static char *copy_value_single(PyObject *item, PointerRNA *ptr, PropertyRNA *prop, char *data, unsigned int item_size, int *index, ItemConvertFunc convert_item, RNA_SetIndexFunc rna_set_index) { if (!data) { char value[sizeof(int)]; convert_item(item, value); rna_set_index(ptr, prop, *index, value); *index = *index + 1; } else { convert_item(item, data); data += item_size; } return data; }
/** * 'victim' moves onto 'trap' (trap has FLAG_WALK_ON or FLAG_FLY_ON set) or * 'victim' leaves 'trap' (trap has FLAG_WALK_OFF or FLAG_FLY_OFF) set. * * I added the flags parameter to give the single events more information * about whats going on: * * Most important is the "MOVE_APPLY_VANISHED" flag. * If set, a object has left a tile but "vanished" and not moved (perhaps * it exploded or something). This means that some events are not * triggered like trapdoors or teleporter traps for example which have a * "FLY/MOVE_OFF" set. This will avoid that they touch invalid objects. * @param trap Object victim moved on. * @param victim The object that moved on trap. * @param originator Player, monster or other object that caused 'victim' * to move onto 'trap'. Will receive messages caused by this action. May * be NULL, however, some types of traps require an originator to * function. * @param flags Flags. */ void move_apply(object *trap, object *victim, object *originator, int flags) { static int recursion_depth = 0; /* move_apply() is the most likely candidate for causing unwanted and * possibly unlimited recursion. */ /* The following was changed because it was causing perfeclty correct * maps to fail. 1) it's not an error to recurse: * rune detonates, summoning monster. monster lands on nearby rune. * nearby rune detonates. This sort of recursion is expected and * proper. This code was causing needless crashes. */ if (recursion_depth >= 500) { LOG(llevDebug, "WARNING: move_apply(): aborting recursion [trap arch %s, name %s; victim arch %s, name %s]\n", trap->arch->name, trap->name, victim->arch->name, victim->name); return; } if (trap->head) { trap = trap->head; } /* Trigger the TRIGGER event */ if (trigger_event(EVENT_TRIGGER, victim, trap, originator, NULL, 0, 0, 0, SCRIPT_FIX_NOTHING)) { return; } recursion_depth++; switch (trap->type) { /* these objects can trigger other objects connected to them. * We need to check them at map loading time and other special * events to be sure to have a 100% working map state. */ case BUTTON: case PEDESTAL: update_button(trap); break; case TRIGGER_BUTTON: case TRIGGER_PEDESTAL: case TRIGGER_ALTAR: check_trigger(trap, victim); break; case CHECK_INV: check_inv(victim, trap); break; /* these objects trigger to but they are "instant". * We don't need to check them when loading. */ case ALTAR: /* sacrifice victim on trap */ apply_altar(trap, victim, originator); break; case CONVERTER: if (!(flags & MOVE_APPLY_VANISHED)) { convert_item(victim, trap); } break; case PLAYERMOVER: break; /* should be walk_on/fly_on only */ case SPINNER: if (victim->direction) { if ((victim->direction = victim->direction + trap->direction) > 8) { victim->direction = (victim->direction % 8) + 1; } update_turn_face(victim); } break; case DIRECTOR: if (victim->direction) { victim->direction = trap->direction; update_turn_face(victim); } break; /* no need to hit anything */ case MMISSILE: if (IS_LIVE(victim) && !(flags&MOVE_APPLY_VANISHED)) { tag_t trap_tag = trap->count; hit_player(victim, trap->stats.dam, trap, AT_MAGIC); if (!was_destroyed(trap, trap_tag)) { remove_ob(trap); } check_walk_off(trap, NULL, MOVE_APPLY_VANISHED); } break; case THROWN_OBJ: if (trap->inv == NULL || (flags & MOVE_APPLY_VANISHED)) { break; } /* fallthrough */ case ARROW: /* bad bug: monster throw a object, make a step forwards, step on object , * trigger this here and get hit by own missile - and will be own enemy. * Victim then is his own enemy and will start to kill herself (this is * removed) but we have not synced victim and his missile. To avoid senseless * action, we avoid hits here */ if ((IS_LIVE(victim) && trap->speed) && trap->owner != victim) { hit_with_arrow(trap, victim); } break; case CONE: case LIGHTNING: break; case BULLET: if ((QUERY_FLAG(victim, FLAG_NO_PASS) || IS_LIVE(victim)) && !(flags & MOVE_APPLY_VANISHED)) { check_fired_arch(trap); } break; case TRAPDOOR: { int max, sound_was_played; object *ab; if ((flags & MOVE_APPLY_VANISHED)) { break; } if (!trap->value) { sint32 tot; for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) { if (!QUERY_FLAG(ab, FLAG_FLYING)) { tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; } } if (!(trap->value = (tot > trap->weight) ? 1 : 0)) { break; } SET_ANIMATION(trap, (NUM_ANIMATIONS(trap) / NUM_FACINGS(trap)) * trap->direction + trap->value); update_object(trap, UP_OBJ_FACE); } for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab && !QUERY_FLAG(ab, FLAG_FLYING); ab = ab->above) { if (!sound_was_played) { play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE, SOUND_NORMAL); sound_was_played = 1; } if (ab->type == PLAYER) { new_draw_info(NDI_UNIQUE, ab, "You fall into a trapdoor!"); } transfer_ob(ab, EXIT_X(trap), EXIT_Y(trap), trap->last_sp, ab, trap); } break; } case PIT: /* Pit not open? */ if ((flags & MOVE_APPLY_VANISHED) || trap->stats.wc > 0) { break; } play_sound_map(victim->map, victim->x, victim->y, SOUND_FALL_HOLE, SOUND_NORMAL); if (victim->type == PLAYER) { new_draw_info(NDI_UNIQUE, victim, "You fall through the hole!\n"); } transfer_ob(victim->head ? victim->head : victim, EXIT_X(trap), EXIT_Y(trap), trap->last_sp, victim, trap); break; case EXIT: /* If no map path specified, we assume it is the map path of the exit. */ if (!EXIT_PATH(trap)) { FREE_AND_ADD_REF_HASH(EXIT_PATH(trap), trap->map->path); } if (!(flags & MOVE_APPLY_VANISHED) && victim->type == PLAYER && EXIT_PATH(trap) && EXIT_Y(trap) != -1 && EXIT_X(trap) != -1) { /* Basically, don't show exits leading to random maps the players output. */ if (trap->msg && strncmp(EXIT_PATH(trap), "/!", 2) && strncmp(EXIT_PATH(trap), "/random/", 8)) { new_draw_info(NDI_NAVY, victim, trap->msg); } enter_exit(victim, trap); } break; case SHOP_MAT: if (!(flags & MOVE_APPLY_VANISHED)) { apply_shop_mat(trap, victim); } break; /* Drop a certain amount of gold, and have one item identified */ case IDENTIFY_ALTAR: if (!(flags & MOVE_APPLY_VANISHED)) { apply_identify_altar(victim, trap, originator); } break; case SIGN: /* Only player should be able read signs */ if (victim->type == PLAYER) { apply_sign(victim, trap); } break; case CONTAINER: if (victim->type == PLAYER) { (void) esrv_apply_container(victim, trap); } break; case RUNE: if (!(flags & MOVE_APPLY_VANISHED) && trap->level && IS_LIVE(victim)) { spring_trap(trap, victim); } break; #if 0 /* we don't have this atm. */ case DEEP_SWAMP: if (!(flags & MOVE_APPLY_VANISHED)) { walk_on_deep_swamp(trap, victim); } break; #endif default: LOG(llevDebug, "name %s, arch %s, type %d with fly/walk on/off not handled in move_apply()\n", trap->name, trap->arch->name, trap->type); break; } recursion_depth--; }