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/cvs/deliantra/server/common/button.C
Revision: 1.11
Committed: Sat Sep 16 22:24:12 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.10: +5 -5 lines
Log Message:
mapstruct => maptile
removed many ytypedefs in favor of structure tags

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.10 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25     #include <funcpoint.h>
26    
27     /*
28     * This code is no longer highly inefficient 8)
29     */
30    
31     /*
32 elmex 1.3 * elmex:
33     * 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     * The source argument can be 0 or the source object for this activation.
36 elmex 1.1 */
37 root 1.7 void
38     activate_connection_link (objectlink * ol, bool state, object *source = 0)
39 elmex 1.3 {
40     object *tmp = 0;
41 elmex 1.1
42 elmex 1.3 for (; ol; ol = ol->next)
43     {
44     if (!ol->ob || ol->ob->count != ol->id)
45     {
46     LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id);
47     continue;
48     }
49     /* a button link object can become freed when the map is saving. As
50     * a map is saved, objects are removed and freed, and if an object is
51     * on top of a button, this function is eventually called. If a map
52     * is getting moved out of memory, the status of buttons and levers
53     * probably isn't important - it will get sorted out when the map is
54     * re-loaded. As such, just exit this function if that is the case.
55     */
56 elmex 1.1
57 elmex 1.3 if (QUERY_FLAG (ol->ob, FLAG_FREED))
58     return;
59     tmp = ol->ob;
60 root 1.2
61 elmex 1.3 /* if the criteria isn't appropriate, don't do anything */
62     if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63     continue;
64     if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
65     continue;
66 root 1.2
67 elmex 1.3 switch (tmp->type)
68     {
69 root 1.7 case GATE:
70     case HOLE:
71     tmp->value = tmp->stats.maxsp ? !state : state;
72     tmp->speed = 0.5;
73 elmex 1.3 update_ob_speed (tmp);
74 root 1.7 break;
75 root 1.2
76 root 1.7 case CF_HANDLE:
77     SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78     update_object (tmp, UP_OBJ_FACE);
79     break;
80    
81     case SIGN:
82     if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83     {
84     new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85     if (tmp->stats.food)
86     tmp->last_eat++;
87     }
88     break;
89 root 1.2
90 root 1.7 case ALTAR:
91     tmp->value = 1;
92     SET_ANIMATION (tmp, tmp->value);
93     update_object (tmp, UP_OBJ_FACE);
94     break;
95    
96     case BUTTON:
97     case PEDESTAL:
98     tmp->value = state;
99     SET_ANIMATION (tmp, tmp->value);
100     update_object (tmp, UP_OBJ_FACE);
101     break;
102    
103     case MOOD_FLOOR:
104     do_mood_floor (tmp, source);
105     break;
106    
107     case TIMED_GATE:
108     tmp->speed = tmp->arch->clone.speed;
109     update_ob_speed (tmp); /* original values */
110     tmp->value = tmp->arch->clone.value;
111     tmp->stats.sp = 1;
112     tmp->stats.hp = tmp->stats.maxhp;
113     /* Handle multipart gates. We copy the value for the other parts
114     * from the head - this ensures that the data will consistent
115     */
116     for (tmp = tmp->more; tmp != NULL; tmp = tmp->more)
117     {
118     tmp->speed = tmp->head->speed;
119     tmp->value = tmp->head->value;
120     tmp->stats.sp = tmp->head->stats.sp;
121     tmp->stats.hp = tmp->head->stats.hp;
122     update_ob_speed (tmp);
123     }
124     break;
125 elmex 1.3
126 root 1.7 case DIRECTOR:
127     case FIREWALL:
128     if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
129     move_firewall (tmp);
130     else
131     {
132     if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
133     tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
134     animate_turning (tmp);
135     }
136     break;
137 elmex 1.3
138 root 1.7 case TELEPORTER:
139     move_teleporter (tmp);
140     break;
141    
142     case CREATOR:
143     move_creator (tmp);
144     break;
145    
146     case TRIGGER_MARKER:
147     move_marker (tmp);
148     break;
149    
150     case DUPLICATOR:
151     move_duplicator (tmp);
152     break;
153 elmex 1.3 }
154     }
155     }
156 root 1.2
157 elmex 1.3 /*
158     * elmex:
159     * This is the new push_button function, it got split up so that
160     * you can activate connections without a button now!
161     * old but still valid comment:
162     *
163     * Push the specified object. This can affect other buttons/gates/handles
164     * altars/pedestals/holes in the whole map.
165     * Changed the routine to loop through _all_ objects.
166     * Better hurry with that linked list...
167     *
168     */
169 root 1.7 void
170     push_button (object *op)
171 elmex 1.3 {
172     oblinkpt *obp = get_button_links (op);
173 root 1.2
174 elmex 1.4 if (!obp)
175     return;
176    
177 root 1.7 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
178 elmex 1.3 return;
179 root 1.2
180 elmex 1.4 activate_connection_link (obp->link, op->value, op);
181 elmex 1.3 }
182 root 1.2
183 elmex 1.3 /*
184     * elmex:
185     * This activates a connection, similar to push_button (object *op) but it takes
186     * only a map, a connection value and a true or false flag that indicated whether
187     * the connection was 'state' or 'released'. So that you can activate objects
188     * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
189     *
190     */
191 root 1.7 void
192 root 1.11 activate_connection (maptile *map, long connection, bool state)
193 elmex 1.3 {
194 root 1.7 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
195 elmex 1.3 return;
196 root 1.2
197 elmex 1.3 oblinkpt *obp = get_connection_links (map, connection);
198 root 1.7
199 elmex 1.4 if (obp)
200 elmex 1.3 activate_connection_link (obp->link, state);
201 elmex 1.1 }
202    
203     /*
204     * Updates everything connected with the button op.
205     * After changing the state of a button, this function must be called
206     * to make sure that all gates and other buttons connected to the
207     * button reacts to the (eventual) change of state.
208     */
209    
210 root 1.7 void
211     update_button (object *op)
212     {
213     object *ab, *tmp, *head;
214     int tot, any_down = 0, old_value = op->value;
215     oblinkpt *obp = 0;
216     objectlink *ol;
217    
218     obp = get_button_links (op);
219     /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
220     if (obp)
221     for (ol = obp->link; ol; ol = ol->next)
222     {
223     if (!ol->ob || ol->ob->count != ol->id)
224     {
225     LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
226     continue;
227     }
228     tmp = ol->ob;
229     if (tmp->type == BUTTON)
230     {
231     for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
232     /* Bug? The pedestal code below looks for the head of
233     * the object, this bit doesn't. I'd think we should check
234     * for head here also. Maybe it also makese sense to
235     * make the for ab=tmp->above loop common, and alter
236     * behaviour based on object within that loop?
237     */
238    
239     /* Basically, if the move_type matches that on what the
240     * button wants, we count it. The second check is so that
241     * objects don't move (swords, etc) will count. Note that
242     * this means that more work is needed to make buttons
243     * that are only triggered by flying objects.
244     */
245     if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246     tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
247    
248     tmp->value = (tot >= tmp->weight) ? 1 : 0;
249     if (tmp->value)
250     any_down = 1;
251 elmex 1.3 }
252 root 1.7 else if (tmp->type == PEDESTAL)
253     {
254     tmp->value = 0;
255     for (ab = tmp->above; ab != NULL; ab = ab->above)
256     {
257     head = ab->head ? ab->head : ab;
258     /* Same note regarding move_type for buttons above apply here. */
259     if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
260     (head->race == tmp->slaying ||
261     ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
262     (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
263     tmp->value = 1;
264 elmex 1.3 }
265 root 1.7 if (tmp->value)
266     any_down = 1;
267 elmex 1.3 }
268     }
269 root 1.7 if (any_down) /* If any other buttons were down, force this to remain down */
270     op->value = 1;
271 elmex 1.1
272 root 1.7 /* If this button hasn't changed, don't do anything */
273     if (op->value != old_value)
274     {
275     SET_ANIMATION (op, op->value);
276     update_object (op, UP_OBJ_FACE);
277     push_button (op); /* Make all other buttons the same */
278 elmex 1.1 }
279     }
280    
281     /*
282     * Updates every button on the map (by calling update_button() for them).
283     */
284    
285 root 1.7 void
286 root 1.11 update_buttons (maptile *m)
287 root 1.7 {
288 elmex 1.1 objectlink *ol;
289     oblinkpt *obp;
290 root 1.7
291 elmex 1.1 for (obp = m->buttons; obp; obp = obp->next)
292 root 1.7 for (ol = obp->link; ol; ol = ol->next)
293 elmex 1.1 {
294 root 1.7 if (!ol->ob || ol->ob->count != ol->id)
295     {
296     LOG (llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
297     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, ol->id, obp->value);
298     continue;
299     }
300     if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
301     {
302     update_button (ol->ob);
303     break;
304     }
305 elmex 1.1 }
306     }
307    
308 root 1.7 void
309     use_trigger (object *op)
310 elmex 1.1 {
311    
312 root 1.7 /* Toggle value */
313     op->value = !op->value;
314     push_button (op);
315 elmex 1.1 }
316    
317     /*
318     * Note: animate_object should be used instead of this,
319     * but it can't handle animations in the 8 directions
320     */
321    
322 root 1.7 void
323     animate_turning (object *op) /* only one part objects */
324 elmex 1.1 {
325 root 1.7 if (++op->state >= NUM_ANIMATIONS (op) / 8)
326     op->state = 0;
327     SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
328     update_object (op, UP_OBJ_FACE);
329 elmex 1.1 }
330    
331     #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
332     #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
333    
334     /* Returns true if the sacrifice meets the needs of the altar.
335     *
336     * Function put in (0.92.1) so that identify altars won't grab money
337     * unnecessarily - we can see if there is sufficient money, see if something
338     * needs to be identified, and then remove money if needed.
339     *
340     * 0.93.4: Linked objects (ie, objects that are connected) can not be
341     * sacrificed. This fixes a bug of trying to put multiple altars/related
342     * objects on the same space that take the same sacrifice.
343     */
344 root 1.7
345     int
346     check_altar_sacrifice (const object *altar, const object *sacrifice)
347 elmex 1.1 {
348 root 1.7 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
349     {
350     if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
351     ARCH_SACRIFICE (altar) == sacrifice->name ||
352     ARCH_SACRIFICE (altar) == sacrifice->slaying ||
353     (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
354     && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
355     return 1;
356     if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
357     && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
358     return 1;
359     }
360 elmex 1.1 return 0;
361     }
362    
363     /*
364     * operate_altar checks if sacrifice was accepted and removes sacrificed
365     * objects. If sacrifice was succeed return 1 else 0. Might be better to
366     * call check_altar_sacrifice (above) than depend on the return value,
367     * since operate_altar will remove the sacrifice also.
368     *
369     * If this function returns 1, '*sacrifice' is modified to point to the
370     * remaining sacrifice, or is set to NULL if the sacrifice was used up.
371     */
372 root 1.7 int
373     operate_altar (object *altar, object **sacrifice)
374 elmex 1.1 {
375 root 1.7 if (!altar->map)
376     {
377     LOG (llevError, "BUG: operate_altar(): altar has no map\n");
378     return 0;
379     }
380 elmex 1.1
381     if (!altar->slaying || altar->value)
382     return 0;
383    
384 root 1.7 if (!check_altar_sacrifice (altar, *sacrifice))
385 elmex 1.1 return 0;
386    
387     /* check_altar_sacrifice should have already verified that enough money
388     * has been dropped.
389     */
390 root 1.7 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
391     {
392     int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
393 elmex 1.1
394 root 1.7 /* Round up any sacrifices. Altars don't make change either */
395     if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
396     number++;
397 root 1.9
398 root 1.7 *sacrifice = decrease_ob_nr (*sacrifice, number);
399     }
400 elmex 1.1 else
401 root 1.7 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
402    
403 elmex 1.1 if (altar->msg)
404 root 1.7 new_info_map (NDI_BLACK, altar->map, altar->msg);
405 root 1.9
406 elmex 1.1 return 1;
407     }
408    
409 root 1.7 void
410     trigger_move (object *op, int state) /* 1 down and 0 up */
411 elmex 1.1 {
412 root 1.7 op->stats.wc = state;
413     if (state)
414     {
415     use_trigger (op);
416     if (op->stats.exp > 0) /* check sanity */
417     op->speed = 1.0 / op->stats.exp;
418     else
419     op->speed = 1.0;
420     update_ob_speed (op);
421     op->speed_left = -1;
422     }
423     else
424     {
425     use_trigger (op);
426     op->speed = 0;
427     update_ob_speed (op);
428 elmex 1.1 }
429     }
430    
431    
432     /*
433     * cause != NULL: something has moved on top of op
434     *
435     * cause == NULL: nothing has moved, we have been called from
436     * animate_trigger().
437     *
438     * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
439     *
440     * TRIGGER: Returns 1 if handle could be moved, 0 if not.
441     *
442     * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
443     */
444 root 1.7 int
445     check_trigger (object *op, object *cause)
446 elmex 1.1 {
447 root 1.7 object *tmp;
448     int push = 0, tot = 0;
449     int in_movement = op->stats.wc || op->speed;
450 elmex 1.1
451 root 1.7 switch (op->type)
452     {
453 root 1.2 case TRIGGER_BUTTON:
454 root 1.7 if (op->weight > 0)
455     {
456     if (cause)
457     {
458     for (tmp = op->above; tmp; tmp = tmp->above)
459     /* Comment reproduced from update_buttons(): */
460     /* Basically, if the move_type matches that on what the
461     * button wants, we count it. The second check is so that
462     * objects that don't move (swords, etc) will count. Note that
463     * this means that more work is needed to make buttons
464     * that are only triggered by flying objects.
465     */
466    
467     if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
468     {
469     tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
470     }
471     if (tot >= op->weight)
472 root 1.2 push = 1;
473 root 1.7 if (op->stats.ac == push)
474     return 0;
475     op->stats.ac = push;
476     if (NUM_ANIMATIONS (op) > 1)
477     {
478     SET_ANIMATION (op, push);
479     update_object (op, UP_OBJ_FACE);
480 elmex 1.1 }
481 root 1.7 if (in_movement || !push)
482     return 0;
483 root 1.2 }
484 root 1.7 trigger_move (op, push);
485 root 1.2 }
486 root 1.7 return 0;
487 root 1.2
488     case TRIGGER_PEDESTAL:
489 root 1.7 if (cause)
490     {
491     for (tmp = op->above; tmp; tmp = tmp->above)
492     {
493     object *head = tmp->head ? tmp->head : tmp;
494    
495     /* See comment in TRIGGER_BUTTON about move_types */
496     if (((head->move_type & op->move_on) || head->move_type == 0)
497     && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
498     {
499     push = 1;
500     break;
501 root 1.2 }
502     }
503 root 1.7 if (op->stats.ac == push)
504     return 0;
505     op->stats.ac = push;
506     if (NUM_ANIMATIONS (op) > 1)
507     {
508     SET_ANIMATION (op, push);
509     update_object (op, UP_OBJ_FACE);
510 elmex 1.1 }
511 root 1.7 update_object (op, UP_OBJ_FACE);
512     if (in_movement || !push)
513     return 0;
514 root 1.2 }
515 root 1.7 trigger_move (op, push);
516     return 0;
517 root 1.2
518     case TRIGGER_ALTAR:
519 root 1.7 if (cause)
520     {
521     if (in_movement)
522     return 0;
523     if (operate_altar (op, &cause))
524     {
525     if (NUM_ANIMATIONS (op) > 1)
526     {
527     SET_ANIMATION (op, 1);
528     update_object (op, UP_OBJ_FACE);
529 elmex 1.1 }
530 root 1.7 if (op->last_sp >= 0)
531     {
532     trigger_move (op, 1);
533     if (op->last_sp > 0)
534 root 1.2 op->last_sp = -op->last_sp;
535     }
536 root 1.7 else
537     {
538     /* for trigger altar with last_sp, the ON/OFF
539     * status (-> +/- value) is "simulated":
540     */
541     op->value = !op->value;
542     trigger_move (op, 1);
543     op->last_sp = -op->last_sp;
544     op->value = !op->value;
545 root 1.2 }
546 root 1.7 return cause == NULL;
547     }
548     else
549     {
550     return 0;
551     }
552     }
553     else
554     {
555     if (NUM_ANIMATIONS (op) > 1)
556     {
557     SET_ANIMATION (op, 0);
558     update_object (op, UP_OBJ_FACE);
559 root 1.2 }
560 root 1.7
561     /* If trigger_altar has "last_sp > 0" set on the map,
562     * it will push the connected value only once per sacrifice.
563     * Otherwise (default), the connected value will be
564     * pushed twice: First by sacrifice, second by reset! -AV
565     */
566     if (!op->last_sp)
567     trigger_move (op, 0);
568     else
569     {
570     op->stats.wc = 0;
571     op->value = !op->value;
572     op->speed = 0;
573     update_ob_speed (op);
574 root 1.2 }
575     }
576 root 1.7 return 0;
577 root 1.2
578     case TRIGGER:
579 root 1.7 if (cause)
580     {
581     if (in_movement)
582     return 0;
583     push = 1;
584 root 1.2 }
585 root 1.7 if (NUM_ANIMATIONS (op) > 1)
586     {
587     SET_ANIMATION (op, push);
588     update_object (op, UP_OBJ_FACE);
589 elmex 1.1 }
590 root 1.7 trigger_move (op, push);
591     return 1;
592 elmex 1.1
593 root 1.2 default:
594 root 1.7 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
595     return 0;
596 elmex 1.1 }
597     }
598    
599 root 1.7 void
600 root 1.11 add_button_link (object *button, maptile *map, int connected)
601 root 1.7 {
602 elmex 1.1 oblinkpt *obp;
603 root 1.7 objectlink *ol = get_objectlink ();
604    
605     if (!map)
606     {
607     LOG (llevError, "Tried to add button-link without map.\n");
608     return;
609     }
610     if (!editor)
611     button->path_attuned = connected; /* peterm: I need this so I can rebuild
612     a connected map from a template map. */
613 elmex 1.1
614     /* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
615    
616 root 1.7 SET_FLAG (button, FLAG_IS_LINKED);
617 elmex 1.1
618     ol->ob = button;
619     ol->id = button->count;
620    
621     for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);
622    
623 root 1.7 if (obp)
624     {
625     ol->next = obp->link;
626     obp->link = ol;
627     }
628     else
629     {
630     obp = get_objectlinkpt ();
631     obp->value = connected;
632    
633     obp->next = map->buttons;
634     map->buttons = obp;
635     obp->link = ol;
636     }
637 elmex 1.1 }
638    
639     /*
640     * Remove the object from the linked lists of buttons in the map.
641     * This is only needed by editors.
642     */
643    
644 root 1.7 void
645     remove_button_link (object *op)
646     {
647 elmex 1.1 oblinkpt *obp;
648     objectlink **olp, *ol;
649    
650 root 1.7 if (op->map == NULL)
651     {
652     LOG (llevError, "remove_button_link() in object without map.\n");
653     return;
654     }
655     if (!QUERY_FLAG (op, FLAG_IS_LINKED))
656     {
657     LOG (llevError, "remove_button_linked() in unlinked object.\n");
658     return;
659     }
660 elmex 1.1 for (obp = op->map->buttons; obp; obp = obp->next)
661     for (olp = &obp->link; (ol = *olp); olp = &ol->next)
662 root 1.7 if (ol->ob == op)
663     {
664    
665 elmex 1.1 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
666     obp->value, op->name, op->map->path);
667     */
668 root 1.7 *olp = ol->next;
669     free (ol);
670     return;
671     }
672     LOG (llevError, "remove_button_linked(): couldn't find object.\n");
673     CLEAR_FLAG (op, FLAG_IS_LINKED);
674 elmex 1.1 }
675 elmex 1.3
676     /*
677     * Gets the objectlink for this connection from the map.
678     */
679 root 1.7 oblinkpt *
680 root 1.11 get_connection_links (maptile *map, long connection)
681 elmex 1.3 {
682 root 1.7 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
683 elmex 1.3 if (obp->value == connection)
684     return obp;
685     return 0;
686     }
687    
688 elmex 1.1 /*
689     * Return the first objectlink in the objects linked to this one
690     */
691    
692 root 1.7 oblinkpt *
693     get_button_links (const object *button)
694     {
695 elmex 1.1 oblinkpt *obp;
696     objectlink *ol;
697    
698     if (!button->map)
699     return NULL;
700     for (obp = button->map->buttons; obp; obp = obp->next)
701     for (ol = obp->link; ol; ol = ol->next)
702     if (ol->ob == button && ol->id == button->count)
703 elmex 1.3 return obp;
704 elmex 1.1 return NULL;
705     }
706    
707     /*
708     * Made as a separate function to increase efficiency
709     */
710    
711 root 1.7 int
712     get_button_value (const object *button)
713     {
714 elmex 1.1 oblinkpt *obp;
715     objectlink *ol;
716    
717     if (!button->map)
718     return 0;
719     for (obp = button->map->buttons; obp; obp = obp->next)
720     for (ol = obp->link; ol; ol = ol->next)
721     if (ol->ob == button && ol->id == button->count)
722     return obp->value;
723     return 0;
724     }
725    
726     /* This routine makes monsters who are
727     * standing on the 'mood floor' change their
728     * disposition if it is different.
729     * If floor is to be triggered must have
730     * a speed of zero (default is 1 for all
731     * but the charm floor type).
732     * by b.t. thomas@nomad.astro.psu.edu
733     */
734    
735 root 1.7 void
736     do_mood_floor (object *op, object *source)
737     {
738     object *tmp;
739     object *tmp2;
740    
741     if (!source)
742     source = op;
743    
744     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
745     if (QUERY_FLAG (tmp, FLAG_MONSTER))
746     break;
747    
748     /* doesn't effect players, and if there is a player on this space, won't also
749     * be a monster here.
750     */
751     if (!tmp || tmp->type == PLAYER)
752     return;
753    
754     switch (op->last_sp)
755     {
756 root 1.8 case 0: /* furious--make all monsters mad */
757     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
758     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
759     if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
760     {
761     CLEAR_FLAG (tmp, FLAG_FRIENDLY);
762     remove_friendly_object (tmp);
763     tmp->attack_movement = 0;
764     /* lots of checks here, but want to make sure we don't
765     * dereference a null value
766     */
767     if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp)
768     {
769     tmp->owner->contr->ranges[range_golem] = NULL;
770     tmp->owner->contr->golem_count = 0;
771     }
772     tmp->owner = 0;
773     }
774     break;
775     case 1: /* angry -- get neutral monsters mad */
776     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
777     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
778     break;
779     case 2: /* calm -- pacify unfriendly monsters */
780     if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
781     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
782     break;
783     case 3: /* make all monsters fall asleep */
784     if (!QUERY_FLAG (tmp, FLAG_SLEEP))
785     SET_FLAG (tmp, FLAG_SLEEP);
786     break;
787     case 4: /* charm all monsters */
788     if (op == source)
789     break; /* only if 'connected' */
790    
791     for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */
792     tmp2->type != PLAYER; tmp2 = tmp2->above)
793     if (tmp2->above == NULL)
794 root 1.7 break;
795    
796 root 1.8 if (tmp2->type != PLAYER)
797 root 1.7 break;
798 root 1.8 set_owner (tmp, tmp2);
799     SET_FLAG (tmp, FLAG_MONSTER);
800     tmp->stats.exp = 0;
801     SET_FLAG (tmp, FLAG_FRIENDLY);
802     add_friendly_object (tmp);
803     tmp->attack_movement = PETMOVE;
804     break;
805 elmex 1.1
806 root 1.8 default:
807     break;
808 elmex 1.1 }
809     }
810    
811     /* this function returns the object it matches, or NULL if non.
812     * It will descend through containers to find the object.
813     * slaying = match object slaying flag
814     * race = match object archetype name flag
815     * hp = match object type (excpt type '0'== PLAYER)
816     */
817    
818 root 1.7 object *
819     check_inv_recursive (object *op, const object *trig)
820 elmex 1.1 {
821 root 1.7 object *tmp, *ret = NULL;
822    
823     /* First check the object itself. */
824     if ((trig->stats.hp && (op->type == trig->stats.hp))
825     || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race)))
826     return op;
827 elmex 1.1
828 root 1.7 for (tmp = op->inv; tmp; tmp = tmp->below)
829     {
830     if (tmp->inv)
831     {
832     ret = check_inv_recursive (tmp, trig);
833     if (ret)
834     return ret;
835 root 1.2 }
836 root 1.7 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
837     || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race)))
838     return tmp;
839 elmex 1.1 }
840 root 1.7 return NULL;
841 elmex 1.1 }
842    
843     /* check_inv(), a function to search the inventory,
844     * of a player and then based on a set of conditions,
845     * the square will activate connected items.
846     * Monsters can't trigger this square (for now)
847     * Values are: last_sp = 1/0 obj/no obj triggers
848     * last_heal = 1/0 remove/dont remove obj if triggered
849     * -b.t. (thomas@nomad.astro.psu.edu
850     */
851    
852 root 1.7 void
853     check_inv (object *op, object *trig)
854     {
855     object *match;
856 elmex 1.1
857 root 1.7 if (op->type != PLAYER)
858     return;
859     match = check_inv_recursive (op, trig);
860     if (match && trig->last_sp)
861     {
862     if (trig->last_heal)
863     decrease_ob (match);
864     use_trigger (trig);
865 elmex 1.1 }
866 root 1.7 else if (!match && !trig->last_sp)
867     use_trigger (trig);
868 elmex 1.1 }
869    
870    
871     /* This does a minimal check of the button link consistency for object
872     * map. All it really does it much sure the object id link that is set
873     * matches what the object has.
874     */
875 root 1.7 void
876 root 1.11 verify_button_links (const maptile *map)
877 root 1.7 {
878     oblinkpt *obp;
879     objectlink *ol;
880    
881     if (!map)
882     return;
883    
884     for (obp = map->buttons; obp; obp = obp->next)
885     {
886     for (ol = obp->link; ol; ol = ol->next)
887     {
888     if (ol->id != ol->ob->count)
889     LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
890 root 1.2 }
891 elmex 1.1 }
892     }