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Comparing deliantra/server/common/button.C (file contents):
Revision 1.7 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.52 by root, Thu Jan 8 04:35:03 2009 UTC

1
2/* 1/*
3 * static char *rcsid_button_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: button.C,v 1.7 2006/09/10 16:00:23 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your 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 GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h>
32 25
33/* 26/*
34 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
35 */ 28 */
36 29
37/* 30/*
38 * elmex: 31 * elmex:
39 * This function takes a objectlink list with all the objects are going to be activated. 32 * 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. 33 * 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. 34 * The activator argument can be 0 or the source object for this activation.
35 * the originator is the player or monster who did something.
42 */ 36 */
43void 37static void
44activate_connection_link (objectlink * ol, bool state, object *source = 0) 38activate_connection_link (objectlink *ol, bool state, object *activator, object *originator)
45{ 39{
46 object *tmp = 0;
47
48 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
49 { 41 {
50 if (!ol->ob || ol->ob->count != ol->id) 42 if (!ol->ob)
51 { 43 {
52 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 44 LOG (llevError, "Internal error in activate_connection_link.\n");
53 continue; 45 continue;
54 } 46 }
47
55 /* a button link object can become freed when the map is saving. As 48 /* 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 49 * 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 50 * 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 51 * 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 52 * 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. 53 * re-loaded. As such, just exit this function if that is the case.
61 */ 54 */
62 55
63 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 56 if (QUERY_FLAG (ol->ob, FLAG_FREED))
64 return; 57 return;
58
65 tmp = ol->ob; 59 object *tmp = ol->ob;
66 60
67 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
68 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
69 continue; 63 continue;
64
70 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
71 continue; 66 continue;
72 67
73 switch (tmp->type) 68 switch (tmp->type)
74 { 69 {
75 case GATE: 70 case GATE:
76 case HOLE: 71 case HOLE:
72 if (!tmp->active)
73 tmp->play_sound (tmp->sound
74 ? tmp->sound
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
77 tmp->value = tmp->stats.maxsp ? !state : state; 76 tmp->value = tmp->stats.maxsp ? !state : state;
78 tmp->speed = 0.5; 77 tmp->set_speed (0.5);
79 update_ob_speed (tmp);
80 break; 78 break;
81 79
82 case CF_HANDLE: 80 case CF_HANDLE:
83 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 81 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
84 update_object (tmp, UP_OBJ_FACE); 82 update_object (tmp, UP_OBJ_FACE);
85 break; 83 break;
86 84
87 case SIGN: 85 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 { 87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food) 90 if (tmp->stats.food)
92 tmp->last_eat++; 91 tmp->last_eat++;
93 } 92 }
94 break; 93 break;
95 94
96 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
97 tmp->value = 1; 97 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
100 break; 100 break;
101 101
102 case BUTTON: 102 case BUTTON:
103 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
104 tmp->value = state; 105 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
107 break; 108 break;
108 109
109 case MOOD_FLOOR: 110 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, activator);
111 break; 112 break;
112 113
113 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
117
114 tmp->speed = tmp->arch->clone.speed; 118 tmp->set_speed (tmp->arch->speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 119 tmp->value = tmp->arch->value;
117 tmp->stats.sp = 1; 120 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 121 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 122 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 123 * from the head - this ensures that the data will consistent
121 */ 124 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 125 for (object *part = tmp->more; part; part = part->more)
123 { 126 {
124 tmp->speed = tmp->head->speed; 127 part->value = tmp->value;
125 tmp->value = tmp->head->value; 128 part->stats.sp = tmp->stats.sp;
126 tmp->stats.sp = tmp->head->stats.sp; 129 part->stats.hp = tmp->stats.hp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 130 part->set_speed (tmp->speed);
129 } 131 }
130 break; 132 break;
131 133
132 case DIRECTOR: 134 case DIRECTOR:
133 case FIREWALL: 135 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 136 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 137 move_firewall (tmp);
136 else 138 else
137 { 139 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 140 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 141 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
142
140 animate_turning (tmp); 143 animate_turning (tmp);
141 } 144 }
142 break; 145 break;
143 146
144 case TELEPORTER: 147 case TELEPORTER:
145 move_teleporter (tmp); 148 move_teleporter (tmp);
146 break; 149 break;
147 150
148 case CREATOR: 151 case CREATOR:
149 move_creator (tmp); 152 move_creator (tmp);
150 break; 153 break;
151 154
152 case TRIGGER_MARKER: 155 case TRIGGER_MARKER:
156 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
153 move_marker (tmp); 157 move_marker (tmp);
154 break; 158 break;
155 159
156 case DUPLICATOR: 160 case DUPLICATOR:
157 move_duplicator (tmp); 161 move_duplicator (tmp);
158 break; 162 break;
163
164 case MAPSCRIPT:
165 cfperl_mapscript_activate (tmp, state, activator, originator);
166 break;
159 } 167 }
160 } 168 }
161} 169}
162 170
163/* 171/*
171 * Changed the routine to loop through _all_ objects. 179 * Changed the routine to loop through _all_ objects.
172 * Better hurry with that linked list... 180 * Better hurry with that linked list...
173 * 181 *
174 */ 182 */
175void 183void
176push_button (object *op) 184push_button (object *op, object *originator)
177{ 185{
178 oblinkpt *obp = get_button_links (op); 186 if (oblinkpt *obp = op->find_link ())
179 187 {
180 if (!obp) 188 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
181 return; 189 return;
182 190
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); 191 activate_connection_link (obp->link, op->value, op, originator);
192 }
187} 193}
188 194
189/* 195/*
190 * elmex: 196 * elmex:
191 * This activates a connection, similar to push_button (object *op) but it takes 197 * 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 199 * the connection was 'state' or 'released'. So that you can activate objects
194 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 200 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
195 * 201 *
196 */ 202 */
197void 203void
198activate_connection (mapstruct *map, long connection, bool state) 204maptile::trigger (shstr_tmp id, bool state, object *activator, object *originator)
199{ 205{
200 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 206 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
201 return; 207 return;
202 208
203 oblinkpt *obp = get_connection_links (map, connection); 209 if (oblinkpt *obp = find_link (id))
204
205 if (obp)
206 activate_connection_link (obp->link, state); 210 activate_connection_link (obp->link, state, activator, originator);
207} 211}
208 212
209/* 213/*
210 * Updates everything connected with the button op. 214 * Updates everything connected with the button op.
211 * After changing the state of a button, this function must be called 215 * 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 216 * to make sure that all gates and other buttons connected to the
213 * button reacts to the (eventual) change of state. 217 * button reacts to the (eventual) change of state.
214 */ 218 */
215
216void 219void
217update_button (object *op) 220update_button (object *op, object *originator)
218{ 221{
219 object *ab, *tmp, *head;
220 int tot, any_down = 0, old_value = op->value; 222 int any_down = 0, old_value = op->value;
221 oblinkpt *obp = 0;
222 objectlink *ol;
223 223
224 obp = get_button_links (op); 224 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) 225 for (objectlink *ol = obp->link; ol; ol = ol->next)
228 { 226 {
229 if (!ol->ob || ol->ob->count != ol->id) 227 if (!ol->ob)
230 { 228 {
231 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 229 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
232 continue; 230 continue;
233 } 231 }
232
234 tmp = ol->ob; 233 object *tmp = ol->ob;
234
235 if (tmp->type == BUTTON) 235 if (tmp->type == BUTTON)
236 { 236 {
237 sint32 total = 0;
238
237 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 239 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 240 /* Basically, if the move_type matches that on what the
246 * button wants, we count it. The second check is so that 241 * button wants, we count it. The second check is so that
247 * objects don't move (swords, etc) will count. Note that 242 * objects who don't move (swords, etc) will count. Note that
248 * this means that more work is needed to make buttons 243 * this means that more work is needed to make buttons
249 * that are only triggered by flying objects. 244 * that are only triggered by flying objects.
250 */ 245 */
251 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 246 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
252 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 247 total += ab->head_ ()->total_weight ();
253 248
254 tmp->value = (tot >= tmp->weight) ? 1 : 0; 249 tmp->value = total >= tmp->weight;
255 if (tmp->value) 250
256 any_down = 1; 251 any_down = any_down || tmp->value;
257 } 252 }
258 else if (tmp->type == PEDESTAL) 253 else if (tmp->type == PEDESTAL)
259 { 254 {
260 tmp->value = 0; 255 tmp->value = 0;
256
261 for (ab = tmp->above; ab != NULL; ab = ab->above) 257 for (object *ab = tmp->above; ab; ab = ab->above)
262 { 258 {
263 head = ab->head ? ab->head : ab; 259 object *head = ab->head_ ();
260
264 /* Same note regarding move_type for buttons above apply here. */ 261 /* Same note regarding move_type for buttons above apply here. */
265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 262 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
266 (head->race == tmp->slaying || 263 && (head->race == tmp->slaying
267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 264 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 265 || (tmp->slaying == shstr_player && head->type == PLAYER)))
269 tmp->value = 1; 266 tmp->value = 1;
270 } 267 }
271 if (tmp->value) 268
272 any_down = 1; 269 any_down = any_down || tmp->value;
273 } 270 }
274 } 271 }
272
275 if (any_down) /* If any other buttons were down, force this to remain down */ 273 if (any_down) /* If any other buttons were down, force this to remain down */
276 op->value = 1; 274 op->value = 1;
277 275
276 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
277
278 /* If this button hasn't changed, don't do anything */ 278 /* If this button hasn't changed, don't do anything */
279 if (op->value != old_value) 279 if (op->value != old_value)
280 { 280 {
281 SET_ANIMATION (op, op->value); 281 SET_ANIMATION (op, op->value);
282 update_object (op, UP_OBJ_FACE); 282 update_object (op, UP_OBJ_FACE);
283 push_button (op); /* Make all other buttons the same */ 283 push_button (op, originator); /* Make all other buttons the same */
284 }
285}
286
287/*
288 * Updates every button on the map (by calling update_button() for them).
289 */
290
291void
292update_buttons (mapstruct *m)
293{
294 objectlink *ol;
295 oblinkpt *obp;
296
297 for (obp = m->buttons; obp; obp = obp->next)
298 for (ol = obp->link; ol; ol = ol->next)
299 {
300 if (!ol->ob || ol->ob->count != ol->id)
301 {
302 LOG (llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
303 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, ol->id, obp->value);
304 continue;
305 }
306 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
307 {
308 update_button (ol->ob);
309 break;
310 }
311 } 284 }
312} 285}
313 286
314void 287void
315use_trigger (object *op) 288use_trigger (object *op, object *originator)
316{ 289{
317
318 /* Toggle value */ 290 /* Toggle value */
319 op->value = !op->value; 291 op->value = !op->value;
292
320 push_button (op); 293 push_button (op, originator);
321} 294}
322 295
323/* 296/*
324 * Note: animate_object should be used instead of this, 297 * Note: animate_object should be used instead of this,
325 * but it can't handle animations in the 8 directions 298 * but it can't handle animations in the 8 directions
326 */ 299 */
327
328void 300void
329animate_turning (object *op) /* only one part objects */ 301animate_turning (object *op) /* only one part objects */
330{ 302{
331 if (++op->state >= NUM_ANIMATIONS (op) / 8) 303 if (++op->state >= NUM_ANIMATIONS (op) / 8)
332 op->state = 0; 304 op->state = 0;
349 */ 321 */
350 322
351int 323int
352check_altar_sacrifice (const object *altar, const object *sacrifice) 324check_altar_sacrifice (const object *altar, const object *sacrifice)
353{ 325{
354 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 326 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
327 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
328 && sacrifice->type != PLAYER)
355 { 329 {
356 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 330 if (ARCH_SACRIFICE (altar) == shstr_money
357 ARCH_SACRIFICE (altar) == sacrifice->name || 331 && sacrifice->type == MONEY
358 ARCH_SACRIFICE (altar) == sacrifice->slaying || 332 && 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; 333 return 1;
362 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 334
363 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 335 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
336 || ARCH_SACRIFICE (altar) == sacrifice->name
337 || ARCH_SACRIFICE (altar) == sacrifice->slaying
338 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
339 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
364 return 1; 340 return 1;
365 } 341 }
342
366 return 0; 343 return 0;
367} 344}
368
369 345
370/* 346/*
371 * operate_altar checks if sacrifice was accepted and removes sacrificed 347 * operate_altar checks if sacrifice was accepted and removes sacrificed
372 * objects. If sacrifice was succeed return 1 else 0. Might be better to 348 * objects. If sacrifice was succeed return 1 else 0. Might be better to
373 * call check_altar_sacrifice (above) than depend on the return value, 349 * call check_altar_sacrifice (above) than depend on the return value,
374 * since operate_altar will remove the sacrifice also. 350 * since operate_altar will remove the sacrifice also.
375 * 351 *
376 * If this function returns 1, '*sacrifice' is modified to point to the 352 * If this function returns 1, '*sacrifice' is modified to point to the
377 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 353 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
378 */ 354 */
379
380int 355int
381operate_altar (object *altar, object **sacrifice) 356operate_altar (object *altar, object **sacrifice)
382{ 357{
383
384 if (!altar->map) 358 if (!altar->map)
385 { 359 {
386 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 360 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
387 return 0; 361 return 0;
388 } 362 }
394 return 0; 368 return 0;
395 369
396 /* check_altar_sacrifice should have already verified that enough money 370 /* check_altar_sacrifice should have already verified that enough money
397 * has been dropped. 371 * has been dropped.
398 */ 372 */
399 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 373 if (ARCH_SACRIFICE (altar) == shstr_money)
400 { 374 {
401 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 375 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
402 376
403 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
404 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
405 number++; 379 number++;
406 *sacrifice = decrease_ob_nr (*sacrifice, number); 380
381 if (!(*sacrifice)->decrease (number))
382 *sacrifice = 0;
407 } 383 }
408 else 384 else
409 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 385 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
386 *sacrifice = 0;
410 387
411 if (altar->msg) 388 if (altar->msg)
412 new_info_map (NDI_BLACK, altar->map, altar->msg); 389 new_info_map (NDI_BLACK, altar->map, altar->msg);
390
413 return 1; 391 return 1;
414} 392}
415 393
416void 394void
417trigger_move (object *op, int state) /* 1 down and 0 up */ 395trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
418{ 396{
419 op->stats.wc = state; 397 op->stats.wc = state;
398
420 if (state) 399 if (state)
421 { 400 {
422 use_trigger (op); 401 use_trigger (op, originator);
423 if (op->stats.exp > 0) /* check sanity */ 402 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
424 op->speed = 1.0 / op->stats.exp;
425 else
426 op->speed = 1.0;
427 update_ob_speed (op);
428 op->speed_left = -1; 403 op->speed_left = -1;
429 } 404 }
430 else 405 else
431 { 406 {
432 use_trigger (op); 407 use_trigger (op, originator);
433 op->speed = 0; 408 op->set_speed (0);
434 update_ob_speed (op);
435 } 409 }
436} 410}
437 411
438 412
439/* 413/*
455 int push = 0, tot = 0; 429 int push = 0, tot = 0;
456 int in_movement = op->stats.wc || op->speed; 430 int in_movement = op->stats.wc || op->speed;
457 431
458 switch (op->type) 432 switch (op->type)
459 { 433 {
460 case TRIGGER_BUTTON: 434 case TRIGGER_BUTTON:
461 if (op->weight > 0) 435 if (op->weight > 0)
462 { 436 {
463 if (cause) 437 if (cause)
464 { 438 {
465 for (tmp = op->above; tmp; tmp = tmp->above) 439 for (tmp = op->above; tmp; tmp = tmp->above)
466 /* Comment reproduced from update_buttons(): */ 440 /* Comment reproduced from update_buttons(): */
467 /* Basically, if the move_type matches that on what the 441 /* Basically, if the move_type matches that on what the
468 * button wants, we count it. The second check is so that 442 * button wants, we count it. The second check is so that
469 * objects that don't move (swords, etc) will count. Note that 443 * objects that don't move (swords, etc) will count. Note that
470 * this means that more work is needed to make buttons 444 * this means that more work is needed to make buttons
471 * that are only triggered by flying objects. 445 * that are only triggered by flying objects.
446 */
447 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
448 tot += tmp->head_ ()->total_weight ();
449
450 if (tot >= op->weight)
451 push = 1;
452
453 if (op->stats.ac == push)
454 return 0;
455
456 op->stats.ac = push;
457 if (NUM_ANIMATIONS (op) > 1)
458 {
459 SET_ANIMATION (op, push);
460 update_object (op, UP_OBJ_FACE);
461 }
462
463 if (in_movement || !push)
464 return 0;
465 }
466
467 trigger_move (op, push, cause);
468 }
469
470 return 0;
471
472 case TRIGGER_PEDESTAL:
473 if (cause)
474 {
475 for (tmp = op->above; tmp; tmp = tmp->above)
476 {
477 object *head = tmp->head_ ();
478
479 /* See comment in TRIGGER_BUTTON about move_types */
480 if (((head->move_type & op->move_on) || head->move_type == 0)
481 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
482 {
483 push = 1;
484 break;
485 }
486 }
487
488 if (op->stats.ac == push)
489 return 0;
490
491 op->stats.ac = push;
492
493 if (NUM_ANIMATIONS (op) > 1)
494 {
495 SET_ANIMATION (op, push);
496 update_object (op, UP_OBJ_FACE);
497 }
498
499 update_object (op, UP_OBJ_FACE);
500
501 if (in_movement || !push)
502 return 0;
503 }
504
505 trigger_move (op, push, cause);
506 return 0;
507
508 case TRIGGER_ALTAR:
509 if (cause)
510 {
511 if (in_movement)
512 return 0;
513
514 if (operate_altar (op, &cause))
515 {
516 if (NUM_ANIMATIONS (op) > 1)
517 {
518 SET_ANIMATION (op, 1);
519 update_object (op, UP_OBJ_FACE);
520 }
521
522 if (op->last_sp >= 0)
523 {
524 trigger_move (op, 1, cause);
525
526 if (op->last_sp > 0)
527 op->last_sp = -op->last_sp;
528 }
529 else
530 {
531 /* for trigger altar with last_sp, the ON/OFF
532 * status (-> +/- value) is "simulated":
472 */ 533 */
473 534 op->value = !op->value;
474 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 535 trigger_move (op, 1, cause);
475 { 536 op->last_sp = -op->last_sp;
476 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 537 op->value = !op->value;
477 }
478 if (tot >= op->weight)
479 push = 1;
480 if (op->stats.ac == push)
481 return 0;
482 op->stats.ac = push;
483 if (NUM_ANIMATIONS (op) > 1)
484 {
485 SET_ANIMATION (op, push);
486 update_object (op, UP_OBJ_FACE);
487 } 538 }
488 if (in_movement || !push) 539
489 return 0; 540 return cause == NULL;
490 } 541 }
491 trigger_move (op, push);
492 } 542 else
493 return 0;
494
495 case TRIGGER_PEDESTAL:
496 if (cause)
497 {
498 for (tmp = op->above; tmp; tmp = tmp->above)
499 {
500 object *head = tmp->head ? tmp->head : tmp;
501
502 /* See comment in TRIGGER_BUTTON about move_types */
503 if (((head->move_type & op->move_on) || head->move_type == 0)
504 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
505 {
506 push = 1;
507 break;
508 }
509 }
510 if (op->stats.ac == push)
511 return 0; 543 return 0;
512 op->stats.ac = push; 544 }
545 else
546 {
513 if (NUM_ANIMATIONS (op) > 1) 547 if (NUM_ANIMATIONS (op) > 1)
514 { 548 {
515 SET_ANIMATION (op, push); 549 SET_ANIMATION (op, 0);
516 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
517 } 551 }
518 update_object (op, UP_OBJ_FACE);
519 if (in_movement || !push)
520 return 0;
521 }
522 trigger_move (op, push);
523 return 0;
524 552
525 case TRIGGER_ALTAR:
526 if (cause)
527 {
528 if (in_movement)
529 return 0;
530 if (operate_altar (op, &cause))
531 {
532 if (NUM_ANIMATIONS (op) > 1)
533 {
534 SET_ANIMATION (op, 1);
535 update_object (op, UP_OBJ_FACE);
536 }
537 if (op->last_sp >= 0)
538 {
539 trigger_move (op, 1);
540 if (op->last_sp > 0)
541 op->last_sp = -op->last_sp;
542 }
543 else
544 {
545 /* for trigger altar with last_sp, the ON/OFF
546 * status (-> +/- value) is "simulated":
547 */
548 op->value = !op->value;
549 trigger_move (op, 1);
550 op->last_sp = -op->last_sp;
551 op->value = !op->value;
552 }
553 return cause == NULL;
554 }
555 else
556 {
557 return 0;
558 }
559 }
560 else
561 {
562 if (NUM_ANIMATIONS (op) > 1)
563 {
564 SET_ANIMATION (op, 0);
565 update_object (op, UP_OBJ_FACE);
566 }
567
568 /* If trigger_altar has "last_sp > 0" set on the map, 553 /* If trigger_altar has "last_sp > 0" set on the map,
569 * it will push the connected value only once per sacrifice. 554 * it will push the connected value only once per sacrifice.
570 * Otherwise (default), the connected value will be 555 * Otherwise (default), the connected value will be
571 * pushed twice: First by sacrifice, second by reset! -AV 556 * pushed twice: First by sacrifice, second by reset! -AV
572 */ 557 */
573 if (!op->last_sp) 558 if (!op->last_sp)
574 trigger_move (op, 0); 559 trigger_move (op, 0, cause);
575 else 560 else
576 { 561 {
577 op->stats.wc = 0; 562 op->stats.wc = 0;
578 op->value = !op->value; 563 op->value = !op->value;
579 op->speed = 0; 564 op->set_speed (0);
580 update_ob_speed (op);
581 } 565 }
582 } 566 }
583 return 0; 567 return 0;
584 568
585 case TRIGGER: 569 case TRIGGER:
586 if (cause) 570 if (cause)
587 { 571 {
588 if (in_movement) 572 if (in_movement)
589 return 0; 573 return 0;
574
590 push = 1; 575 push = 1;
591 } 576 }
577
592 if (NUM_ANIMATIONS (op) > 1) 578 if (NUM_ANIMATIONS (op) > 1)
593 { 579 {
594 SET_ANIMATION (op, push); 580 SET_ANIMATION (op, push);
595 update_object (op, UP_OBJ_FACE); 581 update_object (op, UP_OBJ_FACE);
596 } 582 }
583
597 trigger_move (op, push); 584 trigger_move (op, push, cause);
598 return 1; 585 return 1;
599 586
600 default: 587 default:
601 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 588 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
602 return 0; 589 return 0;
603 } 590 }
604} 591}
605 592
606void 593void
607add_button_link (object *button, mapstruct *map, int connected) 594object::add_link (maptile *map, shstr_tmp id)
608{ 595{
609 oblinkpt *obp;
610 objectlink *ol = get_objectlink ();
611
612 if (!map) 596 if (!map)
613 { 597 {
614 LOG (llevError, "Tried to add button-link without map.\n"); 598 LOG (llevError, "Tried to add button-link without map.\n");
615 return; 599 return;
616 } 600 }
617 if (!editor)
618 button->path_attuned = connected; /* peterm: I need this so I can rebuild
619 a connected map from a template map. */
620 601
621/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 602 flag [FLAG_IS_LINKED] = true;
622 603
623 SET_FLAG (button, FLAG_IS_LINKED); 604 objectlink *ol = get_objectlink ();
624
625 ol->ob = button; 605 ol->ob = this;
626 ol->id = button->count;
627 606
628 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 607 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
629 608 if (obp->id == id)
630 if (obp)
631 { 609 {
632 ol->next = obp->link; 610 ol->next = obp->link;
633 obp->link = ol; 611 obp->link = ol;
612 return;
634 } 613 }
635 else 614
636 {
637 obp = get_objectlinkpt (); 615 oblinkpt *obp = get_objectlinkpt ();
638 obp->value = connected; 616 obp->id = id;
639 617
640 obp->next = map->buttons; 618 obp->next = map->buttons;
641 map->buttons = obp; 619 map->buttons = obp;
642 obp->link = ol; 620 obp->link = ol;
643 }
644} 621}
645 622
646/* 623/*
647 * Remove the object from the linked lists of buttons in the map. 624 * Remove the object from the linked lists of buttons in the map.
648 * This is only needed by editors. 625 * This is only needed by editors.
649 */ 626 */
650
651void 627void
652remove_button_link (object *op) 628object::remove_link ()
653{ 629{
654 oblinkpt *obp; 630 if (!map)
655 objectlink **olp, *ol;
656
657 if (op->map == NULL)
658 { 631 {
659 LOG (llevError, "remove_button_link() in object without map.\n"); 632 LOG (llevError, "remove_button_link() in object without map.\n");
660 return; 633 return;
661 } 634 }
662 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 635
636 if (!flag [FLAG_IS_LINKED])
663 { 637 {
664 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 638 LOG (llevError, "remove_button_linked() in unlinked object.\n");
665 return; 639 return;
666 } 640 }
641
642 flag [FLAG_IS_LINKED] = false;
643
667 for (obp = op->map->buttons; obp; obp = obp->next) 644 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
668 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 645 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
669 if (ol->ob == op) 646 if ((*olp)->ob == this)
670 { 647 {
671 648 objectlink *ol = *olp;
672/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
673 obp->value, op->name, op->map->path);
674*/
675 *olp = ol->next; 649 *olp = ol->next;
676 free (ol); 650 delete ol;
677 return; 651 return;
678 } 652 }
653
679 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 654 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
680 CLEAR_FLAG (op, FLAG_IS_LINKED); 655}
656
657/*
658 * Updates every button on the map (by calling update_button() for them).
659 */
660void
661maptile::update_buttons ()
662{
663 for (oblinkpt *obp = buttons; obp; obp = obp->next)
664 for (objectlink *ol = obp->link; ol; ol = ol->next)
665 {
666 if (!ol->ob)
667 {
668 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
669 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
670 continue;
671 }
672
673 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
674 {
675 update_button (ol->ob, 0);
676 break;
677 }
678 }
681} 679}
682 680
683/* 681/*
684 * Gets the objectlink for this connection from the map. 682 * Gets the objectlink for this connection from the map.
685 */ 683 */
686oblinkpt * 684oblinkpt *
687get_connection_links (mapstruct *map, long connection) 685maptile::find_link (shstr_tmp id)
688{ 686{
689 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 687 for (oblinkpt *obp = buttons; obp; obp = obp->next)
690 if (obp->value == connection) 688 if (obp->id == id)
691 return obp; 689 return obp;
690
692 return 0; 691 return 0;
693} 692}
694 693
695/* 694/*
696 * Return the first objectlink in the objects linked to this one 695 * Return the first objectlink in the objects linked to this one
697 */ 696 */
698
699oblinkpt * 697oblinkpt *
700get_button_links (const object *button) 698object::find_link () const
701{ 699{
702 oblinkpt *obp; 700 if (map)
703 objectlink *ol;
704
705 if (!button->map)
706 return NULL;
707 for (obp = button->map->buttons; obp; obp = obp->next) 701 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
708 for (ol = obp->link; ol; ol = ol->next) 702 for (objectlink *ol = obp->link; ol; ol = ol->next)
709 if (ol->ob == button && ol->id == button->count) 703 if (ol->ob == this)
710 return obp; 704 return obp;
711 return NULL;
712}
713 705
714/*
715 * Made as a separate function to increase efficiency
716 */
717
718int
719get_button_value (const object *button)
720{
721 oblinkpt *obp;
722 objectlink *ol;
723
724 if (!button->map)
725 return 0;
726 for (obp = button->map->buttons; obp; obp = obp->next)
727 for (ol = obp->link; ol; ol = ol->next)
728 if (ol->ob == button && ol->id == button->count)
729 return obp->value;
730 return 0; 706 return 0;
731} 707}
732 708
733/* This routine makes monsters who are 709/* This routine makes monsters who are
734 * standing on the 'mood floor' change their 710 * standing on the 'mood floor' change their
736 * If floor is to be triggered must have 712 * If floor is to be triggered must have
737 * a speed of zero (default is 1 for all 713 * a speed of zero (default is 1 for all
738 * but the charm floor type). 714 * but the charm floor type).
739 * by b.t. thomas@nomad.astro.psu.edu 715 * by b.t. thomas@nomad.astro.psu.edu
740 */ 716 */
741
742void 717void
743do_mood_floor (object *op, object *source) 718do_mood_floor (object *op, object *source)
744{ 719{
745 object *tmp;
746 object *tmp2;
747
748 if (!source) 720 if (!source)
749 source = op; 721 source = op;
750 722
751 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 723 mapspace &ms = op->ms ();
724
725 if (!(ms.flags () & P_IS_ALIVE))
726 return;
727
728 object *tmp;
729
730 for (tmp = ms.top; tmp; tmp = tmp->below)
752 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 731 if (QUERY_FLAG (tmp, FLAG_MONSTER))
753 break; 732 break;
754 733
755 /* doesn't effect players, and if there is a player on this space, won't also 734 /* doesn't effect players, and if there is a player on this space, won't also
756 * be a monster here. 735 * be a monster here.
757 */ 736 */
737 //TODO: have players really FLAG_MONSTER? kept it for safety
758 if (!tmp || tmp->type == PLAYER) 738 if (!tmp || tmp->type == PLAYER)
759 return; 739 return;
760 740
761 switch (op->last_sp) 741 switch (op->last_sp)
762 { 742 {
763 case 0: /* furious--make all monsters mad */ 743 case 0: /* furious--make all monsters mad */
764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 744 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 745 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
746
766 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 747 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 { 748 {
768 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
769 remove_friendly_object (tmp);
770 tmp->attack_movement = 0; 749 tmp->attack_movement = 0;
771 /* lots of checks here, but want to make sure we don't 750 /* lots of checks here, but want to make sure we don't
772 * dereference a null value 751 * dereference a null value
773 */ 752 */
774 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 753 if (tmp->type == GOLEM
775 { 754 && tmp->owner
776 tmp->owner->contr->ranges[range_golem] = NULL; 755 && tmp->owner->type == PLAYER
756 && tmp->owner->contr->golem == tmp)
777 tmp->owner->contr->golem_count = 0; 757 tmp->owner->contr->golem = 0;
778 } 758
779 tmp->owner = 0; 759 tmp->owner = 0;
760
761 remove_friendly_object (tmp);
780 } 762 }
763 break;
764
765 case 1: /* angry -- get neutral monsters mad */
766 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
768 break;
769
770 case 2: /* calm -- pacify unfriendly monsters */
771 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
772 break;
773
774 case 3: /* make all monsters fall asleep */
775 SET_FLAG (tmp, FLAG_SLEEP);
776 break;
777
778 case 4: /* charm all monsters */
779 if (op == source)
780 break; /* only if 'connected' */
781
782 if (object *pl = source->ms ().player ())
783 {
784 tmp->set_owner (pl);
785 SET_FLAG (tmp, FLAG_MONSTER);
786
787 tmp->stats.exp = 0;
788
789 add_friendly_object (tmp);
790 tmp->attack_movement = PETMOVE;
791 }
792 break;
793
794 case 6: // kill monsters
795 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
781 break; 796 break;
782 case 1: /* angry -- get neutral monsters mad */ 797
783 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 798 // FALL THROUGH
784 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 799 case 5: // kill all alives
800 if (!tmp->flag [FLAG_PRECIOUS])
801 {
802 archetype::get (shstr_burnout)->insert_at (tmp, source);
803 tmp->destroy ();
804 }
785 break; 805 break;
786 case 2: /* calm -- pacify unfriendly monsters */
787 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
788 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
789 break;
790 case 3: /* make all monsters fall asleep */
791 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
792 SET_FLAG (tmp, FLAG_SLEEP);
793 break;
794 case 4: /* charm all monsters */
795 if (op == source)
796 break; /* only if 'connected' */
797 806
798 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */
799 tmp2->type != PLAYER; tmp2 = tmp2->above)
800 if (tmp2->above == NULL)
801 break;
802
803 if (tmp2->type != PLAYER)
804 break;
805 set_owner (tmp, tmp2);
806 SET_FLAG (tmp, FLAG_MONSTER);
807 tmp->stats.exp = 0;
808 SET_FLAG (tmp, FLAG_FRIENDLY);
809 add_friendly_object (tmp);
810 tmp->attack_movement = PETMOVE;
811 break;
812
813 default: 807 default:
814 break; 808 break;
815
816 } 809 }
817} 810}
818 811
819/* this function returns the object it matches, or NULL if non. 812/* this function returns the object it matches, or NULL if non.
820 * It will descend through containers to find the object. 813 * It will descend through containers to find the object.
821 * slaying = match object slaying flag 814 * slaying = match object slaying flag
822 * race = match object archetype name flag 815 * race = match object archetype name flag
823 * hp = match object type (excpt type '0'== PLAYER) 816 * hp = match object type (excpt type '0'== PLAYER)
824 */ 817 */
825
826object * 818object *
827check_inv_recursive (object *op, const object *trig) 819check_inv_recursive (object *op, const object *trig)
828{ 820{
829 object *tmp, *ret = NULL; 821 object *tmp, *ret = NULL;
830 822
831 /* First check the object itself. */ 823 /* First check the object itself. */
832 if ((trig->stats.hp && (op->type == trig->stats.hp)) 824 if ((trig->stats.hp && (op->type == trig->stats.hp))
833 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 825 || (trig->slaying && (op->slaying == trig->slaying))
826 || (trig->race && (op->arch->archname == trig->race)))
834 return op; 827 return op;
835 828
836 for (tmp = op->inv; tmp; tmp = tmp->below) 829 for (tmp = op->inv; tmp; tmp = tmp->below)
837 { 830 {
838 if (tmp->inv) 831 if (tmp->inv)
840 ret = check_inv_recursive (tmp, trig); 833 ret = check_inv_recursive (tmp, trig);
841 if (ret) 834 if (ret)
842 return ret; 835 return ret;
843 } 836 }
844 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 837 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
845 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 838 || (trig->slaying && (tmp->slaying == trig->slaying))
839 || (trig->race && (tmp->arch->archname == trig->race)))
846 return tmp; 840 return tmp;
847 } 841 }
848 return NULL; 842 return NULL;
849} 843}
850 844
853 * the square will activate connected items. 847 * the square will activate connected items.
854 * Monsters can't trigger this square (for now) 848 * Monsters can't trigger this square (for now)
855 * Values are: last_sp = 1/0 obj/no obj triggers 849 * Values are: last_sp = 1/0 obj/no obj triggers
856 * last_heal = 1/0 remove/dont remove obj if triggered 850 * last_heal = 1/0 remove/dont remove obj if triggered
857 * -b.t. (thomas@nomad.astro.psu.edu 851 * -b.t. (thomas@nomad.astro.psu.edu
858 */ 852 *
859 853 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
854 * because the check-inventory semantic essentially only applies when
855 * something is above the inventory checker.
856 * The semantic prior this change was: trigger if something has moved on or off
857 * and has a matching item. Imagine what happens if someone steps on the inventory
858 * checker with a matching item, has it, activates the connection, throws the item
859 * away, and then leaves the inventory checker. That would've caused an always-enabled
860 * state in the inventory checker. This won't happen anymore now.
861 *
862 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
863 * whether op is on this mapspace or not, because the value (1|0) depends
864 * on this information. also make sure to only push_button if op has
865 * a matching item (because when we do a push_button with value=0 timed gates
866 * will still open)! (i hope i got the semantics right this time)
867 *
868 */
860void 869void
861check_inv (object *op, object *trig) 870check_inv (object *op, object *trig)
862{ 871{
863 object *match; 872 trig->value = 0; // deactivate if none of the following conditions apply
864 873
865 if (op->type != PLAYER) 874 object *pl = trig->ms ().player ();
866 return;
867 match = check_inv_recursive (op, trig); 875 object *match = check_inv_recursive (op, trig);
876
877 // elmex: a note about (pl == op):
878 // if pl == 0 then the player has left this space
879 // if pl != 0 then a player is on this mapspace, but then
880 // we still have to check whether it's the player that triggered
881 // this inv-checker, because if not, then the op left this inv-checker
882 // and we have to set the value to 0
883
868 if (match && trig->last_sp) 884 if (match && trig->last_sp) // match == having
869 { 885 {
870 if (trig->last_heal) 886 if (trig->last_heal)
871 decrease_ob (match); 887 match->decrease ();
872 use_trigger (trig);
873 }
874 else if (!match && !trig->last_sp)
875 use_trigger (trig);
876}
877 888
878 889 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
879/* This does a minimal check of the button link consistency for object 890 push_button (trig, op);
880 * map. All it really does it much sure the object id link that is set
881 * matches what the object has.
882 */
883void
884verify_button_links (const mapstruct *map)
885{
886 oblinkpt *obp;
887 objectlink *ol;
888
889 if (!map)
890 return;
891
892 for (obp = map->buttons; obp; obp = obp->next)
893 { 891 }
894 for (ol = obp->link; ol; ol = ol->next) 892 else if (!match && !trig->last_sp) // match == not having
895 {
896 if (ol->id != ol->ob->count)
897 LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
898 }
899 } 893 {
894 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
895 push_button (trig, op);
896 }
900} 897}
898

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