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Comparing deliantra/server/common/button.C (file contents):
Revision 1.9 by root, Wed Sep 13 23:42:23 2006 UTC vs.
Revision 1.68 by root, Sat Apr 23 04:56:45 2011 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 1.9 2006/09/13 23:42:23 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 (ol->ob->flag [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 && !tmp->flag [FLAG_ACTIVATE_ON_PUSH])
69 continue; 64 continue;
65
70 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 66 if (!state && !tmp->flag [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 ("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
90 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
91 if (tmp->stats.food) 96 if (tmp->stats.food)
92 tmp->last_eat++; 97 tmp->last_eat++;
93 } 98 }
94 break; 99 break;
95 100
96 case ALTAR: 101 case ALTAR:
102 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
97 tmp->value = 1; 103 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 104 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 105 update_object (tmp, UP_OBJ_FACE);
100 break; 106 break;
101 107
102 case BUTTON: 108 case BUTTON:
103 case PEDESTAL: 109 case PEDESTAL:
110 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
104 tmp->value = state; 111 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 112 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 113 update_object (tmp, UP_OBJ_FACE);
107 break; 114 break;
108 115
109 case MOOD_FLOOR: 116 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 117 do_mood_floor (tmp, activator);
111 break; 118 break;
112 119
113 case TIMED_GATE: 120 case TIMED_GATE:
121 if (!tmp->active)
122 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
123
114 tmp->speed = tmp->arch->clone.speed; 124 tmp->set_speed (tmp->arch->speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 125 tmp->value = tmp->arch->value;
117 tmp->stats.sp = 1; 126 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 127 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 128 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 129 * from the head - this ensures that the data will consistent
121 */ 130 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 131 for (object *part = tmp->more; part; part = part->more)
123 { 132 {
124 tmp->speed = tmp->head->speed; 133 part->value = tmp->value;
125 tmp->value = tmp->head->value; 134 part->stats.sp = tmp->stats.sp;
126 tmp->stats.sp = tmp->head->stats.sp; 135 part->stats.hp = tmp->stats.hp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 136 part->set_speed (tmp->speed);
129 } 137 }
130 break; 138 break;
131 139
132 case DIRECTOR: 140 case DIRECTOR:
133 case FIREWALL: 141 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 142 if (!tmp->flag [FLAG_ANIMATE] && tmp->type == FIREWALL)
135 move_firewall (tmp); 143 move_firewall (tmp);
136 else 144 else
137 { 145 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 146 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); 147 animate_turning (tmp);
141 } 148 }
142 break; 149 break;
143 150
144 case TELEPORTER: 151 case TELEPORTER:
145 move_teleporter (tmp); 152 move_teleporter (tmp);
146 break; 153 break;
147 154
148 case CREATOR: 155 case CREATOR:
149 move_creator (tmp); 156 move_creator (tmp);
150 break; 157 break;
151 158
152 case TRIGGER_MARKER: 159 case TRIGGER_MARKER:
160 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
153 move_marker (tmp); 161 move_marker (tmp);
154 break; 162 break;
155 163
156 case DUPLICATOR: 164 case DUPLICATOR:
157 move_duplicator (tmp); 165 move_duplicator (tmp);
158 break; 166 break;
167
168 case MAPSCRIPT:
169 cfperl_mapscript_activate (tmp, state, activator, originator);
170 break;
159 } 171 }
160 } 172 }
161} 173}
162 174
163/* 175/*
171 * Changed the routine to loop through _all_ objects. 183 * Changed the routine to loop through _all_ objects.
172 * Better hurry with that linked list... 184 * Better hurry with that linked list...
173 * 185 *
174 */ 186 */
175void 187void
176push_button (object *op) 188push_button (object *op, object *originator)
177{ 189{
178 oblinkpt *obp = get_button_links (op); 190 if (oblinkpt *obp = op->find_link ())
179 191 {
180 if (!obp) 192 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
181 return; 193 return;
182 194
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); 195 activate_connection_link (obp->link, op->value, op, originator);
196 }
187} 197}
188 198
189/* 199/*
190 * elmex: 200 * elmex:
191 * 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
193 * 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
194 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 204 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
195 * 205 *
196 */ 206 */
197void 207void
198activate_connection (mapstruct *map, long connection, bool state) 208maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
199{ 209{
200 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)))
201 return; 211 return;
202 212
203 oblinkpt *obp = get_connection_links (map, connection); 213 if (oblinkpt *obp = find_link (id))
204
205 if (obp)
206 activate_connection_link (obp->link, state); 214 activate_connection_link (obp->link, state, activator, originator);
207} 215}
208 216
209/* 217/*
210 * Updates everything connected with the button op. 218 * Updates everything connected with the button op.
211 * 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
212 * 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
213 * button reacts to the (eventual) change of state. 221 * button reacts to the (eventual) change of state.
214 */ 222 */
215
216void 223void
217update_button (object *op) 224update_button (object *op, object *originator)
218{ 225{
219 object *ab, *tmp, *head;
220 int tot, any_down = 0, old_value = op->value; 226 int any_down = 0, old_value = op->value;
221 oblinkpt *obp = 0;
222 objectlink *ol;
223 227
224 obp = get_button_links (op); 228 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) 229 for (objectlink *ol = obp->link; ol; ol = ol->next)
228 { 230 {
229 if (!ol->ob || ol->ob->count != ol->id) 231 if (!ol->ob)
230 { 232 {
231 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
232 continue; 234 continue;
233 } 235 }
236
234 tmp = ol->ob; 237 object *tmp = ol->ob;
238
235 if (tmp->type == BUTTON) 239 if (tmp->type == BUTTON)
236 { 240 {
241 sint32 total = 0;
242
237 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 243 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 244 /* Basically, if the move_type matches that on what the
246 * button wants, we count it. The second check is so that 245 * button wants, we count it. The second check is so that
247 * objects don't move (swords, etc) will count. Note that 246 * objects who don't move (swords, etc) will count. Note that
248 * this means that more work is needed to make buttons 247 * this means that more work is needed to make buttons
249 * that are only triggered by flying objects. 248 * that are only triggered by flying objects.
250 */ 249 */
251 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 250 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
252 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 251 total += ab->head_ ()->total_weight ();
253 252
254 tmp->value = (tot >= tmp->weight) ? 1 : 0; 253 tmp->value = total >= tmp->weight;
255 if (tmp->value) 254
256 any_down = 1; 255 any_down = any_down || tmp->value;
257 } 256 }
258 else if (tmp->type == PEDESTAL) 257 else if (tmp->type == PEDESTAL)
259 { 258 {
259 bool is_match = is_match_expr (tmp->slaying);
260 tmp->value = 0; 260 tmp->value = 0;
261
261 for (ab = tmp->above; ab != NULL; ab = ab->above) 262 for (object *ab = tmp->above; ab; ab = ab->above)
262 { 263 {
263 head = ab->head ? ab->head : ab; 264 object *head = ab->head_ ();
265
264 /* Same note regarding move_type for buttons above apply here. */ 266 /* Same note regarding move_type for buttons above apply here. */
265 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)
266 (head->race == tmp->slaying || 270 : (head->race == tmp->slaying
267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 271 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 272 || (tmp->slaying == shstr_player && head->type == PLAYER)))
273 {
269 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)
270 } 286 {
271 if (tmp->value) 287 object *head = ab->head_ ();
272 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;
273 } 299 }
274 } 300 }
301
275 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 */
276 op->value = 1; 303 op->value = 1;
277 304
305 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
306
278 /* If this button hasn't changed, don't do anything */ 307 /* If this button hasn't changed, don't do anything */
279 if (op->value != old_value) 308 if (op->value != old_value)
280 { 309 {
281 SET_ANIMATION (op, op->value); 310 SET_ANIMATION (op, op->value);
282 update_object (op, UP_OBJ_FACE); 311 update_object (op, UP_OBJ_FACE);
283 push_button (op); /* Make all other buttons the same */ 312 push_button (op, originator); /* Make all other buttons the same */
284 } 313 }
285} 314}
286
287/*
288 * Updates every button on the map (by calling update_button() for them).
289 */
290 315
291void 316void
292update_buttons (mapstruct *m) 317use_trigger (object *op, object *originator)
293{ 318{
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 }
312}
313
314void
315use_trigger (object *op)
316{
317
318 /* Toggle value */ 319 /* Toggle value */
319 op->value = !op->value; 320 op->value = !op->value;
321
320 push_button (op); 322 push_button (op, originator);
321} 323}
322 324
323/* 325/*
324 * Note: animate_object should be used instead of this, 326 * Note: animate_object should be used instead of this,
325 * but it can't handle animations in the 8 directions 327 * but it can't handle animations in the 8 directions
326 */ 328 */
327
328void 329void
329animate_turning (object *op) /* only one part objects */ 330animate_turning (object *op) /* only one part objects */
330{ 331{
331 if (++op->state >= NUM_ANIMATIONS (op) / 8) 332 if (++op->state >= NUM_ANIMATIONS (op) / 8)
332 op->state = 0; 333 op->state = 0;
345 * 346 *
346 * 0.93.4: Linked objects (ie, objects that are connected) can not be 347 * 0.93.4: Linked objects (ie, objects that are connected) can not be
347 * 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
348 * objects on the same space that take the same sacrifice. 349 * objects on the same space that take the same sacrifice.
349 */ 350 */
350
351int 351int
352check_altar_sacrifice (const object *altar, const object *sacrifice) 352check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
353{ 353{
354 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 354 if (sacrifice->flag [FLAG_UNPAID]
355 || sacrifice->flag [FLAG_IS_LINKED]
356 || sacrifice->is_player ())
357 return 0;
358
359 if (is_match_expr (ARCH_SACRIFICE (altar)))
360 return match (ARCH_SACRIFICE (altar), sacrifice, altar, originator);
361
362 if (!sacrifice->flag [FLAG_ALIVE])
355 { 363 {
356 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 364 if (ARCH_SACRIFICE (altar) == shstr_money
357 ARCH_SACRIFICE (altar) == sacrifice->name || 365 && sacrifice->type == MONEY
358 ARCH_SACRIFICE (altar) == sacrifice->slaying || 366 && 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; 367 return 1;
362 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 368
363 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 369 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
370 || ARCH_SACRIFICE (altar) == sacrifice->name
371 || ARCH_SACRIFICE (altar) == sacrifice->slaying
372 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
373 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
364 return 1; 374 return 1;
365 } 375 }
376
366 return 0; 377 return 0;
367} 378}
368 379
369/* 380/*
370 * operate_altar checks if sacrifice was accepted and removes sacrificed 381 * operate_altar checks if sacrifice was accepted and removes sacrificed
374 * 385 *
375 * If this function returns 1, '*sacrifice' is modified to point to the 386 * If this function returns 1, '*sacrifice' is modified to point to the
376 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 387 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
377 */ 388 */
378int 389int
379operate_altar (object *altar, object **sacrifice) 390operate_altar (object *altar, object **sacrifice, object *originator)
380{ 391{
381 if (!altar->map) 392 if (!altar->map)
382 { 393 {
383 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 394 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
384 return 0; 395 return 0;
385 } 396 }
386 397
387 if (!altar->slaying || altar->value) 398 if (!altar->slaying || altar->value)
388 return 0; 399 return 0;
389 400
390 if (!check_altar_sacrifice (altar, *sacrifice)) 401 if (!check_altar_sacrifice (altar, *sacrifice, originator))
391 return 0; 402 return 0;
392 403
393 /* check_altar_sacrifice should have already verified that enough money 404 /* check_altar_sacrifice should have already verified that enough money
394 * has been dropped. 405 * has been dropped.
395 */ 406 */
396 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 407 if (ARCH_SACRIFICE (altar) == shstr_money)
397 { 408 {
398 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 409 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
399 410
400 /* Round up any sacrifices. Altars don't make change either */ 411 /* Round up any sacrifices. Altars don't make change either */
401 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 412 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
402 number++; 413 number++;
403 414
404 *sacrifice = decrease_ob_nr (*sacrifice, number); 415 if (!(*sacrifice)->decrease (number))
416 *sacrifice = 0;
405 } 417 }
406 else 418 else
407 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 419 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
420 *sacrifice = 0;
408 421
409 if (altar->msg) 422 if (altar->msg)
410 new_info_map (NDI_BLACK, altar->map, altar->msg); 423 new_info_map (NDI_BLACK, altar->map, altar->msg);
411 424
412 return 1; 425 return 1;
413} 426}
414 427
415void 428static void
416trigger_move (object *op, int state) /* 1 down and 0 up */ 429trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
417{ 430{
418 op->stats.wc = state; 431 op->stats.wc = state;
432
419 if (state) 433 if (state)
420 { 434 {
421 use_trigger (op); 435 use_trigger (op, originator);
422 if (op->stats.exp > 0) /* check sanity */ 436 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
423 op->speed = 1.0 / op->stats.exp;
424 else
425 op->speed = 1.0;
426 update_ob_speed (op);
427 op->speed_left = -1; 437 op->speed_left = -1;
428 } 438 }
429 else 439 else
430 { 440 {
431 use_trigger (op); 441 use_trigger (op, originator);
432 op->speed = 0; 442 op->set_speed (0);
433 update_ob_speed (op);
434 } 443 }
435} 444}
436 445
437 446
438/* 447/*
446 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 455 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
447 * 456 *
448 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 457 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
449 */ 458 */
450int 459int
451check_trigger (object *op, object *cause) 460check_trigger (object *op, object *cause, object *originator)
452{ 461{
453 object *tmp; 462 object *tmp;
454 int push = 0, tot = 0; 463 int push = 0, tot = 0;
455 int in_movement = op->stats.wc || op->speed; 464 int in_movement = op->stats.wc || op->has_active_speed ();
456 465
457 switch (op->type) 466 switch (op->type)
458 { 467 {
459 case TRIGGER_BUTTON: 468 case TRIGGER_BUTTON:
460 if (op->weight > 0) 469 if (op->weight > 0)
461 { 470 {
462 if (cause) 471 if (cause)
463 { 472 {
464 for (tmp = op->above; tmp; tmp = tmp->above) 473 for (tmp = op->above; tmp; tmp = tmp->above)
465 /* Comment reproduced from update_buttons(): */ 474 /* Comment reproduced from update_buttons(): */
466 /* Basically, if the move_type matches that on what the 475 /* Basically, if the move_type matches that on what the
467 * button wants, we count it. The second check is so that 476 * button wants, we count it. The second check is so that
468 * objects that don't move (swords, etc) will count. Note that 477 * objects that don't move (swords, etc) will count. Note that
469 * this means that more work is needed to make buttons 478 * this means that more work is needed to make buttons
470 * that are only triggered by flying objects. 479 * that are only triggered by flying objects.
480 */
481 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
482 tot += tmp->head_ ()->total_weight ();
483
484 if (tot >= op->weight)
485 push = 1;
486
487 if (op->stats.ac == push)
488 return 0;
489
490 op->stats.ac = push;
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, push);
494 update_object (op, UP_OBJ_FACE);
495 }
496
497 if (in_movement || !push)
498 return 0;
499 }
500
501 trigger_move (op, push, cause);
502 }
503
504 return 0;
505
506 case TRIGGER_PEDESTAL:
507 if (cause)
508 {
509 for (tmp = op->above; tmp; tmp = tmp->above)
510 {
511 object *head = tmp->head_ ();
512
513 /* See comment in TRIGGER_BUTTON about move_types */
514 if (((head->move_type & op->move_on) || head->move_type == 0)
515 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
516 {
517 push = 1;
518 break;
519 }
520 }
521
522 if (op->stats.ac == push)
523 return 0;
524
525 op->stats.ac = push;
526
527 if (NUM_ANIMATIONS (op) > 1)
528 {
529 SET_ANIMATION (op, push);
530 update_object (op, UP_OBJ_FACE);
531 }
532
533 update_object (op, UP_OBJ_FACE);
534
535 if (in_movement || !push)
536 return 0;
537 }
538
539 trigger_move (op, push, cause);
540 return 0;
541
542 case TRIGGER_ALTAR:
543 if (cause)
544 {
545 if (in_movement)
546 return 0;
547
548 if (operate_altar (op, &cause)) /* TODO: originator? */
549 {
550 if (NUM_ANIMATIONS (op) > 1)
551 {
552 SET_ANIMATION (op, 1);
553 update_object (op, UP_OBJ_FACE);
554 }
555
556 if (op->last_sp >= 0)
557 {
558 trigger_move (op, 1, cause);
559
560 if (op->last_sp > 0)
561 op->last_sp = -op->last_sp;
562 }
563 else
564 {
565 /* for trigger altar with last_sp, the ON/OFF
566 * status (-> +/- value) is "simulated":
471 */ 567 */
472 568 op->value = !op->value;
473 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 569 trigger_move (op, 1, cause);
474 { 570 op->last_sp = -op->last_sp;
475 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 571 op->value = !op->value;
476 }
477 if (tot >= op->weight)
478 push = 1;
479 if (op->stats.ac == push)
480 return 0;
481 op->stats.ac = push;
482 if (NUM_ANIMATIONS (op) > 1)
483 {
484 SET_ANIMATION (op, push);
485 update_object (op, UP_OBJ_FACE);
486 } 572 }
487 if (in_movement || !push) 573
488 return 0; 574 return cause == NULL;
489 } 575 }
490 trigger_move (op, push);
491 } 576 else
492 return 0;
493
494 case TRIGGER_PEDESTAL:
495 if (cause)
496 {
497 for (tmp = op->above; tmp; tmp = tmp->above)
498 {
499 object *head = tmp->head ? tmp->head : tmp;
500
501 /* See comment in TRIGGER_BUTTON about move_types */
502 if (((head->move_type & op->move_on) || head->move_type == 0)
503 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
504 {
505 push = 1;
506 break;
507 }
508 }
509 if (op->stats.ac == push)
510 return 0; 577 return 0;
511 op->stats.ac = push; 578 }
579 else
580 {
512 if (NUM_ANIMATIONS (op) > 1) 581 if (NUM_ANIMATIONS (op) > 1)
513 { 582 {
514 SET_ANIMATION (op, push); 583 SET_ANIMATION (op, 0);
515 update_object (op, UP_OBJ_FACE); 584 update_object (op, UP_OBJ_FACE);
516 } 585 }
517 update_object (op, UP_OBJ_FACE);
518 if (in_movement || !push)
519 return 0;
520 }
521 trigger_move (op, push);
522 return 0;
523 586
524 case TRIGGER_ALTAR:
525 if (cause)
526 {
527 if (in_movement)
528 return 0;
529 if (operate_altar (op, &cause))
530 {
531 if (NUM_ANIMATIONS (op) > 1)
532 {
533 SET_ANIMATION (op, 1);
534 update_object (op, UP_OBJ_FACE);
535 }
536 if (op->last_sp >= 0)
537 {
538 trigger_move (op, 1);
539 if (op->last_sp > 0)
540 op->last_sp = -op->last_sp;
541 }
542 else
543 {
544 /* for trigger altar with last_sp, the ON/OFF
545 * status (-> +/- value) is "simulated":
546 */
547 op->value = !op->value;
548 trigger_move (op, 1);
549 op->last_sp = -op->last_sp;
550 op->value = !op->value;
551 }
552 return cause == NULL;
553 }
554 else
555 {
556 return 0;
557 }
558 }
559 else
560 {
561 if (NUM_ANIMATIONS (op) > 1)
562 {
563 SET_ANIMATION (op, 0);
564 update_object (op, UP_OBJ_FACE);
565 }
566
567 /* If trigger_altar has "last_sp > 0" set on the map, 587 /* If trigger_altar has "last_sp > 0" set on the map,
568 * it will push the connected value only once per sacrifice. 588 * it will push the connected value only once per sacrifice.
569 * Otherwise (default), the connected value will be 589 * Otherwise (default), the connected value will be
570 * pushed twice: First by sacrifice, second by reset! -AV 590 * pushed twice: First by sacrifice, second by reset! -AV
571 */ 591 */
572 if (!op->last_sp) 592 if (!op->last_sp)
573 trigger_move (op, 0); 593 trigger_move (op, 0, cause);
574 else 594 else
575 { 595 {
576 op->stats.wc = 0; 596 op->stats.wc = 0;
577 op->value = !op->value; 597 op->value = !op->value;
578 op->speed = 0; 598 op->set_speed (0);
579 update_ob_speed (op);
580 } 599 }
581 } 600 }
582 return 0; 601 return 0;
583 602
584 case TRIGGER: 603 case TRIGGER:
585 if (cause) 604 if (cause)
586 { 605 {
587 if (in_movement) 606 if (in_movement)
588 return 0; 607 return 0;
608
589 push = 1; 609 push = 1;
590 } 610 }
611
591 if (NUM_ANIMATIONS (op) > 1) 612 if (NUM_ANIMATIONS (op) > 1)
592 { 613 {
593 SET_ANIMATION (op, push); 614 SET_ANIMATION (op, push);
594 update_object (op, UP_OBJ_FACE); 615 update_object (op, UP_OBJ_FACE);
595 } 616 }
617
596 trigger_move (op, push); 618 trigger_move (op, push, cause);
597 return 1; 619 return 1;
598 620
599 default: 621 default:
600 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 622 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
601 return 0; 623 return 0;
602 } 624 }
603} 625}
604 626
605void 627void
606add_button_link (object *button, mapstruct *map, int connected) 628object::add_link (maptile *map, shstr_tmp id)
607{ 629{
608 oblinkpt *obp;
609 objectlink *ol = get_objectlink ();
610
611 if (!map) 630 if (!map)
612 { 631 {
613 LOG (llevError, "Tried to add button-link without map.\n"); 632 LOG (llevError, "Tried to add button-link without map.\n");
614 return; 633 return;
615 } 634 }
616 if (!editor)
617 button->path_attuned = connected; /* peterm: I need this so I can rebuild
618 a connected map from a template map. */
619 635
620/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 636 flag [FLAG_IS_LINKED] = true;
621 637
622 SET_FLAG (button, FLAG_IS_LINKED); 638 objectlink *ol = get_objectlink ();
623
624 ol->ob = button; 639 ol->ob = this;
625 ol->id = button->count;
626 640
627 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 641 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
628 642 if (obp->id == id)
629 if (obp)
630 { 643 {
631 ol->next = obp->link; 644 ol->next = obp->link;
632 obp->link = ol; 645 obp->link = ol;
646 return;
633 } 647 }
634 else 648
635 {
636 obp = get_objectlinkpt (); 649 oblinkpt *obp = get_objectlinkpt ();
637 obp->value = connected; 650 obp->id = id;
638 651
639 obp->next = map->buttons; 652 obp->next = map->buttons;
640 map->buttons = obp; 653 map->buttons = obp;
641 obp->link = ol; 654 obp->link = ol;
642 }
643} 655}
644 656
645/* 657/*
646 * Remove the object from the linked lists of buttons in the map. 658 * Remove the object from the linked lists of buttons in the map.
647 * This is only needed by editors. 659 * This is only needed by editors.
648 */ 660 */
649
650void 661void
651remove_button_link (object *op) 662object::remove_link ()
652{ 663{
653 oblinkpt *obp; 664 if (!map)
654 objectlink **olp, *ol;
655
656 if (op->map == NULL)
657 { 665 {
658 LOG (llevError, "remove_button_link() in object without map.\n"); 666 LOG (llevError, "remove_button_link() in object without map.\n");
659 return; 667 return;
660 } 668 }
661 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 669
670 if (!flag [FLAG_IS_LINKED])
662 { 671 {
663 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 672 LOG (llevError, "remove_button_linked() in unlinked object.\n");
664 return; 673 return;
665 } 674 }
675
676 flag [FLAG_IS_LINKED] = false;
677
666 for (obp = op->map->buttons; obp; obp = obp->next) 678 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
667 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 679 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
668 if (ol->ob == op) 680 if ((*olp)->ob == this)
669 { 681 {
670 682 objectlink *ol = *olp;
671/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
672 obp->value, op->name, op->map->path);
673*/
674 *olp = ol->next; 683 *olp = ol->next;
675 free (ol); 684 delete ol;
676 return; 685 return;
677 } 686 }
687
678 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 688 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
679 CLEAR_FLAG (op, FLAG_IS_LINKED); 689}
690
691/*
692 * Updates every button on the map (by calling update_button() for them).
693 */
694void
695maptile::update_buttons ()
696{
697 for (oblinkpt *obp = buttons; obp; obp = obp->next)
698 for (objectlink *ol = obp->link; ol; ol = ol->next)
699 {
700 if (!ol->ob)
701 {
702 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
703 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
704 continue;
705 }
706
707 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
708 {
709 update_button (ol->ob, 0);
710 break;
711 }
712 }
680} 713}
681 714
682/* 715/*
683 * Gets the objectlink for this connection from the map. 716 * Gets the objectlink for this connection from the map.
684 */ 717 */
685oblinkpt * 718oblinkpt *
686get_connection_links (mapstruct *map, long connection) 719maptile::find_link (shstr_tmp id)
687{ 720{
688 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 721 for (oblinkpt *obp = buttons; obp; obp = obp->next)
689 if (obp->value == connection) 722 if (obp->id == id)
690 return obp; 723 return obp;
724
691 return 0; 725 return 0;
692} 726}
693 727
694/* 728/*
695 * Return the first objectlink in the objects linked to this one 729 * Return the first objectlink in the objects linked to this one
696 */ 730 */
697
698oblinkpt * 731oblinkpt *
699get_button_links (const object *button) 732object::find_link () const
700{ 733{
701 oblinkpt *obp; 734 if (map)
702 objectlink *ol;
703
704 if (!button->map)
705 return NULL;
706 for (obp = button->map->buttons; obp; obp = obp->next) 735 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
707 for (ol = obp->link; ol; ol = ol->next) 736 for (objectlink *ol = obp->link; ol; ol = ol->next)
708 if (ol->ob == button && ol->id == button->count) 737 if (ol->ob == this)
709 return obp; 738 return obp;
710 return NULL;
711}
712 739
713/*
714 * Made as a separate function to increase efficiency
715 */
716
717int
718get_button_value (const object *button)
719{
720 oblinkpt *obp;
721 objectlink *ol;
722
723 if (!button->map)
724 return 0;
725 for (obp = button->map->buttons; obp; obp = obp->next)
726 for (ol = obp->link; ol; ol = ol->next)
727 if (ol->ob == button && ol->id == button->count)
728 return obp->value;
729 return 0; 740 return 0;
730} 741}
731 742
732/* This routine makes monsters who are 743/* This routine makes monsters who are
733 * standing on the 'mood floor' change their 744 * standing on the 'mood floor' change their
735 * If floor is to be triggered must have 746 * If floor is to be triggered must have
736 * a speed of zero (default is 1 for all 747 * a speed of zero (default is 1 for all
737 * but the charm floor type). 748 * but the charm floor type).
738 * by b.t. thomas@nomad.astro.psu.edu 749 * by b.t. thomas@nomad.astro.psu.edu
739 */ 750 */
740
741void 751void
742do_mood_floor (object *op, object *source) 752do_mood_floor (object *op, object *source)
743{ 753{
744 object *tmp;
745 object *tmp2;
746
747 if (!source) 754 if (!source)
748 source = op; 755 source = op;
749 756
750 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 757 mapspace &ms = op->ms ();
751 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 758
759 if (!(ms.flags () & P_IS_ALIVE))
760 return;
761
762 object *tmp;
763
764 for (tmp = ms.top; tmp; tmp = tmp->below)
765 if (tmp->flag [FLAG_MONSTER])
752 break; 766 break;
753 767
754 /* doesn't effect players, and if there is a player on this space, won't also 768 /* doesn't effect players, and if there is a player on this space, won't also
755 * be a monster here. 769 * be a monster here.
756 */ 770 */
771 //TODO: have players really FLAG_MONSTER? kept it for safety
757 if (!tmp || tmp->type == PLAYER) 772 if (!tmp || tmp->type == PLAYER)
758 return; 773 return;
759 774
760 switch (op->last_sp) 775 switch (op->last_sp)
761 { 776 {
762 case 0: /* furious--make all monsters mad */ 777 case 0: /* furious--make all monsters mad */
763 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 778 if (tmp->flag [FLAG_UNAGGRESSIVE])
764 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 779 tmp->clr_flag (FLAG_UNAGGRESSIVE);
765 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 780
781 if (tmp->flag [FLAG_FRIENDLY])
766 { 782 {
767 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
768 remove_friendly_object (tmp);
769 tmp->attack_movement = 0; 783 tmp->attack_movement = 0;
770 /* lots of checks here, but want to make sure we don't 784 /* lots of checks here, but want to make sure we don't
771 * dereference a null value 785 * dereference a null value
772 */ 786 */
773 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 787 if (tmp->type == GOLEM
774 { 788 && tmp->owner
775 tmp->owner->contr->ranges[range_golem] = NULL; 789 && tmp->owner->type == PLAYER
790 && tmp->owner->contr->golem == tmp)
776 tmp->owner->contr->golem_count = 0; 791 tmp->owner->contr->golem = 0;
777 } 792
778 tmp->owner = 0; 793 tmp->owner = 0;
794
795 remove_friendly_object (tmp);
779 } 796 }
780 break; 797 break;
798
781 case 1: /* angry -- get neutral monsters mad */ 799 case 1: /* angry -- get neutral monsters mad */
782 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 800 if (tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
783 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 801 tmp->clr_flag (FLAG_UNAGGRESSIVE);
784 break; 802 break;
803
785 case 2: /* calm -- pacify unfriendly monsters */ 804 case 2: /* calm -- pacify unfriendly monsters */
786 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 805 tmp->set_flag (FLAG_UNAGGRESSIVE);
787 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
788 break; 806 break;
807
789 case 3: /* make all monsters fall asleep */ 808 case 3: /* make all monsters fall asleep */
790 if (!QUERY_FLAG (tmp, FLAG_SLEEP)) 809 tmp->set_flag (FLAG_SLEEP);
791 SET_FLAG (tmp, FLAG_SLEEP);
792 break; 810 break;
811
793 case 4: /* charm all monsters */ 812 case 4: /* charm all monsters */
794 if (op == source) 813 if (op == source)
795 break; /* only if 'connected' */ 814 break; /* only if 'connected' */
796 815
797 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 816 if (object *pl = source->ms ().player ())
798 tmp2->type != PLAYER; tmp2 = tmp2->above) 817 {
799 if (tmp2->above == NULL) 818 tmp->set_owner (pl);
819 tmp->set_flag (FLAG_MONSTER);
820
821 tmp->stats.exp = 0;
822
823 add_friendly_object (tmp);
824 tmp->attack_movement = PETMOVE;
825 }
800 break; 826 break;
801 827
802 if (tmp2->type != PLAYER) 828 case 6: // kill monsters
829 if (!tmp->flag [FLAG_FRIENDLY])
803 break; 830 break;
804 set_owner (tmp, tmp2); 831
805 SET_FLAG (tmp, FLAG_MONSTER); 832 // FALL THROUGH
806 tmp->stats.exp = 0; 833 case 5: // kill all alives
807 SET_FLAG (tmp, FLAG_FRIENDLY); 834 if (!tmp->flag [FLAG_PRECIOUS])
808 add_friendly_object (tmp); 835 {
809 tmp->attack_movement = PETMOVE; 836 archetype::get (shstr_burnout)->insert_at (tmp, source);
837 tmp->destroy ();
838 }
810 break; 839 break;
811 840
812 default: 841 default:
813 break; 842 break;
814 } 843 }
818 * It will descend through containers to find the object. 847 * It will descend through containers to find the object.
819 * slaying = match object slaying flag 848 * slaying = match object slaying flag
820 * race = match object archetype name flag 849 * race = match object archetype name flag
821 * hp = match object type (excpt type '0'== PLAYER) 850 * hp = match object type (excpt type '0'== PLAYER)
822 */ 851 */
823
824object * 852object *
825check_inv_recursive (object *op, const object *trig) 853check_inv_recursive (object *op, const object *trig)
826{ 854{
827 object *tmp, *ret = NULL; 855 object *tmp, *ret = NULL;
828 856
829 /* First check the object itself. */ 857 /* First check the object itself. */
830 if ((trig->stats.hp && (op->type == trig->stats.hp)) 858 if ((trig->stats.hp && (op->type == trig->stats.hp))
831 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 859 || (trig->slaying && (op->slaying == trig->slaying))
860 || (trig->race && (op->arch->archname == trig->race)))
832 return op; 861 return op;
833 862
834 for (tmp = op->inv; tmp; tmp = tmp->below) 863 for (tmp = op->inv; tmp; tmp = tmp->below)
835 { 864 {
836 if (tmp->inv) 865 if (tmp->inv)
838 ret = check_inv_recursive (tmp, trig); 867 ret = check_inv_recursive (tmp, trig);
839 if (ret) 868 if (ret)
840 return ret; 869 return ret;
841 } 870 }
842 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 871 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
843 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 872 || (trig->slaying && (tmp->slaying == trig->slaying))
873 || (trig->race && (tmp->arch->archname == trig->race)))
844 return tmp; 874 return tmp;
845 } 875 }
846 return NULL; 876 return NULL;
847} 877}
848 878
851 * the square will activate connected items. 881 * the square will activate connected items.
852 * Monsters can't trigger this square (for now) 882 * Monsters can't trigger this square (for now)
853 * Values are: last_sp = 1/0 obj/no obj triggers 883 * Values are: last_sp = 1/0 obj/no obj triggers
854 * last_heal = 1/0 remove/dont remove obj if triggered 884 * last_heal = 1/0 remove/dont remove obj if triggered
855 * -b.t. (thomas@nomad.astro.psu.edu 885 * -b.t. (thomas@nomad.astro.psu.edu
856 */ 886 *
857 887 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
888 * because the check-inventory semantic essentially only applies when
889 * something is above the inventory checker.
890 * The semantic prior this change was: trigger if something has moved on or off
891 * and has a matching item. Imagine what happens if someone steps on the inventory
892 * checker with a matching item, has it, activates the connection, throws the item
893 * away, and then leaves the inventory checker. That would've caused an always-enabled
894 * state in the inventory checker. This won't happen anymore now.
895 *
896 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
897 * whether op is on this mapspace or not, because the value (1|0) depends
898 * on this information. also make sure to only push_button if op has
899 * a matching item (because when we do a push_button with value=0 timed gates
900 * will still open)! (i hope i got the semantics right this time)
901 *
902 */
858void 903void
859check_inv (object *op, object *trig) 904check_inv (object *op, object *trig)
860{ 905{
861 object *match; 906 trig->value = 0; // deactivate if none of the following conditions apply
862 907
863 if (op->type != PLAYER) 908 object *pl = trig->ms ().player ();
864 return;
865 match = check_inv_recursive (op, trig); 909 object *match = check_inv_recursive (op, trig);
910
911 // elmex: a note about (pl == op):
912 // if pl == 0 then the player has left this space
913 // if pl != 0 then a player is on this mapspace, but then
914 // we still have to check whether it's the player that triggered
915 // this inv-checker, because if not, then the op left this inv-checker
916 // and we have to set the value to 0
917
866 if (match && trig->last_sp) 918 if (match && trig->last_sp) // match == having
867 { 919 {
868 if (trig->last_heal) 920 if (trig->last_heal)
869 decrease_ob (match); 921 match->decrease ();
870 use_trigger (trig);
871 }
872 else if (!match && !trig->last_sp)
873 use_trigger (trig);
874}
875 922
876 923 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
877/* This does a minimal check of the button link consistency for object 924 push_button (trig, op);
878 * map. All it really does it much sure the object id link that is set
879 * matches what the object has.
880 */
881void
882verify_button_links (const mapstruct *map)
883{
884 oblinkpt *obp;
885 objectlink *ol;
886
887 if (!map)
888 return;
889
890 for (obp = map->buttons; obp; obp = obp->next)
891 { 925 }
892 for (ol = obp->link; ol; ol = ol->next) 926 else if (!match && !trig->last_sp) // match == not having
893 {
894 if (ol->id != ol->ob->count)
895 LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
896 }
897 } 927 {
928 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
929 push_button (trig, op);
930 }
898} 931}
932

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