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/cvs/deliantra/server/common/button.C
Revision: 1.19
Committed: Mon Dec 25 11:25:49 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.18: +86 -88 lines
Log Message:
- small, but subtle, rewrite of object management
- perl will now keep attachable objects alive
- objects are now refcounted
- refcouts need to be tested explicitly (refcnt_chk)
- explicit destroy is required current
- explicit destroy asks "nicely" for the object to self destruct, if possible
- refcounts will be used during mortal killing
- minor bugfixes, optimisations etc.
- some former hacks removed.

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     for (; ol; ol = ol->next)
41     {
42 root 1.12 if (!ol->ob)
43 elmex 1.3 {
44 root 1.12 LOG (llevError, "Internal error in activate_connection_link.\n");
45 elmex 1.3 continue;
46     }
47 root 1.12
48 elmex 1.3 /* a button link object can become freed when the map is saving. As
49     * a map is saved, objects are removed and freed, and if an object is
50     * on top of a button, this function is eventually called. If a map
51     * is getting moved out of memory, the status of buttons and levers
52     * probably isn't important - it will get sorted out when the map is
53     * re-loaded. As such, just exit this function if that is the case.
54     */
55 elmex 1.1
56 elmex 1.3 if (QUERY_FLAG (ol->ob, FLAG_FREED))
57     return;
58 root 1.19
59     object *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 1.19 case GATE:
70     case HOLE:
71     tmp->value = tmp->stats.maxsp ? !state : state;
72     tmp->speed = 0.5;
73     update_ob_speed (tmp);
74     break;
75    
76     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    
90     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 root 1.7
126 root 1.19 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    
138     case TELEPORTER:
139     move_teleporter (tmp);
140     break;
141 root 1.2
142 root 1.19 case CREATOR:
143     move_creator (tmp);
144     break;
145 elmex 1.3
146 root 1.19 case TRIGGER_MARKER:
147     move_marker (tmp);
148     break;
149 elmex 1.3
150 root 1.19 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 root 1.7 void
210     update_button (object *op)
211     {
212     object *ab, *tmp, *head;
213     int tot, any_down = 0, old_value = op->value;
214     oblinkpt *obp = 0;
215     objectlink *ol;
216    
217     obp = get_button_links (op);
218     /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
219     if (obp)
220     for (ol = obp->link; ol; ol = ol->next)
221     {
222 root 1.12 if (!ol->ob)
223 root 1.7 {
224     LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
225     continue;
226     }
227 root 1.12
228 root 1.7 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 1.12 if (!ol->ob)
295 root 1.7 {
296 root 1.12 LOG (llevError, "Internal error in update_button (%s (%dx%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, obp->value);
298 root 1.7 continue;
299     }
300 root 1.12
301 root 1.7 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
302     {
303     update_button (ol->ob);
304     break;
305     }
306 elmex 1.1 }
307     }
308    
309 root 1.7 void
310     use_trigger (object *op)
311 elmex 1.1 {
312    
313 root 1.7 /* Toggle value */
314     op->value = !op->value;
315     push_button (op);
316 elmex 1.1 }
317    
318     /*
319     * Note: animate_object should be used instead of this,
320     * but it can't handle animations in the 8 directions
321     */
322    
323 root 1.7 void
324     animate_turning (object *op) /* only one part objects */
325 elmex 1.1 {
326 root 1.7 if (++op->state >= NUM_ANIMATIONS (op) / 8)
327     op->state = 0;
328     SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
329     update_object (op, UP_OBJ_FACE);
330 elmex 1.1 }
331    
332     #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
333     #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
334    
335     /* Returns true if the sacrifice meets the needs of the altar.
336     *
337     * Function put in (0.92.1) so that identify altars won't grab money
338     * unnecessarily - we can see if there is sufficient money, see if something
339     * needs to be identified, and then remove money if needed.
340     *
341     * 0.93.4: Linked objects (ie, objects that are connected) can not be
342     * sacrificed. This fixes a bug of trying to put multiple altars/related
343     * objects on the same space that take the same sacrifice.
344     */
345 root 1.7
346     int
347     check_altar_sacrifice (const object *altar, const object *sacrifice)
348 elmex 1.1 {
349 root 1.7 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
350     {
351     if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
352     ARCH_SACRIFICE (altar) == sacrifice->name ||
353     ARCH_SACRIFICE (altar) == sacrifice->slaying ||
354     (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
355     && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
356     return 1;
357 root 1.17
358 root 1.7 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
359     && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
360     return 1;
361     }
362 root 1.17
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 elmex 1.1
614 root 1.19 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 root 1.7 SET_FLAG (button, FLAG_IS_LINKED);
618 elmex 1.1
619     ol->ob = button;
620    
621 root 1.19 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
622     ;
623 elmex 1.1
624 root 1.7 if (obp)
625     {
626     ol->next = obp->link;
627     obp->link = ol;
628     }
629     else
630     {
631     obp = get_objectlinkpt ();
632     obp->value = connected;
633    
634     obp->next = map->buttons;
635     map->buttons = obp;
636     obp->link = ol;
637     }
638 elmex 1.1 }
639    
640     /*
641     * Remove the object from the linked lists of buttons in the map.
642     * This is only needed by editors.
643     */
644    
645 root 1.7 void
646     remove_button_link (object *op)
647     {
648 elmex 1.1 oblinkpt *obp;
649     objectlink **olp, *ol;
650    
651 root 1.7 if (op->map == NULL)
652     {
653     LOG (llevError, "remove_button_link() in object without map.\n");
654     return;
655     }
656 root 1.12
657 root 1.7 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
658     {
659     LOG (llevError, "remove_button_linked() in unlinked object.\n");
660     return;
661     }
662 root 1.12
663 elmex 1.1 for (obp = op->map->buttons; obp; obp = obp->next)
664     for (olp = &obp->link; (ol = *olp); olp = &ol->next)
665 root 1.7 if (ol->ob == op)
666     {
667    
668 elmex 1.1 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
669     obp->value, op->name, op->map->path);
670     */
671 root 1.7 *olp = ol->next;
672 root 1.12 delete ol;
673 root 1.7 return;
674     }
675 root 1.12
676 root 1.7 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
677     CLEAR_FLAG (op, FLAG_IS_LINKED);
678 elmex 1.1 }
679 elmex 1.3
680     /*
681     * Gets the objectlink for this connection from the map.
682     */
683 root 1.7 oblinkpt *
684 root 1.11 get_connection_links (maptile *map, long connection)
685 elmex 1.3 {
686 root 1.7 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
687 elmex 1.3 if (obp->value == connection)
688     return obp;
689 root 1.12
690 elmex 1.3 return 0;
691     }
692    
693 elmex 1.1 /*
694     * Return the first objectlink in the objects linked to this one
695     */
696    
697 root 1.7 oblinkpt *
698     get_button_links (const object *button)
699     {
700 elmex 1.1 oblinkpt *obp;
701     objectlink *ol;
702    
703     if (!button->map)
704     return NULL;
705 root 1.12
706 elmex 1.1 for (obp = button->map->buttons; obp; obp = obp->next)
707     for (ol = obp->link; ol; ol = ol->next)
708 root 1.12 if (ol->ob == button)
709 elmex 1.3 return obp;
710 root 1.12
711 elmex 1.1 return NULL;
712     }
713    
714     /*
715     * Made as a separate function to increase efficiency
716     */
717    
718 root 1.7 int
719     get_button_value (const object *button)
720     {
721 elmex 1.1 oblinkpt *obp;
722     objectlink *ol;
723    
724     if (!button->map)
725     return 0;
726     for (obp = button->map->buttons; obp; obp = obp->next)
727     for (ol = obp->link; ol; ol = ol->next)
728 root 1.12 if (ol->ob == button)
729 elmex 1.1 return obp->value;
730     return 0;
731     }
732    
733     /* This routine makes monsters who are
734     * standing on the 'mood floor' change their
735     * disposition if it is different.
736     * If floor is to be triggered must have
737     * a speed of zero (default is 1 for all
738     * but the charm floor type).
739     * by b.t. thomas@nomad.astro.psu.edu
740     */
741    
742 root 1.7 void
743     do_mood_floor (object *op, object *source)
744     {
745     object *tmp;
746     object *tmp2;
747    
748     if (!source)
749     source = op;
750    
751     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
752     if (QUERY_FLAG (tmp, FLAG_MONSTER))
753     break;
754    
755     /* doesn't effect players, and if there is a player on this space, won't also
756     * be a monster here.
757     */
758     if (!tmp || tmp->type == PLAYER)
759     return;
760    
761     switch (op->last_sp)
762     {
763 root 1.8 case 0: /* furious--make all monsters mad */
764     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
765     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
766     if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
767     {
768     CLEAR_FLAG (tmp, FLAG_FRIENDLY);
769     remove_friendly_object (tmp);
770     tmp->attack_movement = 0;
771     /* lots of checks here, but want to make sure we don't
772     * dereference a null value
773     */
774     if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp)
775 root 1.13 tmp->owner->contr->ranges[range_golem] = 0;
776    
777 root 1.8 tmp->owner = 0;
778     }
779     break;
780     case 1: /* angry -- get neutral monsters mad */
781     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
782     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
783     break;
784     case 2: /* calm -- pacify unfriendly monsters */
785     if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
786     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
787     break;
788     case 3: /* make all monsters fall asleep */
789     if (!QUERY_FLAG (tmp, FLAG_SLEEP))
790     SET_FLAG (tmp, FLAG_SLEEP);
791     break;
792     case 4: /* charm all monsters */
793     if (op == source)
794     break; /* only if 'connected' */
795    
796 root 1.17 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */
797 root 1.8 tmp2->type != PLAYER; tmp2 = tmp2->above)
798     if (tmp2->above == NULL)
799 root 1.7 break;
800    
801 root 1.8 if (tmp2->type != PLAYER)
802 root 1.7 break;
803 root 1.17
804 root 1.14 tmp->set_owner (tmp2);
805 root 1.8 SET_FLAG (tmp, FLAG_MONSTER);
806 root 1.17
807 root 1.8 tmp->stats.exp = 0;
808     SET_FLAG (tmp, FLAG_FRIENDLY);
809 root 1.17
810 root 1.8 add_friendly_object (tmp);
811     tmp->attack_movement = PETMOVE;
812     break;
813 elmex 1.1
814 root 1.8 default:
815     break;
816 elmex 1.1 }
817     }
818    
819     /* this function returns the object it matches, or NULL if non.
820     * It will descend through containers to find the object.
821     * slaying = match object slaying flag
822     * race = match object archetype name flag
823     * hp = match object type (excpt type '0'== PLAYER)
824     */
825 root 1.7 object *
826     check_inv_recursive (object *op, const object *trig)
827 elmex 1.1 {
828 root 1.7 object *tmp, *ret = NULL;
829    
830     /* First check the object itself. */
831     if ((trig->stats.hp && (op->type == trig->stats.hp))
832 elmex 1.16 || (trig->slaying && (op->slaying == trig->slaying))
833     || (trig->race && (op->arch->name == trig->race)))
834 root 1.7 return op;
835 elmex 1.1
836 root 1.7 for (tmp = op->inv; tmp; tmp = tmp->below)
837     {
838     if (tmp->inv)
839     {
840     ret = check_inv_recursive (tmp, trig);
841     if (ret)
842     return ret;
843 root 1.2 }
844 root 1.7 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
845 elmex 1.16 || (trig->slaying && (tmp->slaying == trig->slaying))
846     || (trig->race && (tmp->arch->name == trig->race)))
847 root 1.7 return tmp;
848 elmex 1.1 }
849 root 1.7 return NULL;
850 elmex 1.1 }
851    
852     /* check_inv(), a function to search the inventory,
853     * of a player and then based on a set of conditions,
854     * the square will activate connected items.
855     * Monsters can't trigger this square (for now)
856     * Values are: last_sp = 1/0 obj/no obj triggers
857     * last_heal = 1/0 remove/dont remove obj if triggered
858     * -b.t. (thomas@nomad.astro.psu.edu
859 elmex 1.16 *
860     * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
861     * because the check-inventory semantic essentially only applies when
862     * something is above the inventory checker.
863     * The semantic prior this change was: trigger if something has moved on or off
864     * and has a matching item. Imagine what happens if someone steps on the inventory
865     * checker with a matching item, has it, activates the connection, throws the item
866     * away, and then leaves the inventory checker. That would've caused an always-enabled
867     * state in the inventory checker. This won't happen anymore now.
868     *
869 elmex 1.1 */
870 root 1.7 void
871 elmex 1.16 check_inv (object *op, object *trig)
872 root 1.7 {
873 elmex 1.16 trig->value = 0; // deactivate if none of the following conditions apply
874    
875 root 1.18 if (object *pl = trig->ms ().player ())
876     {
877     object *match = check_inv_recursive (pl, trig);
878    
879     if (match && trig->last_sp) // match == having
880     {
881     if (trig->last_heal)
882     decrease_ob (match);
883 elmex 1.16
884     trig->value = 1;
885 root 1.18 }
886     else if (!match && !trig->last_sp) // match == not having
887     trig->value = 1;
888     }
889 elmex 1.15
890 elmex 1.16 push_button (trig);
891 elmex 1.1 }
892