1 |
elmex |
1.1 |
/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 |
root |
1.10 |
The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 |
elmex |
1.1 |
*/ |
23 |
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24 |
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#include <global.h> |
25 |
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#include <funcpoint.h> |
26 |
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27 |
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/* |
28 |
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* This code is no longer highly inefficient 8) |
29 |
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*/ |
30 |
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|
31 |
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/* |
32 |
elmex |
1.3 |
* elmex: |
33 |
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* This function takes a objectlink list with all the objects are going to be activated. |
34 |
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* state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. |
35 |
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* The source argument can be 0 or the source object for this activation. |
36 |
elmex |
1.1 |
*/ |
37 |
root |
1.7 |
void |
38 |
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activate_connection_link (objectlink * ol, bool state, object *source = 0) |
39 |
elmex |
1.3 |
{ |
40 |
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for (; ol; ol = ol->next) |
41 |
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{ |
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 |
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} |
47 |
root |
1.12 |
|
48 |
elmex |
1.3 |
/* a button link object can become freed when the map is saving. As |
49 |
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* a map is saved, objects are removed and freed, and if an object is |
50 |
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* on top of a button, this function is eventually called. If a map |
51 |
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* is getting moved out of memory, the status of buttons and levers |
52 |
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* probably isn't important - it will get sorted out when the map is |
53 |
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* re-loaded. As such, just exit this function if that is the case. |
54 |
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*/ |
55 |
elmex |
1.1 |
|
56 |
elmex |
1.3 |
if (QUERY_FLAG (ol->ob, FLAG_FREED)) |
57 |
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return; |
58 |
root |
1.19 |
|
59 |
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object *tmp = ol->ob; |
60 |
root |
1.2 |
|
61 |
elmex |
1.3 |
/* if the criteria isn't appropriate, don't do anything */ |
62 |
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if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) |
63 |
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continue; |
64 |
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if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) |
65 |
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continue; |
66 |
root |
1.2 |
|
67 |
elmex |
1.3 |
switch (tmp->type) |
68 |
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{ |
69 |
root |
1.19 |
case GATE: |
70 |
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case HOLE: |
71 |
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tmp->value = tmp->stats.maxsp ? !state : state; |
72 |
root |
1.20 |
tmp->set_speed (0.5); |
73 |
root |
1.19 |
break; |
74 |
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|
75 |
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case CF_HANDLE: |
76 |
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SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); |
77 |
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update_object (tmp, UP_OBJ_FACE); |
78 |
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break; |
79 |
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80 |
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case SIGN: |
81 |
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if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
82 |
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{ |
83 |
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new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); |
84 |
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if (tmp->stats.food) |
85 |
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tmp->last_eat++; |
86 |
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} |
87 |
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break; |
88 |
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89 |
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case ALTAR: |
90 |
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tmp->value = 1; |
91 |
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SET_ANIMATION (tmp, tmp->value); |
92 |
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update_object (tmp, UP_OBJ_FACE); |
93 |
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break; |
94 |
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95 |
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case BUTTON: |
96 |
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case PEDESTAL: |
97 |
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tmp->value = state; |
98 |
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SET_ANIMATION (tmp, tmp->value); |
99 |
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update_object (tmp, UP_OBJ_FACE); |
100 |
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break; |
101 |
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102 |
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case MOOD_FLOOR: |
103 |
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do_mood_floor (tmp, source); |
104 |
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break; |
105 |
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106 |
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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 |
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tmp->stats.sp = 1; |
110 |
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tmp->stats.hp = tmp->stats.maxhp; |
111 |
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/* Handle multipart gates. We copy the value for the other parts |
112 |
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* from the head - this ensures that the data will consistent |
113 |
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*/ |
114 |
root |
1.20 |
for (tmp = tmp->more; tmp; tmp = tmp->more) |
115 |
root |
1.19 |
{ |
116 |
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tmp->value = tmp->head->value; |
117 |
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tmp->stats.sp = tmp->head->stats.sp; |
118 |
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tmp->stats.hp = tmp->head->stats.hp; |
119 |
root |
1.20 |
tmp->set_speed (tmp->head->speed); |
120 |
root |
1.19 |
} |
121 |
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break; |
122 |
root |
1.7 |
|
123 |
root |
1.19 |
case DIRECTOR: |
124 |
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case FIREWALL: |
125 |
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if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) |
126 |
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move_firewall (tmp); |
127 |
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else |
128 |
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{ |
129 |
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if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
130 |
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tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; |
131 |
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animate_turning (tmp); |
132 |
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} |
133 |
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break; |
134 |
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135 |
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case TELEPORTER: |
136 |
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move_teleporter (tmp); |
137 |
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break; |
138 |
root |
1.2 |
|
139 |
root |
1.19 |
case CREATOR: |
140 |
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move_creator (tmp); |
141 |
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break; |
142 |
elmex |
1.3 |
|
143 |
root |
1.19 |
case TRIGGER_MARKER: |
144 |
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move_marker (tmp); |
145 |
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break; |
146 |
elmex |
1.3 |
|
147 |
root |
1.19 |
case DUPLICATOR: |
148 |
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move_duplicator (tmp); |
149 |
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break; |
150 |
elmex |
1.3 |
} |
151 |
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} |
152 |
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} |
153 |
root |
1.2 |
|
154 |
elmex |
1.3 |
/* |
155 |
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* elmex: |
156 |
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* This is the new push_button function, it got split up so that |
157 |
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* you can activate connections without a button now! |
158 |
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* old but still valid comment: |
159 |
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* |
160 |
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* Push the specified object. This can affect other buttons/gates/handles |
161 |
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* altars/pedestals/holes in the whole map. |
162 |
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* Changed the routine to loop through _all_ objects. |
163 |
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* Better hurry with that linked list... |
164 |
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* |
165 |
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*/ |
166 |
root |
1.7 |
void |
167 |
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push_button (object *op) |
168 |
elmex |
1.3 |
{ |
169 |
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oblinkpt *obp = get_button_links (op); |
170 |
root |
1.2 |
|
171 |
elmex |
1.4 |
if (!obp) |
172 |
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return; |
173 |
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|
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 |
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* elmex: |
182 |
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* This activates a connection, similar to push_button (object *op) but it takes |
183 |
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* only a map, a connection value and a true or false flag that indicated whether |
184 |
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* the connection was 'state' or 'released'. So that you can activate objects |
185 |
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* who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. |
186 |
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* |
187 |
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*/ |
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 |
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|
200 |
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/* |
201 |
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* Updates everything connected with the button op. |
202 |
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* After changing the state of a button, this function must be called |
203 |
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* to make sure that all gates and other buttons connected to the |
204 |
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* button reacts to the (eventual) change of state. |
205 |
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*/ |
206 |
root |
1.7 |
void |
207 |
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update_button (object *op) |
208 |
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{ |
209 |
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object *ab, *tmp, *head; |
210 |
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int tot, any_down = 0, old_value = op->value; |
211 |
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oblinkpt *obp = 0; |
212 |
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objectlink *ol; |
213 |
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214 |
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obp = get_button_links (op); |
215 |
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/* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ |
216 |
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if (obp) |
217 |
|
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for (ol = obp->link; ol; ol = ol->next) |
218 |
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{ |
219 |
root |
1.12 |
if (!ol->ob) |
220 |
root |
1.7 |
{ |
221 |
|
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LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); |
222 |
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continue; |
223 |
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} |
224 |
root |
1.12 |
|
225 |
root |
1.7 |
tmp = ol->ob; |
226 |
|
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if (tmp->type == BUTTON) |
227 |
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{ |
228 |
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for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) |
229 |
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/* Bug? The pedestal code below looks for the head of |
230 |
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* the object, this bit doesn't. I'd think we should check |
231 |
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* for head here also. Maybe it also makese sense to |
232 |
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* make the for ab=tmp->above loop common, and alter |
233 |
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* behaviour based on object within that loop? |
234 |
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*/ |
235 |
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|
236 |
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/* Basically, if the move_type matches that on what the |
237 |
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* button wants, we count it. The second check is so that |
238 |
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* objects don't move (swords, etc) will count. Note that |
239 |
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* this means that more work is needed to make buttons |
240 |
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* that are only triggered by flying objects. |
241 |
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*/ |
242 |
|
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if ((ab->move_type & tmp->move_on) || ab->move_type == 0) |
243 |
|
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tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; |
244 |
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|
245 |
|
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tmp->value = (tot >= tmp->weight) ? 1 : 0; |
246 |
|
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if (tmp->value) |
247 |
|
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any_down = 1; |
248 |
elmex |
1.3 |
} |
249 |
root |
1.7 |
else if (tmp->type == PEDESTAL) |
250 |
|
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{ |
251 |
|
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tmp->value = 0; |
252 |
|
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for (ab = tmp->above; ab != NULL; ab = ab->above) |
253 |
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{ |
254 |
|
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head = ab->head ? ab->head : ab; |
255 |
|
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/* Same note regarding move_type for buttons above apply here. */ |
256 |
|
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if (((head->move_type & tmp->move_on) || ab->move_type == 0) && |
257 |
|
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(head->race == tmp->slaying || |
258 |
|
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((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || |
259 |
|
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(!strcmp (tmp->slaying, "player") && head->type == PLAYER))) |
260 |
|
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tmp->value = 1; |
261 |
elmex |
1.3 |
} |
262 |
root |
1.7 |
if (tmp->value) |
263 |
|
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any_down = 1; |
264 |
elmex |
1.3 |
} |
265 |
|
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} |
266 |
root |
1.7 |
if (any_down) /* If any other buttons were down, force this to remain down */ |
267 |
|
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op->value = 1; |
268 |
elmex |
1.1 |
|
269 |
root |
1.7 |
/* If this button hasn't changed, don't do anything */ |
270 |
|
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if (op->value != old_value) |
271 |
|
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{ |
272 |
|
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SET_ANIMATION (op, op->value); |
273 |
|
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update_object (op, UP_OBJ_FACE); |
274 |
|
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push_button (op); /* Make all other buttons the same */ |
275 |
elmex |
1.1 |
} |
276 |
|
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} |
277 |
|
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|
278 |
root |
1.7 |
void |
279 |
|
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use_trigger (object *op) |
280 |
elmex |
1.1 |
{ |
281 |
root |
1.7 |
/* Toggle value */ |
282 |
|
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op->value = !op->value; |
283 |
|
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push_button (op); |
284 |
elmex |
1.1 |
} |
285 |
|
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|
286 |
|
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/* |
287 |
|
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* Note: animate_object should be used instead of this, |
288 |
|
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* but it can't handle animations in the 8 directions |
289 |
|
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*/ |
290 |
root |
1.7 |
void |
291 |
|
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animate_turning (object *op) /* only one part objects */ |
292 |
elmex |
1.1 |
{ |
293 |
root |
1.7 |
if (++op->state >= NUM_ANIMATIONS (op) / 8) |
294 |
|
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op->state = 0; |
295 |
|
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SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state); |
296 |
|
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update_object (op, UP_OBJ_FACE); |
297 |
elmex |
1.1 |
} |
298 |
|
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|
299 |
|
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#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
300 |
|
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#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
301 |
|
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|
302 |
|
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/* Returns true if the sacrifice meets the needs of the altar. |
303 |
|
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* |
304 |
|
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* Function put in (0.92.1) so that identify altars won't grab money |
305 |
|
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* 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 |
|
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ARCH_SACRIFICE (altar) == sacrifice->name || |
320 |
|
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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 |
|
|
|