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 |
elmex |
1.38 |
if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) |
321 |
|
|
&& !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) |
322 |
|
|
&& sacrifice->type != PLAYER) |
323 |
root |
1.7 |
{ |
324 |
elmex |
1.38 |
if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 |
325 |
|
|
&& sacrifice->type == MONEY |
326 |
|
|
&& sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
327 |
|
|
return 1; |
328 |
|
|
|
329 |
root |
1.34 |
if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname |
330 |
|
|
|| ARCH_SACRIFICE (altar) == sacrifice->name |
331 |
|
|
|| ARCH_SACRIFICE (altar) == sacrifice->slaying |
332 |
elmex |
1.38 |
|| strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) |
333 |
root |
1.7 |
&& NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) |
334 |
|
|
return 1; |
335 |
|
|
} |
336 |
root |
1.17 |
|
337 |
elmex |
1.1 |
return 0; |
338 |
|
|
} |
339 |
|
|
|
340 |
|
|
/* |
341 |
|
|
* operate_altar checks if sacrifice was accepted and removes sacrificed |
342 |
|
|
* objects. If sacrifice was succeed return 1 else 0. Might be better to |
343 |
|
|
* call check_altar_sacrifice (above) than depend on the return value, |
344 |
|
|
* since operate_altar will remove the sacrifice also. |
345 |
|
|
* |
346 |
|
|
* If this function returns 1, '*sacrifice' is modified to point to the |
347 |
|
|
* remaining sacrifice, or is set to NULL if the sacrifice was used up. |
348 |
|
|
*/ |
349 |
root |
1.7 |
int |
350 |
|
|
operate_altar (object *altar, object **sacrifice) |
351 |
elmex |
1.1 |
{ |
352 |
root |
1.7 |
if (!altar->map) |
353 |
|
|
{ |
354 |
|
|
LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
355 |
|
|
return 0; |
356 |
|
|
} |
357 |
elmex |
1.1 |
|
358 |
|
|
if (!altar->slaying || altar->value) |
359 |
|
|
return 0; |
360 |
|
|
|
361 |
root |
1.7 |
if (!check_altar_sacrifice (altar, *sacrifice)) |
362 |
elmex |
1.1 |
return 0; |
363 |
|
|
|
364 |
|
|
/* check_altar_sacrifice should have already verified that enough money |
365 |
|
|
* has been dropped. |
366 |
|
|
*/ |
367 |
root |
1.7 |
if (!strcmp (ARCH_SACRIFICE (altar), "money")) |
368 |
|
|
{ |
369 |
|
|
int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
370 |
elmex |
1.1 |
|
371 |
root |
1.7 |
/* Round up any sacrifices. Altars don't make change either */ |
372 |
|
|
if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
373 |
|
|
number++; |
374 |
root |
1.9 |
|
375 |
root |
1.7 |
*sacrifice = decrease_ob_nr (*sacrifice, number); |
376 |
|
|
} |
377 |
elmex |
1.1 |
else |
378 |
root |
1.7 |
*sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); |
379 |
|
|
|
380 |
elmex |
1.1 |
if (altar->msg) |
381 |
root |
1.7 |
new_info_map (NDI_BLACK, altar->map, altar->msg); |
382 |
root |
1.9 |
|
383 |
elmex |
1.1 |
return 1; |
384 |
|
|
} |
385 |
|
|
|
386 |
root |
1.7 |
void |
387 |
|
|
trigger_move (object *op, int state) /* 1 down and 0 up */ |
388 |
elmex |
1.1 |
{ |
389 |
root |
1.7 |
op->stats.wc = state; |
390 |
|
|
if (state) |
391 |
|
|
{ |
392 |
|
|
use_trigger (op); |
393 |
root |
1.20 |
op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); |
394 |
root |
1.7 |
op->speed_left = -1; |
395 |
|
|
} |
396 |
|
|
else |
397 |
|
|
{ |
398 |
|
|
use_trigger (op); |
399 |
root |
1.20 |
op->set_speed (0); |
400 |
elmex |
1.1 |
} |
401 |
|
|
} |
402 |
|
|
|
403 |
|
|
|
404 |
|
|
/* |
405 |
|
|
* cause != NULL: something has moved on top of op |
406 |
|
|
* |
407 |
|
|
* cause == NULL: nothing has moved, we have been called from |
408 |
|
|
* animate_trigger(). |
409 |
|
|
* |
410 |
|
|
* TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not. |
411 |
|
|
* |
412 |
|
|
* TRIGGER: Returns 1 if handle could be moved, 0 if not. |
413 |
|
|
* |
414 |
|
|
* TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
415 |
|
|
*/ |
416 |
root |
1.7 |
int |
417 |
|
|
check_trigger (object *op, object *cause) |
418 |
elmex |
1.1 |
{ |
419 |
root |
1.7 |
object *tmp; |
420 |
|
|
int push = 0, tot = 0; |
421 |
|
|
int in_movement = op->stats.wc || op->speed; |
422 |
elmex |
1.1 |
|
423 |
root |
1.7 |
switch (op->type) |
424 |
|
|
{ |
425 |
root |
1.2 |
case TRIGGER_BUTTON: |
426 |
root |
1.7 |
if (op->weight > 0) |
427 |
|
|
{ |
428 |
|
|
if (cause) |
429 |
|
|
{ |
430 |
|
|
for (tmp = op->above; tmp; tmp = tmp->above) |
431 |
|
|
/* Comment reproduced from update_buttons(): */ |
432 |
|
|
/* Basically, if the move_type matches that on what the |
433 |
|
|
* button wants, we count it. The second check is so that |
434 |
|
|
* objects that don't move (swords, etc) will count. Note that |
435 |
|
|
* this means that more work is needed to make buttons |
436 |
|
|
* that are only triggered by flying objects. |
437 |
|
|
*/ |
438 |
|
|
|
439 |
|
|
if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
440 |
|
|
{ |
441 |
|
|
tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; |
442 |
|
|
} |
443 |
|
|
if (tot >= op->weight) |
444 |
root |
1.2 |
push = 1; |
445 |
root |
1.7 |
if (op->stats.ac == push) |
446 |
|
|
return 0; |
447 |
|
|
op->stats.ac = push; |
448 |
|
|
if (NUM_ANIMATIONS (op) > 1) |
449 |
|
|
{ |
450 |
|
|
SET_ANIMATION (op, push); |
451 |
|
|
update_object (op, UP_OBJ_FACE); |
452 |
elmex |
1.1 |
} |
453 |
root |
1.7 |
if (in_movement || !push) |
454 |
|
|
return 0; |
455 |
root |
1.2 |
} |
456 |
root |
1.7 |
trigger_move (op, push); |
457 |
root |
1.2 |
} |
458 |
root |
1.7 |
return 0; |
459 |
root |
1.2 |
|
460 |
|
|
case TRIGGER_PEDESTAL: |
461 |
root |
1.7 |
if (cause) |
462 |
|
|
{ |
463 |
|
|
for (tmp = op->above; tmp; tmp = tmp->above) |
464 |
|
|
{ |
465 |
root |
1.32 |
object *head = tmp->head_ (); |
466 |
root |
1.7 |
|
467 |
|
|
/* See comment in TRIGGER_BUTTON about move_types */ |
468 |
|
|
if (((head->move_type & op->move_on) || head->move_type == 0) |
469 |
|
|
&& (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) |
470 |
|
|
{ |
471 |
|
|
push = 1; |
472 |
|
|
break; |
473 |
root |
1.2 |
} |
474 |
|
|
} |
475 |
root |
1.32 |
|
476 |
root |
1.7 |
if (op->stats.ac == push) |
477 |
|
|
return 0; |
478 |
root |
1.32 |
|
479 |
root |
1.7 |
op->stats.ac = push; |
480 |
root |
1.32 |
|
481 |
root |
1.7 |
if (NUM_ANIMATIONS (op) > 1) |
482 |
|
|
{ |
483 |
|
|
SET_ANIMATION (op, push); |
484 |
|
|
update_object (op, UP_OBJ_FACE); |
485 |
elmex |
1.1 |
} |
486 |
root |
1.32 |
|
487 |
root |
1.7 |
update_object (op, UP_OBJ_FACE); |
488 |
root |
1.32 |
|
489 |
root |
1.7 |
if (in_movement || !push) |
490 |
|
|
return 0; |
491 |
root |
1.2 |
} |
492 |
root |
1.32 |
|
493 |
root |
1.7 |
trigger_move (op, push); |
494 |
|
|
return 0; |
495 |
root |
1.2 |
|
496 |
|
|
case TRIGGER_ALTAR: |
497 |
root |
1.7 |
if (cause) |
498 |
|
|
{ |
499 |
|
|
if (in_movement) |
500 |
|
|
return 0; |
501 |
root |
1.32 |
|
502 |
root |
1.7 |
if (operate_altar (op, &cause)) |
503 |
|
|
{ |
504 |
|
|
if (NUM_ANIMATIONS (op) > 1) |
505 |
|
|
{ |
506 |
|
|
SET_ANIMATION (op, 1); |
507 |
|
|
update_object (op, UP_OBJ_FACE); |
508 |
elmex |
1.1 |
} |
509 |
root |
1.32 |
|
510 |
root |
1.7 |
if (op->last_sp >= 0) |
511 |
|
|
{ |
512 |
|
|
trigger_move (op, 1); |
513 |
|
|
if (op->last_sp > 0) |
514 |
root |
1.2 |
op->last_sp = -op->last_sp; |
515 |
|
|
} |
516 |
root |
1.7 |
else |
517 |
|
|
{ |
518 |
|
|
/* for trigger altar with last_sp, the ON/OFF |
519 |
|
|
* status (-> +/- value) is "simulated": |
520 |
|
|
*/ |
521 |
|
|
op->value = !op->value; |
522 |
|
|
trigger_move (op, 1); |
523 |
|
|
op->last_sp = -op->last_sp; |
524 |
|
|
op->value = !op->value; |
525 |
root |
1.2 |
} |
526 |
root |
1.32 |
|
527 |
root |
1.7 |
return cause == NULL; |
528 |
|
|
} |
529 |
|
|
else |
530 |
root |
1.32 |
return 0; |
531 |
root |
1.7 |
} |
532 |
|
|
else |
533 |
|
|
{ |
534 |
|
|
if (NUM_ANIMATIONS (op) > 1) |
535 |
|
|
{ |
536 |
|
|
SET_ANIMATION (op, 0); |
537 |
|
|
update_object (op, UP_OBJ_FACE); |
538 |
root |
1.2 |
} |
539 |
root |
1.7 |
|
540 |
|
|
/* If trigger_altar has "last_sp > 0" set on the map, |
541 |
|
|
* it will push the connected value only once per sacrifice. |
542 |
|
|
* Otherwise (default), the connected value will be |
543 |
|
|
* pushed twice: First by sacrifice, second by reset! -AV |
544 |
|
|
*/ |
545 |
|
|
if (!op->last_sp) |
546 |
|
|
trigger_move (op, 0); |
547 |
|
|
else |
548 |
|
|
{ |
549 |
|
|
op->stats.wc = 0; |
550 |
|
|
op->value = !op->value; |
551 |
root |
1.20 |
op->set_speed (0); |
552 |
root |
1.2 |
} |
553 |
|
|
} |
554 |
root |
1.7 |
return 0; |
555 |
root |
1.2 |
|
556 |
|
|
case TRIGGER: |
557 |
root |
1.7 |
if (cause) |
558 |
|
|
{ |
559 |
|
|
if (in_movement) |
560 |
|
|
return 0; |
561 |
root |
1.20 |
|
562 |
root |
1.7 |
push = 1; |
563 |
root |
1.2 |
} |
564 |
root |
1.20 |
|
565 |
root |
1.7 |
if (NUM_ANIMATIONS (op) > 1) |
566 |
|
|
{ |
567 |
|
|
SET_ANIMATION (op, push); |
568 |
|
|
update_object (op, UP_OBJ_FACE); |
569 |
elmex |
1.1 |
} |
570 |
root |
1.20 |
|
571 |
root |
1.7 |
trigger_move (op, push); |
572 |
|
|
return 1; |
573 |
elmex |
1.1 |
|
574 |
root |
1.2 |
default: |
575 |
root |
1.7 |
LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); |
576 |
|
|
return 0; |
577 |
elmex |
1.1 |
} |
578 |
|
|
} |
579 |
|
|
|
580 |
root |
1.7 |
void |
581 |
root |
1.11 |
add_button_link (object *button, maptile *map, int connected) |
582 |
root |
1.7 |
{ |
583 |
elmex |
1.1 |
oblinkpt *obp; |
584 |
root |
1.7 |
objectlink *ol = get_objectlink (); |
585 |
|
|
|
586 |
|
|
if (!map) |
587 |
|
|
{ |
588 |
|
|
LOG (llevError, "Tried to add button-link without map.\n"); |
589 |
|
|
return; |
590 |
|
|
} |
591 |
elmex |
1.1 |
|
592 |
root |
1.19 |
button->path_attuned = connected; /* peterm: I need this so I can rebuild |
593 |
|
|
a connected map from a template map. */ |
594 |
elmex |
1.1 |
|
595 |
root |
1.7 |
SET_FLAG (button, FLAG_IS_LINKED); |
596 |
elmex |
1.1 |
|
597 |
|
|
ol->ob = button; |
598 |
|
|
|
599 |
root |
1.19 |
for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) |
600 |
|
|
; |
601 |
elmex |
1.1 |
|
602 |
root |
1.7 |
if (obp) |
603 |
|
|
{ |
604 |
|
|
ol->next = obp->link; |
605 |
|
|
obp->link = ol; |
606 |
|
|
} |
607 |
|
|
else |
608 |
|
|
{ |
609 |
|
|
obp = get_objectlinkpt (); |
610 |
|
|
obp->value = connected; |
611 |
|
|
|
612 |
|
|
obp->next = map->buttons; |
613 |
|
|
map->buttons = obp; |
614 |
|
|
obp->link = ol; |
615 |
|
|
} |
616 |
elmex |
1.1 |
} |
617 |
|
|
|
618 |
|
|
/* |
619 |
|
|
* Remove the object from the linked lists of buttons in the map. |
620 |
|
|
* This is only needed by editors. |
621 |
|
|
*/ |
622 |
|
|
|
623 |
root |
1.7 |
void |
624 |
|
|
remove_button_link (object *op) |
625 |
|
|
{ |
626 |
elmex |
1.1 |
oblinkpt *obp; |
627 |
|
|
objectlink **olp, *ol; |
628 |
|
|
|
629 |
root |
1.7 |
if (op->map == NULL) |
630 |
|
|
{ |
631 |
|
|
LOG (llevError, "remove_button_link() in object without map.\n"); |
632 |
|
|
return; |
633 |
|
|
} |
634 |
root |
1.12 |
|
635 |
root |
1.7 |
if (!QUERY_FLAG (op, FLAG_IS_LINKED)) |
636 |
|
|
{ |
637 |
|
|
LOG (llevError, "remove_button_linked() in unlinked object.\n"); |
638 |
|
|
return; |
639 |
|
|
} |
640 |
root |
1.12 |
|
641 |
elmex |
1.1 |
for (obp = op->map->buttons; obp; obp = obp->next) |
642 |
|
|
for (olp = &obp->link; (ol = *olp); olp = &ol->next) |
643 |
root |
1.7 |
if (ol->ob == op) |
644 |
|
|
{ |
645 |
|
|
|
646 |
elmex |
1.1 |
/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", |
647 |
|
|
obp->value, op->name, op->map->path); |
648 |
|
|
*/ |
649 |
root |
1.7 |
*olp = ol->next; |
650 |
root |
1.12 |
delete ol; |
651 |
root |
1.7 |
return; |
652 |
|
|
} |
653 |
root |
1.12 |
|
654 |
root |
1.7 |
LOG (llevError, "remove_button_linked(): couldn't find object.\n"); |
655 |
|
|
CLEAR_FLAG (op, FLAG_IS_LINKED); |
656 |
elmex |
1.1 |
} |
657 |
elmex |
1.3 |
|
658 |
|
|
/* |
659 |
|
|
* Gets the objectlink for this connection from the map. |
660 |
|
|
*/ |
661 |
root |
1.7 |
oblinkpt * |
662 |
root |
1.11 |
get_connection_links (maptile *map, long connection) |
663 |
elmex |
1.3 |
{ |
664 |
root |
1.7 |
for (oblinkpt * obp = map->buttons; obp; obp = obp->next) |
665 |
elmex |
1.3 |
if (obp->value == connection) |
666 |
|
|
return obp; |
667 |
root |
1.12 |
|
668 |
elmex |
1.3 |
return 0; |
669 |
|
|
} |
670 |
|
|
|
671 |
elmex |
1.1 |
/* |
672 |
|
|
* Return the first objectlink in the objects linked to this one |
673 |
|
|
*/ |
674 |
|
|
|
675 |
root |
1.7 |
oblinkpt * |
676 |
|
|
get_button_links (const object *button) |
677 |
|
|
{ |
678 |
elmex |
1.1 |
oblinkpt *obp; |
679 |
|
|
objectlink *ol; |
680 |
|
|
|
681 |
|
|
if (!button->map) |
682 |
|
|
return NULL; |
683 |
root |
1.12 |
|
684 |
elmex |
1.1 |
for (obp = button->map->buttons; obp; obp = obp->next) |
685 |
|
|
for (ol = obp->link; ol; ol = ol->next) |
686 |
root |
1.12 |
if (ol->ob == button) |
687 |
elmex |
1.3 |
return obp; |
688 |
root |
1.12 |
|
689 |
elmex |
1.1 |
return NULL; |
690 |
|
|
} |
691 |
|
|
|
692 |
|
|
/* |
693 |
|
|
* Made as a separate function to increase efficiency |
694 |
|
|
*/ |
695 |
|
|
|
696 |
root |
1.7 |
int |
697 |
|
|
get_button_value (const object *button) |
698 |
|
|
{ |
699 |
elmex |
1.1 |
oblinkpt *obp; |
700 |
|
|
objectlink *ol; |
701 |
|
|
|
702 |
|
|
if (!button->map) |
703 |
|
|
return 0; |
704 |
|
|
for (obp = button->map->buttons; obp; obp = obp->next) |
705 |
|
|
for (ol = obp->link; ol; ol = ol->next) |
706 |
root |
1.12 |
if (ol->ob == button) |
707 |
elmex |
1.1 |
return obp->value; |
708 |
|
|
return 0; |
709 |
|
|
} |
710 |
|
|
|
711 |
|
|
/* This routine makes monsters who are |
712 |
|
|
* standing on the 'mood floor' change their |
713 |
|
|
* disposition if it is different. |
714 |
|
|
* If floor is to be triggered must have |
715 |
|
|
* a speed of zero (default is 1 for all |
716 |
|
|
* but the charm floor type). |
717 |
|
|
* by b.t. thomas@nomad.astro.psu.edu |
718 |
|
|
*/ |
719 |
|
|
|
720 |
root |
1.7 |
void |
721 |
|
|
do_mood_floor (object *op, object *source) |
722 |
|
|
{ |
723 |
|
|
if (!source) |
724 |
|
|
source = op; |
725 |
|
|
|
726 |
root |
1.28 |
mapspace &ms = op->ms (); |
727 |
|
|
|
728 |
|
|
if (!(ms.flags () & P_IS_ALIVE)) |
729 |
|
|
return; |
730 |
|
|
|
731 |
|
|
object *tmp; |
732 |
|
|
|
733 |
|
|
for (tmp = ms.top; tmp; tmp = tmp->below) |
734 |
root |
1.7 |
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
735 |
|
|
break; |
736 |
|
|
|
737 |
|
|
/* doesn't effect players, and if there is a player on this space, won't also |
738 |
|
|
* be a monster here. |
739 |
|
|
*/ |
740 |
root |
1.28 |
//TODO: have players really FLAG_MONSTER? kept it for safety |
741 |
root |
1.7 |
if (!tmp || tmp->type == PLAYER) |
742 |
|
|
return; |
743 |
|
|
|
744 |
|
|
switch (op->last_sp) |
745 |
|
|
{ |
746 |
root |
1.8 |
case 0: /* furious--make all monsters mad */ |
747 |
|
|
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
748 |
|
|
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
749 |
root |
1.28 |
|
750 |
root |
1.8 |
if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
751 |
|
|
{ |
752 |
|
|
tmp->attack_movement = 0; |
753 |
|
|
/* lots of checks here, but want to make sure we don't |
754 |
|
|
* dereference a null value |
755 |
|
|
*/ |
756 |
root |
1.29 |
if (tmp->type == GOLEM |
757 |
|
|
&& tmp->owner |
758 |
|
|
&& tmp->owner->type == PLAYER |
759 |
root |
1.31 |
&& tmp->owner->contr->golem == tmp) |
760 |
|
|
tmp->owner->contr->golem = 0; |
761 |
root |
1.13 |
|
762 |
root |
1.8 |
tmp->owner = 0; |
763 |
root |
1.29 |
|
764 |
|
|
remove_friendly_object (tmp); |
765 |
root |
1.8 |
} |
766 |
|
|
break; |
767 |
root |
1.28 |
|
768 |
root |
1.8 |
case 1: /* angry -- get neutral monsters mad */ |
769 |
|
|
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
770 |
|
|
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
771 |
|
|
break; |
772 |
root |
1.28 |
|
773 |
root |
1.8 |
case 2: /* calm -- pacify unfriendly monsters */ |
774 |
root |
1.28 |
SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
775 |
root |
1.8 |
break; |
776 |
root |
1.28 |
|
777 |
root |
1.8 |
case 3: /* make all monsters fall asleep */ |
778 |
root |
1.28 |
SET_FLAG (tmp, FLAG_SLEEP); |
779 |
root |
1.8 |
break; |
780 |
root |
1.28 |
|
781 |
root |
1.8 |
case 4: /* charm all monsters */ |
782 |
|
|
if (op == source) |
783 |
|
|
break; /* only if 'connected' */ |
784 |
|
|
|
785 |
root |
1.28 |
if (object *pl = source->ms ().player ()) |
786 |
|
|
{ |
787 |
|
|
tmp->set_owner (pl); |
788 |
|
|
SET_FLAG (tmp, FLAG_MONSTER); |
789 |
root |
1.7 |
|
790 |
root |
1.28 |
tmp->stats.exp = 0; |
791 |
root |
1.17 |
|
792 |
root |
1.28 |
add_friendly_object (tmp); |
793 |
|
|
tmp->attack_movement = PETMOVE; |
794 |
|
|
} |
795 |
|
|
break; |
796 |
root |
1.17 |
|
797 |
root |
1.30 |
case 6: // kill monsters |
798 |
root |
1.28 |
if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
799 |
|
|
break; |
800 |
root |
1.17 |
|
801 |
root |
1.28 |
// FALL THROUGH |
802 |
root |
1.30 |
case 5: // kill all alives |
803 |
|
|
if (!tmp->flag [FLAG_PRECIOUS]) |
804 |
|
|
{ |
805 |
|
|
get_archetype ("burnout")->insert_at (tmp, source); |
806 |
|
|
tmp->destroy (); |
807 |
|
|
} |
808 |
root |
1.8 |
break; |
809 |
elmex |
1.1 |
|
810 |
root |
1.8 |
default: |
811 |
|
|
break; |
812 |
elmex |
1.1 |
} |
813 |
|
|
} |
814 |
|
|
|
815 |
|
|
/* this function returns the object it matches, or NULL if non. |
816 |
|
|
* It will descend through containers to find the object. |
817 |
|
|
* slaying = match object slaying flag |
818 |
|
|
* race = match object archetype name flag |
819 |
|
|
* hp = match object type (excpt type '0'== PLAYER) |
820 |
|
|
*/ |
821 |
root |
1.7 |
object * |
822 |
|
|
check_inv_recursive (object *op, const object *trig) |
823 |
elmex |
1.1 |
{ |
824 |
root |
1.7 |
object *tmp, *ret = NULL; |
825 |
|
|
|
826 |
|
|
/* First check the object itself. */ |
827 |
|
|
if ((trig->stats.hp && (op->type == trig->stats.hp)) |
828 |
elmex |
1.16 |
|| (trig->slaying && (op->slaying == trig->slaying)) |
829 |
root |
1.34 |
|| (trig->race && (op->arch->archname == trig->race))) |
830 |
root |
1.7 |
return op; |
831 |
elmex |
1.1 |
|
832 |
root |
1.7 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
833 |
|
|
{ |
834 |
|
|
if (tmp->inv) |
835 |
|
|
{ |
836 |
|
|
ret = check_inv_recursive (tmp, trig); |
837 |
|
|
if (ret) |
838 |
|
|
return ret; |
839 |
root |
1.2 |
} |
840 |
root |
1.7 |
else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) |
841 |
elmex |
1.16 |
|| (trig->slaying && (tmp->slaying == trig->slaying)) |
842 |
root |
1.34 |
|| (trig->race && (tmp->arch->archname == trig->race))) |
843 |
root |
1.7 |
return tmp; |
844 |
elmex |
1.1 |
} |
845 |
root |
1.7 |
return NULL; |
846 |
elmex |
1.1 |
} |
847 |
|
|
|
848 |
|
|
/* check_inv(), a function to search the inventory, |
849 |
|
|
* of a player and then based on a set of conditions, |
850 |
|
|
* the square will activate connected items. |
851 |
|
|
* Monsters can't trigger this square (for now) |
852 |
|
|
* Values are: last_sp = 1/0 obj/no obj triggers |
853 |
|
|
* last_heal = 1/0 remove/dont remove obj if triggered |
854 |
|
|
* -b.t. (thomas@nomad.astro.psu.edu |
855 |
elmex |
1.16 |
* |
856 |
|
|
* Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op |
857 |
|
|
* because the check-inventory semantic essentially only applies when |
858 |
|
|
* something is above the inventory checker. |
859 |
|
|
* The semantic prior this change was: trigger if something has moved on or off |
860 |
|
|
* and has a matching item. Imagine what happens if someone steps on the inventory |
861 |
|
|
* checker with a matching item, has it, activates the connection, throws the item |
862 |
|
|
* away, and then leaves the inventory checker. That would've caused an always-enabled |
863 |
|
|
* state in the inventory checker. This won't happen anymore now. |
864 |
|
|
* |
865 |
elmex |
1.26 |
* Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check |
866 |
|
|
* whether op is on this mapspace or not, because the value (1|0) depends |
867 |
|
|
* on this information. also make sure to only push_button if op has |
868 |
|
|
* a matching item (because when we do a push_button with value=0 timed gates |
869 |
|
|
* will still open)! (i hope i got the semantics right this time) |
870 |
|
|
* |
871 |
elmex |
1.1 |
*/ |
872 |
root |
1.7 |
void |
873 |
elmex |
1.16 |
check_inv (object *op, object *trig) |
874 |
root |
1.7 |
{ |
875 |
elmex |
1.16 |
trig->value = 0; // deactivate if none of the following conditions apply |
876 |
|
|
|
877 |
elmex |
1.26 |
object *pl = trig->ms ().player (); |
878 |
|
|
object *match = check_inv_recursive (op, trig); |
879 |
|
|
|
880 |
|
|
// elmex: a note about (pl == op): |
881 |
|
|
// if pl == 0 then the player has left this space |
882 |
|
|
// if pl != 0 then a player is on this mapspace, but then |
883 |
|
|
// we still have to check whether it's the player that triggered |
884 |
|
|
// this inv-checker, because if not, then the op left this inv-checker |
885 |
|
|
// and we have to set the value to 0 |
886 |
|
|
|
887 |
|
|
if (match && trig->last_sp) // match == having |
888 |
root |
1.18 |
{ |
889 |
elmex |
1.26 |
if (trig->last_heal) |
890 |
|
|
decrease_ob (match); |
891 |
root |
1.18 |
|
892 |
elmex |
1.26 |
trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
893 |
|
|
push_button (trig); |
894 |
|
|
} |
895 |
|
|
else if (!match && !trig->last_sp) // match == not having |
896 |
|
|
{ |
897 |
|
|
trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
898 |
|
|
push_button (trig); |
899 |
root |
1.18 |
} |
900 |
elmex |
1.1 |
} |
901 |
|
|
|