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Revision: 1.20
Committed: Tue Dec 26 08:54:58 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.19: +10 -16 lines
Log Message:
replace update_ob_speed by ->set_speed

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 root 1.20 tmp->set_speed (0.5);
73 root 1.19 break;
74    
75     case CF_HANDLE:
76     SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
77     update_object (tmp, UP_OBJ_FACE);
78     break;
79    
80     case SIGN:
81     if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
82     {
83     new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
84     if (tmp->stats.food)
85     tmp->last_eat++;
86     }
87     break;
88    
89     case ALTAR:
90     tmp->value = 1;
91     SET_ANIMATION (tmp, tmp->value);
92     update_object (tmp, UP_OBJ_FACE);
93     break;
94    
95     case BUTTON:
96     case PEDESTAL:
97     tmp->value = state;
98     SET_ANIMATION (tmp, tmp->value);
99     update_object (tmp, UP_OBJ_FACE);
100     break;
101    
102     case MOOD_FLOOR:
103     do_mood_floor (tmp, source);
104     break;
105    
106     case TIMED_GATE:
107 root 1.20 tmp->set_speed (tmp->arch->clone.speed);
108 root 1.19 tmp->value = tmp->arch->clone.value;
109     tmp->stats.sp = 1;
110     tmp->stats.hp = tmp->stats.maxhp;
111     /* Handle multipart gates. We copy the value for the other parts
112     * from the head - this ensures that the data will consistent
113     */
114 root 1.20 for (tmp = tmp->more; tmp; tmp = tmp->more)
115 root 1.19 {
116     tmp->value = tmp->head->value;
117     tmp->stats.sp = tmp->head->stats.sp;
118     tmp->stats.hp = tmp->head->stats.hp;
119 root 1.20 tmp->set_speed (tmp->head->speed);
120 root 1.19 }
121     break;
122 root 1.7
123 root 1.19 case DIRECTOR:
124     case FIREWALL:
125     if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
126     move_firewall (tmp);
127     else
128     {
129     if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
130     tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
131     animate_turning (tmp);
132     }
133     break;
134    
135     case TELEPORTER:
136     move_teleporter (tmp);
137     break;
138 root 1.2
139 root 1.19 case CREATOR:
140     move_creator (tmp);
141     break;
142 elmex 1.3
143 root 1.19 case TRIGGER_MARKER:
144     move_marker (tmp);
145     break;
146 elmex 1.3
147 root 1.19 case DUPLICATOR:
148     move_duplicator (tmp);
149     break;
150 elmex 1.3 }
151     }
152     }
153 root 1.2
154 elmex 1.3 /*
155     * elmex:
156     * This is the new push_button function, it got split up so that
157     * you can activate connections without a button now!
158     * old but still valid comment:
159     *
160     * Push the specified object. This can affect other buttons/gates/handles
161     * altars/pedestals/holes in the whole map.
162     * Changed the routine to loop through _all_ objects.
163     * Better hurry with that linked list...
164     *
165     */
166 root 1.7 void
167     push_button (object *op)
168 elmex 1.3 {
169     oblinkpt *obp = get_button_links (op);
170 root 1.2
171 elmex 1.4 if (!obp)
172     return;
173    
174 root 1.7 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
175 elmex 1.3 return;
176 root 1.2
177 elmex 1.4 activate_connection_link (obp->link, op->value, op);
178 elmex 1.3 }
179 root 1.2
180 elmex 1.3 /*
181     * elmex:
182     * This activates a connection, similar to push_button (object *op) but it takes
183     * only a map, a connection value and a true or false flag that indicated whether
184     * the connection was 'state' or 'released'. So that you can activate objects
185     * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
186     *
187     */
188 root 1.7 void
189 root 1.11 activate_connection (maptile *map, long connection, bool state)
190 elmex 1.3 {
191 root 1.7 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
192 elmex 1.3 return;
193 root 1.2
194 elmex 1.3 oblinkpt *obp = get_connection_links (map, connection);
195 root 1.7
196 elmex 1.4 if (obp)
197 elmex 1.3 activate_connection_link (obp->link, state);
198 elmex 1.1 }
199    
200     /*
201     * Updates everything connected with the button op.
202     * After changing the state of a button, this function must be called
203     * to make sure that all gates and other buttons connected to the
204     * button reacts to the (eventual) change of state.
205     */
206 root 1.7 void
207     update_button (object *op)
208     {
209     object *ab, *tmp, *head;
210     int tot, any_down = 0, old_value = op->value;
211     oblinkpt *obp = 0;
212     objectlink *ol;
213    
214     obp = get_button_links (op);
215     /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
216     if (obp)
217     for (ol = obp->link; ol; ol = ol->next)
218     {
219 root 1.12 if (!ol->ob)
220 root 1.7 {
221     LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
222     continue;
223     }
224 root 1.12
225 root 1.7 tmp = ol->ob;
226     if (tmp->type == BUTTON)
227     {
228     for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
229     /* Bug? The pedestal code below looks for the head of
230     * the object, this bit doesn't. I'd think we should check
231     * for head here also. Maybe it also makese sense to
232     * make the for ab=tmp->above loop common, and alter
233     * behaviour based on object within that loop?
234     */
235    
236     /* Basically, if the move_type matches that on what the
237     * button wants, we count it. The second check is so that
238     * objects don't move (swords, etc) will count. Note that
239     * this means that more work is needed to make buttons
240     * that are only triggered by flying objects.
241     */
242     if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
243     tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
244    
245     tmp->value = (tot >= tmp->weight) ? 1 : 0;
246     if (tmp->value)
247     any_down = 1;
248 elmex 1.3 }
249 root 1.7 else if (tmp->type == PEDESTAL)
250     {
251     tmp->value = 0;
252     for (ab = tmp->above; ab != NULL; ab = ab->above)
253     {
254     head = ab->head ? ab->head : ab;
255     /* Same note regarding move_type for buttons above apply here. */
256     if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
257     (head->race == tmp->slaying ||
258     ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
259     (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
260     tmp->value = 1;
261 elmex 1.3 }
262 root 1.7 if (tmp->value)
263     any_down = 1;
264 elmex 1.3 }
265     }
266 root 1.7 if (any_down) /* If any other buttons were down, force this to remain down */
267     op->value = 1;
268 elmex 1.1
269 root 1.7 /* If this button hasn't changed, don't do anything */
270     if (op->value != old_value)
271     {
272     SET_ANIMATION (op, op->value);
273     update_object (op, UP_OBJ_FACE);
274     push_button (op); /* Make all other buttons the same */
275 elmex 1.1 }
276     }
277    
278     /*
279     * Updates every button on the map (by calling update_button() for them).
280     */
281    
282 root 1.7 void
283 root 1.11 update_buttons (maptile *m)
284 root 1.7 {
285 elmex 1.1 objectlink *ol;
286     oblinkpt *obp;
287 root 1.7
288 elmex 1.1 for (obp = m->buttons; obp; obp = obp->next)
289 root 1.7 for (ol = obp->link; ol; ol = ol->next)
290 elmex 1.1 {
291 root 1.12 if (!ol->ob)
292 root 1.7 {
293 root 1.12 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
294     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
295 root 1.7 continue;
296     }
297 root 1.12
298 root 1.7 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
299     {
300     update_button (ol->ob);
301     break;
302     }
303 elmex 1.1 }
304     }
305    
306 root 1.7 void
307     use_trigger (object *op)
308 elmex 1.1 {
309    
310 root 1.7 /* Toggle value */
311     op->value = !op->value;
312     push_button (op);
313 elmex 1.1 }
314    
315     /*
316     * Note: animate_object should be used instead of this,
317     * but it can't handle animations in the 8 directions
318     */
319    
320 root 1.7 void
321     animate_turning (object *op) /* only one part objects */
322 elmex 1.1 {
323 root 1.7 if (++op->state >= NUM_ANIMATIONS (op) / 8)
324     op->state = 0;
325     SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
326     update_object (op, UP_OBJ_FACE);
327 elmex 1.1 }
328    
329     #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
330     #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
331    
332     /* Returns true if the sacrifice meets the needs of the altar.
333     *
334     * Function put in (0.92.1) so that identify altars won't grab money
335     * unnecessarily - we can see if there is sufficient money, see if something
336     * needs to be identified, and then remove money if needed.
337     *
338     * 0.93.4: Linked objects (ie, objects that are connected) can not be
339     * sacrificed. This fixes a bug of trying to put multiple altars/related
340     * objects on the same space that take the same sacrifice.
341     */
342 root 1.7
343     int
344     check_altar_sacrifice (const object *altar, const object *sacrifice)
345 elmex 1.1 {
346 root 1.7 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
347     {
348     if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
349     ARCH_SACRIFICE (altar) == sacrifice->name ||
350     ARCH_SACRIFICE (altar) == sacrifice->slaying ||
351     (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
352     && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
353     return 1;
354 root 1.17
355 root 1.7 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
356     && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
357     return 1;
358     }
359 root 1.17
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 root 1.20 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
417 root 1.7 op->speed_left = -1;
418     }
419     else
420     {
421     use_trigger (op);
422 root 1.20 op->set_speed (0);
423 elmex 1.1 }
424     }
425    
426    
427     /*
428     * cause != NULL: something has moved on top of op
429     *
430     * cause == NULL: nothing has moved, we have been called from
431     * animate_trigger().
432     *
433     * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
434     *
435     * TRIGGER: Returns 1 if handle could be moved, 0 if not.
436     *
437     * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
438     */
439 root 1.7 int
440     check_trigger (object *op, object *cause)
441 elmex 1.1 {
442 root 1.7 object *tmp;
443     int push = 0, tot = 0;
444     int in_movement = op->stats.wc || op->speed;
445 elmex 1.1
446 root 1.7 switch (op->type)
447     {
448 root 1.2 case TRIGGER_BUTTON:
449 root 1.7 if (op->weight > 0)
450     {
451     if (cause)
452     {
453     for (tmp = op->above; tmp; tmp = tmp->above)
454     /* Comment reproduced from update_buttons(): */
455     /* Basically, if the move_type matches that on what the
456     * button wants, we count it. The second check is so that
457     * objects that don't move (swords, etc) will count. Note that
458     * this means that more work is needed to make buttons
459     * that are only triggered by flying objects.
460     */
461    
462     if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
463     {
464     tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
465     }
466     if (tot >= op->weight)
467 root 1.2 push = 1;
468 root 1.7 if (op->stats.ac == push)
469     return 0;
470     op->stats.ac = push;
471     if (NUM_ANIMATIONS (op) > 1)
472     {
473     SET_ANIMATION (op, push);
474     update_object (op, UP_OBJ_FACE);
475 elmex 1.1 }
476 root 1.7 if (in_movement || !push)
477     return 0;
478 root 1.2 }
479 root 1.7 trigger_move (op, push);
480 root 1.2 }
481 root 1.7 return 0;
482 root 1.2
483     case TRIGGER_PEDESTAL:
484 root 1.7 if (cause)
485     {
486     for (tmp = op->above; tmp; tmp = tmp->above)
487     {
488     object *head = tmp->head ? tmp->head : tmp;
489    
490     /* See comment in TRIGGER_BUTTON about move_types */
491     if (((head->move_type & op->move_on) || head->move_type == 0)
492     && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
493     {
494     push = 1;
495     break;
496 root 1.2 }
497     }
498 root 1.7 if (op->stats.ac == push)
499     return 0;
500     op->stats.ac = push;
501     if (NUM_ANIMATIONS (op) > 1)
502     {
503     SET_ANIMATION (op, push);
504     update_object (op, UP_OBJ_FACE);
505 elmex 1.1 }
506 root 1.7 update_object (op, UP_OBJ_FACE);
507     if (in_movement || !push)
508     return 0;
509 root 1.2 }
510 root 1.7 trigger_move (op, push);
511     return 0;
512 root 1.2
513     case TRIGGER_ALTAR:
514 root 1.7 if (cause)
515     {
516     if (in_movement)
517     return 0;
518     if (operate_altar (op, &cause))
519     {
520     if (NUM_ANIMATIONS (op) > 1)
521     {
522     SET_ANIMATION (op, 1);
523     update_object (op, UP_OBJ_FACE);
524 elmex 1.1 }
525 root 1.7 if (op->last_sp >= 0)
526     {
527     trigger_move (op, 1);
528     if (op->last_sp > 0)
529 root 1.2 op->last_sp = -op->last_sp;
530     }
531 root 1.7 else
532     {
533     /* for trigger altar with last_sp, the ON/OFF
534     * status (-> +/- value) is "simulated":
535     */
536     op->value = !op->value;
537     trigger_move (op, 1);
538     op->last_sp = -op->last_sp;
539     op->value = !op->value;
540 root 1.2 }
541 root 1.7 return cause == NULL;
542     }
543     else
544     {
545     return 0;
546     }
547     }
548     else
549     {
550     if (NUM_ANIMATIONS (op) > 1)
551     {
552     SET_ANIMATION (op, 0);
553     update_object (op, UP_OBJ_FACE);
554 root 1.2 }
555 root 1.7
556     /* If trigger_altar has "last_sp > 0" set on the map,
557     * it will push the connected value only once per sacrifice.
558     * Otherwise (default), the connected value will be
559     * pushed twice: First by sacrifice, second by reset! -AV
560     */
561     if (!op->last_sp)
562     trigger_move (op, 0);
563     else
564     {
565     op->stats.wc = 0;
566     op->value = !op->value;
567 root 1.20 op->set_speed (0);
568 root 1.2 }
569     }
570 root 1.7 return 0;
571 root 1.2
572     case TRIGGER:
573 root 1.7 if (cause)
574     {
575     if (in_movement)
576     return 0;
577 root 1.20
578 root 1.7 push = 1;
579 root 1.2 }
580 root 1.20
581 root 1.7 if (NUM_ANIMATIONS (op) > 1)
582     {
583     SET_ANIMATION (op, push);
584     update_object (op, UP_OBJ_FACE);
585 elmex 1.1 }
586 root 1.20
587 root 1.7 trigger_move (op, push);
588     return 1;
589 elmex 1.1
590 root 1.2 default:
591 root 1.7 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
592     return 0;
593 elmex 1.1 }
594     }
595    
596 root 1.7 void
597 root 1.11 add_button_link (object *button, maptile *map, int connected)
598 root 1.7 {
599 elmex 1.1 oblinkpt *obp;
600 root 1.7 objectlink *ol = get_objectlink ();
601    
602     if (!map)
603     {
604     LOG (llevError, "Tried to add button-link without map.\n");
605     return;
606     }
607 elmex 1.1
608 root 1.19 button->path_attuned = connected; /* peterm: I need this so I can rebuild
609     a connected map from a template map. */
610 elmex 1.1
611 root 1.7 SET_FLAG (button, FLAG_IS_LINKED);
612 elmex 1.1
613     ol->ob = button;
614    
615 root 1.19 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
616     ;
617 elmex 1.1
618 root 1.7 if (obp)
619     {
620     ol->next = obp->link;
621     obp->link = ol;
622     }
623     else
624     {
625     obp = get_objectlinkpt ();
626     obp->value = connected;
627    
628     obp->next = map->buttons;
629     map->buttons = obp;
630     obp->link = ol;
631     }
632 elmex 1.1 }
633    
634     /*
635     * Remove the object from the linked lists of buttons in the map.
636     * This is only needed by editors.
637     */
638    
639 root 1.7 void
640     remove_button_link (object *op)
641     {
642 elmex 1.1 oblinkpt *obp;
643     objectlink **olp, *ol;
644    
645 root 1.7 if (op->map == NULL)
646     {
647     LOG (llevError, "remove_button_link() in object without map.\n");
648     return;
649     }
650 root 1.12
651 root 1.7 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
652     {
653     LOG (llevError, "remove_button_linked() in unlinked object.\n");
654     return;
655     }
656 root 1.12
657 elmex 1.1 for (obp = op->map->buttons; obp; obp = obp->next)
658     for (olp = &obp->link; (ol = *olp); olp = &ol->next)
659 root 1.7 if (ol->ob == op)
660     {
661    
662 elmex 1.1 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
663     obp->value, op->name, op->map->path);
664     */
665 root 1.7 *olp = ol->next;
666 root 1.12 delete ol;
667 root 1.7 return;
668     }
669 root 1.12
670 root 1.7 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
671     CLEAR_FLAG (op, FLAG_IS_LINKED);
672 elmex 1.1 }
673 elmex 1.3
674     /*
675     * Gets the objectlink for this connection from the map.
676     */
677 root 1.7 oblinkpt *
678 root 1.11 get_connection_links (maptile *map, long connection)
679 elmex 1.3 {
680 root 1.7 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
681 elmex 1.3 if (obp->value == connection)
682     return obp;
683 root 1.12
684 elmex 1.3 return 0;
685     }
686    
687 elmex 1.1 /*
688     * Return the first objectlink in the objects linked to this one
689     */
690    
691 root 1.7 oblinkpt *
692     get_button_links (const object *button)
693     {
694 elmex 1.1 oblinkpt *obp;
695     objectlink *ol;
696    
697     if (!button->map)
698     return NULL;
699 root 1.12
700 elmex 1.1 for (obp = button->map->buttons; obp; obp = obp->next)
701     for (ol = obp->link; ol; ol = ol->next)
702 root 1.12 if (ol->ob == button)
703 elmex 1.3 return obp;
704 root 1.12
705 elmex 1.1 return NULL;
706     }
707    
708     /*
709     * Made as a separate function to increase efficiency
710     */
711    
712 root 1.7 int
713     get_button_value (const object *button)
714     {
715 elmex 1.1 oblinkpt *obp;
716     objectlink *ol;
717    
718     if (!button->map)
719     return 0;
720     for (obp = button->map->buttons; obp; obp = obp->next)
721     for (ol = obp->link; ol; ol = ol->next)
722 root 1.12 if (ol->ob == button)
723 elmex 1.1 return obp->value;
724     return 0;
725     }
726    
727     /* This routine makes monsters who are
728     * standing on the 'mood floor' change their
729     * disposition if it is different.
730     * If floor is to be triggered must have
731     * a speed of zero (default is 1 for all
732     * but the charm floor type).
733     * by b.t. thomas@nomad.astro.psu.edu
734     */
735    
736 root 1.7 void
737     do_mood_floor (object *op, object *source)
738     {
739     object *tmp;
740     object *tmp2;
741    
742     if (!source)
743     source = op;
744    
745     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
746     if (QUERY_FLAG (tmp, FLAG_MONSTER))
747     break;
748    
749     /* doesn't effect players, and if there is a player on this space, won't also
750     * be a monster here.
751     */
752     if (!tmp || tmp->type == PLAYER)
753     return;
754    
755     switch (op->last_sp)
756     {
757 root 1.8 case 0: /* furious--make all monsters mad */
758     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
759     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
760     if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
761     {
762     CLEAR_FLAG (tmp, FLAG_FRIENDLY);
763     remove_friendly_object (tmp);
764     tmp->attack_movement = 0;
765     /* lots of checks here, but want to make sure we don't
766     * dereference a null value
767     */
768     if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp)
769 root 1.13 tmp->owner->contr->ranges[range_golem] = 0;
770    
771 root 1.8 tmp->owner = 0;
772     }
773     break;
774     case 1: /* angry -- get neutral monsters mad */
775     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
776     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
777     break;
778     case 2: /* calm -- pacify unfriendly monsters */
779     if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
780     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
781     break;
782     case 3: /* make all monsters fall asleep */
783     if (!QUERY_FLAG (tmp, FLAG_SLEEP))
784     SET_FLAG (tmp, FLAG_SLEEP);
785     break;
786     case 4: /* charm all monsters */
787     if (op == source)
788     break; /* only if 'connected' */
789    
790 root 1.17 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */
791 root 1.8 tmp2->type != PLAYER; tmp2 = tmp2->above)
792     if (tmp2->above == NULL)
793 root 1.7 break;
794    
795 root 1.8 if (tmp2->type != PLAYER)
796 root 1.7 break;
797 root 1.17
798 root 1.14 tmp->set_owner (tmp2);
799 root 1.8 SET_FLAG (tmp, FLAG_MONSTER);
800 root 1.17
801 root 1.8 tmp->stats.exp = 0;
802     SET_FLAG (tmp, FLAG_FRIENDLY);
803 root 1.17
804 root 1.8 add_friendly_object (tmp);
805     tmp->attack_movement = PETMOVE;
806     break;
807 elmex 1.1
808 root 1.8 default:
809     break;
810 elmex 1.1 }
811     }
812    
813     /* this function returns the object it matches, or NULL if non.
814     * It will descend through containers to find the object.
815     * slaying = match object slaying flag
816     * race = match object archetype name flag
817     * hp = match object type (excpt type '0'== PLAYER)
818     */
819 root 1.7 object *
820     check_inv_recursive (object *op, const object *trig)
821 elmex 1.1 {
822 root 1.7 object *tmp, *ret = NULL;
823    
824     /* First check the object itself. */
825     if ((trig->stats.hp && (op->type == trig->stats.hp))
826 elmex 1.16 || (trig->slaying && (op->slaying == trig->slaying))
827     || (trig->race && (op->arch->name == trig->race)))
828 root 1.7 return op;
829 elmex 1.1
830 root 1.7 for (tmp = op->inv; tmp; tmp = tmp->below)
831     {
832     if (tmp->inv)
833     {
834     ret = check_inv_recursive (tmp, trig);
835     if (ret)
836     return ret;
837 root 1.2 }
838 root 1.7 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
839 elmex 1.16 || (trig->slaying && (tmp->slaying == trig->slaying))
840     || (trig->race && (tmp->arch->name == trig->race)))
841 root 1.7 return tmp;
842 elmex 1.1 }
843 root 1.7 return NULL;
844 elmex 1.1 }
845    
846     /* check_inv(), a function to search the inventory,
847     * of a player and then based on a set of conditions,
848     * the square will activate connected items.
849     * Monsters can't trigger this square (for now)
850     * Values are: last_sp = 1/0 obj/no obj triggers
851     * last_heal = 1/0 remove/dont remove obj if triggered
852     * -b.t. (thomas@nomad.astro.psu.edu
853 elmex 1.16 *
854     * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
855     * because the check-inventory semantic essentially only applies when
856     * something is above the inventory checker.
857     * The semantic prior this change was: trigger if something has moved on or off
858     * and has a matching item. Imagine what happens if someone steps on the inventory
859     * checker with a matching item, has it, activates the connection, throws the item
860     * away, and then leaves the inventory checker. That would've caused an always-enabled
861     * state in the inventory checker. This won't happen anymore now.
862     *
863 elmex 1.1 */
864 root 1.7 void
865 elmex 1.16 check_inv (object *op, object *trig)
866 root 1.7 {
867 elmex 1.16 trig->value = 0; // deactivate if none of the following conditions apply
868    
869 root 1.18 if (object *pl = trig->ms ().player ())
870     {
871     object *match = check_inv_recursive (pl, trig);
872    
873     if (match && trig->last_sp) // match == having
874     {
875     if (trig->last_heal)
876     decrease_ob (match);
877 elmex 1.16
878     trig->value = 1;
879 root 1.18 }
880     else if (!match && !trig->last_sp) // match == not having
881     trig->value = 1;
882     }
883 elmex 1.15
884 elmex 1.16 push_button (trig);
885 elmex 1.1 }
886