 425
409 return 1; 426 return 1;
410} 427}
411 428
412void 429void
413trigger_move (object *op, int state) /* 1 down and 0 up */ 430trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
414{ 431{
415 op->stats.wc = state; 432 op->stats.wc = state;
433
416 if (state) 434 if (state)
417 { 435 {
418 use_trigger (op); 436 use_trigger (op, originator);
419 if (op->stats.exp > 0) /* check sanity */ 437 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
420 op->speed = 1.0 / op->stats.exp;
421 else
422 op->speed = 1.0;
423 update_ob_speed (op);
424 op->speed_left = -1; 438 op->speed_left = -1;
425 } 439 }
426 else 440 else
427 { 441 {
428 use_trigger (op); 442 use_trigger (op, originator);
429 op->speed = 0; 443 op->set_speed (0);
430 update_ob_speed (op);
431 } 444 }
432} 445}
433 446
434 447
435/* 448/*
443 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 456 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
444 * 457 *
445 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 458 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
446 */ 459 */
447int 460int
448check_trigger (object *op, object *cause) 461check_trigger (object *op, object *cause, object *originator)
449{ 462{
450 object *tmp; 463 object *tmp;
451 int push = 0, tot = 0; 464 int push = 0, tot = 0;
452 int in_movement = op->stats.wc || op->speed; 465 int in_movement = op->stats.wc || op->speed;
453 466
454 switch (op->type) 467 switch (op->type)
455 { 468 {
456 case TRIGGER_BUTTON: 469 case TRIGGER_BUTTON:
457 if (op->weight > 0) 470 if (op->weight > 0)
458 { 471 {
459 if (cause) 472 if (cause)
460 { 473 {
461 for (tmp = op->above; tmp; tmp = tmp->above) 474 for (tmp = op->above; tmp; tmp = tmp->above)
462 /* Comment reproduced from update_buttons(): */ 475 /* Comment reproduced from update_buttons(): */
463 /* Basically, if the move_type matches that on what the 476 /* Basically, if the move_type matches that on what the
464 * button wants, we count it. The second check is so that 477 * button wants, we count it. The second check is so that
465 * objects that don't move (swords, etc) will count. Note that 478 * objects that don't move (swords, etc) will count. Note that
466 * this means that more work is needed to make buttons 479 * this means that more work is needed to make buttons
467 * that are only triggered by flying objects. 480 * that are only triggered by flying objects.
481 */
482 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
483 tot += tmp->head_ ()->total_weight ();
484
485 if (tot >= op->weight)
486 push = 1;
487
488 if (op->stats.ac == push)
489 return 0;
490
491 op->stats.ac = push;
492 if (NUM_ANIMATIONS (op) > 1)
493 {
494 SET_ANIMATION (op, push);
495 update_object (op, UP_OBJ_FACE);
496 }
497
498 if (in_movement || !push)
499 return 0;
500 }
501
502 trigger_move (op, push, cause);
503 }
504
505 return 0;
506
507 case TRIGGER_PEDESTAL:
508 if (cause)
509 {
510 for (tmp = op->above; tmp; tmp = tmp->above)
511 {
512 object *head = tmp->head_ ();
513
514 /* See comment in TRIGGER_BUTTON about move_types */
515 if (((head->move_type & op->move_on) || head->move_type == 0)
516 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
517 {
518 push = 1;
519 break;
520 }
521 }
522
523 if (op->stats.ac == push)
524 return 0;
525
526 op->stats.ac = push;
527
528 if (NUM_ANIMATIONS (op) > 1)
529 {
530 SET_ANIMATION (op, push);
531 update_object (op, UP_OBJ_FACE);
532 }
533
534 update_object (op, UP_OBJ_FACE);
535
536 if (in_movement || !push)
537 return 0;
538 }
539
540 trigger_move (op, push, cause);
541 return 0;
542
543 case TRIGGER_ALTAR:
544 if (cause)
545 {
546 if (in_movement)
547 return 0;
548
549 if (operate_altar (op, &cause)) /* TODO: originator? */
550 {
551 if (NUM_ANIMATIONS (op) > 1)
552 {
553 SET_ANIMATION (op, 1);
554 update_object (op, UP_OBJ_FACE);
555 }
556
557 if (op->last_sp >= 0)
558 {
559 trigger_move (op, 1, cause);
560
561 if (op->last_sp > 0)
562 op->last_sp = -op->last_sp;
563 }
564 else
565 {
566 /* for trigger altar with last_sp, the ON/OFF
567 * status (-> +/- value) is "simulated":
468 */ 568 */
469 569 op->value = !op->value;
470 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 570 trigger_move (op, 1, cause);
471 { 571 op->last_sp = -op->last_sp;
472 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 572 op->value = !op->value;
473 }
474 if (tot >= op->weight)
475 push = 1;
476 if (op->stats.ac == push)
477 return 0;
478 op->stats.ac = push;
479 if (NUM_ANIMATIONS (op) > 1)
480 {
481 SET_ANIMATION (op, push);
482 update_object (op, UP_OBJ_FACE);
483 } 573 }
484 if (in_movement || !push) 574
485 return 0; 575 return cause == NULL;
486 } 576 }
487 trigger_move (op, push);
488 } 577 else
489 return 0;
490
491 case TRIGGER_PEDESTAL:
492 if (cause)
493 {
494 for (tmp = op->above; tmp; tmp = tmp->above)
495 {
496 object *head = tmp->head ? tmp->head : tmp;
497
498 /* See comment in TRIGGER_BUTTON about move_types */
499 if (((head->move_type & op->move_on) || head->move_type == 0)
500 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
501 {
502 push = 1;
503 break;
504 }
505 }
506 if (op->stats.ac == push)
507 return 0; 578 return 0;
508 op->stats.ac = push; 579 }
580 else
581 {
509 if (NUM_ANIMATIONS (op) > 1) 582 if (NUM_ANIMATIONS (op) > 1)
510 { 583 {
511 SET_ANIMATION (op, push); 584 SET_ANIMATION (op, 0);
512 update_object (op, UP_OBJ_FACE); 585 update_object (op, UP_OBJ_FACE);
513 } 586 }
514 update_object (op, UP_OBJ_FACE);
515 if (in_movement || !push)
516 return 0;
517 }
518 trigger_move (op, push);
519 return 0;
520 587
521 case TRIGGER_ALTAR:
522 if (cause)
523 {
524 if (in_movement)
525 return 0;
526 if (operate_altar (op, &cause))
527 {
528 if (NUM_ANIMATIONS (op) > 1)
529 {
530 SET_ANIMATION (op, 1);
531 update_object (op, UP_OBJ_FACE);
532 }
533 if (op->last_sp >= 0)
534 {
535 trigger_move (op, 1);
536 if (op->last_sp > 0)
537 op->last_sp = -op->last_sp;
538 }
539 else
540 {
541 /* for trigger altar with last_sp, the ON/OFF
542 * status (-> +/- value) is "simulated":
543 */
544 op->value = !op->value;
545 trigger_move (op, 1);
546 op->last_sp = -op->last_sp;
547 op->value = !op->value;
548 }
549 return cause == NULL;
550 }
551 else
552 {
553 return 0;
554 }
555 }
556 else
557 {
558 if (NUM_ANIMATIONS (op) > 1)
559 {
560 SET_ANIMATION (op, 0);
561 update_object (op, UP_OBJ_FACE);
562 }
563
564 /* If trigger_altar has "last_sp > 0" set on the map, 588 /* If trigger_altar has "last_sp > 0" set on the map,
565 * it will push the connected value only once per sacrifice. 589 * it will push the connected value only once per sacrifice.
566 * Otherwise (default), the connected value will be 590 * Otherwise (default), the connected value will be
567 * pushed twice: First by sacrifice, second by reset! -AV 591 * pushed twice: First by sacrifice, second by reset! -AV
568 */ 592 */
569 if (!op->last_sp) 593 if (!op->last_sp)
570 trigger_move (op, 0); 594 trigger_move (op, 0, cause);
571 else 595 else
572 { 596 {
573 op->stats.wc = 0; 597 op->stats.wc = 0;
574 op->value = !op->value; 598 op->value = !op->value;
575 op->speed = 0; 599 op->set_speed (0);
576 update_ob_speed (op);
577 } 600 }
578 } 601 }
579 return 0; 602 return 0;
580 603
581 case TRIGGER: 604 case TRIGGER:
582 if (cause) 605 if (cause)
583 { 606 {
584 if (in_movement) 607 if (in_movement)
585 return 0; 608 return 0;
609
586 push = 1; 610 push = 1;
587 } 611 }
612
588 if (NUM_ANIMATIONS (op) > 1) 613 if (NUM_ANIMATIONS (op) > 1)
589 { 614 {
590 SET_ANIMATION (op, push); 615 SET_ANIMATION (op, push);
591 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_FACE);
592 } 617 }
618
593 trigger_move (op, push); 619 trigger_move (op, push, cause);
594 return 1; 620 return 1;
595 621
596 default: 622 default:
597 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 623 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
598 return 0; 624 return 0;
599 } 625 }
600} 626}
601 627
602void 628void
603add_button_link (object *button, maptile *map, int connected) 629object::add_link (maptile *map, shstr_tmp id)
604{ 630{
605 oblinkpt *obp;
606 objectlink *ol = get_objectlink ();
607
608 if (!map) 631 if (!map)
609 { 632 {
610 LOG (llevError, "Tried to add button-link without map.\n"); 633 LOG (llevError, "Tried to add button-link without map.\n");
611 return; 634 return;
612 } 635 }
613 if (!editor)
614 button->path_attuned = connected; /* peterm: I need this so I can rebuild
615 a connected map from a template map. */
616 636
617/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 637 flag [FLAG_IS_LINKED] = true;
618 638
619 SET_FLAG (button, FLAG_IS_LINKED); 639 objectlink *ol = get_objectlink ();
620
621 ol->ob = button; 640 ol->ob = this;
622 641
623 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 642 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
624 643 if (obp->id == id)
625 if (obp)
626 { 644 {
627 ol->next = obp->link; 645 ol->next = obp->link;
628 obp->link = ol; 646 obp->link = ol;
647 return;
629 } 648 }
630 else 649
631 {
632 obp = get_objectlinkpt (); 650 oblinkpt *obp = get_objectlinkpt ();
633 obp->value = connected; 651 obp->id = id;
634 652
635 obp->next = map->buttons; 653 obp->next = map->buttons;
636 map->buttons = obp; 654 map->buttons = obp;
637 obp->link = ol; 655 obp->link = ol;
638 }
639} 656}
640 657
641/* 658/*
642 * Remove the object from the linked lists of buttons in the map. 659 * Remove the object from the linked lists of buttons in the map.
643 * This is only needed by editors. 660 * This is only needed by editors.
644 */ 661 */
645
646void 662void
647remove_button_link (object *op) 663object::remove_link ()
648{ 664{
649 oblinkpt *obp; 665 if (!map)
650 objectlink **olp, *ol;
651
652 if (op->map == NULL)
653 { 666 {
654 LOG (llevError, "remove_button_link() in object without map.\n"); 667 LOG (llevError, "remove_button_link() in object without map.\n");
655 return; 668 return;
656 } 669 }
657 670
658 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 671 if (!flag [FLAG_IS_LINKED])
659 { 672 {
660 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 673 LOG (llevError, "remove_button_linked() in unlinked object.\n");
661 return; 674 return;
662 } 675 }
663 676
677 flag [FLAG_IS_LINKED] = false;
678
664 for (obp = op->map->buttons; obp; obp = obp->next) 679 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
665 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 680 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
666 if (ol->ob == op) 681 if ((*olp)->ob == this)
667 { 682 {
668 683 objectlink *ol = *olp;
669/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
670 obp->value, op->name, op->map->path);
671*/
672 *olp = ol->next; 684 *olp = ol->next;
673 delete ol; 685 delete ol;
674 return; 686 return;
675 } 687 }
676 688
677 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 689 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
678 CLEAR_FLAG (op, FLAG_IS_LINKED); 690}
691
692/*
693 * Updates every button on the map (by calling update_button() for them).
694 */
695void
696maptile::update_buttons ()
697{
698 for (oblinkpt *obp = buttons; obp; obp = obp->next)
699 for (objectlink *ol = obp->link; ol; ol = ol->next)
700 {
701 if (!ol->ob)
702 {
703 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
704 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
705 continue;
706 }
707
708 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
709 {
710 update_button (ol->ob, 0);
711 break;
712 }
713 }
679} 714}
680 715
681/* 716/*
682 * Gets the objectlink for this connection from the map. 717 * Gets the objectlink for this connection from the map.
683 */ 718 */
684oblinkpt * 719oblinkpt *
685get_connection_links (maptile *map, long connection) 720maptile::find_link (shstr_tmp id)
686{ 721{
687 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 722 for (oblinkpt *obp = buttons; obp; obp = obp->next)
688 if (obp->value == connection) 723 if (obp->id == id)
689 return obp; 724 return obp;
690 725
691 return 0; 726 return 0;
692} 727}
693 728
694/* 729/*
695 * Return the first objectlink in the objects linked to this one 730 * Return the first objectlink in the objects linked to this one
696 */ 731 */
697
698oblinkpt * 732oblinkpt *
699get_button_links (const object *button) 733object::find_link () const
700{ 734{
701 oblinkpt *obp; 735 if (map)
702 objectlink *ol;
703
704 if (!button->map)
705 return NULL;
706
707 for (obp = button->map->buttons; obp; obp = obp->next) 736 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
708 for (ol = obp->link; ol; ol = ol->next) 737 for (objectlink *ol = obp->link; ol; ol = ol->next)
709 if (ol->ob == button) 738 if (ol->ob == this)
710 return obp; 739 return obp;
711 740
712 return NULL;
713}
714
715/*
716 * Made as a separate function to increase efficiency
717 */
718
719int
720get_button_value (const object *button)
721{
722 oblinkpt *obp;
723 objectlink *ol;
724
725 if (!button->map)
726 return 0;
727 for (obp = button->map->buttons; obp; obp = obp->next)
728 for (ol = obp->link; ol; ol = ol->next)
729 if (ol->ob == button)
730 return obp->value;
731 return 0; 741 return 0;
732} 742}
733 743
734/* This routine makes monsters who are 744/* This routine makes monsters who are
735 * standing on the 'mood floor' change their 745 * standing on the 'mood floor' change their
737 * If floor is to be triggered must have 747 * If floor is to be triggered must have
738 * a speed of zero (default is 1 for all 748 * a speed of zero (default is 1 for all
739 * but the charm floor type). 749 * but the charm floor type).
740 * by b.t. thomas@nomad.astro.psu.edu 750 * by b.t. thomas@nomad.astro.psu.edu
741 */ 751 */
742
743void 752void
744do_mood_floor (object *op, object *source) 753do_mood_floor (object *op, object *source)
745{ 754{
746 object *tmp;
747 object *tmp2;
748
749 if (!source) 755 if (!source)
750 source = op; 756 source = op;
751 757
752 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 758 mapspace &ms = op->ms ();
759
760 if (!(ms.flags () & P_IS_ALIVE))
761 return;
762
763 object *tmp;
764
765 for (tmp = ms.top; tmp; tmp = tmp->below)
753 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 766 if (QUERY_FLAG (tmp, FLAG_MONSTER))
754 break; 767 break;
755 768
756 /* doesn't effect players, and if there is a player on this space, won't also 769 /* doesn't effect players, and if there is a player on this space, won't also
757 * be a monster here. 770 * be a monster here.
758 */ 771 */
772 //TODO: have players really FLAG_MONSTER? kept it for safety
759 if (!tmp || tmp->type == PLAYER) 773 if (!tmp || tmp->type == PLAYER)
760 return; 774 return;
761 775
762 switch (op->last_sp) 776 switch (op->last_sp)
763 { 777 {
764 case 0: /* furious--make all monsters mad */ 778 case 0: /* furious--make all monsters mad */
765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 779 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 780 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
781
767 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 782 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
768 { 783 {
769 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
770 remove_friendly_object (tmp);
771 tmp->attack_movement = 0; 784 tmp->attack_movement = 0;
772 /* lots of checks here, but want to make sure we don't 785 /* lots of checks here, but want to make sure we don't
773 * dereference a null value 786 * dereference a null value
774 */ 787 */
775 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 788 if (tmp->type == GOLEM
789 && tmp->owner
790 && tmp->owner->type == PLAYER
791 && tmp->owner->contr->golem == tmp)
776 tmp->owner->contr->ranges[range_golem] = 0; 792 tmp->owner->contr->golem = 0;
777 793
778 tmp->owner = 0; 794 tmp->owner = 0;
795
796 remove_friendly_object (tmp);
779 } 797 }
780 break; 798 break;
799
781 case 1: /* angry -- get neutral monsters mad */ 800 case 1: /* angry -- get neutral monsters mad */
782 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 801 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
783 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 802 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
784 break; 803 break;
804
785 case 2: /* calm -- pacify unfriendly monsters */ 805 case 2: /* calm -- pacify unfriendly monsters */
786 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
787 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 806 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
788 break; 807 break;
808
789 case 3: /* make all monsters fall asleep */ 809 case 3: /* make all monsters fall asleep */
790 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
791 SET_FLAG (tmp, FLAG_SLEEP); 810 SET_FLAG (tmp, FLAG_SLEEP);
792 break; 811 break;
812
793 case 4: /* charm all monsters */ 813 case 4: /* charm all monsters */
794 if (op == source) 814 if (op == source)
795 break; /* only if 'connected' */ 815 break; /* only if 'connected' */
796 816
797 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 817 if (object *pl = source->ms ().player ())
798 tmp2->type != PLAYER; tmp2 = tmp2->above) 818 {
799 if (tmp2->above == NULL) 819 tmp->set_owner (pl);
820 SET_FLAG (tmp, FLAG_MONSTER);
821
822 tmp->stats.exp = 0;
823
824 add_friendly_object (tmp);
825 tmp->attack_movement = PETMOVE;
826 }
800 break; 827 break;
801 828
802 if (tmp2->type != PLAYER) 829 case 6: // kill monsters
830 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
803 break; 831 break;
804 tmp->set_owner (tmp2); 832
805 SET_FLAG (tmp, FLAG_MONSTER); 833 // FALL THROUGH
806 tmp->stats.exp = 0; 834 case 5: // kill all alives
807 SET_FLAG (tmp, FLAG_FRIENDLY); 835 if (!tmp->flag [FLAG_PRECIOUS])
808 add_friendly_object (tmp); 836 {
809 tmp->attack_movement = PETMOVE; 837 archetype::get (shstr_burnout)->insert_at (tmp, source);
838 tmp->destroy ();
839 }
810 break; 840 break;
811 841
812 default: 842 default:
813 break; 843 break;
814 } 844 }
818 * It will descend through containers to find the object. 848 * It will descend through containers to find the object.
819 * slaying = match object slaying flag 849 * slaying = match object slaying flag
820 * race = match object archetype name flag 850 * race = match object archetype name flag
821 * hp = match object type (excpt type '0'== PLAYER) 851 * hp = match object type (excpt type '0'== PLAYER)
822 */ 852 */
823
824object * 853object *
825check_inv_recursive (object *op, const object *trig) 854check_inv_recursive (object *op, const object *trig)
826{ 855{
827 object *tmp, *ret = NULL; 856 object *tmp, *ret = NULL;
828 857
829 /* First check the object itself. */ 858 /* First check the object itself. */
830 if ((trig->stats.hp && (op->type == trig->stats.hp)) 859 if ((trig->stats.hp && (op->type == trig->stats.hp))
831 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 860 || (trig->slaying && (op->slaying == trig->slaying))
861 || (trig->race && (op->arch->archname == trig->race)))
832 return op; 862 return op;
833 863
834 for (tmp = op->inv; tmp; tmp = tmp->below) 864 for (tmp = op->inv; tmp; tmp = tmp->below)
835 { 865 {
836 if (tmp->inv) 866 if (tmp->inv)
838 ret = check_inv_recursive (tmp, trig); 868 ret = check_inv_recursive (tmp, trig);
839 if (ret) 869 if (ret)
840 return ret; 870 return ret;
841 } 871 }
842 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 872 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
843 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 873 || (trig->slaying && (tmp->slaying == trig->slaying))
874 || (trig->race && (tmp->arch->archname == trig->race)))
844 return tmp; 875 return tmp;
845 } 876 }
846 return NULL; 877 return NULL;
847} 878}
848 879
851 * the square will activate connected items. 882 * the square will activate connected items.
852 * Monsters can't trigger this square (for now) 883 * Monsters can't trigger this square (for now)
853 * Values are: last_sp = 1/0 obj/no obj triggers 884 * Values are: last_sp = 1/0 obj/no obj triggers
854 * last_heal = 1/0 remove/dont remove obj if triggered 885 * last_heal = 1/0 remove/dont remove obj if triggered
855 * -b.t. (thomas@nomad.astro.psu.edu 886 * -b.t. (thomas@nomad.astro.psu.edu
856 */ 887 *
857 888 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
889 * because the check-inventory semantic essentially only applies when
890 * something is above the inventory checker.
891 * The semantic prior this change was: trigger if something has moved on or off
892 * and has a matching item. Imagine what happens if someone steps on the inventory
893 * checker with a matching item, has it, activates the connection, throws the item
894 * away, and then leaves the inventory checker. That would've caused an always-enabled
895 * state in the inventory checker. This won't happen anymore now.
896 *
897 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
898 * whether op is on this mapspace or not, because the value (1|0) depends
899 * on this information. also make sure to only push_button if op has
900 * a matching item (because when we do a push_button with value=0 timed gates
901 * will still open)! (i hope i got the semantics right this time)
902 *
903 */
858void 904void
859check_inv (object *op, object *trig, bool move_on) 905check_inv (object *op, object *trig)
860{ 906{
861 object *match; 907 trig->value = 0; // deactivate if none of the following conditions apply
862 908
863 if (op->type != PLAYER) 909 object *pl = trig->ms ().player ();
864 return;
865 match = check_inv_recursive (op, trig); 910 object *match = check_inv_recursive (op, trig);
911
912 // elmex: a note about (pl == op):
913 // if pl == 0 then the player has left this space
914 // if pl != 0 then a player is on this mapspace, but then
915 // we still have to check whether it's the player that triggered
916 // this inv-checker, because if not, then the op left this inv-checker
917 // and we have to set the value to 0
918
866 if (match && trig->last_sp) 919 if (match && trig->last_sp) // match == having
867 { 920 {
868 if (trig->last_heal) 921 if (trig->last_heal)
869 decrease_ob (match); 922 match->decrease ();
870 923
871 trig->value = move_on ? 1 : 0; 924 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
872
873 push_button (trig); 925 push_button (trig, op);
874 }
875 else if (!match && !trig->last_sp)
876 { 926 }
877 trig->value = move_on ? 1 : 0; 927 else if (!match && !trig->last_sp) // match == not having
928 {
929 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
878 push_button (trig); 930 push_button (trig, op);
879 } 931 }
880} 932}
881 933

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