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Comparing deliantra/server/common/button.C (file contents):
Revision 1.18 by root, Thu Dec 21 01:33:49 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) 44 if (!ol->ob)
45 { 45 {
46 LOG (llevError, "Internal error in activate_connection_link.\n"); 46 LOG (llevError, "Internal error in activate_connection_link.\n");
53 * 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
54 * 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
55 * 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.
56 */ 56 */
57 57
58 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 58 if (ol->ob->flag [FLAG_FREED])
59 return; 59 return;
60
60 tmp = ol->ob; 61 object *tmp = ol->ob;
61 62
62 /* if the criteria isn't appropriate, don't do anything */ 63 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 64 if (state && !tmp->flag [FLAG_ACTIVATE_ON_PUSH])
64 continue; 65 continue;
66
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 67 if (!state && !tmp->flag [FLAG_ACTIVATE_ON_RELEASE])
66 continue; 68 continue;
67 69
68 switch (tmp->type) 70 switch (tmp->type)
69 { 71 {
70 case GATE: 72 case GATE:
71 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"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 78 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->speed = 0.5; 79 tmp->set_speed (0.5);
74 update_ob_speed (tmp);
75 break; 80 break;
76 81
77 case CF_HANDLE: 82 case T_HANDLE:
78 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 83 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
79 update_object (tmp, UP_OBJ_FACE); 84 update_object (tmp, UP_OBJ_FACE);
80 break; 85 break;
81 86
82 case SIGN: 87 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
84 { 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
85 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
86 if (tmp->stats.food) 97 if (tmp->stats.food)
87 tmp->last_eat++; 98 tmp->last_eat++;
88 } 99 }
89 break; 100 break;
90 101
91 case ALTAR: 102 case ALTAR:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
92 tmp->value = 1; 104 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
95 break; 107 break;
96 108
97 case BUTTON: 109 case BUTTON:
98 case PEDESTAL: 110 case PEDESTAL:
111 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
99 tmp->value = state; 112 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 113 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 114 update_object (tmp, UP_OBJ_FACE);
102 break; 115 break;
103 116
104 case MOOD_FLOOR: 117 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 118 do_mood_floor (tmp, activator);
106 break; 119 break;
107 120
108 case TIMED_GATE: 121 case TIMED_GATE:
122 if (!tmp->active)
123 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
124
109 tmp->speed = tmp->arch->clone.speed; 125 tmp->set_speed (tmp->arch->speed);
110 update_ob_speed (tmp); /* original values */
111 tmp->value = tmp->arch->clone.value; 126 tmp->value = tmp->arch->value;
112 tmp->stats.sp = 1; 127 tmp->stats.sp = 1;
113 tmp->stats.hp = tmp->stats.maxhp; 128 tmp->stats.hp = tmp->stats.maxhp;
114 /* Handle multipart gates. We copy the value for the other parts 129 /* Handle multipart gates. We copy the value for the other parts
115 * from the head - this ensures that the data will consistent 130 * from the head - this ensures that the data will consistent
116 */ 131 */
117 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 132 for (object *part = tmp->more; part; part = part->more)
118 { 133 {
119 tmp->speed = tmp->head->speed; 134 part->value = tmp->value;
120 tmp->value = tmp->head->value; 135 part->stats.sp = tmp->stats.sp;
121 tmp->stats.sp = tmp->head->stats.sp; 136 part->stats.hp = tmp->stats.hp;
122 tmp->stats.hp = tmp->head->stats.hp;
123 update_ob_speed (tmp); 137 part->set_speed (tmp->speed);
124 } 138 }
125 break; 139 break;
126 140
127 case DIRECTOR: 141 case DIRECTOR:
128 case FIREWALL: 142 case FIREWALL:
129 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 143 if (!tmp->flag [FLAG_ANIMATE] && tmp->type == FIREWALL)
130 move_firewall (tmp); 144 move_firewall (tmp);
131 else 145 else
132 { 146 {
133 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 147 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
134 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
135 animate_turning (tmp); 148 animate_turning (tmp);
136 } 149 }
137 break; 150 break;
138 151
139 case TELEPORTER: 152 case TELEPORTER:
140 move_teleporter (tmp); 153 move_teleporter (tmp);
141 break; 154 break;
142 155
143 case CREATOR: 156 case CREATOR:
144 move_creator (tmp); 157 move_creator (tmp);
145 break; 158 break;
146 159
147 case TRIGGER_MARKER: 160 case TRIGGER_MARKER:
161 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
148 move_marker (tmp); 162 move_marker (tmp);
149 break; 163 break;
150 164
151 case DUPLICATOR: 165 case DUPLICATOR:
152 move_duplicator (tmp); 166 move_duplicator (tmp);
153 break; 167 break;
168
169 case MAPSCRIPT:
170 cfperl_mapscript_activate (tmp, state, activator, originator);
171 break;
154 } 172 }
155 } 173 }
156} 174}
157 175
158/* 176/*
166 * Changed the routine to loop through _all_ objects. 184 * Changed the routine to loop through _all_ objects.
167 * Better hurry with that linked list... 185 * Better hurry with that linked list...
168 * 186 *
169 */ 187 */
170void 188void
171push_button (object *op) 189push_button (object *op, object *originator)
172{ 190{
173 oblinkpt *obp = get_button_links (op); 191 if (oblinkpt *obp = op->find_link ())
174 192 {
175 if (!obp) 193 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
176 return; 194 return;
177 195
178 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
179 return;
180
181 activate_connection_link (obp->link, op->value, op); 196 activate_connection_link (obp->link, op->value, op, originator);
197 }
182} 198}
183 199
184/* 200/*
185 * elmex: 201 * elmex:
186 * 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
188 * 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
189 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 205 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
190 * 206 *
191 */ 207 */
192void 208void
193activate_connection (maptile *map, long connection, bool state) 209maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
194{ 210{
195 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)))
196 return; 212 return;
197 213
198 oblinkpt *obp = get_connection_links (map, connection); 214 if (oblinkpt *obp = find_link (id))
199
200 if (obp)
201 activate_connection_link (obp->link, state); 215 activate_connection_link (obp->link, state, activator, originator);
202} 216}
203 217
204/* 218/*
205 * Updates everything connected with the button op. 219 * Updates everything connected with the button op.
206 * 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
207 * 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
208 * button reacts to the (eventual) change of state. 222 * button reacts to the (eventual) change of state.
209 */ 223 */
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) 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 }
228 237
229 tmp = ol->ob; 238 object *tmp = ol->ob;
239
230 if (tmp->type == BUTTON) 240 if (tmp->type == BUTTON)
231 { 241 {
242 weight_t total = 0;
243
232 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 244 for (object *ab = tmp->above; ab; ab = ab->above)
233 /* Bug? The pedestal code below looks for the head of
234 * the object, this bit doesn't. I'd think we should check
235 * for head here also. Maybe it also makese sense to
236 * make the for ab=tmp->above loop common, and alter
237 * behaviour based on object within that loop?
238 */
239
240 /* Basically, if the move_type matches that on what the 245 /* Basically, if the move_type matches that on what the
241 * button wants, we count it. The second check is so that 246 * button wants, we count it. The second check is so that
242 * objects don't move (swords, etc) will count. Note that 247 * objects who don't move (swords, etc) will count. Note that
243 * this means that more work is needed to make buttons 248 * this means that more work is needed to make buttons
244 * that are only triggered by flying objects. 249 * that are only triggered by flying objects.
245 */ 250 */
246 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 251 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
247 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 252 total += ab->head_ ()->total_weight ();
248 253
249 tmp->value = (tot >= tmp->weight) ? 1 : 0; 254 tmp->value = total >= tmp->weight;
250 if (tmp->value) 255
251 any_down = 1; 256 any_down = any_down || tmp->value;
252 } 257 }
253 else if (tmp->type == PEDESTAL) 258 else if (tmp->type == PEDESTAL)
254 { 259 {
260 bool is_match = is_match_expr (tmp->slaying);
255 tmp->value = 0; 261 tmp->value = 0;
262
256 for (ab = tmp->above; ab != NULL; ab = ab->above) 263 for (object *ab = tmp->above; ab; ab = ab->above)
257 { 264 {
258 head = ab->head ? ab->head : ab; 265 object *head = ab->head_ ();
266
259 /* Same note regarding move_type for buttons above apply here. */ 267 /* Same note regarding move_type for buttons above apply here. */
260 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)
261 (head->race == tmp->slaying || 271 : (head->race == tmp->slaying
262 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 272 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
263 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 273 || (tmp->slaying == shstr_player && head->type == PLAYER)))
274 {
264 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)
265 } 287 {
266 if (tmp->value) 288 object *head = ab->head_ ();
267 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;
268 } 300 }
269 } 301 }
302
270 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 */
271 op->value = 1; 304 op->value = 1;
272 305
306 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
307
273 /* If this button hasn't changed, don't do anything */ 308 /* If this button hasn't changed, don't do anything */
274 if (op->value != old_value) 309 if (op->value != old_value)
275 { 310 {
276 SET_ANIMATION (op, op->value); 311 SET_ANIMATION (op, op->value);
277 update_object (op, UP_OBJ_FACE); 312 update_object (op, UP_OBJ_FACE);
278 push_button (op); /* Make all other buttons the same */ 313 push_button (op, originator); /* Make all other buttons the same */
279 } 314 }
280} 315}
281
282/*
283 * Updates every button on the map (by calling update_button() for them).
284 */
285 316
286void 317void
287update_buttons (maptile *m) 318use_trigger (object *op, object *originator)
288{ 319{
289 objectlink *ol;
290 oblinkpt *obp;
291
292 for (obp = m->buttons; obp; obp = obp->next)
293 for (ol = obp->link; ol; ol = ol->next)
294 {
295 if (!ol->ob)
296 {
297 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
298 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
299 continue;
300 }
301
302 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
303 {
304 update_button (ol->ob);
305 break;
306 }
307 }
308}
309
310void
311use_trigger (object *op)
312{
313
314 /* Toggle value */ 320 /* Toggle value */
315 op->value = !op->value; 321 op->value = !op->value;
322
316 push_button (op); 323 push_button (op, originator);
317} 324}
318 325
319/* 326/*
320 * Note: animate_object should be used instead of this, 327 * Note: animate_object should be used instead of this,
321 * but it can't handle animations in the 8 directions 328 * but it can't handle animations in the 8 directions
322 */ 329 */
323
324void 330void
325animate_turning (object *op) /* only one part objects */ 331animate_turning (object *op) /* only one part objects */
326{ 332{
327 if (++op->state >= NUM_ANIMATIONS (op) / 8) 333 if (++op->state >= NUM_ANIMATIONS (op) / 8)
328 op->state = 0; 334 op->state = 0;
341 * 347 *
342 * 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
343 * 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
344 * objects on the same space that take the same sacrifice. 350 * objects on the same space that take the same sacrifice.
345 */ 351 */
346
347int 352int
348check_altar_sacrifice (const object *altar, const object *sacrifice) 353check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
349{ 354{
350 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])
351 { 364 {
352 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 365 if (ARCH_SACRIFICE (altar) == shstr_money
353 ARCH_SACRIFICE (altar) == sacrifice->name || 366 && sacrifice->type == MONEY
354 ARCH_SACRIFICE (altar) == sacrifice->slaying || 367 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
355 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
356 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
357 return 1; 368 return 1;
358 369
359 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 370 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
360 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 371 || ARCH_SACRIFICE (altar) == sacrifice->name
372 || ARCH_SACRIFICE (altar) == sacrifice->slaying
373 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
374 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
361 return 1; 375 return 1;
362 } 376 }
363 377
364 return 0; 378 return 0;
365} 379}
372 * 386 *
373 * 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
374 * 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.
375 */ 389 */
376int 390int
377operate_altar (object *altar, object **sacrifice) 391operate_altar (object *altar, object **sacrifice, object *originator)
378{ 392{
379 if (!altar->map) 393 if (!altar->map)
380 { 394 {
381 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 395 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
382 return 0; 396 return 0;
383 } 397 }
384 398
385 if (!altar->slaying || altar->value) 399 if (!altar->slaying || altar->value)
386 return 0; 400 return 0;
387 401
388 if (!check_altar_sacrifice (altar, *sacrifice)) 402 if (!check_altar_sacrifice (altar, *sacrifice, originator))
389 return 0; 403 return 0;
390 404
391 /* check_altar_sacrifice should have already verified that enough money 405 /* check_altar_sacrifice should have already verified that enough money
392 * has been dropped. 406 * has been dropped.
393 */ 407 */
394 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 408 if (ARCH_SACRIFICE (altar) == shstr_money)
395 { 409 {
396 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 410 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
397 411
398 /* Round up any sacrifices. Altars don't make change either */ 412 /* Round up any sacrifices. Altars don't make change either */
399 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 413 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
400 number++; 414 number++;
401 415
402 *sacrifice = decrease_ob_nr (*sacrifice, number); 416 if (!(*sacrifice)->decrease (number))
417 *sacrifice = 0;
403 } 418 }
404 else 419 else
405 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 420 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
421 *sacrifice = 0;
406 422
407 if (altar->msg) 423 if (altar->msg)
408 new_info_map (NDI_BLACK, altar->map, altar->msg); 424 new_info_map (NDI_BLACK, altar->map, altar->msg);
409 425
410 return 1; 426 return 1;
411} 427}
412 428
413void 429static void
414trigger_move (object *op, int state) /* 1 down and 0 up */ 430trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
415{ 431{
416 op->stats.wc = state; 432 op->stats.wc = state;
433
417 if (state) 434 if (state)
418 { 435 {
419 use_trigger (op); 436 use_trigger (op, originator);
420 if (op->stats.exp > 0) /* check sanity */ 437 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
421 op->speed = 1.0 / op->stats.exp;
422 else
423 op->speed = 1.0;
424 update_ob_speed (op);
425 op->speed_left = -1; 438 op->speed_left = -1;
426 } 439 }
427 else 440 else
428 { 441 {
429 use_trigger (op); 442 use_trigger (op, originator);
430 op->speed = 0; 443 op->set_speed (0);
431 update_ob_speed (op);
432 } 444 }
433} 445}
434 446
435 447
436/* 448/*
444 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 456 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
445 * 457 *
446 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 458 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
447 */ 459 */
448int 460int
449check_trigger (object *op, object *cause) 461check_trigger (object *op, object *cause, object *originator)
450{ 462{
451 object *tmp; 463 object *tmp;
452 int push = 0, tot = 0; 464 int push = 0, tot = 0;
453 int in_movement = op->stats.wc || op->speed; 465 int in_movement = op->stats.wc || op->has_active_speed ();
454 466
455 switch (op->type) 467 switch (op->type)
456 { 468 {
457 case TRIGGER_BUTTON: 469 case TRIGGER_BUTTON:
458 if (op->weight > 0) 470 if (op->weight > 0)
459 { 471 {
460 if (cause) 472 if (cause)
461 { 473 {
462 for (tmp = op->above; tmp; tmp = tmp->above) 474 for (tmp = op->above; tmp; tmp = tmp->above)
463 /* Comment reproduced from update_buttons(): */ 475 /* Comment reproduced from update_buttons(): */
464 /* Basically, if the move_type matches that on what the 476 /* Basically, if the move_type matches that on what the
465 * button wants, we count it. The second check is so that 477 * button wants, we count it. The second check is so that
466 * objects that don't move (swords, etc) will count. Note that 478 * objects that don't move (swords, etc) will count. Note that
467 * this means that more work is needed to make buttons 479 * this means that more work is needed to make buttons
468 * 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":
469 */ 568 */
470 569 op->value = !op->value;
471 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 570 trigger_move (op, 1, cause);
472 { 571 op->last_sp = -op->last_sp;
473 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 572 op->value = !op->value;
474 }
475 if (tot >= op->weight)
476 push = 1;
477 if (op->stats.ac == push)
478 return 0;
479 op->stats.ac = push;
480 if (NUM_ANIMATIONS (op) > 1)
481 {
482 SET_ANIMATION (op, push);
483 update_object (op, UP_OBJ_FACE);
484 } 573 }
485 if (in_movement || !push) 574
486 return 0; 575 return cause == NULL;
487 } 576 }
488 trigger_move (op, push);
489 } 577 else
490 return 0;
491
492 case TRIGGER_PEDESTAL:
493 if (cause)
494 {
495 for (tmp = op->above; tmp; tmp = tmp->above)
496 {
497 object *head = tmp->head ? tmp->head : tmp;
498
499 /* See comment in TRIGGER_BUTTON about move_types */
500 if (((head->move_type & op->move_on) || head->move_type == 0)
501 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
502 {
503 push = 1;
504 break;
505 }
506 }
507 if (op->stats.ac == push)
508 return 0; 578 return 0;
509 op->stats.ac = push; 579 }
580 else
581 {
510 if (NUM_ANIMATIONS (op) > 1) 582 if (NUM_ANIMATIONS (op) > 1)
511 { 583 {
512 SET_ANIMATION (op, push); 584 SET_ANIMATION (op, 0);
513 update_object (op, UP_OBJ_FACE); 585 update_object (op, UP_OBJ_FACE);
514 } 586 }
515 update_object (op, UP_OBJ_FACE);
516 if (in_movement || !push)
517 return 0;
518 }
519 trigger_move (op, push);
520 return 0;
521 587
522 case TRIGGER_ALTAR:
523 if (cause)
524 {
525 if (in_movement)
526 return 0;
527 if (operate_altar (op, &cause))
528 {
529 if (NUM_ANIMATIONS (op) > 1)
530 {
531 SET_ANIMATION (op, 1);
532 update_object (op, UP_OBJ_FACE);
533 }
534 if (op->last_sp >= 0)
535 {
536 trigger_move (op, 1);
537 if (op->last_sp > 0)
538 op->last_sp = -op->last_sp;
539 }
540 else
541 {
542 /* for trigger altar with last_sp, the ON/OFF
543 * status (-> +/- value) is "simulated":
544 */
545 op->value = !op->value;
546 trigger_move (op, 1);
547 op->last_sp = -op->last_sp;
548 op->value = !op->value;
549 }
550 return cause == NULL;
551 }
552 else
553 {
554 return 0;
555 }
556 }
557 else
558 {
559 if (NUM_ANIMATIONS (op) > 1)
560 {
561 SET_ANIMATION (op, 0);
562 update_object (op, UP_OBJ_FACE);
563 }
564
565 /* If trigger_altar has "last_sp > 0" set on the map, 588 /* If trigger_altar has "last_sp > 0" set on the map,
566 * it will push the connected value only once per sacrifice. 589 * it will push the connected value only once per sacrifice.
567 * Otherwise (default), the connected value will be 590 * Otherwise (default), the connected value will be
568 * pushed twice: First by sacrifice, second by reset! -AV 591 * pushed twice: First by sacrifice, second by reset! -AV
569 */ 592 */
570 if (!op->last_sp) 593 if (!op->last_sp)
571 trigger_move (op, 0); 594 trigger_move (op, 0, cause);
572 else 595 else
573 { 596 {
574 op->stats.wc = 0; 597 op->stats.wc = 0;
575 op->value = !op->value; 598 op->value = !op->value;
576 op->speed = 0; 599 op->set_speed (0);
577 update_ob_speed (op);
578 } 600 }
579 } 601 }
580 return 0; 602 return 0;
581 603
582 case TRIGGER: 604 case TRIGGER:
583 if (cause) 605 if (cause)
584 { 606 {
585 if (in_movement) 607 if (in_movement)
586 return 0; 608 return 0;
609
587 push = 1; 610 push = 1;
588 } 611 }
612
589 if (NUM_ANIMATIONS (op) > 1) 613 if (NUM_ANIMATIONS (op) > 1)
590 { 614 {
591 SET_ANIMATION (op, push); 615 SET_ANIMATION (op, push);
592 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_FACE);
593 } 617 }
618
594 trigger_move (op, push); 619 trigger_move (op, push, cause);
595 return 1; 620 return 1;
596 621
597 default: 622 default:
598 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);
599 return 0; 624 return 0;
600 } 625 }
601} 626}
602 627
603void 628void
604add_button_link (object *button, maptile *map, int connected) 629object::add_link (maptile *map, shstr_tmp id)
605{ 630{
606 oblinkpt *obp;
607 objectlink *ol = get_objectlink ();
608
609 if (!map) 631 if (!map)
610 { 632 {
611 LOG (llevError, "Tried to add button-link without map.\n"); 633 LOG (llevError, "Tried to add button-link without map.\n");
612 return; 634 return;
613 } 635 }
614 if (!editor)
615 button->path_attuned = connected; /* peterm: I need this so I can rebuild
616 a connected map from a template map. */
617 636
618/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 637 flag [FLAG_IS_LINKED] = true;
619 638
620 SET_FLAG (button, FLAG_IS_LINKED); 639 objectlink *ol = get_objectlink ();
621
622 ol->ob = button; 640 ol->ob = this;
623 641
624 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 642 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
625 643 if (obp->id == id)
626 if (obp)
627 { 644 {
628 ol->next = obp->link; 645 ol->next = obp->link;
629 obp->link = ol; 646 obp->link = ol;
647 return;
630 } 648 }
631 else 649
632 {
633 obp = get_objectlinkpt (); 650 oblinkpt *obp = get_objectlinkpt ();
634 obp->value = connected; 651 obp->id = id;
635 652
636 obp->next = map->buttons; 653 obp->next = map->buttons;
637 map->buttons = obp; 654 map->buttons = obp;
638 obp->link = ol; 655 obp->link = ol;
639 }
640} 656}
641 657
642/* 658/*
643 * 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.
644 * This is only needed by editors. 660 * This is only needed by editors.
645 */ 661 */
646
647void 662void
648remove_button_link (object *op) 663object::remove_link ()
649{ 664{
650 oblinkpt *obp; 665 if (!map)
651 objectlink **olp, *ol;
652
653 if (op->map == NULL)
654 { 666 {
655 LOG (llevError, "remove_button_link() in object without map.\n"); 667 LOG (llevError, "remove_button_link() in object without map.\n");
656 return; 668 return;
657 } 669 }
658 670
659 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 671 if (!flag [FLAG_IS_LINKED])
660 { 672 {
661 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 673 LOG (llevError, "remove_button_linked() in unlinked object.\n");
662 return; 674 return;
663 } 675 }
664 676
677 flag [FLAG_IS_LINKED] = false;
678
665 for (obp = op->map->buttons; obp; obp = obp->next) 679 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
666 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 680 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
667 if (ol->ob == op) 681 if ((*olp)->ob == this)
668 { 682 {
669 683 objectlink *ol = *olp;
670/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
671 obp->value, op->name, op->map->path);
672*/
673 *olp = ol->next; 684 *olp = ol->next;
674 delete ol; 685 delete ol;
675 return; 686 return;
676 } 687 }
677 688
678 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 689 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
679 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 }
680} 714}
681 715
682/* 716/*
683 * Gets the objectlink for this connection from the map. 717 * Gets the objectlink for this connection from the map.
684 */ 718 */
685oblinkpt * 719oblinkpt *
686get_connection_links (maptile *map, long connection) 720maptile::find_link (shstr_tmp id)
687{ 721{
688 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 722 for (oblinkpt *obp = buttons; obp; obp = obp->next)
689 if (obp->value == connection) 723 if (obp->id == id)
690 return obp; 724 return obp;
691 725
692 return 0; 726 return 0;
693} 727}
694 728
695/* 729/*
696 * Return the first objectlink in the objects linked to this one 730 * Return the first objectlink in the objects linked to this one
697 */ 731 */
698
699oblinkpt * 732oblinkpt *
700get_button_links (const object *button) 733object::find_link () const
701{ 734{
702 oblinkpt *obp; 735 if (map)
703 objectlink *ol;
704
705 if (!button->map)
706 return NULL;
707
708 for (obp = button->map->buttons; obp; obp = obp->next) 736 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
709 for (ol = obp->link; ol; ol = ol->next) 737 for (objectlink *ol = obp->link; ol; ol = ol->next)
710 if (ol->ob == button) 738 if (ol->ob == this)
711 return obp; 739 return obp;
712 740
713 return NULL;
714}
715
716/*
717 * Made as a separate function to increase efficiency
718 */
719
720int
721get_button_value (const object *button)
722{
723 oblinkpt *obp;
724 objectlink *ol;
725
726 if (!button->map)
727 return 0;
728 for (obp = button->map->buttons; obp; obp = obp->next)
729 for (ol = obp->link; ol; ol = ol->next)
730 if (ol->ob == button)
731 return obp->value;
732 return 0; 741 return 0;
733} 742}
734 743
735/* This routine makes monsters who are 744/* This routine makes monsters who are
736 * standing on the 'mood floor' change their 745 * standing on the 'mood floor' change their
737 * disposition if it is different. 746 * disposition if it is different.
738 * If floor is to be triggered must have 747 * If floor is to be triggered must have
739 * a speed of zero (default is 1 for all 748 * a speed of zero (default is 1 for all
740 * but the charm floor type). 749 * but the charm floor type).
741 * by b.t. thomas@nomad.astro.psu.edu 750 * by b.t. thomas@nomad.astro.psu.edu
742 */ 751 */
743
744void 752void
745do_mood_floor (object *op, object *source) 753do_mood_floor (object *op, object *source)
746{ 754{
747 object *tmp;
748 object *tmp2;
749
750 if (!source) 755 if (!source)
751 source = op; 756 source = op;
752 757
753 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 758 mapspace &ms = op->ms ();
754 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])
755 break; 767 break;
756 768
757 /* 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
758 * be a monster here. 770 * be a monster here.
759 */ 771 */
772 //TODO: have players really FLAG_MONSTER? kept it for safety
760 if (!tmp || tmp->type == PLAYER) 773 if (!tmp || tmp->type == PLAYER)
761 return; 774 return;
762 775
763 switch (op->last_sp) 776 switch (op->last_sp)
764 { 777 {
765 case 0: /* furious--make all monsters mad */ 778 case 0: /* furious--make all monsters mad */
766 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 779 if (tmp->flag [FLAG_UNAGGRESSIVE])
767 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 780 tmp->clr_flag (FLAG_UNAGGRESSIVE);
768 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 781
782 if (tmp->flag [FLAG_FRIENDLY])
769 { 783 {
770 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
771 remove_friendly_object (tmp);
772 tmp->attack_movement = 0; 784 tmp->attack_movement = 0;
773 /* 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
774 * dereference a null value 786 * dereference a null value
775 */ 787 */
776 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 788 if (tmp->type == GOLEM
789 && tmp->owner
790 && tmp->owner->type == PLAYER
791 && tmp->owner->contr->golem == tmp)
777 tmp->owner->contr->ranges[range_golem] = 0; 792 tmp->owner->contr->golem = 0;
778 793
779 tmp->owner = 0; 794 tmp->owner = 0;
795
796 remove_friendly_object (tmp);
780 } 797 }
781 break; 798 break;
799
782 case 1: /* angry -- get neutral monsters mad */ 800 case 1: /* angry -- get neutral monsters mad */
783 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 801 if (tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
784 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 802 tmp->clr_flag (FLAG_UNAGGRESSIVE);
785 break; 803 break;
804
786 case 2: /* calm -- pacify unfriendly monsters */ 805 case 2: /* calm -- pacify unfriendly monsters */
787 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 806 tmp->set_flag (FLAG_UNAGGRESSIVE);
788 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
789 break; 807 break;
808
790 case 3: /* make all monsters fall asleep */ 809 case 3: /* make all monsters fall asleep */
791 if (!QUERY_FLAG (tmp, FLAG_SLEEP)) 810 tmp->set_flag (FLAG_SLEEP);
792 SET_FLAG (tmp, FLAG_SLEEP);
793 break; 811 break;
812
794 case 4: /* charm all monsters */ 813 case 4: /* charm all monsters */
795 if (op == source) 814 if (op == source)
796 break; /* only if 'connected' */ 815 break; /* only if 'connected' */
797 816
798 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 817 if (object *pl = source->ms ().player ())
799 tmp2->type != PLAYER; tmp2 = tmp2->above) 818 {
800 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 }
801 break; 827 break;
802 828
803 if (tmp2->type != PLAYER) 829 case 6: // kill monsters
830 if (!tmp->flag [FLAG_FRIENDLY])
804 break; 831 break;
805 832
806 tmp->set_owner (tmp2); 833 // FALL THROUGH
807 SET_FLAG (tmp, FLAG_MONSTER); 834 case 5: // kill all alives
808 835 if (!tmp->flag [FLAG_PRECIOUS])
809 tmp->stats.exp = 0; 836 {
810 SET_FLAG (tmp, FLAG_FRIENDLY); 837 archetype::get (shstr_burnout)->insert_at (tmp, source);
811 838 tmp->destroy ();
812 add_friendly_object (tmp); 839 }
813 tmp->attack_movement = PETMOVE;
814 break; 840 break;
815 841
816 default: 842 default:
817 break; 843 break;
818 } 844 }
830 object *tmp, *ret = NULL; 856 object *tmp, *ret = NULL;
831 857
832 /* First check the object itself. */ 858 /* First check the object itself. */
833 if ((trig->stats.hp && (op->type == trig->stats.hp)) 859 if ((trig->stats.hp && (op->type == trig->stats.hp))
834 || (trig->slaying && (op->slaying == trig->slaying)) 860 || (trig->slaying && (op->slaying == trig->slaying))
835 || (trig->race && (op->arch->name == trig->race))) 861 || (trig->race && (op->arch->archname == trig->race)))
836 return op; 862 return op;
837 863
838 for (tmp = op->inv; tmp; tmp = tmp->below) 864 for (tmp = op->inv; tmp; tmp = tmp->below)
839 { 865 {
840 if (tmp->inv) 866 if (tmp->inv)
843 if (ret) 869 if (ret)
844 return ret; 870 return ret;
845 } 871 }
846 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 872 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
847 || (trig->slaying && (tmp->slaying == trig->slaying)) 873 || (trig->slaying && (tmp->slaying == trig->slaying))
848 || (trig->race && (tmp->arch->name == trig->race))) 874 || (trig->race && (tmp->arch->archname == trig->race)))
849 return tmp; 875 return tmp;
850 } 876 }
851 return NULL; 877 return NULL;
852} 878}
853 879
854/* check_inv(), a function to search the inventory, 880/* check_inv(), a function to search the inventory,
855 * of a player and then based on a set of conditions, 881 * of a player and then based on a set of conditions,
856 * the square will activate connected items. 882 * the square will activate connected items.
857 * Monsters can't trigger this square (for now) 883 * Monsters can't trigger this square (for now)
858 * Values are: last_sp = 1/0 obj/no obj triggers 884 * Values are: last_sp = 1/0 obj/no obj triggers
859 * last_heal = 1/0 remove/dont remove obj if triggered 885 * last_heal = 1/0 remove/dont remove obj if triggered
860 * -b.t. (thomas@nomad.astro.psu.edu 886 * -b.t. (thomas@nomad.astro.psu.edu
861 * 887 *
862 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op 888 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
863 * because the check-inventory semantic essentially only applies when 889 * because the check-inventory semantic essentially only applies when
864 * something is above the inventory checker. 890 * something is above the inventory checker.
865 * The semantic prior this change was: trigger if something has moved on or off 891 * The semantic prior this change was: trigger if something has moved on or off
866 * and has a matching item. Imagine what happens if someone steps on the inventory 892 * and has a matching item. Imagine what happens if someone steps on the inventory
867 * checker with a matching item, has it, activates the connection, throws the item 893 * checker with a matching item, has it, activates the connection, throws the item
868 * away, and then leaves the inventory checker. That would've caused an always-enabled 894 * away, and then leaves the inventory checker. That would've caused an always-enabled
869 * state in the inventory checker. This won't happen anymore now. 895 * state in the inventory checker. This won't happen anymore now.
870 * 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 *
871 */ 903 */
872void 904void
873check_inv (object *op, object *trig) 905check_inv (object *op, object *trig)
874{ 906{
875 trig->value = 0; // deactivate if none of the following conditions apply 907 trig->value = 0; // deactivate if none of the following conditions apply
876 908
877 if (object *pl = trig->ms ().player ()) 909 object *pl = trig->ms ().player ();
878 {
879 object *match = check_inv_recursive (pl, trig); 910 object *match = check_inv_recursive (op, trig);
880 911
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
881 if (match && trig->last_sp) // match == having 919 if (match && trig->last_sp) // match == having
882 { 920 {
883 if (trig->last_heal) 921 if (trig->last_heal)
884 decrease_ob (match); 922 match->decrease ();
885 923
886 trig->value = 1; 924 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
887 } 925 push_button (trig, op);
926 }
888 else if (!match && !trig->last_sp) // match == not having 927 else if (!match && !trig->last_sp) // match == not having
889 trig->value = 1;
890 } 928 {
891 929 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
892 push_button (trig); 930 push_button (trig, op);
931 }
893} 932}
894 933

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