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/cvs/deliantra/server/common/button.C
Revision: 1.37
Committed: Tue Jul 31 17:33:14 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.36: +2 -0 lines
Log Message:
- support more than the gcfclient-20-something sounds
  (dire hack) in sound.conf.res
- implement "sound" face for archetypes/objects.
- play sound face in signs either on map (triggered)
  or on the player reading it.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.36 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.27 *
4 root 1.33 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.27 *
8 root 1.36 * Crossfire TRT is free software: you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.27 *
13 root 1.36 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.27 *
18 root 1.36 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.33 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 pippijn 1.27 */
23 elmex 1.1
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 root 1.37
65 elmex 1.3 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66     continue;
67 root 1.2
68 elmex 1.3 switch (tmp->type)
69     {
70 root 1.19 case GATE:
71     case HOLE:
72     tmp->value = tmp->stats.maxsp ? !state : state;
73 root 1.20 tmp->set_speed (0.5);
74 root 1.19 break;
75    
76     case CF_HANDLE:
77     SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78     update_object (tmp, UP_OBJ_FACE);
79     break;
80    
81     case SIGN:
82     if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83     {
84 root 1.37 tmp->play_sound (tmp->sound);
85 root 1.19 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86     if (tmp->stats.food)
87     tmp->last_eat++;
88     }
89     break;
90    
91     case ALTAR:
92     tmp->value = 1;
93     SET_ANIMATION (tmp, tmp->value);
94     update_object (tmp, UP_OBJ_FACE);
95     break;
96    
97     case BUTTON:
98     case PEDESTAL:
99     tmp->value = state;
100     SET_ANIMATION (tmp, tmp->value);
101     update_object (tmp, UP_OBJ_FACE);
102     break;
103    
104     case MOOD_FLOOR:
105     do_mood_floor (tmp, source);
106     break;
107    
108     case TIMED_GATE:
109 root 1.35 tmp->set_speed (tmp->arch->speed);
110     tmp->value = tmp->arch->value;
111 root 1.19 tmp->stats.sp = 1;
112     tmp->stats.hp = tmp->stats.maxhp;
113     /* Handle multipart gates. We copy the value for the other parts
114     * from the head - this ensures that the data will consistent
115     */
116 root 1.32 for (object *part = tmp->more; part; part = part->more)
117 root 1.19 {
118 root 1.32 part->value = tmp->value;
119     part->stats.sp = tmp->stats.sp;
120     part->stats.hp = tmp->stats.hp;
121     part->set_speed (tmp->speed);
122 root 1.19 }
123     break;
124 root 1.7
125 root 1.19 case DIRECTOR:
126     case FIREWALL:
127     if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
128     move_firewall (tmp);
129     else
130     {
131     if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
132     tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
133 root 1.32
134 root 1.19 animate_turning (tmp);
135     }
136     break;
137    
138     case TELEPORTER:
139     move_teleporter (tmp);
140     break;
141 root 1.2
142 root 1.19 case CREATOR:
143     move_creator (tmp);
144     break;
145 elmex 1.3
146 root 1.19 case TRIGGER_MARKER:
147     move_marker (tmp);
148     break;
149 elmex 1.3
150 root 1.19 case DUPLICATOR:
151     move_duplicator (tmp);
152     break;
153 elmex 1.3 }
154     }
155     }
156 root 1.2
157 elmex 1.3 /*
158     * elmex:
159     * This is the new push_button function, it got split up so that
160     * you can activate connections without a button now!
161     * old but still valid comment:
162     *
163     * Push the specified object. This can affect other buttons/gates/handles
164     * altars/pedestals/holes in the whole map.
165     * Changed the routine to loop through _all_ objects.
166     * Better hurry with that linked list...
167     *
168     */
169 root 1.7 void
170     push_button (object *op)
171 elmex 1.3 {
172     oblinkpt *obp = get_button_links (op);
173 root 1.2
174 elmex 1.4 if (!obp)
175     return;
176    
177 root 1.7 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
178 elmex 1.3 return;
179 root 1.2
180 elmex 1.4 activate_connection_link (obp->link, op->value, op);
181 elmex 1.3 }
182 root 1.2
183 elmex 1.3 /*
184     * elmex:
185     * This activates a connection, similar to push_button (object *op) but it takes
186     * only a map, a connection value and a true or false flag that indicated whether
187     * the connection was 'state' or 'released'. So that you can activate objects
188     * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
189     *
190     */
191 root 1.7 void
192 root 1.11 activate_connection (maptile *map, long connection, bool state)
193 elmex 1.3 {
194 root 1.7 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
195 elmex 1.3 return;
196 root 1.2
197 elmex 1.3 oblinkpt *obp = get_connection_links (map, connection);
198 root 1.7
199 elmex 1.4 if (obp)
200 elmex 1.3 activate_connection_link (obp->link, state);
201 elmex 1.1 }
202    
203     /*
204     * Updates everything connected with the button op.
205     * After changing the state of a button, this function must be called
206     * to make sure that all gates and other buttons connected to the
207     * button reacts to the (eventual) change of state.
208     */
209 root 1.7 void
210     update_button (object *op)
211     {
212     object *ab, *tmp, *head;
213     int tot, any_down = 0, old_value = op->value;
214     oblinkpt *obp = 0;
215     objectlink *ol;
216    
217     obp = get_button_links (op);
218     /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
219     if (obp)
220     for (ol = obp->link; ol; ol = ol->next)
221     {
222 root 1.12 if (!ol->ob)
223 root 1.7 {
224     LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
225     continue;
226     }
227 root 1.12
228 root 1.7 tmp = ol->ob;
229     if (tmp->type == BUTTON)
230     {
231     for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
232     /* Bug? The pedestal code below looks for the head of
233     * the object, this bit doesn't. I'd think we should check
234     * for head here also. Maybe it also makese sense to
235     * make the for ab=tmp->above loop common, and alter
236     * behaviour based on object within that loop?
237     */
238    
239     /* Basically, if the move_type matches that on what the
240     * button wants, we count it. The second check is so that
241     * objects don't move (swords, etc) will count. Note that
242     * this means that more work is needed to make buttons
243     * that are only triggered by flying objects.
244     */
245     if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246     tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
247    
248     tmp->value = (tot >= tmp->weight) ? 1 : 0;
249     if (tmp->value)
250     any_down = 1;
251 elmex 1.3 }
252 root 1.7 else if (tmp->type == PEDESTAL)
253     {
254     tmp->value = 0;
255     for (ab = tmp->above; ab != NULL; ab = ab->above)
256     {
257 root 1.32 head = ab->head_ ();
258 root 1.7 /* Same note regarding move_type for buttons above apply here. */
259     if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
260     (head->race == tmp->slaying ||
261     ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
262     (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
263     tmp->value = 1;
264 elmex 1.3 }
265 root 1.32
266 root 1.7 if (tmp->value)
267     any_down = 1;
268 elmex 1.3 }
269     }
270 root 1.7 if (any_down) /* If any other buttons were down, force this to remain down */
271     op->value = 1;
272 elmex 1.1
273 root 1.7 /* If this button hasn't changed, don't do anything */
274     if (op->value != old_value)
275     {
276     SET_ANIMATION (op, op->value);
277     update_object (op, UP_OBJ_FACE);
278     push_button (op); /* Make all other buttons the same */
279 elmex 1.1 }
280     }
281    
282 root 1.7 void
283     use_trigger (object *op)
284 elmex 1.1 {
285 root 1.7 /* Toggle value */
286     op->value = !op->value;
287     push_button (op);
288 elmex 1.1 }
289    
290     /*
291     * Note: animate_object should be used instead of this,
292     * but it can't handle animations in the 8 directions
293     */
294 root 1.7 void
295     animate_turning (object *op) /* only one part objects */
296 elmex 1.1 {
297 root 1.7 if (++op->state >= NUM_ANIMATIONS (op) / 8)
298     op->state = 0;
299     SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
300     update_object (op, UP_OBJ_FACE);
301 elmex 1.1 }
302    
303     #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
304     #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
305    
306     /* Returns true if the sacrifice meets the needs of the altar.
307     *
308     * Function put in (0.92.1) so that identify altars won't grab money
309     * unnecessarily - we can see if there is sufficient money, see if something
310     * needs to be identified, and then remove money if needed.
311     *
312     * 0.93.4: Linked objects (ie, objects that are connected) can not be
313     * sacrificed. This fixes a bug of trying to put multiple altars/related
314     * objects on the same space that take the same sacrifice.
315     */
316 root 1.7
317     int
318     check_altar_sacrifice (const object *altar, const object *sacrifice)
319 elmex 1.1 {
320 root 1.7 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
321     {
322 root 1.34 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
323     || ARCH_SACRIFICE (altar) == sacrifice->name
324     || ARCH_SACRIFICE (altar) == sacrifice->slaying
325     || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
326 root 1.7 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
327     return 1;
328 root 1.17
329 root 1.7 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
330     && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
331     return 1;
332     }
333 root 1.17
334 elmex 1.1 return 0;
335     }
336    
337     /*
338     * operate_altar checks if sacrifice was accepted and removes sacrificed
339     * objects. If sacrifice was succeed return 1 else 0. Might be better to
340     * call check_altar_sacrifice (above) than depend on the return value,
341     * since operate_altar will remove the sacrifice also.
342     *
343     * If this function returns 1, '*sacrifice' is modified to point to the
344     * remaining sacrifice, or is set to NULL if the sacrifice was used up.
345     */
346 root 1.7 int
347     operate_altar (object *altar, object **sacrifice)
348 elmex 1.1 {
349 root 1.7 if (!altar->map)
350     {
351     LOG (llevError, "BUG: operate_altar(): altar has no map\n");
352     return 0;
353     }
354 elmex 1.1
355     if (!altar->slaying || altar->value)
356     return 0;
357    
358 root 1.7 if (!check_altar_sacrifice (altar, *sacrifice))
359 elmex 1.1 return 0;
360    
361     /* check_altar_sacrifice should have already verified that enough money
362     * has been dropped.
363     */
364 root 1.7 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
365     {
366     int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
367 elmex 1.1
368 root 1.7 /* Round up any sacrifices. Altars don't make change either */
369     if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
370     number++;
371 root 1.9
372 root 1.7 *sacrifice = decrease_ob_nr (*sacrifice, number);
373     }
374 elmex 1.1 else
375 root 1.7 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
376    
377 elmex 1.1 if (altar->msg)
378 root 1.7 new_info_map (NDI_BLACK, altar->map, altar->msg);
379 root 1.9
380 elmex 1.1 return 1;
381     }
382    
383 root 1.7 void
384     trigger_move (object *op, int state) /* 1 down and 0 up */
385 elmex 1.1 {
386 root 1.7 op->stats.wc = state;
387     if (state)
388     {
389     use_trigger (op);
390 root 1.20 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
391 root 1.7 op->speed_left = -1;
392     }
393     else
394     {
395     use_trigger (op);
396 root 1.20 op->set_speed (0);
397 elmex 1.1 }
398     }
399    
400    
401     /*
402     * cause != NULL: something has moved on top of op
403     *
404     * cause == NULL: nothing has moved, we have been called from
405     * animate_trigger().
406     *
407     * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
408     *
409     * TRIGGER: Returns 1 if handle could be moved, 0 if not.
410     *
411     * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
412     */
413 root 1.7 int
414     check_trigger (object *op, object *cause)
415 elmex 1.1 {
416 root 1.7 object *tmp;
417     int push = 0, tot = 0;
418     int in_movement = op->stats.wc || op->speed;
419 elmex 1.1
420 root 1.7 switch (op->type)
421     {
422 root 1.2 case TRIGGER_BUTTON:
423 root 1.7 if (op->weight > 0)
424     {
425     if (cause)
426     {
427     for (tmp = op->above; tmp; tmp = tmp->above)
428     /* Comment reproduced from update_buttons(): */
429     /* Basically, if the move_type matches that on what the
430     * button wants, we count it. The second check is so that
431     * objects that don't move (swords, etc) will count. Note that
432     * this means that more work is needed to make buttons
433     * that are only triggered by flying objects.
434     */
435    
436     if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
437     {
438     tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
439     }
440     if (tot >= op->weight)
441 root 1.2 push = 1;
442 root 1.7 if (op->stats.ac == push)
443     return 0;
444     op->stats.ac = push;
445     if (NUM_ANIMATIONS (op) > 1)
446     {
447     SET_ANIMATION (op, push);
448     update_object (op, UP_OBJ_FACE);
449 elmex 1.1 }
450 root 1.7 if (in_movement || !push)
451     return 0;
452 root 1.2 }
453 root 1.7 trigger_move (op, push);
454 root 1.2 }
455 root 1.7 return 0;
456 root 1.2
457     case TRIGGER_PEDESTAL:
458 root 1.7 if (cause)
459     {
460     for (tmp = op->above; tmp; tmp = tmp->above)
461     {
462 root 1.32 object *head = tmp->head_ ();
463 root 1.7
464     /* See comment in TRIGGER_BUTTON about move_types */
465     if (((head->move_type & op->move_on) || head->move_type == 0)
466     && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
467     {
468     push = 1;
469     break;
470 root 1.2 }
471     }
472 root 1.32
473 root 1.7 if (op->stats.ac == push)
474     return 0;
475 root 1.32
476 root 1.7 op->stats.ac = push;
477 root 1.32
478 root 1.7 if (NUM_ANIMATIONS (op) > 1)
479     {
480     SET_ANIMATION (op, push);
481     update_object (op, UP_OBJ_FACE);
482 elmex 1.1 }
483 root 1.32
484 root 1.7 update_object (op, UP_OBJ_FACE);
485 root 1.32
486 root 1.7 if (in_movement || !push)
487     return 0;
488 root 1.2 }
489 root 1.32
490 root 1.7 trigger_move (op, push);
491     return 0;
492 root 1.2
493     case TRIGGER_ALTAR:
494 root 1.7 if (cause)
495     {
496     if (in_movement)
497     return 0;
498 root 1.32
499 root 1.7 if (operate_altar (op, &cause))
500     {
501     if (NUM_ANIMATIONS (op) > 1)
502     {
503     SET_ANIMATION (op, 1);
504     update_object (op, UP_OBJ_FACE);
505 elmex 1.1 }
506 root 1.32
507 root 1.7 if (op->last_sp >= 0)
508     {
509     trigger_move (op, 1);
510     if (op->last_sp > 0)
511 root 1.2 op->last_sp = -op->last_sp;
512     }
513 root 1.7 else
514     {
515     /* for trigger altar with last_sp, the ON/OFF
516     * status (-> +/- value) is "simulated":
517     */
518     op->value = !op->value;
519     trigger_move (op, 1);
520     op->last_sp = -op->last_sp;
521     op->value = !op->value;
522 root 1.2 }
523 root 1.32
524 root 1.7 return cause == NULL;
525     }
526     else
527 root 1.32 return 0;
528 root 1.7 }
529     else
530     {
531     if (NUM_ANIMATIONS (op) > 1)
532     {
533     SET_ANIMATION (op, 0);
534     update_object (op, UP_OBJ_FACE);
535 root 1.2 }
536 root 1.7
537     /* If trigger_altar has "last_sp > 0" set on the map,
538     * it will push the connected value only once per sacrifice.
539     * Otherwise (default), the connected value will be
540     * pushed twice: First by sacrifice, second by reset! -AV
541     */
542     if (!op->last_sp)
543     trigger_move (op, 0);
544     else
545     {
546     op->stats.wc = 0;
547     op->value = !op->value;
548 root 1.20 op->set_speed (0);
549 root 1.2 }
550     }
551 root 1.7 return 0;
552 root 1.2
553     case TRIGGER:
554 root 1.7 if (cause)
555     {
556     if (in_movement)
557     return 0;
558 root 1.20
559 root 1.7 push = 1;
560 root 1.2 }
561 root 1.20
562 root 1.7 if (NUM_ANIMATIONS (op) > 1)
563     {
564     SET_ANIMATION (op, push);
565     update_object (op, UP_OBJ_FACE);
566 elmex 1.1 }
567 root 1.20
568 root 1.7 trigger_move (op, push);
569     return 1;
570 elmex 1.1
571 root 1.2 default:
572 root 1.7 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
573     return 0;
574 elmex 1.1 }
575     }
576    
577 root 1.7 void
578 root 1.11 add_button_link (object *button, maptile *map, int connected)
579 root 1.7 {
580 elmex 1.1 oblinkpt *obp;
581 root 1.7 objectlink *ol = get_objectlink ();
582    
583     if (!map)
584     {
585     LOG (llevError, "Tried to add button-link without map.\n");
586     return;
587     }
588 elmex 1.1
589 root 1.19 button->path_attuned = connected; /* peterm: I need this so I can rebuild
590     a connected map from a template map. */
591 elmex 1.1
592 root 1.7 SET_FLAG (button, FLAG_IS_LINKED);
593 elmex 1.1
594     ol->ob = button;
595    
596 root 1.19 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
597     ;
598 elmex 1.1
599 root 1.7 if (obp)
600     {
601     ol->next = obp->link;
602     obp->link = ol;
603     }
604     else
605     {
606     obp = get_objectlinkpt ();
607     obp->value = connected;
608    
609     obp->next = map->buttons;
610     map->buttons = obp;
611     obp->link = ol;
612     }
613 elmex 1.1 }
614    
615     /*
616     * Remove the object from the linked lists of buttons in the map.
617     * This is only needed by editors.
618     */
619    
620 root 1.7 void
621     remove_button_link (object *op)
622     {
623 elmex 1.1 oblinkpt *obp;
624     objectlink **olp, *ol;
625    
626 root 1.7 if (op->map == NULL)
627     {
628     LOG (llevError, "remove_button_link() in object without map.\n");
629     return;
630     }
631 root 1.12
632 root 1.7 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
633     {
634     LOG (llevError, "remove_button_linked() in unlinked object.\n");
635     return;
636     }
637 root 1.12
638 elmex 1.1 for (obp = op->map->buttons; obp; obp = obp->next)
639     for (olp = &obp->link; (ol = *olp); olp = &ol->next)
640 root 1.7 if (ol->ob == op)
641     {
642    
643 elmex 1.1 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
644     obp->value, op->name, op->map->path);
645     */
646 root 1.7 *olp = ol->next;
647 root 1.12 delete ol;
648 root 1.7 return;
649     }
650 root 1.12
651 root 1.7 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
652     CLEAR_FLAG (op, FLAG_IS_LINKED);
653 elmex 1.1 }
654 elmex 1.3
655     /*
656     * Gets the objectlink for this connection from the map.
657     */
658 root 1.7 oblinkpt *
659 root 1.11 get_connection_links (maptile *map, long connection)
660 elmex 1.3 {
661 root 1.7 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
662 elmex 1.3 if (obp->value == connection)
663     return obp;
664 root 1.12
665 elmex 1.3 return 0;
666     }
667    
668 elmex 1.1 /*
669     * Return the first objectlink in the objects linked to this one
670     */
671    
672 root 1.7 oblinkpt *
673     get_button_links (const object *button)
674     {
675 elmex 1.1 oblinkpt *obp;
676     objectlink *ol;
677    
678     if (!button->map)
679     return NULL;
680 root 1.12
681 elmex 1.1 for (obp = button->map->buttons; obp; obp = obp->next)
682     for (ol = obp->link; ol; ol = ol->next)
683 root 1.12 if (ol->ob == button)
684 elmex 1.3 return obp;
685 root 1.12
686 elmex 1.1 return NULL;
687     }
688    
689     /*
690     * Made as a separate function to increase efficiency
691     */
692    
693 root 1.7 int
694     get_button_value (const object *button)
695     {
696 elmex 1.1 oblinkpt *obp;
697     objectlink *ol;
698    
699     if (!button->map)
700     return 0;
701     for (obp = button->map->buttons; obp; obp = obp->next)
702     for (ol = obp->link; ol; ol = ol->next)
703 root 1.12 if (ol->ob == button)
704 elmex 1.1 return obp->value;
705     return 0;
706     }
707    
708     /* This routine makes monsters who are
709     * standing on the 'mood floor' change their
710     * disposition if it is different.
711     * If floor is to be triggered must have
712     * a speed of zero (default is 1 for all
713     * but the charm floor type).
714     * by b.t. thomas@nomad.astro.psu.edu
715     */
716    
717 root 1.7 void
718     do_mood_floor (object *op, object *source)
719     {
720     if (!source)
721     source = op;
722    
723 root 1.28 mapspace &ms = op->ms ();
724    
725     if (!(ms.flags () & P_IS_ALIVE))
726     return;
727    
728     object *tmp;
729    
730     for (tmp = ms.top; tmp; tmp = tmp->below)
731 root 1.7 if (QUERY_FLAG (tmp, FLAG_MONSTER))
732     break;
733    
734     /* doesn't effect players, and if there is a player on this space, won't also
735     * be a monster here.
736     */
737 root 1.28 //TODO: have players really FLAG_MONSTER? kept it for safety
738 root 1.7 if (!tmp || tmp->type == PLAYER)
739     return;
740    
741     switch (op->last_sp)
742     {
743 root 1.8 case 0: /* furious--make all monsters mad */
744     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
745     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
746 root 1.28
747 root 1.8 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
748     {
749     tmp->attack_movement = 0;
750     /* lots of checks here, but want to make sure we don't
751     * dereference a null value
752     */
753 root 1.29 if (tmp->type == GOLEM
754     && tmp->owner
755     && tmp->owner->type == PLAYER
756 root 1.31 && tmp->owner->contr->golem == tmp)
757     tmp->owner->contr->golem = 0;
758 root 1.13
759 root 1.8 tmp->owner = 0;
760 root 1.29
761     remove_friendly_object (tmp);
762 root 1.8 }
763     break;
764 root 1.28
765 root 1.8 case 1: /* angry -- get neutral monsters mad */
766     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
767     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
768     break;
769 root 1.28
770 root 1.8 case 2: /* calm -- pacify unfriendly monsters */
771 root 1.28 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
772 root 1.8 break;
773 root 1.28
774 root 1.8 case 3: /* make all monsters fall asleep */
775 root 1.28 SET_FLAG (tmp, FLAG_SLEEP);
776 root 1.8 break;
777 root 1.28
778 root 1.8 case 4: /* charm all monsters */
779     if (op == source)
780     break; /* only if 'connected' */
781    
782 root 1.28 if (object *pl = source->ms ().player ())
783     {
784     tmp->set_owner (pl);
785     SET_FLAG (tmp, FLAG_MONSTER);
786 root 1.7
787 root 1.28 tmp->stats.exp = 0;
788 root 1.17
789 root 1.28 add_friendly_object (tmp);
790     tmp->attack_movement = PETMOVE;
791     }
792     break;
793 root 1.17
794 root 1.30 case 6: // kill monsters
795 root 1.28 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
796     break;
797 root 1.17
798 root 1.28 // FALL THROUGH
799 root 1.30 case 5: // kill all alives
800     if (!tmp->flag [FLAG_PRECIOUS])
801     {
802     get_archetype ("burnout")->insert_at (tmp, source);
803     tmp->destroy ();
804     }
805 root 1.8 break;
806 elmex 1.1
807 root 1.8 default:
808     break;
809 elmex 1.1 }
810     }
811    
812     /* this function returns the object it matches, or NULL if non.
813     * It will descend through containers to find the object.
814     * slaying = match object slaying flag
815     * race = match object archetype name flag
816     * hp = match object type (excpt type '0'== PLAYER)
817     */
818 root 1.7 object *
819     check_inv_recursive (object *op, const object *trig)
820 elmex 1.1 {
821 root 1.7 object *tmp, *ret = NULL;
822    
823     /* First check the object itself. */
824     if ((trig->stats.hp && (op->type == trig->stats.hp))
825 elmex 1.16 || (trig->slaying && (op->slaying == trig->slaying))
826 root 1.34 || (trig->race && (op->arch->archname == trig->race)))
827 root 1.7 return op;
828 elmex 1.1
829 root 1.7 for (tmp = op->inv; tmp; tmp = tmp->below)
830     {
831     if (tmp->inv)
832     {
833     ret = check_inv_recursive (tmp, trig);
834     if (ret)
835     return ret;
836 root 1.2 }
837 root 1.7 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
838 elmex 1.16 || (trig->slaying && (tmp->slaying == trig->slaying))
839 root 1.34 || (trig->race && (tmp->arch->archname == trig->race)))
840 root 1.7 return tmp;
841 elmex 1.1 }
842 root 1.7 return NULL;
843 elmex 1.1 }
844    
845     /* check_inv(), a function to search the inventory,
846     * of a player and then based on a set of conditions,
847     * the square will activate connected items.
848     * Monsters can't trigger this square (for now)
849     * Values are: last_sp = 1/0 obj/no obj triggers
850     * last_heal = 1/0 remove/dont remove obj if triggered
851     * -b.t. (thomas@nomad.astro.psu.edu
852 elmex 1.16 *
853     * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
854     * because the check-inventory semantic essentially only applies when
855     * something is above the inventory checker.
856     * The semantic prior this change was: trigger if something has moved on or off
857     * and has a matching item. Imagine what happens if someone steps on the inventory
858     * checker with a matching item, has it, activates the connection, throws the item
859     * away, and then leaves the inventory checker. That would've caused an always-enabled
860     * state in the inventory checker. This won't happen anymore now.
861     *
862 elmex 1.26 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
863     * whether op is on this mapspace or not, because the value (1|0) depends
864     * on this information. also make sure to only push_button if op has
865     * a matching item (because when we do a push_button with value=0 timed gates
866     * will still open)! (i hope i got the semantics right this time)
867     *
868 elmex 1.1 */
869 root 1.7 void
870 elmex 1.16 check_inv (object *op, object *trig)
871 root 1.7 {
872 elmex 1.16 trig->value = 0; // deactivate if none of the following conditions apply
873    
874 elmex 1.26 object *pl = trig->ms ().player ();
875     object *match = check_inv_recursive (op, trig);
876    
877     // elmex: a note about (pl == op):
878     // if pl == 0 then the player has left this space
879     // if pl != 0 then a player is on this mapspace, but then
880     // we still have to check whether it's the player that triggered
881     // this inv-checker, because if not, then the op left this inv-checker
882     // and we have to set the value to 0
883    
884     if (match && trig->last_sp) // match == having
885 root 1.18 {
886 elmex 1.26 if (trig->last_heal)
887     decrease_ob (match);
888 root 1.18
889 elmex 1.26 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
890     push_button (trig);
891     }
892     else if (!match && !trig->last_sp) // match == not having
893     {
894     trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
895     push_button (trig);
896 root 1.18 }
897 elmex 1.1 }
898