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Revision: 1.14
Committed: Wed Dec 13 03:28:42 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.13: +1 -1 lines
Log Message:
further cleanups and oofication

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 root 1.12 if (!ol->ob)
45 elmex 1.3 {
46 root 1.12 LOG (llevError, "Internal error in activate_connection_link.\n");
47 elmex 1.3 continue;
48     }
49 root 1.12
50 elmex 1.3 /* a button link object can become freed when the map is saving. As
51     * a map is saved, objects are removed and freed, and if an object is
52     * on top of a button, this function is eventually called. If a map
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
55     * re-loaded. As such, just exit this function if that is the case.
56     */
57 elmex 1.1
58 elmex 1.3 if (QUERY_FLAG (ol->ob, FLAG_FREED))
59     return;
60     tmp = ol->ob;
61 root 1.2
62 elmex 1.3 /* if the criteria isn't appropriate, don't do anything */
63     if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64     continue;
65     if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66     continue;
67 root 1.2
68 elmex 1.3 switch (tmp->type)
69     {
70 root 1.7 case GATE:
71     case HOLE:
72     tmp->value = tmp->stats.maxsp ? !state : state;
73     tmp->speed = 0.5;
74 elmex 1.3 update_ob_speed (tmp);
75 root 1.7 break;
76 root 1.2
77 root 1.7 case CF_HANDLE:
78     SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
79     update_object (tmp, UP_OBJ_FACE);
80     break;
81    
82     case SIGN:
83     if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
84     {
85     new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86     if (tmp->stats.food)
87     tmp->last_eat++;
88     }
89     break;
90 root 1.2
91 root 1.7 case ALTAR:
92     tmp->value = 1;
93     SET_ANIMATION (tmp, tmp->value);
94     update_object (tmp, UP_OBJ_FACE);
95     break;
96    
97     case BUTTON:
98     case PEDESTAL:
99     tmp->value = state;
100     SET_ANIMATION (tmp, tmp->value);
101     update_object (tmp, UP_OBJ_FACE);
102     break;
103    
104     case MOOD_FLOOR:
105     do_mood_floor (tmp, source);
106     break;
107    
108     case TIMED_GATE:
109     tmp->speed = tmp->arch->clone.speed;
110     update_ob_speed (tmp); /* original values */
111     tmp->value = tmp->arch->clone.value;
112     tmp->stats.sp = 1;
113     tmp->stats.hp = tmp->stats.maxhp;
114     /* Handle multipart gates. We copy the value for the other parts
115     * from the head - this ensures that the data will consistent
116     */
117     for (tmp = tmp->more; tmp != NULL; tmp = tmp->more)
118     {
119     tmp->speed = tmp->head->speed;
120     tmp->value = tmp->head->value;
121     tmp->stats.sp = tmp->head->stats.sp;
122     tmp->stats.hp = tmp->head->stats.hp;
123     update_ob_speed (tmp);
124     }
125     break;
126 elmex 1.3
127 root 1.7 case DIRECTOR:
128     case FIREWALL:
129     if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
130     move_firewall (tmp);
131     else
132     {
133     if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
134     tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
135     animate_turning (tmp);
136     }
137     break;
138 elmex 1.3
139 root 1.7 case TELEPORTER:
140     move_teleporter (tmp);
141     break;
142    
143     case CREATOR:
144     move_creator (tmp);
145     break;
146    
147     case TRIGGER_MARKER:
148     move_marker (tmp);
149     break;
150    
151     case DUPLICATOR:
152     move_duplicator (tmp);
153     break;
154 elmex 1.3 }
155     }
156     }
157 root 1.2
158 elmex 1.3 /*
159     * elmex:
160     * This is the new push_button function, it got split up so that
161     * you can activate connections without a button now!
162     * old but still valid comment:
163     *
164     * Push the specified object. This can affect other buttons/gates/handles
165     * altars/pedestals/holes in the whole map.
166     * Changed the routine to loop through _all_ objects.
167     * Better hurry with that linked list...
168     *
169     */
170 root 1.7 void
171     push_button (object *op)
172 elmex 1.3 {
173     oblinkpt *obp = get_button_links (op);
174 root 1.2
175 elmex 1.4 if (!obp)
176     return;
177    
178 root 1.7 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
179 elmex 1.3 return;
180 root 1.2
181 elmex 1.4 activate_connection_link (obp->link, op->value, op);
182 elmex 1.3 }
183 root 1.2
184 elmex 1.3 /*
185     * elmex:
186     * This activates a connection, similar to push_button (object *op) but it takes
187     * only a map, a connection value and a true or false flag that indicated whether
188     * the connection was 'state' or 'released'. So that you can activate objects
189     * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
190     *
191     */
192 root 1.7 void
193 root 1.11 activate_connection (maptile *map, long connection, bool state)
194 elmex 1.3 {
195 root 1.7 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
196 elmex 1.3 return;
197 root 1.2
198 elmex 1.3 oblinkpt *obp = get_connection_links (map, connection);
199 root 1.7
200 elmex 1.4 if (obp)
201 elmex 1.3 activate_connection_link (obp->link, state);
202 elmex 1.1 }
203    
204     /*
205     * Updates everything connected with the button op.
206     * 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
208     * button reacts to the (eventual) change of state.
209     */
210    
211 root 1.7 void
212     update_button (object *op)
213     {
214     object *ab, *tmp, *head;
215     int tot, any_down = 0, old_value = op->value;
216     oblinkpt *obp = 0;
217     objectlink *ol;
218    
219     obp = get_button_links (op);
220     /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
221     if (obp)
222     for (ol = obp->link; ol; ol = ol->next)
223     {
224 root 1.12 if (!ol->ob)
225 root 1.7 {
226     LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
227     continue;
228     }
229 root 1.12
230 root 1.7 tmp = ol->ob;
231     if (tmp->type == BUTTON)
232     {
233     for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
234     /* Bug? The pedestal code below looks for the head of
235     * the object, this bit doesn't. I'd think we should check
236     * for head here also. Maybe it also makese sense to
237     * make the for ab=tmp->above loop common, and alter
238     * behaviour based on object within that loop?
239     */
240    
241     /* Basically, if the move_type matches that on what the
242     * button wants, we count it. The second check is so that
243     * objects don't move (swords, etc) will count. Note that
244     * this means that more work is needed to make buttons
245     * that are only triggered by flying objects.
246     */
247     if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
248     tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
249    
250     tmp->value = (tot >= tmp->weight) ? 1 : 0;
251     if (tmp->value)
252     any_down = 1;
253 elmex 1.3 }
254 root 1.7 else if (tmp->type == PEDESTAL)
255     {
256     tmp->value = 0;
257     for (ab = tmp->above; ab != NULL; ab = ab->above)
258     {
259     head = ab->head ? ab->head : ab;
260     /* Same note regarding move_type for buttons above apply here. */
261     if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
262     (head->race == tmp->slaying ||
263     ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
264     (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
265     tmp->value = 1;
266 elmex 1.3 }
267 root 1.7 if (tmp->value)
268     any_down = 1;
269 elmex 1.3 }
270     }
271 root 1.7 if (any_down) /* If any other buttons were down, force this to remain down */
272     op->value = 1;
273 elmex 1.1
274 root 1.7 /* If this button hasn't changed, don't do anything */
275     if (op->value != old_value)
276     {
277     SET_ANIMATION (op, op->value);
278     update_object (op, UP_OBJ_FACE);
279     push_button (op); /* Make all other buttons the same */
280 elmex 1.1 }
281     }
282    
283     /*
284     * Updates every button on the map (by calling update_button() for them).
285     */
286    
287 root 1.7 void
288 root 1.11 update_buttons (maptile *m)
289 root 1.7 {
290 elmex 1.1 objectlink *ol;
291     oblinkpt *obp;
292 root 1.7
293 elmex 1.1 for (obp = m->buttons; obp; obp = obp->next)
294 root 1.7 for (ol = obp->link; ol; ol = ol->next)
295 elmex 1.1 {
296 root 1.12 if (!ol->ob)
297 root 1.7 {
298 root 1.12 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
299     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
300 root 1.7 continue;
301     }
302 root 1.12
303 root 1.7 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
304     {
305     update_button (ol->ob);
306     break;
307     }
308 elmex 1.1 }
309     }
310    
311 root 1.7 void
312     use_trigger (object *op)
313 elmex 1.1 {
314    
315 root 1.7 /* Toggle value */
316     op->value = !op->value;
317     push_button (op);
318 elmex 1.1 }
319    
320     /*
321     * Note: animate_object should be used instead of this,
322     * but it can't handle animations in the 8 directions
323     */
324    
325 root 1.7 void
326     animate_turning (object *op) /* only one part objects */
327 elmex 1.1 {
328 root 1.7 if (++op->state >= NUM_ANIMATIONS (op) / 8)
329     op->state = 0;
330     SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
331     update_object (op, UP_OBJ_FACE);
332 elmex 1.1 }
333    
334     #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
335     #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
336    
337     /* Returns true if the sacrifice meets the needs of the altar.
338     *
339     * Function put in (0.92.1) so that identify altars won't grab money
340     * unnecessarily - we can see if there is sufficient money, see if something
341     * needs to be identified, and then remove money if needed.
342     *
343     * 0.93.4: Linked objects (ie, objects that are connected) can not be
344     * sacrificed. This fixes a bug of trying to put multiple altars/related
345     * objects on the same space that take the same sacrifice.
346     */
347 root 1.7
348     int
349     check_altar_sacrifice (const object *altar, const object *sacrifice)
350 elmex 1.1 {
351 root 1.7 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
352     {
353     if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
354     ARCH_SACRIFICE (altar) == sacrifice->name ||
355     ARCH_SACRIFICE (altar) == sacrifice->slaying ||
356     (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
357     && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
358     return 1;
359     if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
360     && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
361     return 1;
362     }
363 elmex 1.1 return 0;
364     }
365    
366     /*
367     * operate_altar checks if sacrifice was accepted and removes sacrificed
368     * objects. If sacrifice was succeed return 1 else 0. Might be better to
369     * call check_altar_sacrifice (above) than depend on the return value,
370     * since operate_altar will remove the sacrifice also.
371     *
372     * If this function returns 1, '*sacrifice' is modified to point to the
373     * remaining sacrifice, or is set to NULL if the sacrifice was used up.
374     */
375 root 1.7 int
376     operate_altar (object *altar, object **sacrifice)
377 elmex 1.1 {
378 root 1.7 if (!altar->map)
379     {
380     LOG (llevError, "BUG: operate_altar(): altar has no map\n");
381     return 0;
382     }
383 elmex 1.1
384     if (!altar->slaying || altar->value)
385     return 0;
386    
387 root 1.7 if (!check_altar_sacrifice (altar, *sacrifice))
388 elmex 1.1 return 0;
389    
390     /* check_altar_sacrifice should have already verified that enough money
391     * has been dropped.
392     */
393 root 1.7 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
394     {
395     int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
396 elmex 1.1
397 root 1.7 /* Round up any sacrifices. Altars don't make change either */
398     if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
399     number++;
400 root 1.9
401 root 1.7 *sacrifice = decrease_ob_nr (*sacrifice, number);
402     }
403 elmex 1.1 else
404 root 1.7 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
405    
406 elmex 1.1 if (altar->msg)
407 root 1.7 new_info_map (NDI_BLACK, altar->map, altar->msg);
408 root 1.9
409 elmex 1.1 return 1;
410     }
411    
412 root 1.7 void
413     trigger_move (object *op, int state) /* 1 down and 0 up */
414 elmex 1.1 {
415 root 1.7 op->stats.wc = state;
416     if (state)
417     {
418     use_trigger (op);
419     if (op->stats.exp > 0) /* check sanity */
420     op->speed = 1.0 / op->stats.exp;
421     else
422     op->speed = 1.0;
423     update_ob_speed (op);
424     op->speed_left = -1;
425     }
426     else
427     {
428     use_trigger (op);
429     op->speed = 0;
430     update_ob_speed (op);
431 elmex 1.1 }
432     }
433    
434    
435     /*
436     * cause != NULL: something has moved on top of op
437     *
438     * cause == NULL: nothing has moved, we have been called from
439     * animate_trigger().
440     *
441     * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
442     *
443     * TRIGGER: Returns 1 if handle could be moved, 0 if not.
444     *
445     * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
446     */
447 root 1.7 int
448     check_trigger (object *op, object *cause)
449 elmex 1.1 {
450 root 1.7 object *tmp;
451     int push = 0, tot = 0;
452     int in_movement = op->stats.wc || op->speed;
453 elmex 1.1
454 root 1.7 switch (op->type)
455     {
456 root 1.2 case TRIGGER_BUTTON:
457 root 1.7 if (op->weight > 0)
458     {
459     if (cause)
460     {
461     for (tmp = op->above; tmp; tmp = tmp->above)
462     /* Comment reproduced from update_buttons(): */
463     /* Basically, if the move_type matches that on what the
464     * button wants, we count it. The second check is so that
465     * objects that don't move (swords, etc) will count. Note that
466     * this means that more work is needed to make buttons
467     * that are only triggered by flying objects.
468     */
469    
470     if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
471     {
472     tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
473     }
474     if (tot >= op->weight)
475 root 1.2 push = 1;
476 root 1.7 if (op->stats.ac == push)
477     return 0;
478     op->stats.ac = push;
479     if (NUM_ANIMATIONS (op) > 1)
480     {
481     SET_ANIMATION (op, push);
482     update_object (op, UP_OBJ_FACE);
483 elmex 1.1 }
484 root 1.7 if (in_movement || !push)
485     return 0;
486 root 1.2 }
487 root 1.7 trigger_move (op, push);
488 root 1.2 }
489 root 1.7 return 0;
490 root 1.2
491     case TRIGGER_PEDESTAL:
492 root 1.7 if (cause)
493     {
494     for (tmp = op->above; tmp; tmp = tmp->above)
495     {
496     object *head = tmp->head ? tmp->head : tmp;
497    
498     /* See comment in TRIGGER_BUTTON about move_types */
499     if (((head->move_type & op->move_on) || head->move_type == 0)
500     && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
501     {
502     push = 1;
503     break;
504 root 1.2 }
505     }
506 root 1.7 if (op->stats.ac == push)
507     return 0;
508     op->stats.ac = push;
509     if (NUM_ANIMATIONS (op) > 1)
510     {
511     SET_ANIMATION (op, push);
512     update_object (op, UP_OBJ_FACE);
513 elmex 1.1 }
514 root 1.7 update_object (op, UP_OBJ_FACE);
515     if (in_movement || !push)
516     return 0;
517 root 1.2 }
518 root 1.7 trigger_move (op, push);
519     return 0;
520 root 1.2
521     case TRIGGER_ALTAR:
522 root 1.7 if (cause)
523     {
524     if (in_movement)
525     return 0;
526     if (operate_altar (op, &cause))
527     {
528     if (NUM_ANIMATIONS (op) > 1)
529     {
530     SET_ANIMATION (op, 1);
531     update_object (op, UP_OBJ_FACE);
532 elmex 1.1 }
533 root 1.7 if (op->last_sp >= 0)
534     {
535     trigger_move (op, 1);
536     if (op->last_sp > 0)
537 root 1.2 op->last_sp = -op->last_sp;
538     }
539 root 1.7 else
540     {
541     /* for trigger altar with last_sp, the ON/OFF
542     * status (-> +/- value) is "simulated":
543     */
544     op->value = !op->value;
545     trigger_move (op, 1);
546     op->last_sp = -op->last_sp;
547     op->value = !op->value;
548 root 1.2 }
549 root 1.7 return cause == NULL;
550     }
551     else
552     {
553     return 0;
554     }
555     }
556     else
557     {
558     if (NUM_ANIMATIONS (op) > 1)
559     {
560     SET_ANIMATION (op, 0);
561     update_object (op, UP_OBJ_FACE);
562 root 1.2 }
563 root 1.7
564     /* If trigger_altar has "last_sp > 0" set on the map,
565     * it will push the connected value only once per sacrifice.
566     * Otherwise (default), the connected value will be
567     * pushed twice: First by sacrifice, second by reset! -AV
568     */
569     if (!op->last_sp)
570     trigger_move (op, 0);
571     else
572     {
573     op->stats.wc = 0;
574     op->value = !op->value;
575     op->speed = 0;
576     update_ob_speed (op);
577 root 1.2 }
578     }
579 root 1.7 return 0;
580 root 1.2
581     case TRIGGER:
582 root 1.7 if (cause)
583     {
584     if (in_movement)
585     return 0;
586     push = 1;
587 root 1.2 }
588 root 1.7 if (NUM_ANIMATIONS (op) > 1)
589     {
590     SET_ANIMATION (op, push);
591     update_object (op, UP_OBJ_FACE);
592 elmex 1.1 }
593 root 1.7 trigger_move (op, push);
594     return 1;
595 elmex 1.1
596 root 1.2 default:
597 root 1.7 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
598     return 0;
599 elmex 1.1 }
600     }
601    
602 root 1.7 void
603 root 1.11 add_button_link (object *button, maptile *map, int connected)
604 root 1.7 {
605 elmex 1.1 oblinkpt *obp;
606 root 1.7 objectlink *ol = get_objectlink ();
607    
608     if (!map)
609     {
610     LOG (llevError, "Tried to add button-link without map.\n");
611     return;
612     }
613     if (!editor)
614     button->path_attuned = connected; /* peterm: I need this so I can rebuild
615     a connected map from a template map. */
616 elmex 1.1
617     /* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
618    
619 root 1.7 SET_FLAG (button, FLAG_IS_LINKED);
620 elmex 1.1
621     ol->ob = button;
622    
623     for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);
624    
625 root 1.7 if (obp)
626     {
627     ol->next = obp->link;
628     obp->link = ol;
629     }
630     else
631     {
632     obp = get_objectlinkpt ();
633     obp->value = connected;
634    
635     obp->next = map->buttons;
636     map->buttons = obp;
637     obp->link = ol;
638     }
639 elmex 1.1 }
640    
641     /*
642     * Remove the object from the linked lists of buttons in the map.
643     * This is only needed by editors.
644     */
645    
646 root 1.7 void
647     remove_button_link (object *op)
648     {
649 elmex 1.1 oblinkpt *obp;
650     objectlink **olp, *ol;
651    
652 root 1.7 if (op->map == NULL)
653     {
654     LOG (llevError, "remove_button_link() in object without map.\n");
655     return;
656     }
657 root 1.12
658 root 1.7 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
659     {
660     LOG (llevError, "remove_button_linked() in unlinked object.\n");
661     return;
662     }
663 root 1.12
664 elmex 1.1 for (obp = op->map->buttons; obp; obp = obp->next)
665     for (olp = &obp->link; (ol = *olp); olp = &ol->next)
666 root 1.7 if (ol->ob == op)
667     {
668    
669 elmex 1.1 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
670     obp->value, op->name, op->map->path);
671     */
672 root 1.7 *olp = ol->next;
673 root 1.12 delete ol;
674 root 1.7 return;
675     }
676 root 1.12
677 root 1.7 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
678     CLEAR_FLAG (op, FLAG_IS_LINKED);
679 elmex 1.1 }
680 elmex 1.3
681     /*
682     * Gets the objectlink for this connection from the map.
683     */
684 root 1.7 oblinkpt *
685 root 1.11 get_connection_links (maptile *map, long connection)
686 elmex 1.3 {
687 root 1.7 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
688 elmex 1.3 if (obp->value == connection)
689     return obp;
690 root 1.12
691 elmex 1.3 return 0;
692     }
693    
694 elmex 1.1 /*
695     * Return the first objectlink in the objects linked to this one
696     */
697    
698 root 1.7 oblinkpt *
699     get_button_links (const object *button)
700     {
701 elmex 1.1 oblinkpt *obp;
702     objectlink *ol;
703    
704     if (!button->map)
705     return NULL;
706 root 1.12
707 elmex 1.1 for (obp = button->map->buttons; obp; obp = obp->next)
708     for (ol = obp->link; ol; ol = ol->next)
709 root 1.12 if (ol->ob == button)
710 elmex 1.3 return obp;
711 root 1.12
712 elmex 1.1 return NULL;
713     }
714    
715     /*
716     * Made as a separate function to increase efficiency
717     */
718    
719 root 1.7 int
720     get_button_value (const object *button)
721     {
722 elmex 1.1 oblinkpt *obp;
723     objectlink *ol;
724    
725     if (!button->map)
726     return 0;
727     for (obp = button->map->buttons; obp; obp = obp->next)
728     for (ol = obp->link; ol; ol = ol->next)
729 root 1.12 if (ol->ob == button)
730 elmex 1.1 return obp->value;
731     return 0;
732     }
733    
734     /* This routine makes monsters who are
735     * standing on the 'mood floor' change their
736     * disposition if it is different.
737     * If floor is to be triggered must have
738     * a speed of zero (default is 1 for all
739     * but the charm floor type).
740     * by b.t. thomas@nomad.astro.psu.edu
741     */
742    
743 root 1.7 void
744     do_mood_floor (object *op, object *source)
745     {
746     object *tmp;
747     object *tmp2;
748    
749     if (!source)
750     source = op;
751    
752     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
753     if (QUERY_FLAG (tmp, FLAG_MONSTER))
754     break;
755    
756     /* doesn't effect players, and if there is a player on this space, won't also
757     * be a monster here.
758     */
759     if (!tmp || tmp->type == PLAYER)
760     return;
761    
762     switch (op->last_sp)
763     {
764 root 1.8 case 0: /* furious--make all monsters mad */
765     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
766     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
767     if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
768     {
769     CLEAR_FLAG (tmp, FLAG_FRIENDLY);
770     remove_friendly_object (tmp);
771     tmp->attack_movement = 0;
772     /* lots of checks here, but want to make sure we don't
773     * dereference a null value
774     */
775     if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp)
776 root 1.13 tmp->owner->contr->ranges[range_golem] = 0;
777    
778 root 1.8 tmp->owner = 0;
779     }
780     break;
781     case 1: /* angry -- get neutral monsters mad */
782     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
783     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
784     break;
785     case 2: /* calm -- pacify unfriendly monsters */
786     if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
787     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
788     break;
789     case 3: /* make all monsters fall asleep */
790     if (!QUERY_FLAG (tmp, FLAG_SLEEP))
791     SET_FLAG (tmp, FLAG_SLEEP);
792     break;
793     case 4: /* charm all monsters */
794     if (op == source)
795     break; /* only if 'connected' */
796    
797     for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */
798     tmp2->type != PLAYER; tmp2 = tmp2->above)
799     if (tmp2->above == NULL)
800 root 1.7 break;
801    
802 root 1.8 if (tmp2->type != PLAYER)
803 root 1.7 break;
804 root 1.14 tmp->set_owner (tmp2);
805 root 1.8 SET_FLAG (tmp, FLAG_MONSTER);
806     tmp->stats.exp = 0;
807     SET_FLAG (tmp, FLAG_FRIENDLY);
808     add_friendly_object (tmp);
809     tmp->attack_movement = PETMOVE;
810     break;
811 elmex 1.1
812 root 1.8 default:
813     break;
814 elmex 1.1 }
815     }
816    
817     /* this function returns the object it matches, or NULL if non.
818     * It will descend through containers to find the object.
819     * slaying = match object slaying flag
820     * race = match object archetype name flag
821     * hp = match object type (excpt type '0'== PLAYER)
822     */
823    
824 root 1.7 object *
825     check_inv_recursive (object *op, const object *trig)
826 elmex 1.1 {
827 root 1.7 object *tmp, *ret = NULL;
828    
829     /* First check the object itself. */
830     if ((trig->stats.hp && (op->type == trig->stats.hp))
831     || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race)))
832     return op;
833 elmex 1.1
834 root 1.7 for (tmp = op->inv; tmp; tmp = tmp->below)
835     {
836     if (tmp->inv)
837     {
838     ret = check_inv_recursive (tmp, trig);
839     if (ret)
840     return ret;
841 root 1.2 }
842 root 1.7 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
843     || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race)))
844     return tmp;
845 elmex 1.1 }
846 root 1.7 return NULL;
847 elmex 1.1 }
848    
849     /* check_inv(), a function to search the inventory,
850     * of a player and then based on a set of conditions,
851     * the square will activate connected items.
852     * Monsters can't trigger this square (for now)
853     * Values are: last_sp = 1/0 obj/no obj triggers
854     * last_heal = 1/0 remove/dont remove obj if triggered
855     * -b.t. (thomas@nomad.astro.psu.edu
856     */
857    
858 root 1.7 void
859     check_inv (object *op, object *trig)
860     {
861     object *match;
862 elmex 1.1
863 root 1.7 if (op->type != PLAYER)
864     return;
865     match = check_inv_recursive (op, trig);
866     if (match && trig->last_sp)
867     {
868     if (trig->last_heal)
869     decrease_ob (match);
870     use_trigger (trig);
871 elmex 1.1 }
872 root 1.7 else if (!match && !trig->last_sp)
873     use_trigger (trig);
874 elmex 1.1 }
875