ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/button.C
(Generate patch)

Comparing deliantra/server/common/button.C (file contents):
Revision 1.11 by root, Sat Sep 16 22:24:12 2006 UTC vs.
Revision 1.74 by root, Sat Nov 17 23:39:59 2018 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <funcpoint.h>
26 27
27/* 28/*
28 * This code is no longer highly inefficient 8) 29 * This code is no longer highly inefficient 8)
29 */ 30 */
30 31
31/* 32/*
32 * elmex: 33 * elmex:
33 * This function takes a objectlink list with all the objects are going to be activated. 34 * This function takes a objectlink list with all the objects are going to be activated.
34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 35 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
35 * The source argument can be 0 or the source object for this activation. 36 * The activator argument can be 0 or the source object for this activation.
37 * the originator is the player or monster who did something.
36 */ 38 */
37void 39static void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 40activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
39{ 41{
40 object *tmp = 0;
41
42 for (; ol; ol = ol->next) 42 for (; ol; ol = ol->next)
43 { 43 {
44 if (!ol->ob || ol->ob->count != ol->id) 44 if (!ol->ob)
45 { 45 {
46 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 46 LOG (llevError, "Internal error in activate_connection_link.\n");
47 continue; 47 continue;
48 } 48 }
49
49 /* a button link object can become freed when the map is saving. As 50 /* a button link object can become freed when the map is saving. As
50 * a map is saved, objects are removed and freed, and if an object is 51 * a map is saved, objects are removed and freed, and if an object is
51 * on top of a button, this function is eventually called. If a map 52 * on top of a button, this function is eventually called. If a map
52 * is getting moved out of memory, the status of buttons and levers 53 * is getting moved out of memory, the status of buttons and levers
53 * probably isn't important - it will get sorted out when the map is 54 * probably isn't important - it will get sorted out when the map is
54 * re-loaded. As such, just exit this function if that is the case. 55 * re-loaded. As such, just exit this function if that is the case.
55 */ 56 */
56 57
57 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 58 if (ol->ob->flag [FLAG_FREED])
58 return; 59 return;
60
59 tmp = ol->ob; 61 object *tmp = ol->ob;
60 62
61 /* if the criteria isn't appropriate, don't do anything */ 63 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 64 if (state && !tmp->flag [FLAG_ACTIVATE_ON_PUSH])
63 continue; 65 continue;
66
64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 67 if (!state && !tmp->flag [FLAG_ACTIVATE_ON_RELEASE])
65 continue; 68 continue;
66 69
67 switch (tmp->type) 70 switch (tmp->type)
68 { 71 {
69 case GATE: 72 case GATE:
70 case HOLE: 73 case HOLE:
74 if (!tmp->active)
75 tmp->play_sound (tmp->sound
76 ? tmp->sound
77 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
71 tmp->value = tmp->stats.maxsp ? !state : state; 78 tmp->value = tmp->stats.maxsp ? !state : state;
72 tmp->speed = 0.5; 79 tmp->set_speed (0.5);
73 update_ob_speed (tmp);
74 break; 80 break;
75 81
76 case CF_HANDLE: 82 case T_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 83 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE); 84 update_object (tmp, UP_OBJ_FACE);
79 break; 85 break;
80 86
81 case SIGN: 87 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 89 {
90 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("msg_voice"));
91
92 if (originator && originator->contr)
93 originator->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &tmp->name, &tmp->msg));
94
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 95 new_info_map_except (NDI_UNIQUE | NDI_NAVY, tmp->map, originator, tmp->msg);
96
85 if (tmp->stats.food) 97 if (tmp->stats.food)
86 tmp->last_eat++; 98 tmp->last_eat++;
87 } 99 }
88 break; 100 break;
89 101
90 case ALTAR: 102 case ALTAR:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
91 tmp->value = 1; 104 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
94 break; 107 break;
95 108
96 case BUTTON: 109 case BUTTON:
97 case PEDESTAL: 110 case PEDESTAL:
111 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
98 tmp->value = state; 112 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 113 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 114 update_object (tmp, UP_OBJ_FACE);
101 break; 115 break;
102 116
103 case MOOD_FLOOR: 117 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 118 do_mood_floor (tmp, activator);
105 break; 119 break;
106 120
107 case TIMED_GATE: 121 case TIMED_GATE:
122 if (!tmp->active)
123 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
124
108 tmp->speed = tmp->arch->clone.speed; 125 tmp->set_speed (tmp->arch->speed);
109 update_ob_speed (tmp); /* original values */
110 tmp->value = tmp->arch->clone.value; 126 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1; 127 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp; 128 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts 129 /* Handle multipart gates. We copy the value for the other parts
114 * from the head - this ensures that the data will consistent 130 * from the head - this ensures that the data will consistent
115 */ 131 */
116 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 132 for (object *part = tmp->more; part; part = part->more)
117 { 133 {
118 tmp->speed = tmp->head->speed; 134 part->value = tmp->value;
119 tmp->value = tmp->head->value; 135 part->stats.sp = tmp->stats.sp;
120 tmp->stats.sp = tmp->head->stats.sp; 136 part->stats.hp = tmp->stats.hp;
121 tmp->stats.hp = tmp->head->stats.hp;
122 update_ob_speed (tmp); 137 part->set_speed (tmp->speed);
123 } 138 }
124 break; 139 break;
125 140
126 case DIRECTOR: 141 case DIRECTOR:
127 case FIREWALL: 142 case FIREWALL:
128 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 143 if (!tmp->flag [FLAG_ANIMATE] && tmp->type == FIREWALL)
129 move_firewall (tmp); 144 move_firewall (tmp);
130 else 145 else
131 { 146 {
132 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 147 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
133 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
134 animate_turning (tmp); 148 animate_turning (tmp);
135 } 149 }
136 break; 150 break;
137 151
138 case TELEPORTER: 152 case TELEPORTER:
139 move_teleporter (tmp); 153 move_teleporter (tmp);
140 break; 154 break;
141 155
142 case CREATOR: 156 case CREATOR:
143 move_creator (tmp); 157 move_creator (tmp);
144 break; 158 break;
145 159
146 case TRIGGER_MARKER: 160 case TRIGGER_MARKER:
161 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
147 move_marker (tmp); 162 move_marker (tmp);
148 break; 163 break;
149 164
150 case DUPLICATOR: 165 case DUPLICATOR:
151 move_duplicator (tmp); 166 move_duplicator (tmp);
152 break; 167 break;
168
169 case MAPSCRIPT:
170 cfperl_mapscript_activate (tmp, state, activator, originator);
171 break;
153 } 172 }
154 } 173 }
155} 174}
156 175
157/* 176/*
165 * Changed the routine to loop through _all_ objects. 184 * Changed the routine to loop through _all_ objects.
166 * Better hurry with that linked list... 185 * Better hurry with that linked list...
167 * 186 *
168 */ 187 */
169void 188void
170push_button (object *op) 189push_button (object *op, object *originator)
171{ 190{
172 oblinkpt *obp = get_button_links (op); 191 if (oblinkpt *obp = op->find_link ())
173 192 {
174 if (!obp) 193 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
175 return; 194 return;
176 195
177 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
178 return;
179
180 activate_connection_link (obp->link, op->value, op); 196 activate_connection_link (obp->link, op->value, op, originator);
197 }
181} 198}
182 199
183/* 200/*
184 * elmex: 201 * elmex:
185 * This activates a connection, similar to push_button (object *op) but it takes 202 * This activates a connection, similar to push_button (object *op) but it takes
187 * the connection was 'state' or 'released'. So that you can activate objects 204 * the connection was 'state' or 'released'. So that you can activate objects
188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 205 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
189 * 206 *
190 */ 207 */
191void 208void
192activate_connection (maptile *map, long connection, bool state) 209maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
193{ 210{
194 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 211 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
195 return; 212 return;
196 213
197 oblinkpt *obp = get_connection_links (map, connection); 214 if (oblinkpt *obp = find_link (id))
198
199 if (obp)
200 activate_connection_link (obp->link, state); 215 activate_connection_link (obp->link, state, activator, originator);
201} 216}
202 217
203/* 218/*
204 * Updates everything connected with the button op. 219 * Updates everything connected with the button op.
205 * After changing the state of a button, this function must be called 220 * After changing the state of a button, this function must be called
206 * to make sure that all gates and other buttons connected to the 221 * to make sure that all gates and other buttons connected to the
207 * button reacts to the (eventual) change of state. 222 * button reacts to the (eventual) change of state.
208 */ 223 */
209
210void 224void
211update_button (object *op) 225update_button (object *op, object *originator)
212{ 226{
213 object *ab, *tmp, *head;
214 int tot, any_down = 0, old_value = op->value; 227 int any_down = 0, old_value = op->value;
215 oblinkpt *obp = 0;
216 objectlink *ol;
217 228
218 obp = get_button_links (op); 229 if (oblinkpt *obp = op->find_link ())
219 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
220 if (obp)
221 for (ol = obp->link; ol; ol = ol->next) 230 for (objectlink *ol = obp->link; ol; ol = ol->next)
222 { 231 {
223 if (!ol->ob || ol->ob->count != ol->id) 232 if (!ol->ob)
224 { 233 {
225 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 234 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
226 continue; 235 continue;
227 } 236 }
237
228 tmp = ol->ob; 238 object *tmp = ol->ob;
239
229 if (tmp->type == BUTTON) 240 if (tmp->type == BUTTON)
230 { 241 {
242 weight_t total = 0;
243
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 244 for (object *ab = tmp->above; ab; ab = ab->above)
232 /* Bug? The pedestal code below looks for the head of
233 * the object, this bit doesn't. I'd think we should check
234 * for head here also. Maybe it also makese sense to
235 * make the for ab=tmp->above loop common, and alter
236 * behaviour based on object within that loop?
237 */
238
239 /* Basically, if the move_type matches that on what the 245 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that 246 * button wants, we count it. The second check is so that
241 * objects don't move (swords, etc) will count. Note that 247 * objects who don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons 248 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects. 249 * that are only triggered by flying objects.
244 */ 250 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 251 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 252 total += ab->head_ ()->total_weight ();
247 253
248 tmp->value = (tot >= tmp->weight) ? 1 : 0; 254 tmp->value = total >= tmp->weight;
249 if (tmp->value) 255
250 any_down = 1; 256 any_down = any_down || tmp->value;
251 } 257 }
252 else if (tmp->type == PEDESTAL) 258 else if (tmp->type == PEDESTAL)
253 { 259 {
260 bool is_match = is_match_expr (tmp->slaying);
254 tmp->value = 0; 261 tmp->value = 0;
262
255 for (ab = tmp->above; ab != NULL; ab = ab->above) 263 for (object *ab = tmp->above; ab; ab = ab->above)
256 { 264 {
257 head = ab->head ? ab->head : ab; 265 object *head = ab->head_ ();
266
258 /* Same note regarding move_type for buttons above apply here. */ 267 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 268 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
269 if (is_match
270 ? match (tmp->slaying, head, tmp, originator)
260 (head->race == tmp->slaying || 271 : (head->race == tmp->slaying
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 272 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 273 || (tmp->slaying == shstr_player && head->type == PLAYER)))
274 {
263 tmp->value = 1; 275 tmp->value = 1;
276 break;
277 }
278 }
279
280 any_down = any_down || tmp->value;
281 }
282 else if (tmp->type == T_MATCH)
283 {
284 tmp->value = 0;
285
286 for (object *ab = tmp->above; ab; ab = ab->above)
264 } 287 {
265 if (tmp->value) 288 object *head = ab->head_ ();
266 any_down = 1; 289
290 /* Same note regarding move_type for buttons above apply here. */
291 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
292 if (match (tmp->slaying, head, tmp, originator))
293 {
294 tmp->value = 1;
295 break;
296 }
297 }
298
299 any_down = any_down || tmp->value;
267 } 300 }
268 } 301 }
302
269 if (any_down) /* If any other buttons were down, force this to remain down */ 303 if (any_down) /* If any other buttons were down, force this to remain down */
270 op->value = 1; 304 op->value = 1;
271 305
306 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
307
272 /* If this button hasn't changed, don't do anything */ 308 /* If this button hasn't changed, don't do anything */
273 if (op->value != old_value) 309 if (op->value != old_value)
274 { 310 {
275 SET_ANIMATION (op, op->value); 311 SET_ANIMATION (op, op->value);
276 update_object (op, UP_OBJ_FACE); 312 update_object (op, UP_OBJ_FACE);
277 push_button (op); /* Make all other buttons the same */ 313 push_button (op, originator); /* Make all other buttons the same */
278 } 314 }
279} 315}
280
281/*
282 * Updates every button on the map (by calling update_button() for them).
283 */
284 316
285void 317void
286update_buttons (maptile *m) 318use_trigger (object *op, object *originator)
287{ 319{
288 objectlink *ol;
289 oblinkpt *obp;
290
291 for (obp = m->buttons; obp; obp = obp->next)
292 for (ol = obp->link; ol; ol = ol->next)
293 {
294 if (!ol->ob || ol->ob->count != ol->id)
295 {
296 LOG (llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
297 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, ol->id, obp->value);
298 continue;
299 }
300 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
301 {
302 update_button (ol->ob);
303 break;
304 }
305 }
306}
307
308void
309use_trigger (object *op)
310{
311
312 /* Toggle value */ 320 /* Toggle value */
313 op->value = !op->value; 321 op->value = !op->value;
322
314 push_button (op); 323 push_button (op, originator);
315} 324}
316 325
317/* 326/*
318 * Note: animate_object should be used instead of this, 327 * Note: animate_object should be used instead of this,
319 * but it can't handle animations in the 8 directions 328 * but it can't handle animations in the 8 directions
320 */ 329 */
321
322void 330void
323animate_turning (object *op) /* only one part objects */ 331animate_turning (object *op) /* only one part objects */
324{ 332{
325 if (++op->state >= NUM_ANIMATIONS (op) / 8) 333 if (++op->state >= NUM_ANIMATIONS (op) / 8)
326 op->state = 0; 334 op->state = 0;
339 * 347 *
340 * 0.93.4: Linked objects (ie, objects that are connected) can not be 348 * 0.93.4: Linked objects (ie, objects that are connected) can not be
341 * sacrificed. This fixes a bug of trying to put multiple altars/related 349 * sacrificed. This fixes a bug of trying to put multiple altars/related
342 * objects on the same space that take the same sacrifice. 350 * objects on the same space that take the same sacrifice.
343 */ 351 */
344
345int 352int
346check_altar_sacrifice (const object *altar, const object *sacrifice) 353check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
347{ 354{
348 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 355 if (sacrifice->flag [FLAG_UNPAID]
356 || sacrifice->flag [FLAG_IS_LINKED]
357 || sacrifice->is_player ())
358 return 0;
359
360 if (is_match_expr (ARCH_SACRIFICE (altar)))
361 return match (ARCH_SACRIFICE (altar), sacrifice, altar, originator);
362
363 if (!sacrifice->flag [FLAG_ALIVE])
349 { 364 {
350 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 365 if (ARCH_SACRIFICE (altar) == shstr_money
351 ARCH_SACRIFICE (altar) == sacrifice->name || 366 && sacrifice->type == MONEY
352 ARCH_SACRIFICE (altar) == sacrifice->slaying || 367 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
353 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
354 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
355 return 1; 368 return 1;
356 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 369
357 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 370 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
371 || ARCH_SACRIFICE (altar) == sacrifice->name
372 || ARCH_SACRIFICE (altar) == sacrifice->slaying
373 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
374 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
358 return 1; 375 return 1;
359 } 376 }
377
360 return 0; 378 return 0;
361} 379}
362 380
363/* 381/*
364 * operate_altar checks if sacrifice was accepted and removes sacrificed 382 * operate_altar checks if sacrifice was accepted and removes sacrificed
368 * 386 *
369 * If this function returns 1, '*sacrifice' is modified to point to the 387 * If this function returns 1, '*sacrifice' is modified to point to the
370 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 388 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
371 */ 389 */
372int 390int
373operate_altar (object *altar, object **sacrifice) 391operate_altar (object *altar, object **sacrifice, object *originator)
374{ 392{
375 if (!altar->map) 393 if (!altar->map)
376 { 394 {
377 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 395 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
378 return 0; 396 return 0;
379 } 397 }
380 398
381 if (!altar->slaying || altar->value) 399 if (!altar->slaying || altar->value)
382 return 0; 400 return 0;
383 401
384 if (!check_altar_sacrifice (altar, *sacrifice)) 402 if (!check_altar_sacrifice (altar, *sacrifice, originator))
385 return 0; 403 return 0;
386 404
387 /* check_altar_sacrifice should have already verified that enough money 405 /* check_altar_sacrifice should have already verified that enough money
388 * has been dropped. 406 * has been dropped.
389 */ 407 */
390 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 408 if (ARCH_SACRIFICE (altar) == shstr_money)
391 { 409 {
392 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 410 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
393 411
394 /* Round up any sacrifices. Altars don't make change either */ 412 /* Round up any sacrifices. Altars don't make change either */
395 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 413 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
396 number++; 414 number++;
397 415
398 *sacrifice = decrease_ob_nr (*sacrifice, number); 416 if (!(*sacrifice)->decrease (number))
417 *sacrifice = 0;
399 } 418 }
400 else 419 else
401 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 420 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
421 *sacrifice = 0;
402 422
403 if (altar->msg) 423 if (altar->msg)
404 new_info_map (NDI_BLACK, altar->map, altar->msg); 424 new_info_map (NDI_BLACK, altar->map, altar->msg);
405 425
406 return 1; 426 return 1;
407} 427}
408 428
409void 429static void
410trigger_move (object *op, int state) /* 1 down and 0 up */ 430trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
411{ 431{
412 op->stats.wc = state; 432 op->stats.wc = state;
433
413 if (state) 434 if (state)
414 { 435 {
415 use_trigger (op); 436 use_trigger (op, originator);
416 if (op->stats.exp > 0) /* check sanity */ 437 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
417 op->speed = 1.0 / op->stats.exp;
418 else
419 op->speed = 1.0;
420 update_ob_speed (op);
421 op->speed_left = -1; 438 op->speed_left = -1;
422 } 439 }
423 else 440 else
424 { 441 {
425 use_trigger (op); 442 use_trigger (op, originator);
426 op->speed = 0; 443 op->set_speed (0);
427 update_ob_speed (op);
428 } 444 }
429} 445}
430 446
431 447
432/* 448/*
440 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 456 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
441 * 457 *
442 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 458 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
443 */ 459 */
444int 460int
445check_trigger (object *op, object *cause) 461check_trigger (object *op, object *cause, object *originator)
446{ 462{
447 object *tmp; 463 object *tmp;
448 int push = 0, tot = 0; 464 int push = 0, tot = 0;
449 int in_movement = op->stats.wc || op->speed; 465 int in_movement = op->stats.wc || op->has_active_speed ();
450 466
451 switch (op->type) 467 switch (op->type)
452 { 468 {
453 case TRIGGER_BUTTON: 469 case TRIGGER_BUTTON:
454 if (op->weight > 0) 470 if (op->weight > 0)
455 { 471 {
456 if (cause) 472 if (cause)
457 { 473 {
458 for (tmp = op->above; tmp; tmp = tmp->above) 474 for (tmp = op->above; tmp; tmp = tmp->above)
459 /* Comment reproduced from update_buttons(): */ 475 /* Comment reproduced from update_buttons(): */
460 /* Basically, if the move_type matches that on what the 476 /* Basically, if the move_type matches that on what the
461 * button wants, we count it. The second check is so that 477 * button wants, we count it. The second check is so that
462 * objects that don't move (swords, etc) will count. Note that 478 * objects that don't move (swords, etc) will count. Note that
463 * this means that more work is needed to make buttons 479 * this means that more work is needed to make buttons
464 * that are only triggered by flying objects. 480 * that are only triggered by flying objects.
481 */
482 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
483 tot += tmp->head_ ()->total_weight ();
484
485 if (tot >= op->weight)
486 push = 1;
487
488 if (op->stats.ac == push)
489 return 0;
490
491 op->stats.ac = push;
492 if (NUM_ANIMATIONS (op) > 1)
493 {
494 SET_ANIMATION (op, push);
495 update_object (op, UP_OBJ_FACE);
496 }
497
498 if (in_movement || !push)
499 return 0;
500 }
501
502 trigger_move (op, push, cause);
503 }
504
505 return 0;
506
507 case TRIGGER_PEDESTAL:
508 if (cause)
509 {
510 for (tmp = op->above; tmp; tmp = tmp->above)
511 {
512 object *head = tmp->head_ ();
513
514 /* See comment in TRIGGER_BUTTON about move_types */
515 if (((head->move_type & op->move_on) || head->move_type == 0)
516 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
517 {
518 push = 1;
519 break;
520 }
521 }
522
523 if (op->stats.ac == push)
524 return 0;
525
526 op->stats.ac = push;
527
528 if (NUM_ANIMATIONS (op) > 1)
529 {
530 SET_ANIMATION (op, push);
531 update_object (op, UP_OBJ_FACE);
532 }
533
534 update_object (op, UP_OBJ_FACE);
535
536 if (in_movement || !push)
537 return 0;
538 }
539
540 trigger_move (op, push, cause);
541 return 0;
542
543 case TRIGGER_ALTAR:
544 if (cause)
545 {
546 if (in_movement)
547 return 0;
548
549 if (operate_altar (op, &cause)) /* TODO: originator? */
550 {
551 if (NUM_ANIMATIONS (op) > 1)
552 {
553 SET_ANIMATION (op, 1);
554 update_object (op, UP_OBJ_FACE);
555 }
556
557 if (op->last_sp >= 0)
558 {
559 trigger_move (op, 1, cause);
560
561 if (op->last_sp > 0)
562 op->last_sp = -op->last_sp;
563 }
564 else
565 {
566 /* for trigger altar with last_sp, the ON/OFF
567 * status (-> +/- value) is "simulated":
465 */ 568 */
466 569 op->value = !op->value;
467 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 570 trigger_move (op, 1, cause);
468 { 571 op->last_sp = -op->last_sp;
469 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 572 op->value = !op->value;
470 }
471 if (tot >= op->weight)
472 push = 1;
473 if (op->stats.ac == push)
474 return 0;
475 op->stats.ac = push;
476 if (NUM_ANIMATIONS (op) > 1)
477 {
478 SET_ANIMATION (op, push);
479 update_object (op, UP_OBJ_FACE);
480 } 573 }
481 if (in_movement || !push) 574
482 return 0; 575 return cause == NULL;
483 } 576 }
484 trigger_move (op, push);
485 } 577 else
486 return 0;
487
488 case TRIGGER_PEDESTAL:
489 if (cause)
490 {
491 for (tmp = op->above; tmp; tmp = tmp->above)
492 {
493 object *head = tmp->head ? tmp->head : tmp;
494
495 /* See comment in TRIGGER_BUTTON about move_types */
496 if (((head->move_type & op->move_on) || head->move_type == 0)
497 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
498 {
499 push = 1;
500 break;
501 }
502 }
503 if (op->stats.ac == push)
504 return 0; 578 return 0;
505 op->stats.ac = push; 579 }
580 else
581 {
506 if (NUM_ANIMATIONS (op) > 1) 582 if (NUM_ANIMATIONS (op) > 1)
507 { 583 {
508 SET_ANIMATION (op, push); 584 SET_ANIMATION (op, 0);
509 update_object (op, UP_OBJ_FACE); 585 update_object (op, UP_OBJ_FACE);
510 } 586 }
511 update_object (op, UP_OBJ_FACE);
512 if (in_movement || !push)
513 return 0;
514 }
515 trigger_move (op, push);
516 return 0;
517 587
518 case TRIGGER_ALTAR:
519 if (cause)
520 {
521 if (in_movement)
522 return 0;
523 if (operate_altar (op, &cause))
524 {
525 if (NUM_ANIMATIONS (op) > 1)
526 {
527 SET_ANIMATION (op, 1);
528 update_object (op, UP_OBJ_FACE);
529 }
530 if (op->last_sp >= 0)
531 {
532 trigger_move (op, 1);
533 if (op->last_sp > 0)
534 op->last_sp = -op->last_sp;
535 }
536 else
537 {
538 /* for trigger altar with last_sp, the ON/OFF
539 * status (-> +/- value) is "simulated":
540 */
541 op->value = !op->value;
542 trigger_move (op, 1);
543 op->last_sp = -op->last_sp;
544 op->value = !op->value;
545 }
546 return cause == NULL;
547 }
548 else
549 {
550 return 0;
551 }
552 }
553 else
554 {
555 if (NUM_ANIMATIONS (op) > 1)
556 {
557 SET_ANIMATION (op, 0);
558 update_object (op, UP_OBJ_FACE);
559 }
560
561 /* If trigger_altar has "last_sp > 0" set on the map, 588 /* If trigger_altar has "last_sp > 0" set on the map,
562 * it will push the connected value only once per sacrifice. 589 * it will push the connected value only once per sacrifice.
563 * Otherwise (default), the connected value will be 590 * Otherwise (default), the connected value will be
564 * pushed twice: First by sacrifice, second by reset! -AV 591 * pushed twice: First by sacrifice, second by reset! -AV
565 */ 592 */
566 if (!op->last_sp) 593 if (!op->last_sp)
567 trigger_move (op, 0); 594 trigger_move (op, 0, cause);
568 else 595 else
569 { 596 {
570 op->stats.wc = 0; 597 op->stats.wc = 0;
571 op->value = !op->value; 598 op->value = !op->value;
572 op->speed = 0; 599 op->set_speed (0);
573 update_ob_speed (op);
574 } 600 }
575 } 601 }
576 return 0; 602 return 0;
577 603
578 case TRIGGER: 604 case TRIGGER:
579 if (cause) 605 if (cause)
580 { 606 {
581 if (in_movement) 607 if (in_movement)
582 return 0; 608 return 0;
609
583 push = 1; 610 push = 1;
584 } 611 }
612
585 if (NUM_ANIMATIONS (op) > 1) 613 if (NUM_ANIMATIONS (op) > 1)
586 { 614 {
587 SET_ANIMATION (op, push); 615 SET_ANIMATION (op, push);
588 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_FACE);
589 } 617 }
618
590 trigger_move (op, push); 619 trigger_move (op, push, cause);
591 return 1; 620 return 1;
592 621
593 default: 622 default:
594 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 623 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
595 return 0; 624 return 0;
596 } 625 }
597} 626}
598 627
599void 628void
600add_button_link (object *button, maptile *map, int connected) 629object::add_link (maptile *map, shstr_tmp id)
601{ 630{
602 oblinkpt *obp;
603 objectlink *ol = get_objectlink ();
604
605 if (!map) 631 if (!map)
606 { 632 {
607 LOG (llevError, "Tried to add button-link without map.\n"); 633 LOG (llevError, "Tried to add button-link without map.\n");
608 return; 634 return;
609 } 635 }
610 if (!editor)
611 button->path_attuned = connected; /* peterm: I need this so I can rebuild
612 a connected map from a template map. */
613 636
614/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 637 flag [FLAG_IS_LINKED] = true;
615 638
616 SET_FLAG (button, FLAG_IS_LINKED); 639 objectlink *ol = get_objectlink ();
617
618 ol->ob = button; 640 ol->ob = this;
619 ol->id = button->count;
620 641
621 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 642 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
622 643 if (obp->id == id)
623 if (obp)
624 { 644 {
625 ol->next = obp->link; 645 ol->next = obp->link;
626 obp->link = ol; 646 obp->link = ol;
647 return;
627 } 648 }
628 else 649
629 {
630 obp = get_objectlinkpt (); 650 oblinkpt *obp = get_objectlinkpt ();
631 obp->value = connected; 651 obp->id = id;
632 652
633 obp->next = map->buttons; 653 obp->next = map->buttons;
634 map->buttons = obp; 654 map->buttons = obp;
635 obp->link = ol; 655 obp->link = ol;
636 }
637} 656}
638 657
639/* 658/*
640 * Remove the object from the linked lists of buttons in the map. 659 * Remove the object from the linked lists of buttons in the map.
641 * This is only needed by editors. 660 * This is only needed by editors.
642 */ 661 */
643
644void 662void
645remove_button_link (object *op) 663object::remove_link ()
646{ 664{
647 oblinkpt *obp; 665 if (!map)
648 objectlink **olp, *ol;
649
650 if (op->map == NULL)
651 { 666 {
652 LOG (llevError, "remove_button_link() in object without map.\n"); 667 LOG (llevError, "remove_button_link() in object without map.\n");
653 return; 668 return;
654 } 669 }
655 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 670
671 if (!flag [FLAG_IS_LINKED])
656 { 672 {
657 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 673 LOG (llevError, "remove_button_linked() in unlinked object.\n");
658 return; 674 return;
659 } 675 }
676
677 flag [FLAG_IS_LINKED] = false;
678
660 for (obp = op->map->buttons; obp; obp = obp->next) 679 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
661 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 680 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
662 if (ol->ob == op) 681 if ((*olp)->ob == this)
663 { 682 {
664 683 objectlink *ol = *olp;
665/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
666 obp->value, op->name, op->map->path);
667*/
668 *olp = ol->next; 684 *olp = ol->next;
669 free (ol); 685 delete ol;
670 return; 686 return;
671 } 687 }
688
672 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 689 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
673 CLEAR_FLAG (op, FLAG_IS_LINKED); 690}
691
692/*
693 * Updates every button on the map (by calling update_button() for them).
694 */
695void
696maptile::update_buttons ()
697{
698 for (oblinkpt *obp = buttons; obp; obp = obp->next)
699 for (objectlink *ol = obp->link; ol; ol = ol->next)
700 {
701 if (!ol->ob)
702 {
703 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
704 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
705 continue;
706 }
707
708 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
709 {
710 update_button (ol->ob, 0);
711 break;
712 }
713 }
674} 714}
675 715
676/* 716/*
677 * Gets the objectlink for this connection from the map. 717 * Gets the objectlink for this connection from the map.
678 */ 718 */
679oblinkpt * 719oblinkpt *
680get_connection_links (maptile *map, long connection) 720maptile::find_link (shstr_tmp id)
681{ 721{
682 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 722 for (oblinkpt *obp = buttons; obp; obp = obp->next)
683 if (obp->value == connection) 723 if (obp->id == id)
684 return obp; 724 return obp;
725
685 return 0; 726 return 0;
686} 727}
687 728
688/* 729/*
689 * Return the first objectlink in the objects linked to this one 730 * Return the first objectlink in the objects linked to this one
690 */ 731 */
691
692oblinkpt * 732oblinkpt *
693get_button_links (const object *button) 733object::find_link () const
694{ 734{
695 oblinkpt *obp; 735 if (map)
696 objectlink *ol;
697
698 if (!button->map)
699 return NULL;
700 for (obp = button->map->buttons; obp; obp = obp->next) 736 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
701 for (ol = obp->link; ol; ol = ol->next) 737 for (objectlink *ol = obp->link; ol; ol = ol->next)
702 if (ol->ob == button && ol->id == button->count) 738 if (ol->ob == this)
703 return obp; 739 return obp;
704 return NULL;
705}
706 740
707/*
708 * Made as a separate function to increase efficiency
709 */
710
711int
712get_button_value (const object *button)
713{
714 oblinkpt *obp;
715 objectlink *ol;
716
717 if (!button->map)
718 return 0;
719 for (obp = button->map->buttons; obp; obp = obp->next)
720 for (ol = obp->link; ol; ol = ol->next)
721 if (ol->ob == button && ol->id == button->count)
722 return obp->value;
723 return 0; 741 return 0;
724} 742}
725 743
726/* This routine makes monsters who are 744/* This routine makes monsters who are
727 * standing on the 'mood floor' change their 745 * standing on the 'mood floor' change their
728 * disposition if it is different. 746 * disposition if it is different.
729 * If floor is to be triggered must have 747 * If floor is to be triggered must have
730 * a speed of zero (default is 1 for all 748 * a speed of zero (default is 1 for all
731 * but the charm floor type). 749 * but the charm floor type).
732 * by b.t. thomas@nomad.astro.psu.edu 750 * by b.t. thomas@nomad.astro.psu.edu
733 */ 751 */
734
735void 752void
736do_mood_floor (object *op, object *source) 753do_mood_floor (object *op, object *source)
737{ 754{
738 object *tmp;
739 object *tmp2;
740
741 if (!source) 755 if (!source)
742 source = op; 756 source = op;
743 757
744 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 758 mapspace &ms = op->ms ();
745 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 759
760 if (!(ms.flags () & P_IS_ALIVE))
761 return;
762
763 object *tmp;
764
765 for (tmp = ms.top; tmp; tmp = tmp->below)
766 if (tmp->flag [FLAG_MONSTER])
746 break; 767 break;
747 768
748 /* doesn't effect players, and if there is a player on this space, won't also 769 /* doesn't effect players, and if there is a player on this space, won't also
749 * be a monster here. 770 * be a monster here.
750 */ 771 */
772 //TODO: have players really FLAG_MONSTER? kept it for safety
751 if (!tmp || tmp->type == PLAYER) 773 if (!tmp || tmp->type == PLAYER)
752 return; 774 return;
753 775
754 switch (op->last_sp) 776 switch (op->last_sp)
755 { 777 {
756 case 0: /* furious--make all monsters mad */ 778 case 0: /* furious--make all monsters mad */
757 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 779 if (tmp->flag [FLAG_UNAGGRESSIVE])
758 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 780 tmp->clr_flag (FLAG_UNAGGRESSIVE);
759 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 781
782 if (tmp->flag [FLAG_FRIENDLY])
760 { 783 {
761 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
762 remove_friendly_object (tmp);
763 tmp->attack_movement = 0; 784 tmp->attack_movement = 0;
764 /* lots of checks here, but want to make sure we don't 785 /* lots of checks here, but want to make sure we don't
765 * dereference a null value 786 * dereference a null value
766 */ 787 */
767 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 788 if (tmp->type == GOLEM
768 { 789 && tmp->owner
769 tmp->owner->contr->ranges[range_golem] = NULL; 790 && tmp->owner->type == PLAYER
791 && tmp->owner->contr->golem == tmp)
770 tmp->owner->contr->golem_count = 0; 792 tmp->owner->contr->golem = 0;
771 } 793
772 tmp->owner = 0; 794 tmp->owner = 0;
795
796 remove_friendly_object (tmp);
773 } 797 }
774 break; 798 break;
799
775 case 1: /* angry -- get neutral monsters mad */ 800 case 1: /* angry -- get neutral monsters mad */
776 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 801 if (tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
777 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 802 tmp->clr_flag (FLAG_UNAGGRESSIVE);
778 break; 803 break;
804
779 case 2: /* calm -- pacify unfriendly monsters */ 805 case 2: /* calm -- pacify unfriendly monsters */
780 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 806 tmp->set_flag (FLAG_UNAGGRESSIVE);
781 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
782 break; 807 break;
808
783 case 3: /* make all monsters fall asleep */ 809 case 3: /* make all monsters fall asleep */
784 if (!QUERY_FLAG (tmp, FLAG_SLEEP)) 810 tmp->set_flag (FLAG_SLEEP);
785 SET_FLAG (tmp, FLAG_SLEEP);
786 break; 811 break;
812
787 case 4: /* charm all monsters */ 813 case 4: /* charm all monsters */
788 if (op == source) 814 if (op == source)
789 break; /* only if 'connected' */ 815 break; /* only if 'connected' */
790 816
791 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 817 if (object *pl = source->ms ().player ())
792 tmp2->type != PLAYER; tmp2 = tmp2->above) 818 {
793 if (tmp2->above == NULL) 819 tmp->set_owner (pl);
820 tmp->set_flag (FLAG_MONSTER);
821
822 tmp->stats.exp = 0;
823
824 add_friendly_object (tmp);
825 tmp->attack_movement = PETMOVE;
826 }
794 break; 827 break;
795 828
796 if (tmp2->type != PLAYER) 829 case 6: // kill monsters
830 if (!tmp->flag [FLAG_FRIENDLY])
797 break; 831 break;
798 set_owner (tmp, tmp2); 832
799 SET_FLAG (tmp, FLAG_MONSTER); 833 // FALL THROUGH
800 tmp->stats.exp = 0; 834 case 5: // kill all alives
801 SET_FLAG (tmp, FLAG_FRIENDLY); 835 if (!tmp->flag [FLAG_PRECIOUS])
802 add_friendly_object (tmp); 836 {
803 tmp->attack_movement = PETMOVE; 837 archetype::get (shstr_burnout)->insert_at (tmp, source);
838 tmp->destroy ();
839 }
804 break; 840 break;
805 841
806 default: 842 default:
807 break; 843 break;
808 } 844 }
812 * It will descend through containers to find the object. 848 * It will descend through containers to find the object.
813 * slaying = match object slaying flag 849 * slaying = match object slaying flag
814 * race = match object archetype name flag 850 * race = match object archetype name flag
815 * hp = match object type (excpt type '0'== PLAYER) 851 * hp = match object type (excpt type '0'== PLAYER)
816 */ 852 */
817
818object * 853object *
819check_inv_recursive (object *op, const object *trig) 854check_inv_recursive (object *op, const object *trig)
820{ 855{
821 object *tmp, *ret = NULL; 856 object *tmp, *ret = NULL;
822 857
823 /* First check the object itself. */ 858 /* First check the object itself. */
824 if ((trig->stats.hp && (op->type == trig->stats.hp)) 859 if ((trig->stats.hp && (op->type == trig->stats.hp))
825 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 860 || (trig->slaying && (op->slaying == trig->slaying))
861 || (trig->race && (op->arch->archname == trig->race)))
826 return op; 862 return op;
827 863
828 for (tmp = op->inv; tmp; tmp = tmp->below) 864 for (tmp = op->inv; tmp; tmp = tmp->below)
829 { 865 {
830 if (tmp->inv) 866 if (tmp->inv)
832 ret = check_inv_recursive (tmp, trig); 868 ret = check_inv_recursive (tmp, trig);
833 if (ret) 869 if (ret)
834 return ret; 870 return ret;
835 } 871 }
836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 872 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
837 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 873 || (trig->slaying && (tmp->slaying == trig->slaying))
874 || (trig->race && (tmp->arch->archname == trig->race)))
838 return tmp; 875 return tmp;
839 } 876 }
840 return NULL; 877 return NULL;
841} 878}
842 879
843/* check_inv(), a function to search the inventory, 880/* check_inv(), a function to search the inventory,
844 * of a player and then based on a set of conditions, 881 * of a player and then based on a set of conditions,
845 * the square will activate connected items. 882 * the square will activate connected items.
846 * Monsters can't trigger this square (for now) 883 * Monsters can't trigger this square (for now)
847 * Values are: last_sp = 1/0 obj/no obj triggers 884 * Values are: last_sp = 1/0 obj/no obj triggers
848 * last_heal = 1/0 remove/dont remove obj if triggered 885 * last_heal = 1/0 remove/dont remove obj if triggered
849 * -b.t. (thomas@nomad.astro.psu.edu 886 * -b.t. (thomas@nomad.astro.psu.edu
850 */ 887 *
851 888 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
889 * because the check-inventory semantic essentially only applies when
890 * something is above the inventory checker.
891 * The semantic prior this change was: trigger if something has moved on or off
892 * and has a matching item. Imagine what happens if someone steps on the inventory
893 * checker with a matching item, has it, activates the connection, throws the item
894 * away, and then leaves the inventory checker. That would've caused an always-enabled
895 * state in the inventory checker. This won't happen anymore now.
896 *
897 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
898 * whether op is on this mapspace or not, because the value (1|0) depends
899 * on this information. also make sure to only push_button if op has
900 * a matching item (because when we do a push_button with value=0 timed gates
901 * will still open)! (i hope i got the semantics right this time)
902 *
903 */
852void 904void
853check_inv (object *op, object *trig) 905check_inv (object *op, object *trig)
854{ 906{
855 object *match; 907 trig->value = 0; // deactivate if none of the following conditions apply
856 908
857 if (op->type != PLAYER) 909 object *pl = trig->ms ().player ();
858 return;
859 match = check_inv_recursive (op, trig); 910 object *match = check_inv_recursive (op, trig);
911
912 // elmex: a note about (pl == op):
913 // if pl == 0 then the player has left this space
914 // if pl != 0 then a player is on this mapspace, but then
915 // we still have to check whether it's the player that triggered
916 // this inv-checker, because if not, then the op left this inv-checker
917 // and we have to set the value to 0
918
860 if (match && trig->last_sp) 919 if (match && trig->last_sp) // match == having
861 { 920 {
862 if (trig->last_heal) 921 if (trig->last_heal)
863 decrease_ob (match); 922 match->decrease ();
864 use_trigger (trig);
865 }
866 else if (!match && !trig->last_sp)
867 use_trigger (trig);
868}
869 923
870 924 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
871/* This does a minimal check of the button link consistency for object 925 push_button (trig, op);
872 * map. All it really does it much sure the object id link that is set
873 * matches what the object has.
874 */
875void
876verify_button_links (const maptile *map)
877{
878 oblinkpt *obp;
879 objectlink *ol;
880
881 if (!map)
882 return;
883
884 for (obp = map->buttons; obp; obp = obp->next)
885 { 926 }
886 for (ol = obp->link; ol; ol = ol->next) 927 else if (!match && !trig->last_sp) // match == not having
887 {
888 if (ol->id != ol->ob->count)
889 LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
890 }
891 } 928 {
929 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
930 push_button (trig, op);
931 }
892} 932}
933

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines