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/cvs/deliantra/server/common/button.C
Revision: 1.18
Committed: Thu Dec 21 01:33:49 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.17: +12 -18 lines
Log Message:
- reduce map memory consumption by reserving space for only the 3 existing layers
- factorise out some functions into mapspace and object

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 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 root 1.12 if (!ol->ob)
224 root 1.7 {
225     LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
226     continue;
227     }
228 root 1.12
229 root 1.7 tmp = ol->ob;
230     if (tmp->type == BUTTON)
231     {
232     for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
233     /* Bug? The pedestal code below looks for the head of
234     * the object, this bit doesn't. I'd think we should check
235     * for head here also. Maybe it also makese sense to
236     * make the for ab=tmp->above loop common, and alter
237     * behaviour based on object within that loop?
238     */
239    
240     /* Basically, if the move_type matches that on what the
241     * button wants, we count it. The second check is so that
242     * objects don't move (swords, etc) will count. Note that
243     * this means that more work is needed to make buttons
244     * that are only triggered by flying objects.
245     */
246     if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
247     tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
248    
249     tmp->value = (tot >= tmp->weight) ? 1 : 0;
250     if (tmp->value)
251     any_down = 1;
252 elmex 1.3 }
253 root 1.7 else if (tmp->type == PEDESTAL)
254     {
255     tmp->value = 0;
256     for (ab = tmp->above; ab != NULL; ab = ab->above)
257     {
258     head = ab->head ? ab->head : ab;
259     /* Same note regarding move_type for buttons above apply here. */
260     if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
261     (head->race == tmp->slaying ||
262     ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
263     (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
264     tmp->value = 1;
265 elmex 1.3 }
266 root 1.7 if (tmp->value)
267     any_down = 1;
268 elmex 1.3 }
269     }
270 root 1.7 if (any_down) /* If any other buttons were down, force this to remain down */
271     op->value = 1;
272 elmex 1.1
273 root 1.7 /* If this button hasn't changed, don't do anything */
274     if (op->value != old_value)
275     {
276     SET_ANIMATION (op, op->value);
277     update_object (op, UP_OBJ_FACE);
278     push_button (op); /* Make all other buttons the same */
279 elmex 1.1 }
280     }
281    
282     /*
283     * Updates every button on the map (by calling update_button() for them).
284     */
285    
286 root 1.7 void
287 root 1.11 update_buttons (maptile *m)
288 root 1.7 {
289 elmex 1.1 objectlink *ol;
290     oblinkpt *obp;
291 root 1.7
292 elmex 1.1 for (obp = m->buttons; obp; obp = obp->next)
293 root 1.7 for (ol = obp->link; ol; ol = ol->next)
294 elmex 1.1 {
295 root 1.12 if (!ol->ob)
296 root 1.7 {
297 root 1.12 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
298     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
299 root 1.7 continue;
300     }
301 root 1.12
302 root 1.7 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
303     {
304     update_button (ol->ob);
305     break;
306     }
307 elmex 1.1 }
308     }
309    
310 root 1.7 void
311     use_trigger (object *op)
312 elmex 1.1 {
313    
314 root 1.7 /* Toggle value */
315     op->value = !op->value;
316     push_button (op);
317 elmex 1.1 }
318    
319     /*
320     * Note: animate_object should be used instead of this,
321     * but it can't handle animations in the 8 directions
322     */
323    
324 root 1.7 void
325     animate_turning (object *op) /* only one part objects */
326 elmex 1.1 {
327 root 1.7 if (++op->state >= NUM_ANIMATIONS (op) / 8)
328     op->state = 0;
329     SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
330     update_object (op, UP_OBJ_FACE);
331 elmex 1.1 }
332    
333     #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
334     #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
335    
336     /* Returns true if the sacrifice meets the needs of the altar.
337     *
338     * Function put in (0.92.1) so that identify altars won't grab money
339     * unnecessarily - we can see if there is sufficient money, see if something
340     * needs to be identified, and then remove money if needed.
341     *
342     * 0.93.4: Linked objects (ie, objects that are connected) can not be
343     * sacrificed. This fixes a bug of trying to put multiple altars/related
344     * objects on the same space that take the same sacrifice.
345     */
346 root 1.7
347     int
348     check_altar_sacrifice (const object *altar, const object *sacrifice)
349 elmex 1.1 {
350 root 1.7 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
351     {
352     if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
353     ARCH_SACRIFICE (altar) == sacrifice->name ||
354     ARCH_SACRIFICE (altar) == sacrifice->slaying ||
355     (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
356     && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
357     return 1;
358 root 1.17
359 root 1.7 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
360     && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
361     return 1;
362     }
363 root 1.17
364 elmex 1.1 return 0;
365     }
366    
367     /*
368     * operate_altar checks if sacrifice was accepted and removes sacrificed
369     * objects. If sacrifice was succeed return 1 else 0. Might be better to
370     * call check_altar_sacrifice (above) than depend on the return value,
371     * since operate_altar will remove the sacrifice also.
372     *
373     * If this function returns 1, '*sacrifice' is modified to point to the
374     * remaining sacrifice, or is set to NULL if the sacrifice was used up.
375     */
376 root 1.7 int
377     operate_altar (object *altar, object **sacrifice)
378 elmex 1.1 {
379 root 1.7 if (!altar->map)
380     {
381     LOG (llevError, "BUG: operate_altar(): altar has no map\n");
382     return 0;
383     }
384 elmex 1.1
385     if (!altar->slaying || altar->value)
386     return 0;
387    
388 root 1.7 if (!check_altar_sacrifice (altar, *sacrifice))
389 elmex 1.1 return 0;
390    
391     /* check_altar_sacrifice should have already verified that enough money
392     * has been dropped.
393     */
394 root 1.7 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
395     {
396     int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
397 elmex 1.1
398 root 1.7 /* Round up any sacrifices. Altars don't make change either */
399     if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
400     number++;
401 root 1.9
402 root 1.7 *sacrifice = decrease_ob_nr (*sacrifice, number);
403     }
404 elmex 1.1 else
405 root 1.7 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
406    
407 elmex 1.1 if (altar->msg)
408 root 1.7 new_info_map (NDI_BLACK, altar->map, altar->msg);
409 root 1.9
410 elmex 1.1 return 1;
411     }
412    
413 root 1.7 void
414     trigger_move (object *op, int state) /* 1 down and 0 up */
415 elmex 1.1 {
416 root 1.7 op->stats.wc = state;
417     if (state)
418     {
419     use_trigger (op);
420     if (op->stats.exp > 0) /* check sanity */
421     op->speed = 1.0 / op->stats.exp;
422     else
423     op->speed = 1.0;
424     update_ob_speed (op);
425     op->speed_left = -1;
426     }
427     else
428     {
429     use_trigger (op);
430     op->speed = 0;
431     update_ob_speed (op);
432 elmex 1.1 }
433     }
434    
435    
436     /*
437     * cause != NULL: something has moved on top of op
438     *
439     * cause == NULL: nothing has moved, we have been called from
440     * animate_trigger().
441     *
442     * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
443     *
444     * TRIGGER: Returns 1 if handle could be moved, 0 if not.
445     *
446     * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
447     */
448 root 1.7 int
449     check_trigger (object *op, object *cause)
450 elmex 1.1 {
451 root 1.7 object *tmp;
452     int push = 0, tot = 0;
453     int in_movement = op->stats.wc || op->speed;
454 elmex 1.1
455 root 1.7 switch (op->type)
456     {
457 root 1.2 case TRIGGER_BUTTON:
458 root 1.7 if (op->weight > 0)
459     {
460     if (cause)
461     {
462     for (tmp = op->above; tmp; tmp = tmp->above)
463     /* Comment reproduced from update_buttons(): */
464     /* Basically, if the move_type matches that on what the
465     * button wants, we count it. The second check is so that
466     * objects that don't move (swords, etc) will count. Note that
467     * this means that more work is needed to make buttons
468     * that are only triggered by flying objects.
469     */
470    
471     if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
472     {
473     tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
474     }
475     if (tot >= op->weight)
476 root 1.2 push = 1;
477 root 1.7 if (op->stats.ac == push)
478     return 0;
479     op->stats.ac = push;
480     if (NUM_ANIMATIONS (op) > 1)
481     {
482     SET_ANIMATION (op, push);
483     update_object (op, UP_OBJ_FACE);
484 elmex 1.1 }
485 root 1.7 if (in_movement || !push)
486     return 0;
487 root 1.2 }
488 root 1.7 trigger_move (op, push);
489 root 1.2 }
490 root 1.7 return 0;
491 root 1.2
492     case TRIGGER_PEDESTAL:
493 root 1.7 if (cause)
494     {
495     for (tmp = op->above; tmp; tmp = tmp->above)
496     {
497     object *head = tmp->head ? tmp->head : tmp;
498    
499     /* See comment in TRIGGER_BUTTON about move_types */
500     if (((head->move_type & op->move_on) || head->move_type == 0)
501     && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
502     {
503     push = 1;
504     break;
505 root 1.2 }
506     }
507 root 1.7 if (op->stats.ac == push)
508     return 0;
509     op->stats.ac = push;
510     if (NUM_ANIMATIONS (op) > 1)
511     {
512     SET_ANIMATION (op, push);
513     update_object (op, UP_OBJ_FACE);
514 elmex 1.1 }
515 root 1.7 update_object (op, UP_OBJ_FACE);
516     if (in_movement || !push)
517     return 0;
518 root 1.2 }
519 root 1.7 trigger_move (op, push);
520     return 0;
521 root 1.2
522     case TRIGGER_ALTAR:
523 root 1.7 if (cause)
524     {
525     if (in_movement)
526     return 0;
527     if (operate_altar (op, &cause))
528     {
529     if (NUM_ANIMATIONS (op) > 1)
530     {
531     SET_ANIMATION (op, 1);
532     update_object (op, UP_OBJ_FACE);
533 elmex 1.1 }
534 root 1.7 if (op->last_sp >= 0)
535     {
536     trigger_move (op, 1);
537     if (op->last_sp > 0)
538 root 1.2 op->last_sp = -op->last_sp;
539     }
540 root 1.7 else
541     {
542     /* for trigger altar with last_sp, the ON/OFF
543     * status (-> +/- value) is "simulated":
544     */
545     op->value = !op->value;
546     trigger_move (op, 1);
547     op->last_sp = -op->last_sp;
548     op->value = !op->value;
549 root 1.2 }
550 root 1.7 return cause == NULL;
551     }
552     else
553     {
554     return 0;
555     }
556     }
557     else
558     {
559     if (NUM_ANIMATIONS (op) > 1)
560     {
561     SET_ANIMATION (op, 0);
562     update_object (op, UP_OBJ_FACE);
563 root 1.2 }
564 root 1.7
565     /* If trigger_altar has "last_sp > 0" set on the map,
566     * it will push the connected value only once per sacrifice.
567     * Otherwise (default), the connected value will be
568     * pushed twice: First by sacrifice, second by reset! -AV
569     */
570     if (!op->last_sp)
571     trigger_move (op, 0);
572     else
573     {
574     op->stats.wc = 0;
575     op->value = !op->value;
576     op->speed = 0;
577     update_ob_speed (op);
578 root 1.2 }
579     }
580 root 1.7 return 0;
581 root 1.2
582     case TRIGGER:
583 root 1.7 if (cause)
584     {
585     if (in_movement)
586     return 0;
587     push = 1;
588 root 1.2 }
589 root 1.7 if (NUM_ANIMATIONS (op) > 1)
590     {
591     SET_ANIMATION (op, push);
592     update_object (op, UP_OBJ_FACE);
593 elmex 1.1 }
594 root 1.7 trigger_move (op, push);
595     return 1;
596 elmex 1.1
597 root 1.2 default:
598 root 1.7 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
599     return 0;
600 elmex 1.1 }
601     }
602    
603 root 1.7 void
604 root 1.11 add_button_link (object *button, maptile *map, int connected)
605 root 1.7 {
606 elmex 1.1 oblinkpt *obp;
607 root 1.7 objectlink *ol = get_objectlink ();
608    
609     if (!map)
610     {
611     LOG (llevError, "Tried to add button-link without map.\n");
612     return;
613     }
614     if (!editor)
615     button->path_attuned = connected; /* peterm: I need this so I can rebuild
616     a connected map from a template map. */
617 elmex 1.1
618     /* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
619    
620 root 1.7 SET_FLAG (button, FLAG_IS_LINKED);
621 elmex 1.1
622     ol->ob = button;
623    
624     for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);
625    
626 root 1.7 if (obp)
627     {
628     ol->next = obp->link;
629     obp->link = ol;
630     }
631     else
632     {
633     obp = get_objectlinkpt ();
634     obp->value = connected;
635    
636     obp->next = map->buttons;
637     map->buttons = obp;
638     obp->link = ol;
639     }
640 elmex 1.1 }
641    
642     /*
643     * Remove the object from the linked lists of buttons in the map.
644     * This is only needed by editors.
645     */
646    
647 root 1.7 void
648     remove_button_link (object *op)
649     {
650 elmex 1.1 oblinkpt *obp;
651     objectlink **olp, *ol;
652    
653 root 1.7 if (op->map == NULL)
654     {
655     LOG (llevError, "remove_button_link() in object without map.\n");
656     return;
657     }
658 root 1.12
659 root 1.7 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
660     {
661     LOG (llevError, "remove_button_linked() in unlinked object.\n");
662     return;
663     }
664 root 1.12
665 elmex 1.1 for (obp = op->map->buttons; obp; obp = obp->next)
666     for (olp = &obp->link; (ol = *olp); olp = &ol->next)
667 root 1.7 if (ol->ob == op)
668     {
669    
670 elmex 1.1 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
671     obp->value, op->name, op->map->path);
672     */
673 root 1.7 *olp = ol->next;
674 root 1.12 delete ol;
675 root 1.7 return;
676     }
677 root 1.12
678 root 1.7 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
679     CLEAR_FLAG (op, FLAG_IS_LINKED);
680 elmex 1.1 }
681 elmex 1.3
682     /*
683     * Gets the objectlink for this connection from the map.
684     */
685 root 1.7 oblinkpt *
686 root 1.11 get_connection_links (maptile *map, long connection)
687 elmex 1.3 {
688 root 1.7 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
689 elmex 1.3 if (obp->value == connection)
690     return obp;
691 root 1.12
692 elmex 1.3 return 0;
693     }
694    
695 elmex 1.1 /*
696     * Return the first objectlink in the objects linked to this one
697     */
698    
699 root 1.7 oblinkpt *
700     get_button_links (const object *button)
701     {
702 elmex 1.1 oblinkpt *obp;
703     objectlink *ol;
704    
705     if (!button->map)
706     return NULL;
707 root 1.12
708 elmex 1.1 for (obp = button->map->buttons; obp; obp = obp->next)
709     for (ol = obp->link; ol; ol = ol->next)
710 root 1.12 if (ol->ob == button)
711 elmex 1.3 return obp;
712 root 1.12
713 elmex 1.1 return NULL;
714     }
715    
716     /*
717     * Made as a separate function to increase efficiency
718     */
719    
720 root 1.7 int
721     get_button_value (const object *button)
722     {
723 elmex 1.1 oblinkpt *obp;
724     objectlink *ol;
725    
726     if (!button->map)
727     return 0;
728     for (obp = button->map->buttons; obp; obp = obp->next)
729     for (ol = obp->link; ol; ol = ol->next)
730 root 1.12 if (ol->ob == button)
731 elmex 1.1 return obp->value;
732     return 0;
733     }
734    
735     /* This routine makes monsters who are
736     * standing on the 'mood floor' change their
737     * disposition if it is different.
738     * If floor is to be triggered must have
739     * a speed of zero (default is 1 for all
740     * but the charm floor type).
741     * by b.t. thomas@nomad.astro.psu.edu
742     */
743    
744 root 1.7 void
745     do_mood_floor (object *op, object *source)
746     {
747     object *tmp;
748     object *tmp2;
749    
750     if (!source)
751     source = op;
752    
753     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
754     if (QUERY_FLAG (tmp, FLAG_MONSTER))
755     break;
756    
757     /* doesn't effect players, and if there is a player on this space, won't also
758     * be a monster here.
759     */
760     if (!tmp || tmp->type == PLAYER)
761     return;
762    
763     switch (op->last_sp)
764     {
765 root 1.8 case 0: /* furious--make all monsters mad */
766     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
767     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
768     if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
769     {
770     CLEAR_FLAG (tmp, FLAG_FRIENDLY);
771     remove_friendly_object (tmp);
772     tmp->attack_movement = 0;
773     /* lots of checks here, but want to make sure we don't
774     * dereference a null value
775     */
776     if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp)
777 root 1.13 tmp->owner->contr->ranges[range_golem] = 0;
778    
779 root 1.8 tmp->owner = 0;
780     }
781     break;
782     case 1: /* angry -- get neutral monsters mad */
783     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
784     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
785     break;
786     case 2: /* calm -- pacify unfriendly monsters */
787     if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
788     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
789     break;
790     case 3: /* make all monsters fall asleep */
791     if (!QUERY_FLAG (tmp, FLAG_SLEEP))
792     SET_FLAG (tmp, FLAG_SLEEP);
793     break;
794     case 4: /* charm all monsters */
795     if (op == source)
796     break; /* only if 'connected' */
797    
798 root 1.17 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */
799 root 1.8 tmp2->type != PLAYER; tmp2 = tmp2->above)
800     if (tmp2->above == NULL)
801 root 1.7 break;
802    
803 root 1.8 if (tmp2->type != PLAYER)
804 root 1.7 break;
805 root 1.17
806 root 1.14 tmp->set_owner (tmp2);
807 root 1.8 SET_FLAG (tmp, FLAG_MONSTER);
808 root 1.17
809 root 1.8 tmp->stats.exp = 0;
810     SET_FLAG (tmp, FLAG_FRIENDLY);
811 root 1.17
812 root 1.8 add_friendly_object (tmp);
813     tmp->attack_movement = PETMOVE;
814     break;
815 elmex 1.1
816 root 1.8 default:
817     break;
818 elmex 1.1 }
819     }
820    
821     /* this function returns the object it matches, or NULL if non.
822     * It will descend through containers to find the object.
823     * slaying = match object slaying flag
824     * race = match object archetype name flag
825     * hp = match object type (excpt type '0'== PLAYER)
826     */
827 root 1.7 object *
828     check_inv_recursive (object *op, const object *trig)
829 elmex 1.1 {
830 root 1.7 object *tmp, *ret = NULL;
831    
832     /* First check the object itself. */
833     if ((trig->stats.hp && (op->type == trig->stats.hp))
834 elmex 1.16 || (trig->slaying && (op->slaying == trig->slaying))
835     || (trig->race && (op->arch->name == trig->race)))
836 root 1.7 return op;
837 elmex 1.1
838 root 1.7 for (tmp = op->inv; tmp; tmp = tmp->below)
839     {
840     if (tmp->inv)
841     {
842     ret = check_inv_recursive (tmp, trig);
843     if (ret)
844     return ret;
845 root 1.2 }
846 root 1.7 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
847 elmex 1.16 || (trig->slaying && (tmp->slaying == trig->slaying))
848     || (trig->race && (tmp->arch->name == trig->race)))
849 root 1.7 return tmp;
850 elmex 1.1 }
851 root 1.7 return NULL;
852 elmex 1.1 }
853    
854     /* check_inv(), a function to search the inventory,
855     * of a player and then based on a set of conditions,
856     * the square will activate connected items.
857     * Monsters can't trigger this square (for now)
858     * Values are: last_sp = 1/0 obj/no obj triggers
859     * last_heal = 1/0 remove/dont remove obj if triggered
860     * -b.t. (thomas@nomad.astro.psu.edu
861 elmex 1.16 *
862     * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
863     * because the check-inventory semantic essentially only applies when
864     * something is above the inventory checker.
865     * The semantic prior this change was: trigger if something has moved on or off
866     * and has a matching item. Imagine what happens if someone steps on the inventory
867     * checker with a matching item, has it, activates the connection, throws the item
868     * away, and then leaves the inventory checker. That would've caused an always-enabled
869     * state in the inventory checker. This won't happen anymore now.
870     *
871 elmex 1.1 */
872 root 1.7 void
873 elmex 1.16 check_inv (object *op, object *trig)
874 root 1.7 {
875 elmex 1.16 trig->value = 0; // deactivate if none of the following conditions apply
876    
877 root 1.18 if (object *pl = trig->ms ().player ())
878     {
879     object *match = check_inv_recursive (pl, trig);
880    
881     if (match && trig->last_sp) // match == having
882     {
883     if (trig->last_heal)
884     decrease_ob (match);
885 elmex 1.16
886     trig->value = 1;
887 root 1.18 }
888     else if (!match && !trig->last_sp) // match == not having
889     trig->value = 1;
890     }
891 elmex 1.15
892 elmex 1.16 push_button (trig);
893 elmex 1.1 }
894