ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/button.C
Revision: 1.4
Committed: Wed Aug 30 12:42:56 2006 UTC (17 years, 8 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.3: +6 -4 lines
Log Message:
fixed an evil crash bug

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_button_c =
3 elmex 1.4 * "$Id: button.C,v 1.3 2006-08-29 17:29:27 elmex Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     #include <global.h>
30     #include <funcpoint.h>
31    
32     /*
33     * This code is no longer highly inefficient 8)
34     */
35    
36     /*
37 elmex 1.3 * elmex:
38     * This function takes a objectlink list with all the objects are going to be activated.
39     * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
40     * The source argument can be 0 or the source object for this activation.
41 elmex 1.1 */
42 elmex 1.3 void activate_connection_link (objectlink *ol, bool state, object *source = 0)
43     {
44     object *tmp = 0;
45 elmex 1.1
46 elmex 1.3 for (; ol; ol = ol->next)
47     {
48     if (!ol->ob || ol->ob->count != ol->id)
49     {
50     LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id);
51     continue;
52     }
53     /* a button link object can become freed when the map is saving. As
54     * a map is saved, objects are removed and freed, and if an object is
55     * on top of a button, this function is eventually called. If a map
56     * is getting moved out of memory, the status of buttons and levers
57     * probably isn't important - it will get sorted out when the map is
58     * re-loaded. As such, just exit this function if that is the case.
59     */
60 elmex 1.1
61 elmex 1.3 if (QUERY_FLAG (ol->ob, FLAG_FREED))
62     return;
63     tmp = ol->ob;
64 root 1.2
65 elmex 1.3 /* if the criteria isn't appropriate, don't do anything */
66     if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
67     continue;
68     if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
69     continue;
70 root 1.2
71 elmex 1.3 switch (tmp->type)
72     {
73     case GATE:
74     case HOLE:
75     tmp->value = tmp->stats.maxsp ? !state : state;
76     tmp->speed = 0.5;
77     update_ob_speed (tmp);
78     break;
79    
80     case CF_HANDLE:
81     SET_ANIMATION (tmp,
82     (tmp->value =
83     tmp->stats.maxsp ? !state : state));
84     update_object (tmp, UP_OBJ_FACE);
85     break;
86    
87     case SIGN:
88     if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89     {
90     new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91     if (tmp->stats.food)
92     tmp->last_eat++;
93     }
94     break;
95 root 1.2
96 elmex 1.3 case ALTAR:
97     tmp->value = 1;
98     SET_ANIMATION (tmp, tmp->value);
99     update_object (tmp, UP_OBJ_FACE);
100     break;
101    
102     case BUTTON:
103     case PEDESTAL:
104     tmp->value = state;
105     SET_ANIMATION (tmp, tmp->value);
106     update_object (tmp, UP_OBJ_FACE);
107     break;
108    
109     case MOOD_FLOOR:
110     do_mood_floor (tmp, source);
111     break;
112    
113     case TIMED_GATE:
114     tmp->speed = tmp->arch->clone.speed;
115     update_ob_speed (tmp); /* original values */
116     tmp->value = tmp->arch->clone.value;
117     tmp->stats.sp = 1;
118     tmp->stats.hp = tmp->stats.maxhp;
119     /* Handle multipart gates. We copy the value for the other parts
120     * from the head - this ensures that the data will consistent
121     */
122     for (tmp = tmp->more; tmp != NULL; tmp = tmp->more)
123     {
124     tmp->speed = tmp->head->speed;
125     tmp->value = tmp->head->value;
126     tmp->stats.sp = tmp->head->stats.sp;
127     tmp->stats.hp = tmp->head->stats.hp;
128     update_ob_speed (tmp);
129     }
130     break;
131 root 1.2
132 elmex 1.3 case DIRECTOR:
133     case FIREWALL:
134     if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135     move_firewall (tmp);
136     else
137     {
138     if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139     tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140     animate_turning (tmp);
141     }
142     break;
143 root 1.2
144 elmex 1.3 case TELEPORTER:
145     move_teleporter (tmp);
146     break;
147    
148     case CREATOR:
149     move_creator (tmp);
150     break;
151    
152     case TRIGGER_MARKER:
153     move_marker (tmp);
154     break;
155    
156     case DUPLICATOR:
157     move_duplicator (tmp);
158     break;
159     }
160     }
161     }
162 root 1.2
163 elmex 1.3 /*
164     * elmex:
165     * This is the new push_button function, it got split up so that
166     * you can activate connections without a button now!
167     * old but still valid comment:
168     *
169     * Push the specified object. This can affect other buttons/gates/handles
170     * altars/pedestals/holes in the whole map.
171     * Changed the routine to loop through _all_ objects.
172     * Better hurry with that linked list...
173     *
174     */
175     void push_button (object *op)
176     {
177     oblinkpt *obp = get_button_links (op);
178 root 1.2
179 elmex 1.4 if (!obp)
180     return;
181    
182 elmex 1.3 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value)))
183     return;
184 root 1.2
185 elmex 1.4 activate_connection_link (obp->link, op->value, op);
186 elmex 1.3 }
187 root 1.2
188 elmex 1.3 /*
189     * elmex:
190     * This activates a connection, similar to push_button (object *op) but it takes
191     * only a map, a connection value and a true or false flag that indicated whether
192     * the connection was 'state' or 'released'. So that you can activate objects
193     * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
194     *
195     */
196     void activate_connection (mapstruct *map, long connection, bool state)
197     {
198     if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state)))
199     return;
200 root 1.2
201 elmex 1.3 oblinkpt *obp = get_connection_links (map, connection);
202 elmex 1.4 if (obp)
203 elmex 1.3 activate_connection_link (obp->link, state);
204 elmex 1.1 }
205    
206     /*
207     * Updates everything connected with the button op.
208     * After changing the state of a button, this function must be called
209     * to make sure that all gates and other buttons connected to the
210     * button reacts to the (eventual) change of state.
211     */
212    
213     void update_button(object *op) {
214     object *ab,*tmp,*head;
215     int tot,any_down=0, old_value=op->value;
216 elmex 1.3 oblinkpt *obp = 0;
217 elmex 1.1 objectlink *ol;
218    
219 elmex 1.3 obp = get_button_links (op);
220 elmex 1.1 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
221 elmex 1.3 if (obp)
222     for (ol = obp->link; ol; ol = ol->next) {
223     if (!ol->ob || ol->ob->count != ol->id) {
224     LOG(llevDebug, "Internal error in update_button (%s).\n", op->name);
225     continue;
226     }
227     tmp = ol->ob;
228     if (tmp->type==BUTTON) {
229     for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above)
230     /* Bug? The pedestal code below looks for the head of
231     * the object, this bit doesn't. I'd think we should check
232     * for head here also. Maybe it also makese sense to
233     * make the for ab=tmp->above loop common, and alter
234     * behaviour based on object within that loop?
235     */
236    
237     /* Basically, if the move_type matches that on what the
238     * button wants, we count it. The second check is so that
239     * objects don't move (swords, etc) will count. Note that
240     * this means that more work is needed to make buttons
241     * that are only triggered by flying objects.
242     */
243     if ((ab->move_type & tmp->move_on) || ab->move_type==0 )
244     tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying;
245    
246     tmp->value=(tot>=tmp->weight)?1:0;
247     if(tmp->value)
248     any_down=1;
249     } else if (tmp->type == PEDESTAL) {
250     tmp->value = 0;
251     for(ab=tmp->above; ab!=NULL; ab=ab->above) {
252     head = ab->head ? ab->head : ab;
253     /* Same note regarding move_type for buttons above apply here. */
254     if ( ((head->move_type & tmp->move_on) || ab->move_type==0) &&
255     (head->race==tmp->slaying ||
256     ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) ||
257     (!strcmp (tmp->slaying, "player") &&
258     head->type == PLAYER)))
259     tmp->value = 1;
260     }
261     if(tmp->value)
262     any_down=1;
263     }
264     }
265 elmex 1.1 if(any_down) /* If any other buttons were down, force this to remain down */
266 root 1.2 op->value=1;
267 elmex 1.1
268     /* If this button hasn't changed, don't do anything */
269     if (op->value != old_value) {
270 root 1.2 SET_ANIMATION(op, op->value);
271     update_object(op, UP_OBJ_FACE);
272     push_button(op); /* Make all other buttons the same */
273 elmex 1.1 }
274     }
275    
276     /*
277     * Updates every button on the map (by calling update_button() for them).
278     */
279    
280     void update_buttons(mapstruct *m) {
281     objectlink *ol;
282     oblinkpt *obp;
283     for (obp = m->buttons; obp; obp = obp->next)
284     for (ol = obp->link; ol; ol = ol->next) {
285     if (!ol->ob || ol->ob->count != ol->id) {
286     LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
287 root 1.2 ol->ob?ol->ob->name:"null",
288     ol->ob?ol->ob->x:-1,
289     ol->ob?ol->ob->y:-1,
290     ol->id,
291     obp->value);
292 elmex 1.1 continue;
293     }
294     if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
295     {
296     update_button(ol->ob);
297     break;
298     }
299     }
300     }
301    
302     void use_trigger(object *op)
303     {
304    
305     /* Toggle value */
306     op->value = !op->value;
307     push_button(op);
308     }
309    
310     /*
311     * Note: animate_object should be used instead of this,
312     * but it can't handle animations in the 8 directions
313     */
314    
315     void animate_turning(object *op) /* only one part objects */
316     {
317     if (++op->state >= NUM_ANIMATIONS(op)/8)
318     op->state=0;
319     SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 +
320 root 1.2 op->state);
321 elmex 1.1 update_object(op,UP_OBJ_FACE);
322     }
323    
324     #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
325     #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
326    
327     /* Returns true if the sacrifice meets the needs of the altar.
328     *
329     * Function put in (0.92.1) so that identify altars won't grab money
330     * unnecessarily - we can see if there is sufficient money, see if something
331     * needs to be identified, and then remove money if needed.
332     *
333     * 0.93.4: Linked objects (ie, objects that are connected) can not be
334     * sacrificed. This fixes a bug of trying to put multiple altars/related
335     * objects on the same space that take the same sacrifice.
336     */
337    
338     int check_altar_sacrifice (const object *altar, const object *sacrifice)
339     {
340     if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE)
341     && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
342     && sacrifice->type != PLAYER)
343     {
344     if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name ||
345     ARCH_SACRIFICE(altar) == sacrifice->name ||
346 root 1.2 ARCH_SACRIFICE(altar) == sacrifice->slaying ||
347     (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0))))
348     && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1))
349     return 1;
350 elmex 1.1 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0
351     && sacrifice->type == MONEY
352     && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar))
353 root 1.2 return 1;
354 elmex 1.1 }
355     return 0;
356     }
357    
358    
359     /*
360     * operate_altar checks if sacrifice was accepted and removes sacrificed
361     * objects. If sacrifice was succeed return 1 else 0. Might be better to
362     * call check_altar_sacrifice (above) than depend on the return value,
363     * since operate_altar will remove the sacrifice also.
364     *
365     * If this function returns 1, '*sacrifice' is modified to point to the
366     * remaining sacrifice, or is set to NULL if the sacrifice was used up.
367     */
368    
369     int operate_altar (object *altar, object **sacrifice)
370     {
371    
372     if ( ! altar->map) {
373     LOG (llevError, "BUG: operate_altar(): altar has no map\n");
374     return 0;
375     }
376    
377     if (!altar->slaying || altar->value)
378     return 0;
379    
380     if ( ! check_altar_sacrifice (altar, *sacrifice))
381     return 0;
382    
383     /* check_altar_sacrifice should have already verified that enough money
384     * has been dropped.
385     */
386     if (!strcmp(ARCH_SACRIFICE(altar), "money")) {
387 root 1.2 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value;
388 elmex 1.1
389 root 1.2 /* Round up any sacrifices. Altars don't make change either */
390     if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++;
391     *sacrifice = decrease_ob_nr (*sacrifice, number);
392 elmex 1.1 }
393     else
394     *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar));
395    
396     if (altar->msg)
397     new_info_map(NDI_BLACK, altar->map, altar->msg);
398     return 1;
399     }
400    
401     void trigger_move (object *op, int state) /* 1 down and 0 up */
402     {
403     op->stats.wc = state;
404     if (state) {
405 root 1.2 use_trigger(op);
406     if (op->stats.exp > 0) /* check sanity */
407     op->speed = 1.0 / op->stats.exp;
408     else
409     op->speed = 1.0;
410     update_ob_speed(op);
411     op->speed_left = -1;
412 elmex 1.1 } else {
413     use_trigger(op);
414 root 1.2 op->speed = 0;
415     update_ob_speed(op);
416 elmex 1.1 }
417     }
418    
419    
420     /*
421     * cause != NULL: something has moved on top of op
422     *
423     * cause == NULL: nothing has moved, we have been called from
424     * animate_trigger().
425     *
426     * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
427     *
428     * TRIGGER: Returns 1 if handle could be moved, 0 if not.
429     *
430     * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
431     */
432     int check_trigger (object *op, object *cause)
433     {
434     object *tmp;
435     int push = 0, tot = 0;
436     int in_movement = op->stats.wc || op->speed;
437    
438     switch (op->type) {
439 root 1.2 case TRIGGER_BUTTON:
440     if (op->weight > 0) {
441     if (cause) {
442     for (tmp = op->above; tmp; tmp = tmp->above)
443     /* Comment reproduced from update_buttons(): */
444     /* Basically, if the move_type matches that on what the
445     * button wants, we count it. The second check is so that
446     * objects that don't move (swords, etc) will count. Note that
447     * this means that more work is needed to make buttons
448     * that are only triggered by flying objects.
449     */
450    
451     if ((tmp->move_type & op->move_on) || tmp->move_type==0) {
452     tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1)
453     + tmp->carrying;
454     }
455     if (tot >= op->weight)
456     push = 1;
457     if (op->stats.ac == push)
458     return 0;
459     op->stats.ac = push;
460 elmex 1.1 if (NUM_ANIMATIONS(op) > 1) {
461     SET_ANIMATION (op, push);
462     update_object (op, UP_OBJ_FACE);
463     }
464 root 1.2 if (in_movement || ! push)
465     return 0;
466     }
467     trigger_move (op, push);
468     }
469     return 0;
470    
471     case TRIGGER_PEDESTAL:
472     if (cause) {
473     for (tmp = op->above; tmp; tmp = tmp->above) {
474     object *head = tmp->head ? tmp->head : tmp;
475    
476     /* See comment in TRIGGER_BUTTON about move_types */
477     if (((head->move_type & op->move_on) || head->move_type==0)
478     && (head->race==op->slaying ||
479     (!strcmp (op->slaying, "player") && head->type == PLAYER))) {
480     push = 1;
481     break;
482     }
483     }
484     if (op->stats.ac == push)
485     return 0;
486     op->stats.ac = push;
487 elmex 1.1 if (NUM_ANIMATIONS(op) > 1) {
488     SET_ANIMATION (op, push);
489     update_object (op, UP_OBJ_FACE);
490     }
491 root 1.2 update_object(op,UP_OBJ_FACE);
492     if (in_movement || ! push)
493     return 0;
494     }
495     trigger_move (op, push);
496     return 0;
497    
498     case TRIGGER_ALTAR:
499     if (cause) {
500     if (in_movement)
501     return 0;
502     if (operate_altar (op, &cause)) {
503 elmex 1.1 if (NUM_ANIMATIONS(op) > 1) {
504     SET_ANIMATION (op, 1);
505     update_object(op, UP_OBJ_FACE);
506     }
507 root 1.2 if (op->last_sp >= 0) {
508     trigger_move (op, 1);
509     if (op->last_sp > 0)
510     op->last_sp = -op->last_sp;
511     }
512     else {
513     /* for trigger altar with last_sp, the ON/OFF
514     * status (-> +/- value) is "simulated":
515     */
516     op->value = !op->value;
517     trigger_move (op, 1);
518     op->last_sp = -op->last_sp;
519     op->value = !op->value;
520     }
521     return cause == NULL;
522     } else {
523     return 0;
524     }
525     } else {
526 elmex 1.1 if (NUM_ANIMATIONS(op) > 1) {
527     SET_ANIMATION (op, 0);
528     update_object(op, UP_OBJ_FACE);
529     }
530 root 1.2
531     /* If trigger_altar has "last_sp > 0" set on the map,
532     * it will push the connected value only once per sacrifice.
533     * Otherwise (default), the connected value will be
534     * pushed twice: First by sacrifice, second by reset! -AV
535     */
536     if (!op->last_sp)
537     trigger_move (op, 0);
538     else {
539     op->stats.wc = 0;
540     op->value = !op->value;
541     op->speed = 0;
542     update_ob_speed(op);
543     }
544     }
545     return 0;
546    
547     case TRIGGER:
548     if (cause) {
549     if (in_movement)
550     return 0;
551     push = 1;
552     }
553 elmex 1.1 if (NUM_ANIMATIONS(op) > 1) {
554     SET_ANIMATION (op, push);
555     update_object(op, UP_OBJ_FACE);
556     }
557 root 1.2 trigger_move (op, push);
558     return 1;
559 elmex 1.1
560 root 1.2 default:
561     LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type);
562     return 0;
563 elmex 1.1 }
564     }
565    
566     void add_button_link(object *button, mapstruct *map, int connected) {
567     oblinkpt *obp;
568     objectlink *ol = get_objectlink();
569    
570     if (!map) {
571     LOG(llevError, "Tried to add button-link without map.\n");
572     return;
573     }
574     if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild
575 root 1.2 a connected map from a template map. */
576 elmex 1.1 /* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
577    
578     SET_FLAG(button,FLAG_IS_LINKED);
579    
580     ol->ob = button;
581     ol->id = button->count;
582    
583     for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);
584    
585     if (obp) {
586     ol->next = obp->link;
587     obp->link = ol;
588     } else {
589     obp = get_objectlinkpt();
590     obp->value = connected;
591    
592     obp->next = map->buttons;
593     map->buttons = obp;
594     obp->link = ol;
595     }
596     }
597    
598     /*
599     * Remove the object from the linked lists of buttons in the map.
600     * This is only needed by editors.
601     */
602    
603     void remove_button_link(object *op) {
604     oblinkpt *obp;
605     objectlink **olp, *ol;
606    
607     if (op->map == NULL) {
608     LOG(llevError, "remove_button_link() in object without map.\n");
609     return;
610     }
611     if (!QUERY_FLAG(op,FLAG_IS_LINKED)) {
612     LOG(llevError, "remove_button_linked() in unlinked object.\n");
613     return;
614     }
615     for (obp = op->map->buttons; obp; obp = obp->next)
616     for (olp = &obp->link; (ol = *olp); olp = &ol->next)
617     if (ol->ob == op) {
618     /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
619     obp->value, op->name, op->map->path);
620     */
621     *olp = ol->next;
622     free(ol);
623     return;
624     }
625     LOG(llevError, "remove_button_linked(): couldn't find object.\n");
626     CLEAR_FLAG(op,FLAG_IS_LINKED);
627     }
628 elmex 1.3
629     /*
630     * Gets the objectlink for this connection from the map.
631     */
632     oblinkpt *get_connection_links (mapstruct *map, long connection)
633     {
634     for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
635     if (obp->value == connection)
636     return obp;
637     return 0;
638     }
639    
640 elmex 1.1 /*
641     * Return the first objectlink in the objects linked to this one
642     */
643    
644 elmex 1.3 oblinkpt *get_button_links(const object *button) {
645 elmex 1.1 oblinkpt *obp;
646     objectlink *ol;
647    
648     if (!button->map)
649     return NULL;
650     for (obp = button->map->buttons; obp; obp = obp->next)
651     for (ol = obp->link; ol; ol = ol->next)
652     if (ol->ob == button && ol->id == button->count)
653 elmex 1.3 return obp;
654 elmex 1.1 return NULL;
655     }
656    
657     /*
658     * Made as a separate function to increase efficiency
659     */
660    
661     int get_button_value(const object *button) {
662     oblinkpt *obp;
663     objectlink *ol;
664    
665     if (!button->map)
666     return 0;
667     for (obp = button->map->buttons; obp; obp = obp->next)
668     for (ol = obp->link; ol; ol = ol->next)
669     if (ol->ob == button && ol->id == button->count)
670     return obp->value;
671     return 0;
672     }
673    
674     /* This routine makes monsters who are
675     * standing on the 'mood floor' change their
676     * disposition if it is different.
677     * If floor is to be triggered must have
678     * a speed of zero (default is 1 for all
679     * but the charm floor type).
680     * by b.t. thomas@nomad.astro.psu.edu
681     */
682    
683 elmex 1.3 void do_mood_floor(object *op, object *source) {
684 elmex 1.1 object *tmp;
685     object *tmp2;
686    
687 elmex 1.3 if (!source)
688     source = op;
689    
690 elmex 1.1 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above)
691 root 1.2 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break;
692 elmex 1.1
693     /* doesn't effect players, and if there is a player on this space, won't also
694     * be a monster here.
695     */
696     if (!tmp || tmp->type == PLAYER) return;
697    
698     switch(op->last_sp) {
699 root 1.2 case 0: /* furious--make all monsters mad */
700     if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
701     CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
702     if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
703     CLEAR_FLAG(tmp, FLAG_FRIENDLY);
704     remove_friendly_object(tmp);
705     tmp->attack_movement = 0;
706     /* lots of checks here, but want to make sure we don't
707     * dereference a null value
708     */
709     if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER &&
710     tmp->owner->contr->ranges[range_golem]==tmp) {
711     tmp->owner->contr->ranges[range_golem]=NULL;
712     tmp->owner->contr->golem_count = 0;
713     }
714     tmp->owner = 0;
715     }
716     break;
717     case 1: /* angry -- get neutral monsters mad */
718 elmex 1.1 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&&
719 root 1.2 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
720 elmex 1.1 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
721 root 1.2 break;
722     case 2: /* calm -- pacify unfriendly monsters */
723 elmex 1.1 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
724 root 1.2 SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
725     break;
726     case 3: /* make all monsters fall asleep */
727     if(!QUERY_FLAG(tmp, FLAG_SLEEP))
728     SET_FLAG(tmp, FLAG_SLEEP);
729     break;
730     case 4: /* charm all monsters */
731 elmex 1.3 if (op == source) break; /* only if 'connected' */
732 root 1.2
733 elmex 1.3 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */
734 elmex 1.1 tmp2->type!=PLAYER;tmp2=tmp2->above)
735     if(tmp2->above==NULL) break;
736    
737     if (tmp2->type != PLAYER)
738     break;
739 root 1.2 set_owner(tmp,tmp2);
740     SET_FLAG(tmp,FLAG_MONSTER);
741     tmp->stats.exp = 0;
742     SET_FLAG(tmp, FLAG_FRIENDLY);
743 elmex 1.1 add_friendly_object (tmp);
744 root 1.2 tmp->attack_movement = PETMOVE;
745     break;
746 elmex 1.1
747 root 1.2 default:
748     break;
749 elmex 1.1
750     }
751     }
752    
753     /* this function returns the object it matches, or NULL if non.
754     * It will descend through containers to find the object.
755     * slaying = match object slaying flag
756     * race = match object archetype name flag
757     * hp = match object type (excpt type '0'== PLAYER)
758     */
759    
760     object * check_inv_recursive(object *op, const object *trig)
761     {
762     object *tmp,*ret=NULL;
763    
764     /* First check the object itself. */
765     if((trig->stats.hp && (op->type == trig->stats.hp))
766 root 1.2 || (trig->slaying && (op->slaying == trig->slaying))
767     || (trig->race && (op->arch->name == trig->race)))
768     return op;
769 elmex 1.1
770     for(tmp=op->inv; tmp; tmp=tmp->below) {
771 root 1.2 if (tmp->inv) {
772     ret=check_inv_recursive(tmp, trig);
773     if (ret) return ret;
774     }
775     else if((trig->stats.hp && (tmp->type == trig->stats.hp))
776     || (trig->slaying && (tmp->slaying == trig->slaying))
777     || (trig->race && (tmp->arch->name == trig->race)))
778     return tmp;
779 elmex 1.1 }
780     return NULL;
781     }
782    
783     /* check_inv(), a function to search the inventory,
784     * of a player and then based on a set of conditions,
785     * the square will activate connected items.
786     * Monsters can't trigger this square (for now)
787     * Values are: last_sp = 1/0 obj/no obj triggers
788     * last_heal = 1/0 remove/dont remove obj if triggered
789     * -b.t. (thomas@nomad.astro.psu.edu
790     */
791    
792     void check_inv (object *op, object *trig) {
793     object *match;
794    
795     if(op->type != PLAYER) return;
796     match = check_inv_recursive(op,trig);
797     if (match && trig->last_sp) {
798 root 1.2 if(trig->last_heal)
799     decrease_ob(match);
800     use_trigger(trig);
801 elmex 1.1 }
802     else if (!match && !trig->last_sp)
803 root 1.2 use_trigger(trig);
804 elmex 1.1 }
805    
806    
807     /* This does a minimal check of the button link consistency for object
808     * map. All it really does it much sure the object id link that is set
809     * matches what the object has.
810     */
811     void verify_button_links(const mapstruct *map) {
812     oblinkpt *obp;
813     objectlink *ol;
814    
815     if (!map) return;
816    
817     for (obp = map->buttons; obp; obp = obp->next) {
818 root 1.2 for (ol=obp->link; ol; ol=ol->next) {
819     if (ol->id!=ol->ob->count)
820     LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count);
821     }
822 elmex 1.1 }
823     }