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Comparing deliantra/server/common/button.C (file contents):
Revision 1.6 by root, Sun Sep 3 00:18:39 2006 UTC vs.
Revision 1.74 by root, Sat Nov 17 23:39:59 2018 UTC

1/* 1/*
2 * static char *rcsid_button_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: button.C,v 1.6 2006/09/03 00:18:39 root Exp $";
4 */ 3 *
5 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
6/* 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
11 8 *
12 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
13 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
14 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 12 * option) any later version.
16 13 *
17 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,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 17 * GNU General Public License for more details.
21 18 *
22 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
23 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
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
25 22 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 23 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 24 */
28 25
29#include <global.h> 26#include <global.h>
30#include <funcpoint.h>
31 27
32/* 28/*
33 * This code is no longer highly inefficient 8) 29 * This code is no longer highly inefficient 8)
34 */ 30 */
35 31
36/* 32/*
37 * elmex: 33 * elmex:
38 * 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.
39 * 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.
40 * 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.
41 */ 38 */
42void activate_connection_link (objectlink *ol, bool state, object *source = 0) 39static void
40activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
43{ 41{
44 object *tmp = 0;
45
46 for (; ol; ol = ol->next) 42 for (; ol; ol = ol->next)
47 { 43 {
48 if (!ol->ob || ol->ob->count != ol->id) 44 if (!ol->ob)
49 { 45 {
50 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 46 LOG (llevError, "Internal error in activate_connection_link.\n");
51 continue; 47 continue;
52 } 48 }
49
53 /* 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
54 * 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
55 * 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
56 * 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
57 * 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
58 * 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.
59 */ 56 */
60 57
61 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 58 if (ol->ob->flag [FLAG_FREED])
62 return; 59 return;
60
63 tmp = ol->ob; 61 object *tmp = ol->ob;
64 62
65 /* if the criteria isn't appropriate, don't do anything */ 63 /* if the criteria isn't appropriate, don't do anything */
66 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 64 if (state && !tmp->flag [FLAG_ACTIVATE_ON_PUSH])
67 continue; 65 continue;
66
68 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 67 if (!state && !tmp->flag [FLAG_ACTIVATE_ON_RELEASE])
69 continue; 68 continue;
70 69
71 switch (tmp->type) 70 switch (tmp->type)
72 { 71 {
73 case GATE: 72 case GATE:
74 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"));
75 tmp->value = tmp->stats.maxsp ? !state : state; 78 tmp->value = tmp->stats.maxsp ? !state : state;
76 tmp->speed = 0.5; 79 tmp->set_speed (0.5);
77 update_ob_speed (tmp);
78 break; 80 break;
79 81
80 case CF_HANDLE: 82 case T_HANDLE:
81 SET_ANIMATION (tmp, 83 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
82 (tmp->value =
83 tmp->stats.maxsp ? !state : state));
84 update_object (tmp, UP_OBJ_FACE); 84 update_object (tmp, UP_OBJ_FACE);
85 break; 85 break;
86 86
87 case SIGN: 87 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 { 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
90 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
91 if (tmp->stats.food) 97 if (tmp->stats.food)
92 tmp->last_eat++; 98 tmp->last_eat++;
93 } 99 }
94 break; 100 break;
95 101
96 case ALTAR: 102 case ALTAR:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
97 tmp->value = 1; 104 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
100 break; 107 break;
101 108
102 case BUTTON: 109 case BUTTON:
103 case PEDESTAL: 110 case PEDESTAL:
111 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
104 tmp->value = state; 112 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 113 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 114 update_object (tmp, UP_OBJ_FACE);
107 break; 115 break;
108 116
109 case MOOD_FLOOR: 117 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 118 do_mood_floor (tmp, activator);
111 break; 119 break;
112 120
113 case TIMED_GATE: 121 case TIMED_GATE:
122 if (!tmp->active)
123 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
124
114 tmp->speed = tmp->arch->clone.speed; 125 tmp->set_speed (tmp->arch->speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 126 tmp->value = tmp->arch->value;
117 tmp->stats.sp = 1; 127 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 128 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 129 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 130 * from the head - this ensures that the data will consistent
121 */ 131 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 132 for (object *part = tmp->more; part; part = part->more)
123 { 133 {
124 tmp->speed = tmp->head->speed; 134 part->value = tmp->value;
125 tmp->value = tmp->head->value; 135 part->stats.sp = tmp->stats.sp;
126 tmp->stats.sp = tmp->head->stats.sp; 136 part->stats.hp = tmp->stats.hp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 137 part->set_speed (tmp->speed);
129 } 138 }
130 break; 139 break;
131 140
132 case DIRECTOR: 141 case DIRECTOR:
133 case FIREWALL: 142 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 143 if (!tmp->flag [FLAG_ANIMATE] && tmp->type == FIREWALL)
135 move_firewall (tmp); 144 move_firewall (tmp);
136 else 145 else
137 { 146 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 147 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140 animate_turning (tmp); 148 animate_turning (tmp);
141 } 149 }
142 break; 150 break;
143 151
144 case TELEPORTER: 152 case TELEPORTER:
145 move_teleporter (tmp); 153 move_teleporter (tmp);
146 break; 154 break;
147 155
148 case CREATOR: 156 case CREATOR:
149 move_creator (tmp); 157 move_creator (tmp);
150 break; 158 break;
151 159
152 case TRIGGER_MARKER: 160 case TRIGGER_MARKER:
161 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
153 move_marker (tmp); 162 move_marker (tmp);
154 break; 163 break;
155 164
156 case DUPLICATOR: 165 case DUPLICATOR:
157 move_duplicator (tmp); 166 move_duplicator (tmp);
158 break; 167 break;
168
169 case MAPSCRIPT:
170 cfperl_mapscript_activate (tmp, state, activator, originator);
171 break;
159 } 172 }
160 } 173 }
161} 174}
162 175
163/* 176/*
170 * altars/pedestals/holes in the whole map. 183 * altars/pedestals/holes in the whole map.
171 * Changed the routine to loop through _all_ objects. 184 * Changed the routine to loop through _all_ objects.
172 * Better hurry with that linked list... 185 * Better hurry with that linked list...
173 * 186 *
174 */ 187 */
175void push_button (object *op) 188void
189push_button (object *op, object *originator)
176{ 190{
177 oblinkpt *obp = get_button_links (op); 191 if (oblinkpt *obp = op->find_link ())
178 192 {
179 if (!obp) 193 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
180 return; 194 return;
181 195
182 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value)))
183 return;
184
185 activate_connection_link (obp->link, op->value, op); 196 activate_connection_link (obp->link, op->value, op, originator);
197 }
186} 198}
187 199
188/* 200/*
189 * elmex: 201 * elmex:
190 * 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
191 * only a map, a connection value and a true or false flag that indicated whether 203 * only a map, a connection value and a true or false flag that indicated whether
192 * 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
193 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 205 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
194 * 206 *
195 */ 207 */
196void activate_connection (mapstruct *map, long connection, bool state) 208void
209maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
197{ 210{
198 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)))
199 return; 212 return;
200 213
201 oblinkpt *obp = get_connection_links (map, connection); 214 if (oblinkpt *obp = find_link (id))
202 if (obp)
203 activate_connection_link (obp->link, state); 215 activate_connection_link (obp->link, state, activator, originator);
204} 216}
205 217
206/* 218/*
207 * Updates everything connected with the button op. 219 * Updates everything connected with the button op.
208 * 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
209 * 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
210 * button reacts to the (eventual) change of state. 222 * button reacts to the (eventual) change of state.
211 */ 223 */
212 224void
213void update_button(object *op) { 225update_button (object *op, object *originator)
214 object *ab,*tmp,*head; 226{
215 int tot,any_down=0, old_value=op->value; 227 int any_down = 0, old_value = op->value;
216 oblinkpt *obp = 0;
217 objectlink *ol;
218 228
219 obp = get_button_links (op); 229 if (oblinkpt *obp = op->find_link ())
220 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
221 if (obp)
222 for (ol = obp->link; ol; ol = ol->next) { 230 for (objectlink *ol = obp->link; ol; ol = ol->next)
223 if (!ol->ob || ol->ob->count != ol->id) { 231 {
232 if (!ol->ob)
233 {
224 LOG(llevDebug, "Internal error in update_button (%s).\n", &op->name); 234 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
225 continue; 235 continue;
226 } 236 }
237
227 tmp = ol->ob; 238 object *tmp = ol->ob;
239
228 if (tmp->type==BUTTON) { 240 if (tmp->type == BUTTON)
241 {
242 weight_t total = 0;
243
229 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 244 for (object *ab = tmp->above; ab; ab = ab->above)
230 /* Bug? The pedestal code below looks for the head of
231 * the object, this bit doesn't. I'd think we should check
232 * for head here also. Maybe it also makese sense to
233 * make the for ab=tmp->above loop common, and alter
234 * behaviour based on object within that loop?
235 */
236
237 /* Basically, if the move_type matches that on what the 245 /* Basically, if the move_type matches that on what the
238 * button wants, we count it. The second check is so that 246 * button wants, we count it. The second check is so that
239 * objects don't move (swords, etc) will count. Note that 247 * objects who don't move (swords, etc) will count. Note that
240 * this means that more work is needed to make buttons 248 * this means that more work is needed to make buttons
241 * that are only triggered by flying objects. 249 * that are only triggered by flying objects.
242 */ 250 */
243 if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 251 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
244 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 252 total += ab->head_ ()->total_weight ();
245 253
246 tmp->value=(tot>=tmp->weight)?1:0; 254 tmp->value = total >= tmp->weight;
247 if(tmp->value) 255
248 any_down=1; 256 any_down = any_down || tmp->value;
257 }
249 } else if (tmp->type == PEDESTAL) { 258 else if (tmp->type == PEDESTAL)
259 {
260 bool is_match = is_match_expr (tmp->slaying);
250 tmp->value = 0; 261 tmp->value = 0;
262
251 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 263 for (object *ab = tmp->above; ab; ab = ab->above)
252 head = ab->head ? ab->head : ab; 264 {
265 object *head = ab->head_ ();
266
253 /* Same note regarding move_type for buttons above apply here. */ 267 /* Same note regarding move_type for buttons above apply here. */
254 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)
255 (head->race==tmp->slaying || 271 : (head->race == tmp->slaying
256 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 272 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
257 (!strcmp (tmp->slaying, "player") && 273 || (tmp->slaying == shstr_player && head->type == PLAYER)))
258 head->type == PLAYER))) 274 {
259 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)
260 } 287 {
261 if(tmp->value) 288 object *head = ab->head_ ();
262 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;
263 } 300 }
264 } 301 }
302
265 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 */
266 op->value=1; 304 op->value = 1;
267 305
306 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
307
268 /* If this button hasn't changed, don't do anything */ 308 /* If this button hasn't changed, don't do anything */
269 if (op->value != old_value) { 309 if (op->value != old_value)
310 {
270 SET_ANIMATION(op, op->value); 311 SET_ANIMATION (op, op->value);
271 update_object(op, UP_OBJ_FACE); 312 update_object (op, UP_OBJ_FACE);
272 push_button(op); /* Make all other buttons the same */ 313 push_button (op, originator); /* Make all other buttons the same */
273 }
274}
275
276/*
277 * Updates every button on the map (by calling update_button() for them).
278 */
279
280void update_buttons(mapstruct *m) {
281 objectlink *ol;
282 oblinkpt *obp;
283 for (obp = m->buttons; obp; obp = obp->next)
284 for (ol = obp->link; ol; ol = ol->next) {
285 if (!ol->ob || ol->ob->count != ol->id) {
286 LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
287 ol->ob?(const char *)ol->ob->name:"null",
288 ol->ob?ol->ob->x:-1,
289 ol->ob?ol->ob->y:-1,
290 ol->id,
291 obp->value);
292 continue;
293 } 314 }
294 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
295 {
296 update_button(ol->ob);
297 break;
298 }
299 }
300} 315}
301 316
302void use_trigger(object *op) 317void
318use_trigger (object *op, object *originator)
303{ 319{
304
305 /* Toggle value */ 320 /* Toggle value */
306 op->value = !op->value; 321 op->value = !op->value;
307 push_button(op); 322
323 push_button (op, originator);
308} 324}
309 325
310/* 326/*
311 * Note: animate_object should be used instead of this, 327 * Note: animate_object should be used instead of this,
312 * but it can't handle animations in the 8 directions 328 * but it can't handle animations in the 8 directions
313 */ 329 */
314 330void
315void animate_turning(object *op) /* only one part objects */ 331animate_turning (object *op) /* only one part objects */
316{ 332{
317 if (++op->state >= NUM_ANIMATIONS(op)/8) 333 if (++op->state >= NUM_ANIMATIONS (op) / 8)
318 op->state=0; 334 op->state = 0;
319 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 335 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
320 op->state);
321 update_object(op,UP_OBJ_FACE); 336 update_object (op, UP_OBJ_FACE);
322} 337}
323 338
324#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 339#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
325#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 340#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
326 341
332 * 347 *
333 * 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
334 * 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
335 * objects on the same space that take the same sacrifice. 350 * objects on the same space that take the same sacrifice.
336 */ 351 */
337 352int
338int check_altar_sacrifice (const object *altar, const object *sacrifice) 353check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
339{ 354{
340 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 355 if (sacrifice->flag [FLAG_UNPAID]
341 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 356 || sacrifice->flag [FLAG_IS_LINKED]
342 && sacrifice->type != PLAYER) 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])
343 { 364 {
344 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 365 if (ARCH_SACRIFICE (altar) == shstr_money
345 ARCH_SACRIFICE(altar) == sacrifice->name ||
346 ARCH_SACRIFICE(altar) == sacrifice->slaying ||
347 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0))))
348 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1))
349 return 1;
350 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0
351 && sacrifice->type == MONEY 366 && sacrifice->type == MONEY
352 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 367 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
353 return 1; 368 return 1;
369
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 ())
375 return 1;
354 } 376 }
377
355 return 0; 378 return 0;
356} 379}
357
358 380
359/* 381/*
360 * operate_altar checks if sacrifice was accepted and removes sacrificed 382 * operate_altar checks if sacrifice was accepted and removes sacrificed
361 * objects. If sacrifice was succeed return 1 else 0. Might be better to 383 * objects. If sacrifice was succeed return 1 else 0. Might be better to
362 * call check_altar_sacrifice (above) than depend on the return value, 384 * call check_altar_sacrifice (above) than depend on the return value,
363 * since operate_altar will remove the sacrifice also. 385 * since operate_altar will remove the sacrifice also.
364 * 386 *
365 * 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
366 * 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.
367 */ 389 */
368 390int
369int operate_altar (object *altar, object **sacrifice) 391operate_altar (object *altar, object **sacrifice, object *originator)
370{ 392{
371
372 if ( ! altar->map) { 393 if (!altar->map)
394 {
373 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 395 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
374 return 0; 396 return 0;
375 } 397 }
376 398
377 if (!altar->slaying || altar->value) 399 if (!altar->slaying || altar->value)
378 return 0; 400 return 0;
379 401
380 if ( ! check_altar_sacrifice (altar, *sacrifice)) 402 if (!check_altar_sacrifice (altar, *sacrifice, originator))
381 return 0; 403 return 0;
382 404
383 /* check_altar_sacrifice should have already verified that enough money 405 /* check_altar_sacrifice should have already verified that enough money
384 * has been dropped. 406 * has been dropped.
385 */ 407 */
386 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 408 if (ARCH_SACRIFICE (altar) == shstr_money)
409 {
387 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 410 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
388 411
389 /* Round up any sacrifices. Altars don't make change either */ 412 /* Round up any sacrifices. Altars don't make change either */
390 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 413 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
391 *sacrifice = decrease_ob_nr (*sacrifice, number); 414 number++;
415
416 if (!(*sacrifice)->decrease (number))
417 *sacrifice = 0;
392 } 418 }
393 else 419 else
394 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 420 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
395 421 *sacrifice = 0;
422
396 if (altar->msg) 423 if (altar->msg)
397 new_info_map(NDI_BLACK, altar->map, altar->msg); 424 new_info_map (NDI_BLACK, altar->map, altar->msg);
425
398 return 1; 426 return 1;
399} 427}
400 428
429static void
401void trigger_move (object *op, int state) /* 1 down and 0 up */ 430trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
402{ 431{
403 op->stats.wc = state; 432 op->stats.wc = state;
433
404 if (state) { 434 if (state)
405 use_trigger(op); 435 {
406 if (op->stats.exp > 0) /* check sanity */ 436 use_trigger (op, originator);
407 op->speed = 1.0 / op->stats.exp; 437 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
408 else
409 op->speed = 1.0;
410 update_ob_speed(op);
411 op->speed_left = -1; 438 op->speed_left = -1;
412 } else { 439 }
413 use_trigger(op); 440 else
441 {
442 use_trigger (op, originator);
414 op->speed = 0; 443 op->set_speed (0);
415 update_ob_speed(op);
416 } 444 }
417} 445}
418 446
419 447
420/* 448/*
427 * 455 *
428 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 456 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
429 * 457 *
430 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 458 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
431 */ 459 */
460int
432int check_trigger (object *op, object *cause) 461check_trigger (object *op, object *cause, object *originator)
433{ 462{
434 object *tmp; 463 object *tmp;
435 int push = 0, tot = 0; 464 int push = 0, tot = 0;
436 int in_movement = op->stats.wc || op->speed; 465 int in_movement = op->stats.wc || op->has_active_speed ();
437 466
438 switch (op->type) { 467 switch (op->type)
468 {
439 case TRIGGER_BUTTON: 469 case TRIGGER_BUTTON:
440 if (op->weight > 0) { 470 if (op->weight > 0)
441 if (cause) {
442 for (tmp = op->above; tmp; tmp = tmp->above)
443 /* Comment reproduced from update_buttons(): */
444 /* Basically, if the move_type matches that on what the
445 * button wants, we count it. The second check is so that
446 * objects that don't move (swords, etc) will count. Note that
447 * this means that more work is needed to make buttons
448 * that are only triggered by flying objects.
449 */
450
451 if ((tmp->move_type & op->move_on) || tmp->move_type==0) {
452 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1)
453 + tmp->carrying;
454 }
455 if (tot >= op->weight)
456 push = 1;
457 if (op->stats.ac == push)
458 return 0;
459 op->stats.ac = push;
460 if (NUM_ANIMATIONS(op) > 1) {
461 SET_ANIMATION (op, push);
462 update_object (op, UP_OBJ_FACE);
463 }
464 if (in_movement || ! push)
465 return 0;
466 }
467 trigger_move (op, push);
468 } 471 {
469 return 0;
470
471 case TRIGGER_PEDESTAL:
472 if (cause) { 472 if (cause)
473 {
473 for (tmp = op->above; tmp; tmp = tmp->above) { 474 for (tmp = op->above; tmp; tmp = tmp->above)
474 object *head = tmp->head ? tmp->head : tmp; 475 /* Comment reproduced from update_buttons(): */
475 476 /* Basically, if the move_type matches that on what the
476 /* See comment in TRIGGER_BUTTON about move_types */ 477 * button wants, we count it. The second check is so that
477 if (((head->move_type & op->move_on) || head->move_type==0) 478 * objects that don't move (swords, etc) will count. Note that
478 && (head->race==op->slaying || 479 * this means that more work is needed to make buttons
479 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 480 * that are only triggered by flying objects.
480 push = 1;
481 break;
482 } 481 */
483 } 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
484 if (op->stats.ac == push) 488 if (op->stats.ac == push)
485 return 0; 489 return 0;
490
486 op->stats.ac = push; 491 op->stats.ac = push;
487 if (NUM_ANIMATIONS(op) > 1) { 492 if (NUM_ANIMATIONS (op) > 1)
493 {
488 SET_ANIMATION (op, push); 494 SET_ANIMATION (op, push);
489 update_object (op, UP_OBJ_FACE); 495 update_object (op, UP_OBJ_FACE);
490 } 496 }
491 update_object(op,UP_OBJ_FACE); 497
492 if (in_movement || ! push) 498 if (in_movement || !push)
493 return 0; 499 return 0;
494 } 500 }
501
495 trigger_move (op, push); 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)
496 return 0; 524 return 0;
497 525
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
498 case TRIGGER_ALTAR: 543 case TRIGGER_ALTAR:
499 if (cause) { 544 if (cause)
545 {
500 if (in_movement) 546 if (in_movement)
501 return 0; 547 return 0;
548
502 if (operate_altar (op, &cause)) { 549 if (operate_altar (op, &cause)) /* TODO: originator? */
503 if (NUM_ANIMATIONS(op) > 1) {
504 SET_ANIMATION (op, 1);
505 update_object(op, UP_OBJ_FACE);
506 }
507 if (op->last_sp >= 0) {
508 trigger_move (op, 1);
509 if (op->last_sp > 0)
510 op->last_sp = -op->last_sp;
511 }
512 else {
513 /* for trigger altar with last_sp, the ON/OFF
514 * status (-> +/- value) is "simulated":
515 */
516 op->value = !op->value;
517 trigger_move (op, 1);
518 op->last_sp = -op->last_sp;
519 op->value = !op->value;
520 }
521 return cause == NULL;
522 } else {
523 return 0;
524 } 550 {
525 } else {
526 if (NUM_ANIMATIONS(op) > 1) { 551 if (NUM_ANIMATIONS (op) > 1)
552 {
527 SET_ANIMATION (op, 0); 553 SET_ANIMATION (op, 1);
528 update_object(op, UP_OBJ_FACE); 554 update_object (op, UP_OBJ_FACE);
529 } 555 }
530 556
531 /* If trigger_altar has "last_sp > 0" set on the map,
532 * it will push the connected value only once per sacrifice.
533 * Otherwise (default), the connected value will be
534 * pushed twice: First by sacrifice, second by reset! -AV
535 */
536 if (!op->last_sp) 557 if (op->last_sp >= 0)
558 {
537 trigger_move (op, 0); 559 trigger_move (op, 1, cause);
560
561 if (op->last_sp > 0)
562 op->last_sp = -op->last_sp;
563 }
538 else { 564 else
539 op->stats.wc = 0; 565 {
566 /* for trigger altar with last_sp, the ON/OFF
567 * status (-> +/- value) is "simulated":
568 */
540 op->value = !op->value; 569 op->value = !op->value;
541 op->speed = 0; 570 trigger_move (op, 1, cause);
542 update_ob_speed(op); 571 op->last_sp = -op->last_sp;
572 op->value = !op->value;
543 } 573 }
574
575 return cause == NULL;
544 } 576 }
577 else
545 return 0; 578 return 0;
546
547 case TRIGGER:
548 if (cause) {
549 if (in_movement)
550 return 0;
551 push = 1;
552 } 579 }
580 else
581 {
553 if (NUM_ANIMATIONS(op) > 1) { 582 if (NUM_ANIMATIONS (op) > 1)
583 {
554 SET_ANIMATION (op, push); 584 SET_ANIMATION (op, 0);
555 update_object(op, UP_OBJ_FACE); 585 update_object (op, UP_OBJ_FACE);
556 } 586 }
587
588 /* If trigger_altar has "last_sp > 0" set on the map,
589 * it will push the connected value only once per sacrifice.
590 * Otherwise (default), the connected value will be
591 * pushed twice: First by sacrifice, second by reset! -AV
592 */
593 if (!op->last_sp)
557 trigger_move (op, push); 594 trigger_move (op, 0, cause);
595 else
596 {
597 op->stats.wc = 0;
598 op->value = !op->value;
599 op->set_speed (0);
600 }
601 }
602 return 0;
603
604 case TRIGGER:
605 if (cause)
606 {
607 if (in_movement)
558 return 1; 608 return 0;
559 609
610 push = 1;
611 }
612
613 if (NUM_ANIMATIONS (op) > 1)
614 {
615 SET_ANIMATION (op, push);
616 update_object (op, UP_OBJ_FACE);
617 }
618
619 trigger_move (op, push, cause);
620 return 1;
621
560 default: 622 default:
561 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);
562 return 0; 624 return 0;
625 }
626}
627
628void
629object::add_link (maptile *map, shstr_tmp id)
630{
631 if (!map)
563 } 632 {
564} 633 LOG (llevError, "Tried to add button-link without map.\n");
634 return;
635 }
565 636
566void add_button_link(object *button, mapstruct *map, int connected) { 637 flag [FLAG_IS_LINKED] = true;
567 oblinkpt *obp; 638
568 objectlink *ol = get_objectlink(); 639 objectlink *ol = get_objectlink ();
569
570 if (!map) {
571 LOG(llevError, "Tried to add button-link without map.\n");
572 return;
573 }
574 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild
575 a connected map from a template map. */
576/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
577
578 SET_FLAG(button,FLAG_IS_LINKED);
579
580 ol->ob = button; 640 ol->ob = this;
581 ol->id = button->count;
582 641
583 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 642 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
584 643 if (obp->id == id)
585 if (obp) { 644 {
586 ol->next = obp->link; 645 ol->next = obp->link;
587 obp->link = ol; 646 obp->link = ol;
588 } else { 647 return;
648 }
649
589 obp = get_objectlinkpt(); 650 oblinkpt *obp = get_objectlinkpt ();
590 obp->value = connected; 651 obp->id = id;
591 652
592 obp->next = map->buttons; 653 obp->next = map->buttons;
593 map->buttons = obp; 654 map->buttons = obp;
594 obp->link = ol; 655 obp->link = ol;
595 }
596} 656}
597 657
598/* 658/*
599 * 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.
600 * This is only needed by editors. 660 * This is only needed by editors.
601 */ 661 */
602 662void
603void remove_button_link(object *op) { 663object::remove_link ()
604 oblinkpt *obp; 664{
605 objectlink **olp, *ol; 665 if (!map)
606 666 {
607 if (op->map == NULL) {
608 LOG(llevError, "remove_button_link() in object without map.\n"); 667 LOG (llevError, "remove_button_link() in object without map.\n");
609 return; 668 return;
610 } 669 }
611 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 670
671 if (!flag [FLAG_IS_LINKED])
672 {
612 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 673 LOG (llevError, "remove_button_linked() in unlinked object.\n");
613 return; 674 return;
614 } 675 }
676
677 flag [FLAG_IS_LINKED] = false;
678
615 for (obp = op->map->buttons; obp; obp = obp->next) 679 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
616 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 680 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
617 if (ol->ob == op) { 681 if ((*olp)->ob == this)
618/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 682 {
619 obp->value, op->name, op->map->path); 683 objectlink *ol = *olp;
620*/
621 *olp = ol->next; 684 *olp = ol->next;
622 free(ol); 685 delete ol;
623 return; 686 return;
687 }
688
689 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
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 }
624 } 713 }
625 LOG(llevError, "remove_button_linked(): couldn't find object.\n");
626 CLEAR_FLAG(op,FLAG_IS_LINKED);
627} 714}
628 715
629/* 716/*
630 * Gets the objectlink for this connection from the map. 717 * Gets the objectlink for this connection from the map.
631 */ 718 */
632oblinkpt *get_connection_links (mapstruct *map, long connection) 719oblinkpt *
720maptile::find_link (shstr_tmp id)
633{ 721{
634 for (oblinkpt *obp = map->buttons; obp; obp = obp->next) 722 for (oblinkpt *obp = buttons; obp; obp = obp->next)
635 if (obp->value == connection) 723 if (obp->id == id)
636 return obp; 724 return obp;
725
637 return 0; 726 return 0;
638} 727}
639 728
640/* 729/*
641 * Return the first objectlink in the objects linked to this one 730 * Return the first objectlink in the objects linked to this one
642 */ 731 */
643
644oblinkpt *get_button_links(const object *button) {
645 oblinkpt *obp; 732oblinkpt *
646 objectlink *ol; 733object::find_link () const
647 734{
648 if (!button->map) 735 if (map)
649 return NULL;
650 for (obp = button->map->buttons; obp; obp = obp->next) 736 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
651 for (ol = obp->link; ol; ol = ol->next) 737 for (objectlink *ol = obp->link; ol; ol = ol->next)
652 if (ol->ob == button && ol->id == button->count) 738 if (ol->ob == this)
653 return obp; 739 return obp;
654 return NULL;
655}
656 740
657/*
658 * Made as a separate function to increase efficiency
659 */
660
661int get_button_value(const object *button) {
662 oblinkpt *obp;
663 objectlink *ol;
664
665 if (!button->map)
666 return 0;
667 for (obp = button->map->buttons; obp; obp = obp->next)
668 for (ol = obp->link; ol; ol = ol->next)
669 if (ol->ob == button && ol->id == button->count)
670 return obp->value;
671 return 0; 741 return 0;
672} 742}
673 743
674/* This routine makes monsters who are 744/* This routine makes monsters who are
675 * standing on the 'mood floor' change their 745 * standing on the 'mood floor' change their
676 * disposition if it is different. 746 * disposition if it is different.
677 * If floor is to be triggered must have 747 * If floor is to be triggered must have
678 * a speed of zero (default is 1 for all 748 * a speed of zero (default is 1 for all
679 * but the charm floor type). 749 * but the charm floor type).
680 * by b.t. thomas@nomad.astro.psu.edu 750 * by b.t. thomas@nomad.astro.psu.edu
681 */ 751 */
682 752void
683void do_mood_floor(object *op, object *source) { 753do_mood_floor (object *op, object *source)
684 object *tmp; 754{
685 object *tmp2;
686
687 if (!source) 755 if (!source)
688 source = op; 756 source = op;
689 757
690 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 758 mapspace &ms = op->ms ();
691 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break;
692 759
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])
767 break;
768
693 /* 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
694 * be a monster here. 770 * be a monster here.
695 */ 771 */
772 //TODO: have players really FLAG_MONSTER? kept it for safety
696 if (!tmp || tmp->type == PLAYER) return; 773 if (!tmp || tmp->type == PLAYER)
774 return;
697 775
698 switch(op->last_sp) { 776 switch (op->last_sp)
777 {
699 case 0: /* furious--make all monsters mad */ 778 case 0: /* furious--make all monsters mad */
700 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 779 if (tmp->flag [FLAG_UNAGGRESSIVE])
701 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); 780 tmp->clr_flag (FLAG_UNAGGRESSIVE);
702 if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) { 781
703 CLEAR_FLAG(tmp, FLAG_FRIENDLY); 782 if (tmp->flag [FLAG_FRIENDLY])
704 remove_friendly_object(tmp); 783 {
705 tmp->attack_movement = 0; 784 tmp->attack_movement = 0;
706 /* 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
707 * dereference a null value 786 * dereference a null value
708 */ 787 */
709 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER && 788 if (tmp->type == GOLEM
789 && tmp->owner
790 && tmp->owner->type == PLAYER
710 tmp->owner->contr->ranges[range_golem]==tmp) { 791 && tmp->owner->contr->golem == tmp)
711 tmp->owner->contr->ranges[range_golem]=NULL;
712 tmp->owner->contr->golem_count = 0; 792 tmp->owner->contr->golem = 0;
713 } 793
714 tmp->owner = 0; 794 tmp->owner = 0;
795
796 remove_friendly_object (tmp);
715 } 797 }
716 break; 798 break;
799
717 case 1: /* angry -- get neutral monsters mad */ 800 case 1: /* angry -- get neutral monsters mad */
718 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&& 801 if (tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
719 !QUERY_FLAG(tmp, FLAG_FRIENDLY)) 802 tmp->clr_flag (FLAG_UNAGGRESSIVE);
720 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
721 break; 803 break;
804
722 case 2: /* calm -- pacify unfriendly monsters */ 805 case 2: /* calm -- pacify unfriendly monsters */
723 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 806 tmp->set_flag (FLAG_UNAGGRESSIVE);
724 SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
725 break; 807 break;
808
726 case 3: /* make all monsters fall asleep */ 809 case 3: /* make all monsters fall asleep */
727 if(!QUERY_FLAG(tmp, FLAG_SLEEP)) 810 tmp->set_flag (FLAG_SLEEP);
728 SET_FLAG(tmp, FLAG_SLEEP);
729 break; 811 break;
812
730 case 4: /* charm all monsters */ 813 case 4: /* charm all monsters */
731 if (op == source) break; /* only if 'connected' */ 814 if (op == source)
815 break; /* only if 'connected' */
732 816
733 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */ 817 if (object *pl = source->ms ().player ())
734 tmp2->type!=PLAYER;tmp2=tmp2->above) 818 {
735 if(tmp2->above==NULL) break; 819 tmp->set_owner (pl);
820 tmp->set_flag (FLAG_MONSTER);
736 821
737 if (tmp2->type != PLAYER)
738 break;
739 set_owner(tmp,tmp2);
740 SET_FLAG(tmp,FLAG_MONSTER);
741 tmp->stats.exp = 0; 822 tmp->stats.exp = 0;
742 SET_FLAG(tmp, FLAG_FRIENDLY); 823
743 add_friendly_object (tmp); 824 add_friendly_object (tmp);
744 tmp->attack_movement = PETMOVE; 825 tmp->attack_movement = PETMOVE;
826 }
827 break;
828
829 case 6: // kill monsters
830 if (!tmp->flag [FLAG_FRIENDLY])
745 break; 831 break;
746 832
833 // FALL THROUGH
834 case 5: // kill all alives
835 if (!tmp->flag [FLAG_PRECIOUS])
836 {
837 archetype::get (shstr_burnout)->insert_at (tmp, source);
838 tmp->destroy ();
839 }
840 break;
841
747 default: 842 default:
748 break; 843 break;
749
750 } 844 }
751} 845}
752 846
753/* this function returns the object it matches, or NULL if non. 847/* this function returns the object it matches, or NULL if non.
754 * It will descend through containers to find the object. 848 * It will descend through containers to find the object.
755 * slaying = match object slaying flag 849 * slaying = match object slaying flag
756 * race = match object archetype name flag 850 * race = match object archetype name flag
757 * hp = match object type (excpt type '0'== PLAYER) 851 * hp = match object type (excpt type '0'== PLAYER)
758 */ 852 */
759 853object *
760object * check_inv_recursive(object *op, const object *trig) 854check_inv_recursive (object *op, const object *trig)
761{ 855{
762 object *tmp,*ret=NULL; 856 object *tmp, *ret = NULL;
763 857
764 /* First check the object itself. */ 858 /* First check the object itself. */
765 if((trig->stats.hp && (op->type == trig->stats.hp)) 859 if ((trig->stats.hp && (op->type == trig->stats.hp))
766 || (trig->slaying && (op->slaying == trig->slaying)) 860 || (trig->slaying && (op->slaying == trig->slaying))
767 || (trig->race && (op->arch->name == trig->race))) 861 || (trig->race && (op->arch->archname == trig->race)))
768 return op; 862 return op;
769 863
770 for(tmp=op->inv; tmp; tmp=tmp->below) { 864 for (tmp = op->inv; tmp; tmp = tmp->below)
865 {
771 if (tmp->inv) { 866 if (tmp->inv)
867 {
772 ret=check_inv_recursive(tmp, trig); 868 ret = check_inv_recursive (tmp, trig);
869 if (ret)
773 if (ret) return ret; 870 return ret;
774 } 871 }
775 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 872 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
776 || (trig->slaying && (tmp->slaying == trig->slaying)) 873 || (trig->slaying && (tmp->slaying == trig->slaying))
777 || (trig->race && (tmp->arch->name == trig->race))) 874 || (trig->race && (tmp->arch->archname == trig->race)))
778 return tmp; 875 return tmp;
779 } 876 }
780 return NULL; 877 return NULL;
781} 878}
782 879
783/* check_inv(), a function to search the inventory, 880/* check_inv(), a function to search the inventory,
784 * of a player and then based on a set of conditions, 881 * of a player and then based on a set of conditions,
785 * the square will activate connected items. 882 * the square will activate connected items.
786 * Monsters can't trigger this square (for now) 883 * Monsters can't trigger this square (for now)
787 * Values are: last_sp = 1/0 obj/no obj triggers 884 * Values are: last_sp = 1/0 obj/no obj triggers
788 * last_heal = 1/0 remove/dont remove obj if triggered 885 * last_heal = 1/0 remove/dont remove obj if triggered
789 * -b.t. (thomas@nomad.astro.psu.edu 886 * -b.t. (thomas@nomad.astro.psu.edu
790 */ 887 *
791 888 * 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 */
904void
792void check_inv (object *op, object *trig) { 905check_inv (object *op, object *trig)
793object *match; 906{
907 trig->value = 0; // deactivate if none of the following conditions apply
794 908
795 if(op->type != PLAYER) return; 909 object *pl = trig->ms ().player ();
796 match = check_inv_recursive(op,trig); 910 object *match = check_inv_recursive (op, trig);
797 if (match && trig->last_sp) { 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
919 if (match && trig->last_sp) // match == having
920 {
798 if(trig->last_heal) 921 if (trig->last_heal)
799 decrease_ob(match); 922 match->decrease ();
800 use_trigger(trig); 923
924 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
925 push_button (trig, op);
926 }
927 else if (!match && !trig->last_sp) // match == not having
801 } 928 {
802 else if (!match && !trig->last_sp) 929 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
803 use_trigger(trig); 930 push_button (trig, op);
804}
805
806
807/* This does a minimal check of the button link consistency for object
808 * map. All it really does it much sure the object id link that is set
809 * matches what the object has.
810 */
811void verify_button_links(const mapstruct *map) {
812 oblinkpt *obp;
813 objectlink *ol;
814
815 if (!map) return;
816
817 for (obp = map->buttons; obp; obp = obp->next) {
818 for (ol=obp->link; ol; ol=ol->next) {
819 if (ol->id!=ol->ob->count)
820 LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
821 }
822 } 931 }
823} 932}
933

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