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/cvs/deliantra/server/common/button.C
Revision: 1.21
Committed: Sat Dec 30 10:16:10 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.20: +0 -30 lines
Log Message:
preliminary snapshot check-in, DO NOT USE IN PRODUCTION SYSTEMS
See the Changes file for details

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 root 1.7 void
279     use_trigger (object *op)
280 elmex 1.1 {
281 root 1.7 /* Toggle value */
282     op->value = !op->value;
283     push_button (op);
284 elmex 1.1 }
285    
286     /*
287     * Note: animate_object should be used instead of this,
288     * but it can't handle animations in the 8 directions
289     */
290 root 1.7 void
291     animate_turning (object *op) /* only one part objects */
292 elmex 1.1 {
293 root 1.7 if (++op->state >= NUM_ANIMATIONS (op) / 8)
294     op->state = 0;
295     SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
296     update_object (op, UP_OBJ_FACE);
297 elmex 1.1 }
298    
299     #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
300     #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
301    
302     /* Returns true if the sacrifice meets the needs of the altar.
303     *
304     * Function put in (0.92.1) so that identify altars won't grab money
305     * unnecessarily - we can see if there is sufficient money, see if something
306     * needs to be identified, and then remove money if needed.
307     *
308     * 0.93.4: Linked objects (ie, objects that are connected) can not be
309     * sacrificed. This fixes a bug of trying to put multiple altars/related
310     * objects on the same space that take the same sacrifice.
311     */
312 root 1.7
313     int
314     check_altar_sacrifice (const object *altar, const object *sacrifice)
315 elmex 1.1 {
316 root 1.7 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
317     {
318     if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
319     ARCH_SACRIFICE (altar) == sacrifice->name ||
320     ARCH_SACRIFICE (altar) == sacrifice->slaying ||
321     (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
322     && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
323     return 1;
324 root 1.17
325 root 1.7 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
326     && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
327     return 1;
328     }
329 root 1.17
330 elmex 1.1 return 0;
331     }
332    
333     /*
334     * operate_altar checks if sacrifice was accepted and removes sacrificed
335     * objects. If sacrifice was succeed return 1 else 0. Might be better to
336     * call check_altar_sacrifice (above) than depend on the return value,
337     * since operate_altar will remove the sacrifice also.
338     *
339     * If this function returns 1, '*sacrifice' is modified to point to the
340     * remaining sacrifice, or is set to NULL if the sacrifice was used up.
341     */
342 root 1.7 int
343     operate_altar (object *altar, object **sacrifice)
344 elmex 1.1 {
345 root 1.7 if (!altar->map)
346     {
347     LOG (llevError, "BUG: operate_altar(): altar has no map\n");
348     return 0;
349     }
350 elmex 1.1
351     if (!altar->slaying || altar->value)
352     return 0;
353    
354 root 1.7 if (!check_altar_sacrifice (altar, *sacrifice))
355 elmex 1.1 return 0;
356    
357     /* check_altar_sacrifice should have already verified that enough money
358     * has been dropped.
359     */
360 root 1.7 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
361     {
362     int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
363 elmex 1.1
364 root 1.7 /* Round up any sacrifices. Altars don't make change either */
365     if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
366     number++;
367 root 1.9
368 root 1.7 *sacrifice = decrease_ob_nr (*sacrifice, number);
369     }
370 elmex 1.1 else
371 root 1.7 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
372    
373 elmex 1.1 if (altar->msg)
374 root 1.7 new_info_map (NDI_BLACK, altar->map, altar->msg);
375 root 1.9
376 elmex 1.1 return 1;
377     }
378    
379 root 1.7 void
380     trigger_move (object *op, int state) /* 1 down and 0 up */
381 elmex 1.1 {
382 root 1.7 op->stats.wc = state;
383     if (state)
384     {
385     use_trigger (op);
386 root 1.20 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
387 root 1.7 op->speed_left = -1;
388     }
389     else
390     {
391     use_trigger (op);
392 root 1.20 op->set_speed (0);
393 elmex 1.1 }
394     }
395    
396    
397     /*
398     * cause != NULL: something has moved on top of op
399     *
400     * cause == NULL: nothing has moved, we have been called from
401     * animate_trigger().
402     *
403     * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
404     *
405     * TRIGGER: Returns 1 if handle could be moved, 0 if not.
406     *
407     * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
408     */
409 root 1.7 int
410     check_trigger (object *op, object *cause)
411 elmex 1.1 {
412 root 1.7 object *tmp;
413     int push = 0, tot = 0;
414     int in_movement = op->stats.wc || op->speed;
415 elmex 1.1
416 root 1.7 switch (op->type)
417     {
418 root 1.2 case TRIGGER_BUTTON:
419 root 1.7 if (op->weight > 0)
420     {
421     if (cause)
422     {
423     for (tmp = op->above; tmp; tmp = tmp->above)
424     /* Comment reproduced from update_buttons(): */
425     /* Basically, if the move_type matches that on what the
426     * button wants, we count it. The second check is so that
427     * objects that don't move (swords, etc) will count. Note that
428     * this means that more work is needed to make buttons
429     * that are only triggered by flying objects.
430     */
431    
432     if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
433     {
434     tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
435     }
436     if (tot >= op->weight)
437 root 1.2 push = 1;
438 root 1.7 if (op->stats.ac == push)
439     return 0;
440     op->stats.ac = push;
441     if (NUM_ANIMATIONS (op) > 1)
442     {
443     SET_ANIMATION (op, push);
444     update_object (op, UP_OBJ_FACE);
445 elmex 1.1 }
446 root 1.7 if (in_movement || !push)
447     return 0;
448 root 1.2 }
449 root 1.7 trigger_move (op, push);
450 root 1.2 }
451 root 1.7 return 0;
452 root 1.2
453     case TRIGGER_PEDESTAL:
454 root 1.7 if (cause)
455     {
456     for (tmp = op->above; tmp; tmp = tmp->above)
457     {
458     object *head = tmp->head ? tmp->head : tmp;
459    
460     /* See comment in TRIGGER_BUTTON about move_types */
461     if (((head->move_type & op->move_on) || head->move_type == 0)
462     && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
463     {
464     push = 1;
465     break;
466 root 1.2 }
467     }
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 update_object (op, UP_OBJ_FACE);
477     if (in_movement || !push)
478     return 0;
479 root 1.2 }
480 root 1.7 trigger_move (op, push);
481     return 0;
482 root 1.2
483     case TRIGGER_ALTAR:
484 root 1.7 if (cause)
485     {
486     if (in_movement)
487     return 0;
488     if (operate_altar (op, &cause))
489     {
490     if (NUM_ANIMATIONS (op) > 1)
491     {
492     SET_ANIMATION (op, 1);
493     update_object (op, UP_OBJ_FACE);
494 elmex 1.1 }
495 root 1.7 if (op->last_sp >= 0)
496     {
497     trigger_move (op, 1);
498     if (op->last_sp > 0)
499 root 1.2 op->last_sp = -op->last_sp;
500     }
501 root 1.7 else
502     {
503     /* for trigger altar with last_sp, the ON/OFF
504     * status (-> +/- value) is "simulated":
505     */
506     op->value = !op->value;
507     trigger_move (op, 1);
508     op->last_sp = -op->last_sp;
509     op->value = !op->value;
510 root 1.2 }
511 root 1.7 return cause == NULL;
512     }
513     else
514     {
515     return 0;
516     }
517     }
518     else
519     {
520     if (NUM_ANIMATIONS (op) > 1)
521     {
522     SET_ANIMATION (op, 0);
523     update_object (op, UP_OBJ_FACE);
524 root 1.2 }
525 root 1.7
526     /* If trigger_altar has "last_sp > 0" set on the map,
527     * it will push the connected value only once per sacrifice.
528     * Otherwise (default), the connected value will be
529     * pushed twice: First by sacrifice, second by reset! -AV
530     */
531     if (!op->last_sp)
532     trigger_move (op, 0);
533     else
534     {
535     op->stats.wc = 0;
536     op->value = !op->value;
537 root 1.20 op->set_speed (0);
538 root 1.2 }
539     }
540 root 1.7 return 0;
541 root 1.2
542     case TRIGGER:
543 root 1.7 if (cause)
544     {
545     if (in_movement)
546     return 0;
547 root 1.20
548 root 1.7 push = 1;
549 root 1.2 }
550 root 1.20
551 root 1.7 if (NUM_ANIMATIONS (op) > 1)
552     {
553     SET_ANIMATION (op, push);
554     update_object (op, UP_OBJ_FACE);
555 elmex 1.1 }
556 root 1.20
557 root 1.7 trigger_move (op, push);
558     return 1;
559 elmex 1.1
560 root 1.2 default:
561 root 1.7 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
562     return 0;
563 elmex 1.1 }
564     }
565    
566 root 1.7 void
567 root 1.11 add_button_link (object *button, maptile *map, int connected)
568 root 1.7 {
569 elmex 1.1 oblinkpt *obp;
570 root 1.7 objectlink *ol = get_objectlink ();
571    
572     if (!map)
573     {
574     LOG (llevError, "Tried to add button-link without map.\n");
575     return;
576     }
577 elmex 1.1
578 root 1.19 button->path_attuned = connected; /* peterm: I need this so I can rebuild
579     a connected map from a template map. */
580 elmex 1.1
581 root 1.7 SET_FLAG (button, FLAG_IS_LINKED);
582 elmex 1.1
583     ol->ob = button;
584    
585 root 1.19 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
586     ;
587 elmex 1.1
588 root 1.7 if (obp)
589     {
590     ol->next = obp->link;
591     obp->link = ol;
592     }
593     else
594     {
595     obp = get_objectlinkpt ();
596     obp->value = connected;
597    
598     obp->next = map->buttons;
599     map->buttons = obp;
600     obp->link = ol;
601     }
602 elmex 1.1 }
603    
604     /*
605     * Remove the object from the linked lists of buttons in the map.
606     * This is only needed by editors.
607     */
608    
609 root 1.7 void
610     remove_button_link (object *op)
611     {
612 elmex 1.1 oblinkpt *obp;
613     objectlink **olp, *ol;
614    
615 root 1.7 if (op->map == NULL)
616     {
617     LOG (llevError, "remove_button_link() in object without map.\n");
618     return;
619     }
620 root 1.12
621 root 1.7 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
622     {
623     LOG (llevError, "remove_button_linked() in unlinked object.\n");
624     return;
625     }
626 root 1.12
627 elmex 1.1 for (obp = op->map->buttons; obp; obp = obp->next)
628     for (olp = &obp->link; (ol = *olp); olp = &ol->next)
629 root 1.7 if (ol->ob == op)
630     {
631    
632 elmex 1.1 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
633     obp->value, op->name, op->map->path);
634     */
635 root 1.7 *olp = ol->next;
636 root 1.12 delete ol;
637 root 1.7 return;
638     }
639 root 1.12
640 root 1.7 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
641     CLEAR_FLAG (op, FLAG_IS_LINKED);
642 elmex 1.1 }
643 elmex 1.3
644     /*
645     * Gets the objectlink for this connection from the map.
646     */
647 root 1.7 oblinkpt *
648 root 1.11 get_connection_links (maptile *map, long connection)
649 elmex 1.3 {
650 root 1.7 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
651 elmex 1.3 if (obp->value == connection)
652     return obp;
653 root 1.12
654 elmex 1.3 return 0;
655     }
656    
657 elmex 1.1 /*
658     * Return the first objectlink in the objects linked to this one
659     */
660    
661 root 1.7 oblinkpt *
662     get_button_links (const object *button)
663     {
664 elmex 1.1 oblinkpt *obp;
665     objectlink *ol;
666    
667     if (!button->map)
668     return NULL;
669 root 1.12
670 elmex 1.1 for (obp = button->map->buttons; obp; obp = obp->next)
671     for (ol = obp->link; ol; ol = ol->next)
672 root 1.12 if (ol->ob == button)
673 elmex 1.3 return obp;
674 root 1.12
675 elmex 1.1 return NULL;
676     }
677    
678     /*
679     * Made as a separate function to increase efficiency
680     */
681    
682 root 1.7 int
683     get_button_value (const object *button)
684     {
685 elmex 1.1 oblinkpt *obp;
686     objectlink *ol;
687    
688     if (!button->map)
689     return 0;
690     for (obp = button->map->buttons; obp; obp = obp->next)
691     for (ol = obp->link; ol; ol = ol->next)
692 root 1.12 if (ol->ob == button)
693 elmex 1.1 return obp->value;
694     return 0;
695     }
696    
697     /* This routine makes monsters who are
698     * standing on the 'mood floor' change their
699     * disposition if it is different.
700     * If floor is to be triggered must have
701     * a speed of zero (default is 1 for all
702     * but the charm floor type).
703     * by b.t. thomas@nomad.astro.psu.edu
704     */
705    
706 root 1.7 void
707     do_mood_floor (object *op, object *source)
708     {
709     object *tmp;
710     object *tmp2;
711    
712     if (!source)
713     source = op;
714    
715     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
716     if (QUERY_FLAG (tmp, FLAG_MONSTER))
717     break;
718    
719     /* doesn't effect players, and if there is a player on this space, won't also
720     * be a monster here.
721     */
722     if (!tmp || tmp->type == PLAYER)
723     return;
724    
725     switch (op->last_sp)
726     {
727 root 1.8 case 0: /* furious--make all monsters mad */
728     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
729     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
730     if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
731     {
732     CLEAR_FLAG (tmp, FLAG_FRIENDLY);
733     remove_friendly_object (tmp);
734     tmp->attack_movement = 0;
735     /* lots of checks here, but want to make sure we don't
736     * dereference a null value
737     */
738     if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp)
739 root 1.13 tmp->owner->contr->ranges[range_golem] = 0;
740    
741 root 1.8 tmp->owner = 0;
742     }
743     break;
744     case 1: /* angry -- get neutral monsters mad */
745     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
746     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
747     break;
748     case 2: /* calm -- pacify unfriendly monsters */
749     if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
750     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
751     break;
752     case 3: /* make all monsters fall asleep */
753     if (!QUERY_FLAG (tmp, FLAG_SLEEP))
754     SET_FLAG (tmp, FLAG_SLEEP);
755     break;
756     case 4: /* charm all monsters */
757     if (op == source)
758     break; /* only if 'connected' */
759    
760 root 1.17 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */
761 root 1.8 tmp2->type != PLAYER; tmp2 = tmp2->above)
762     if (tmp2->above == NULL)
763 root 1.7 break;
764    
765 root 1.8 if (tmp2->type != PLAYER)
766 root 1.7 break;
767 root 1.17
768 root 1.14 tmp->set_owner (tmp2);
769 root 1.8 SET_FLAG (tmp, FLAG_MONSTER);
770 root 1.17
771 root 1.8 tmp->stats.exp = 0;
772     SET_FLAG (tmp, FLAG_FRIENDLY);
773 root 1.17
774 root 1.8 add_friendly_object (tmp);
775     tmp->attack_movement = PETMOVE;
776     break;
777 elmex 1.1
778 root 1.8 default:
779     break;
780 elmex 1.1 }
781     }
782    
783     /* this function returns the object it matches, or NULL if non.
784     * It will descend through containers to find the object.
785     * slaying = match object slaying flag
786     * race = match object archetype name flag
787     * hp = match object type (excpt type '0'== PLAYER)
788     */
789 root 1.7 object *
790     check_inv_recursive (object *op, const object *trig)
791 elmex 1.1 {
792 root 1.7 object *tmp, *ret = NULL;
793    
794     /* First check the object itself. */
795     if ((trig->stats.hp && (op->type == trig->stats.hp))
796 elmex 1.16 || (trig->slaying && (op->slaying == trig->slaying))
797     || (trig->race && (op->arch->name == trig->race)))
798 root 1.7 return op;
799 elmex 1.1
800 root 1.7 for (tmp = op->inv; tmp; tmp = tmp->below)
801     {
802     if (tmp->inv)
803     {
804     ret = check_inv_recursive (tmp, trig);
805     if (ret)
806     return ret;
807 root 1.2 }
808 root 1.7 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
809 elmex 1.16 || (trig->slaying && (tmp->slaying == trig->slaying))
810     || (trig->race && (tmp->arch->name == trig->race)))
811 root 1.7 return tmp;
812 elmex 1.1 }
813 root 1.7 return NULL;
814 elmex 1.1 }
815    
816     /* check_inv(), a function to search the inventory,
817     * of a player and then based on a set of conditions,
818     * the square will activate connected items.
819     * Monsters can't trigger this square (for now)
820     * Values are: last_sp = 1/0 obj/no obj triggers
821     * last_heal = 1/0 remove/dont remove obj if triggered
822     * -b.t. (thomas@nomad.astro.psu.edu
823 elmex 1.16 *
824     * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
825     * because the check-inventory semantic essentially only applies when
826     * something is above the inventory checker.
827     * The semantic prior this change was: trigger if something has moved on or off
828     * and has a matching item. Imagine what happens if someone steps on the inventory
829     * checker with a matching item, has it, activates the connection, throws the item
830     * away, and then leaves the inventory checker. That would've caused an always-enabled
831     * state in the inventory checker. This won't happen anymore now.
832     *
833 elmex 1.1 */
834 root 1.7 void
835 elmex 1.16 check_inv (object *op, object *trig)
836 root 1.7 {
837 elmex 1.16 trig->value = 0; // deactivate if none of the following conditions apply
838    
839 root 1.18 if (object *pl = trig->ms ().player ())
840     {
841     object *match = check_inv_recursive (pl, trig);
842    
843     if (match && trig->last_sp) // match == having
844     {
845     if (trig->last_heal)
846     decrease_ob (match);
847 elmex 1.16
848     trig->value = 1;
849 root 1.18 }
850     else if (!match && !trig->last_sp) // match == not having
851     trig->value = 1;
852     }
853 elmex 1.15
854 elmex 1.16 push_button (trig);
855 elmex 1.1 }
856