1 |
elmex |
1.1 |
/* |
2 |
root |
1.40 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
pippijn |
1.27 |
* |
4 |
root |
1.40 |
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 |
root |
1.33 |
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 |
|
|
* Copyright (©) 1992,2007 Frank Tore Johansen |
7 |
pippijn |
1.27 |
* |
8 |
root |
1.40 |
* Deliantra is free software: you can redistribute it and/or modify |
9 |
root |
1.36 |
* 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 |
root |
1.40 |
* The authors can be reached via e-mail to <support@deliantra.net> |
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 |
root |
1.39 |
if (!tmp->active) |
73 |
|
|
tmp->play_sound (tmp->sound |
74 |
|
|
? tmp->sound |
75 |
|
|
: sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole")); |
76 |
root |
1.19 |
tmp->value = tmp->stats.maxsp ? !state : state; |
77 |
root |
1.20 |
tmp->set_speed (0.5); |
78 |
root |
1.19 |
break; |
79 |
|
|
|
80 |
|
|
case CF_HANDLE: |
81 |
|
|
SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); |
82 |
|
|
update_object (tmp, UP_OBJ_FACE); |
83 |
|
|
break; |
84 |
|
|
|
85 |
|
|
case SIGN: |
86 |
|
|
if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
87 |
|
|
{ |
88 |
root |
1.39 |
tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign")); |
89 |
root |
1.19 |
new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); |
90 |
|
|
if (tmp->stats.food) |
91 |
|
|
tmp->last_eat++; |
92 |
|
|
} |
93 |
|
|
break; |
94 |
|
|
|
95 |
|
|
case ALTAR: |
96 |
root |
1.39 |
tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar")); |
97 |
root |
1.19 |
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 |
root |
1.39 |
tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button")); |
105 |
root |
1.19 |
tmp->value = state; |
106 |
|
|
SET_ANIMATION (tmp, tmp->value); |
107 |
|
|
update_object (tmp, UP_OBJ_FACE); |
108 |
|
|
break; |
109 |
|
|
|
110 |
|
|
case MOOD_FLOOR: |
111 |
|
|
do_mood_floor (tmp, source); |
112 |
|
|
break; |
113 |
|
|
|
114 |
|
|
case TIMED_GATE: |
115 |
root |
1.39 |
if (!tmp->active) |
116 |
|
|
tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); |
117 |
root |
1.35 |
tmp->set_speed (tmp->arch->speed); |
118 |
|
|
tmp->value = tmp->arch->value; |
119 |
root |
1.19 |
tmp->stats.sp = 1; |
120 |
|
|
tmp->stats.hp = tmp->stats.maxhp; |
121 |
|
|
/* Handle multipart gates. We copy the value for the other parts |
122 |
|
|
* from the head - this ensures that the data will consistent |
123 |
|
|
*/ |
124 |
root |
1.32 |
for (object *part = tmp->more; part; part = part->more) |
125 |
root |
1.19 |
{ |
126 |
root |
1.32 |
part->value = tmp->value; |
127 |
|
|
part->stats.sp = tmp->stats.sp; |
128 |
|
|
part->stats.hp = tmp->stats.hp; |
129 |
|
|
part->set_speed (tmp->speed); |
130 |
root |
1.19 |
} |
131 |
|
|
break; |
132 |
root |
1.7 |
|
133 |
root |
1.19 |
case DIRECTOR: |
134 |
|
|
case FIREWALL: |
135 |
|
|
if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) |
136 |
|
|
move_firewall (tmp); |
137 |
|
|
else |
138 |
|
|
{ |
139 |
|
|
if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
140 |
|
|
tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; |
141 |
root |
1.32 |
|
142 |
root |
1.19 |
animate_turning (tmp); |
143 |
|
|
} |
144 |
|
|
break; |
145 |
|
|
|
146 |
|
|
case TELEPORTER: |
147 |
|
|
move_teleporter (tmp); |
148 |
|
|
break; |
149 |
root |
1.2 |
|
150 |
root |
1.19 |
case CREATOR: |
151 |
|
|
move_creator (tmp); |
152 |
|
|
break; |
153 |
elmex |
1.3 |
|
154 |
root |
1.19 |
case TRIGGER_MARKER: |
155 |
root |
1.39 |
//tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker")); |
156 |
root |
1.19 |
move_marker (tmp); |
157 |
|
|
break; |
158 |
elmex |
1.3 |
|
159 |
root |
1.19 |
case DUPLICATOR: |
160 |
|
|
move_duplicator (tmp); |
161 |
|
|
break; |
162 |
elmex |
1.3 |
} |
163 |
|
|
} |
164 |
|
|
} |
165 |
root |
1.2 |
|
166 |
elmex |
1.3 |
/* |
167 |
|
|
* elmex: |
168 |
|
|
* This is the new push_button function, it got split up so that |
169 |
|
|
* you can activate connections without a button now! |
170 |
|
|
* old but still valid comment: |
171 |
|
|
* |
172 |
|
|
* Push the specified object. This can affect other buttons/gates/handles |
173 |
|
|
* altars/pedestals/holes in the whole map. |
174 |
|
|
* Changed the routine to loop through _all_ objects. |
175 |
|
|
* Better hurry with that linked list... |
176 |
|
|
* |
177 |
|
|
*/ |
178 |
root |
1.7 |
void |
179 |
|
|
push_button (object *op) |
180 |
elmex |
1.3 |
{ |
181 |
|
|
oblinkpt *obp = get_button_links (op); |
182 |
root |
1.2 |
|
183 |
elmex |
1.4 |
if (!obp) |
184 |
|
|
return; |
185 |
|
|
|
186 |
root |
1.7 |
if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value))) |
187 |
elmex |
1.3 |
return; |
188 |
root |
1.2 |
|
189 |
elmex |
1.4 |
activate_connection_link (obp->link, op->value, op); |
190 |
elmex |
1.3 |
} |
191 |
root |
1.2 |
|
192 |
elmex |
1.3 |
/* |
193 |
|
|
* elmex: |
194 |
|
|
* This activates a connection, similar to push_button (object *op) but it takes |
195 |
|
|
* only a map, a connection value and a true or false flag that indicated whether |
196 |
|
|
* the connection was 'state' or 'released'. So that you can activate objects |
197 |
|
|
* who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. |
198 |
|
|
* |
199 |
|
|
*/ |
200 |
root |
1.7 |
void |
201 |
root |
1.11 |
activate_connection (maptile *map, long connection, bool state) |
202 |
elmex |
1.3 |
{ |
203 |
root |
1.7 |
if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) |
204 |
elmex |
1.3 |
return; |
205 |
root |
1.2 |
|
206 |
elmex |
1.3 |
oblinkpt *obp = get_connection_links (map, connection); |
207 |
root |
1.7 |
|
208 |
elmex |
1.4 |
if (obp) |
209 |
elmex |
1.3 |
activate_connection_link (obp->link, state); |
210 |
elmex |
1.1 |
} |
211 |
|
|
|
212 |
|
|
/* |
213 |
|
|
* Updates everything connected with the button op. |
214 |
|
|
* After changing the state of a button, this function must be called |
215 |
|
|
* to make sure that all gates and other buttons connected to the |
216 |
|
|
* button reacts to the (eventual) change of state. |
217 |
|
|
*/ |
218 |
root |
1.7 |
void |
219 |
|
|
update_button (object *op) |
220 |
|
|
{ |
221 |
|
|
object *ab, *tmp, *head; |
222 |
|
|
int tot, any_down = 0, old_value = op->value; |
223 |
|
|
oblinkpt *obp = 0; |
224 |
|
|
objectlink *ol; |
225 |
|
|
|
226 |
|
|
obp = get_button_links (op); |
227 |
|
|
/* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ |
228 |
|
|
if (obp) |
229 |
|
|
for (ol = obp->link; ol; ol = ol->next) |
230 |
|
|
{ |
231 |
root |
1.12 |
if (!ol->ob) |
232 |
root |
1.7 |
{ |
233 |
|
|
LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); |
234 |
|
|
continue; |
235 |
|
|
} |
236 |
root |
1.12 |
|
237 |
root |
1.7 |
tmp = ol->ob; |
238 |
|
|
if (tmp->type == BUTTON) |
239 |
|
|
{ |
240 |
|
|
for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) |
241 |
|
|
/* Bug? The pedestal code below looks for the head of |
242 |
|
|
* the object, this bit doesn't. I'd think we should check |
243 |
|
|
* for head here also. Maybe it also makese sense to |
244 |
|
|
* make the for ab=tmp->above loop common, and alter |
245 |
|
|
* behaviour based on object within that loop? |
246 |
|
|
*/ |
247 |
|
|
|
248 |
|
|
/* Basically, if the move_type matches that on what the |
249 |
|
|
* button wants, we count it. The second check is so that |
250 |
|
|
* objects don't move (swords, etc) will count. Note that |
251 |
|
|
* this means that more work is needed to make buttons |
252 |
|
|
* that are only triggered by flying objects. |
253 |
|
|
*/ |
254 |
|
|
if ((ab->move_type & tmp->move_on) || ab->move_type == 0) |
255 |
|
|
tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; |
256 |
|
|
|
257 |
|
|
tmp->value = (tot >= tmp->weight) ? 1 : 0; |
258 |
|
|
if (tmp->value) |
259 |
|
|
any_down = 1; |
260 |
elmex |
1.3 |
} |
261 |
root |
1.7 |
else if (tmp->type == PEDESTAL) |
262 |
|
|
{ |
263 |
|
|
tmp->value = 0; |
264 |
|
|
for (ab = tmp->above; ab != NULL; ab = ab->above) |
265 |
|
|
{ |
266 |
root |
1.32 |
head = ab->head_ (); |
267 |
root |
1.7 |
/* Same note regarding move_type for buttons above apply here. */ |
268 |
|
|
if (((head->move_type & tmp->move_on) || ab->move_type == 0) && |
269 |
|
|
(head->race == tmp->slaying || |
270 |
|
|
((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || |
271 |
|
|
(!strcmp (tmp->slaying, "player") && head->type == PLAYER))) |
272 |
|
|
tmp->value = 1; |
273 |
elmex |
1.3 |
} |
274 |
root |
1.32 |
|
275 |
root |
1.7 |
if (tmp->value) |
276 |
|
|
any_down = 1; |
277 |
elmex |
1.3 |
} |
278 |
|
|
} |
279 |
root |
1.7 |
if (any_down) /* If any other buttons were down, force this to remain down */ |
280 |
|
|
op->value = 1; |
281 |
elmex |
1.1 |
|
282 |
root |
1.7 |
/* If this button hasn't changed, don't do anything */ |
283 |
|
|
if (op->value != old_value) |
284 |
|
|
{ |
285 |
|
|
SET_ANIMATION (op, op->value); |
286 |
|
|
update_object (op, UP_OBJ_FACE); |
287 |
|
|
push_button (op); /* Make all other buttons the same */ |
288 |
elmex |
1.1 |
} |
289 |
|
|
} |
290 |
|
|
|
291 |
root |
1.7 |
void |
292 |
|
|
use_trigger (object *op) |
293 |
elmex |
1.1 |
{ |
294 |
root |
1.7 |
/* Toggle value */ |
295 |
|
|
op->value = !op->value; |
296 |
|
|
push_button (op); |
297 |
elmex |
1.1 |
} |
298 |
|
|
|
299 |
|
|
/* |
300 |
|
|
* Note: animate_object should be used instead of this, |
301 |
|
|
* but it can't handle animations in the 8 directions |
302 |
|
|
*/ |
303 |
root |
1.7 |
void |
304 |
|
|
animate_turning (object *op) /* only one part objects */ |
305 |
elmex |
1.1 |
{ |
306 |
root |
1.7 |
if (++op->state >= NUM_ANIMATIONS (op) / 8) |
307 |
|
|
op->state = 0; |
308 |
|
|
SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state); |
309 |
|
|
update_object (op, UP_OBJ_FACE); |
310 |
elmex |
1.1 |
} |
311 |
|
|
|
312 |
|
|
#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
313 |
|
|
#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
314 |
|
|
|
315 |
|
|
/* Returns true if the sacrifice meets the needs of the altar. |
316 |
|
|
* |
317 |
|
|
* Function put in (0.92.1) so that identify altars won't grab money |
318 |
|
|
* unnecessarily - we can see if there is sufficient money, see if something |
319 |
|
|
* needs to be identified, and then remove money if needed. |
320 |
|
|
* |
321 |
|
|
* 0.93.4: Linked objects (ie, objects that are connected) can not be |
322 |
|
|
* sacrificed. This fixes a bug of trying to put multiple altars/related |
323 |
|
|
* objects on the same space that take the same sacrifice. |
324 |
|
|
*/ |
325 |
root |
1.7 |
|
326 |
|
|
int |
327 |
|
|
check_altar_sacrifice (const object *altar, const object *sacrifice) |
328 |
elmex |
1.1 |
{ |
329 |
elmex |
1.38 |
if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) |
330 |
|
|
&& !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) |
331 |
|
|
&& sacrifice->type != PLAYER) |
332 |
root |
1.7 |
{ |
333 |
elmex |
1.38 |
if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 |
334 |
|
|
&& sacrifice->type == MONEY |
335 |
|
|
&& sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
336 |
|
|
return 1; |
337 |
|
|
|
338 |
root |
1.34 |
if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname |
339 |
|
|
|| ARCH_SACRIFICE (altar) == sacrifice->name |
340 |
|
|
|| ARCH_SACRIFICE (altar) == sacrifice->slaying |
341 |
elmex |
1.38 |
|| strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) |
342 |
root |
1.7 |
&& NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) |
343 |
|
|
return 1; |
344 |
|
|
} |
345 |
root |
1.17 |
|
346 |
elmex |
1.1 |
return 0; |
347 |
|
|
} |
348 |
|
|
|
349 |
|
|
/* |
350 |
|
|
* operate_altar checks if sacrifice was accepted and removes sacrificed |
351 |
|
|
* objects. If sacrifice was succeed return 1 else 0. Might be better to |
352 |
|
|
* call check_altar_sacrifice (above) than depend on the return value, |
353 |
|
|
* since operate_altar will remove the sacrifice also. |
354 |
|
|
* |
355 |
|
|
* If this function returns 1, '*sacrifice' is modified to point to the |
356 |
|
|
* remaining sacrifice, or is set to NULL if the sacrifice was used up. |
357 |
|
|
*/ |
358 |
root |
1.7 |
int |
359 |
|
|
operate_altar (object *altar, object **sacrifice) |
360 |
elmex |
1.1 |
{ |
361 |
root |
1.7 |
if (!altar->map) |
362 |
|
|
{ |
363 |
|
|
LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
364 |
|
|
return 0; |
365 |
|
|
} |
366 |
elmex |
1.1 |
|
367 |
|
|
if (!altar->slaying || altar->value) |
368 |
|
|
return 0; |
369 |
|
|
|
370 |
root |
1.7 |
if (!check_altar_sacrifice (altar, *sacrifice)) |
371 |
elmex |
1.1 |
return 0; |
372 |
|
|
|
373 |
|
|
/* check_altar_sacrifice should have already verified that enough money |
374 |
|
|
* has been dropped. |
375 |
|
|
*/ |
376 |
root |
1.7 |
if (!strcmp (ARCH_SACRIFICE (altar), "money")) |
377 |
|
|
{ |
378 |
|
|
int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
379 |
elmex |
1.1 |
|
380 |
root |
1.7 |
/* Round up any sacrifices. Altars don't make change either */ |
381 |
|
|
if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
382 |
|
|
number++; |
383 |
root |
1.9 |
|
384 |
root |
1.7 |
*sacrifice = decrease_ob_nr (*sacrifice, number); |
385 |
|
|
} |
386 |
elmex |
1.1 |
else |
387 |
root |
1.7 |
*sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); |
388 |
|
|
|
389 |
elmex |
1.1 |
if (altar->msg) |
390 |
root |
1.7 |
new_info_map (NDI_BLACK, altar->map, altar->msg); |
391 |
root |
1.9 |
|
392 |
elmex |
1.1 |
return 1; |
393 |
|
|
} |
394 |
|
|
|
395 |
root |
1.7 |
void |
396 |
|
|
trigger_move (object *op, int state) /* 1 down and 0 up */ |
397 |
elmex |
1.1 |
{ |
398 |
root |
1.7 |
op->stats.wc = state; |
399 |
|
|
if (state) |
400 |
|
|
{ |
401 |
|
|
use_trigger (op); |
402 |
root |
1.20 |
op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); |
403 |
root |
1.7 |
op->speed_left = -1; |
404 |
|
|
} |
405 |
|
|
else |
406 |
|
|
{ |
407 |
|
|
use_trigger (op); |
408 |
root |
1.20 |
op->set_speed (0); |
409 |
elmex |
1.1 |
} |
410 |
|
|
} |
411 |
|
|
|
412 |
|
|
|
413 |
|
|
/* |
414 |
|
|
* cause != NULL: something has moved on top of op |
415 |
|
|
* |
416 |
|
|
* cause == NULL: nothing has moved, we have been called from |
417 |
|
|
* animate_trigger(). |
418 |
|
|
* |
419 |
|
|
* TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not. |
420 |
|
|
* |
421 |
|
|
* TRIGGER: Returns 1 if handle could be moved, 0 if not. |
422 |
|
|
* |
423 |
|
|
* TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
424 |
|
|
*/ |
425 |
root |
1.7 |
int |
426 |
|
|
check_trigger (object *op, object *cause) |
427 |
elmex |
1.1 |
{ |
428 |
root |
1.7 |
object *tmp; |
429 |
|
|
int push = 0, tot = 0; |
430 |
|
|
int in_movement = op->stats.wc || op->speed; |
431 |
elmex |
1.1 |
|
432 |
root |
1.7 |
switch (op->type) |
433 |
|
|
{ |
434 |
root |
1.2 |
case TRIGGER_BUTTON: |
435 |
root |
1.7 |
if (op->weight > 0) |
436 |
|
|
{ |
437 |
|
|
if (cause) |
438 |
|
|
{ |
439 |
|
|
for (tmp = op->above; tmp; tmp = tmp->above) |
440 |
|
|
/* Comment reproduced from update_buttons(): */ |
441 |
|
|
/* Basically, if the move_type matches that on what the |
442 |
|
|
* button wants, we count it. The second check is so that |
443 |
|
|
* objects that don't move (swords, etc) will count. Note that |
444 |
|
|
* this means that more work is needed to make buttons |
445 |
|
|
* that are only triggered by flying objects. |
446 |
|
|
*/ |
447 |
|
|
|
448 |
|
|
if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
449 |
|
|
{ |
450 |
|
|
tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; |
451 |
|
|
} |
452 |
|
|
if (tot >= op->weight) |
453 |
root |
1.2 |
push = 1; |
454 |
root |
1.7 |
if (op->stats.ac == push) |
455 |
|
|
return 0; |
456 |
|
|
op->stats.ac = push; |
457 |
|
|
if (NUM_ANIMATIONS (op) > 1) |
458 |
|
|
{ |
459 |
|
|
SET_ANIMATION (op, push); |
460 |
|
|
update_object (op, UP_OBJ_FACE); |
461 |
elmex |
1.1 |
} |
462 |
root |
1.7 |
if (in_movement || !push) |
463 |
|
|
return 0; |
464 |
root |
1.2 |
} |
465 |
root |
1.7 |
trigger_move (op, push); |
466 |
root |
1.2 |
} |
467 |
root |
1.7 |
return 0; |
468 |
root |
1.2 |
|
469 |
|
|
case TRIGGER_PEDESTAL: |
470 |
root |
1.7 |
if (cause) |
471 |
|
|
{ |
472 |
|
|
for (tmp = op->above; tmp; tmp = tmp->above) |
473 |
|
|
{ |
474 |
root |
1.32 |
object *head = tmp->head_ (); |
475 |
root |
1.7 |
|
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 || (!strcmp (op->slaying, "player") && head->type == PLAYER))) |
479 |
|
|
{ |
480 |
|
|
push = 1; |
481 |
|
|
break; |
482 |
root |
1.2 |
} |
483 |
|
|
} |
484 |
root |
1.32 |
|
485 |
root |
1.7 |
if (op->stats.ac == push) |
486 |
|
|
return 0; |
487 |
root |
1.32 |
|
488 |
root |
1.7 |
op->stats.ac = push; |
489 |
root |
1.32 |
|
490 |
root |
1.7 |
if (NUM_ANIMATIONS (op) > 1) |
491 |
|
|
{ |
492 |
|
|
SET_ANIMATION (op, push); |
493 |
|
|
update_object (op, UP_OBJ_FACE); |
494 |
elmex |
1.1 |
} |
495 |
root |
1.32 |
|
496 |
root |
1.7 |
update_object (op, UP_OBJ_FACE); |
497 |
root |
1.32 |
|
498 |
root |
1.7 |
if (in_movement || !push) |
499 |
|
|
return 0; |
500 |
root |
1.2 |
} |
501 |
root |
1.32 |
|
502 |
root |
1.7 |
trigger_move (op, push); |
503 |
|
|
return 0; |
504 |
root |
1.2 |
|
505 |
|
|
case TRIGGER_ALTAR: |
506 |
root |
1.7 |
if (cause) |
507 |
|
|
{ |
508 |
|
|
if (in_movement) |
509 |
|
|
return 0; |
510 |
root |
1.32 |
|
511 |
root |
1.7 |
if (operate_altar (op, &cause)) |
512 |
|
|
{ |
513 |
|
|
if (NUM_ANIMATIONS (op) > 1) |
514 |
|
|
{ |
515 |
|
|
SET_ANIMATION (op, 1); |
516 |
|
|
update_object (op, UP_OBJ_FACE); |
517 |
elmex |
1.1 |
} |
518 |
root |
1.32 |
|
519 |
root |
1.7 |
if (op->last_sp >= 0) |
520 |
|
|
{ |
521 |
|
|
trigger_move (op, 1); |
522 |
|
|
if (op->last_sp > 0) |
523 |
root |
1.2 |
op->last_sp = -op->last_sp; |
524 |
|
|
} |
525 |
root |
1.7 |
else |
526 |
|
|
{ |
527 |
|
|
/* for trigger altar with last_sp, the ON/OFF |
528 |
|
|
* status (-> +/- value) is "simulated": |
529 |
|
|
*/ |
530 |
|
|
op->value = !op->value; |
531 |
|
|
trigger_move (op, 1); |
532 |
|
|
op->last_sp = -op->last_sp; |
533 |
|
|
op->value = !op->value; |
534 |
root |
1.2 |
} |
535 |
root |
1.32 |
|
536 |
root |
1.7 |
return cause == NULL; |
537 |
|
|
} |
538 |
|
|
else |
539 |
root |
1.32 |
return 0; |
540 |
root |
1.7 |
} |
541 |
|
|
else |
542 |
|
|
{ |
543 |
|
|
if (NUM_ANIMATIONS (op) > 1) |
544 |
|
|
{ |
545 |
|
|
SET_ANIMATION (op, 0); |
546 |
|
|
update_object (op, UP_OBJ_FACE); |
547 |
root |
1.2 |
} |
548 |
root |
1.7 |
|
549 |
|
|
/* If trigger_altar has "last_sp > 0" set on the map, |
550 |
|
|
* it will push the connected value only once per sacrifice. |
551 |
|
|
* Otherwise (default), the connected value will be |
552 |
|
|
* pushed twice: First by sacrifice, second by reset! -AV |
553 |
|
|
*/ |
554 |
|
|
if (!op->last_sp) |
555 |
|
|
trigger_move (op, 0); |
556 |
|
|
else |
557 |
|
|
{ |
558 |
|
|
op->stats.wc = 0; |
559 |
|
|
op->value = !op->value; |
560 |
root |
1.20 |
op->set_speed (0); |
561 |
root |
1.2 |
} |
562 |
|
|
} |
563 |
root |
1.7 |
return 0; |
564 |
root |
1.2 |
|
565 |
|
|
case TRIGGER: |
566 |
root |
1.7 |
if (cause) |
567 |
|
|
{ |
568 |
|
|
if (in_movement) |
569 |
|
|
return 0; |
570 |
root |
1.20 |
|
571 |
root |
1.7 |
push = 1; |
572 |
root |
1.2 |
} |
573 |
root |
1.20 |
|
574 |
root |
1.7 |
if (NUM_ANIMATIONS (op) > 1) |
575 |
|
|
{ |
576 |
|
|
SET_ANIMATION (op, push); |
577 |
|
|
update_object (op, UP_OBJ_FACE); |
578 |
elmex |
1.1 |
} |
579 |
root |
1.20 |
|
580 |
root |
1.7 |
trigger_move (op, push); |
581 |
|
|
return 1; |
582 |
elmex |
1.1 |
|
583 |
root |
1.2 |
default: |
584 |
root |
1.7 |
LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); |
585 |
|
|
return 0; |
586 |
elmex |
1.1 |
} |
587 |
|
|
} |
588 |
|
|
|
589 |
root |
1.7 |
void |
590 |
root |
1.11 |
add_button_link (object *button, maptile *map, int connected) |
591 |
root |
1.7 |
{ |
592 |
elmex |
1.1 |
oblinkpt *obp; |
593 |
root |
1.7 |
objectlink *ol = get_objectlink (); |
594 |
|
|
|
595 |
|
|
if (!map) |
596 |
|
|
{ |
597 |
|
|
LOG (llevError, "Tried to add button-link without map.\n"); |
598 |
|
|
return; |
599 |
|
|
} |
600 |
elmex |
1.1 |
|
601 |
root |
1.19 |
button->path_attuned = connected; /* peterm: I need this so I can rebuild |
602 |
|
|
a connected map from a template map. */ |
603 |
elmex |
1.1 |
|
604 |
root |
1.7 |
SET_FLAG (button, FLAG_IS_LINKED); |
605 |
elmex |
1.1 |
|
606 |
|
|
ol->ob = button; |
607 |
|
|
|
608 |
root |
1.19 |
for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) |
609 |
|
|
; |
610 |
elmex |
1.1 |
|
611 |
root |
1.7 |
if (obp) |
612 |
|
|
{ |
613 |
|
|
ol->next = obp->link; |
614 |
|
|
obp->link = ol; |
615 |
|
|
} |
616 |
|
|
else |
617 |
|
|
{ |
618 |
|
|
obp = get_objectlinkpt (); |
619 |
|
|
obp->value = connected; |
620 |
|
|
|
621 |
|
|
obp->next = map->buttons; |
622 |
|
|
map->buttons = obp; |
623 |
|
|
obp->link = ol; |
624 |
|
|
} |
625 |
elmex |
1.1 |
} |
626 |
|
|
|
627 |
|
|
/* |
628 |
|
|
* Remove the object from the linked lists of buttons in the map. |
629 |
|
|
* This is only needed by editors. |
630 |
|
|
*/ |
631 |
|
|
|
632 |
root |
1.7 |
void |
633 |
|
|
remove_button_link (object *op) |
634 |
|
|
{ |
635 |
elmex |
1.1 |
oblinkpt *obp; |
636 |
|
|
objectlink **olp, *ol; |
637 |
|
|
|
638 |
root |
1.7 |
if (op->map == NULL) |
639 |
|
|
{ |
640 |
|
|
LOG (llevError, "remove_button_link() in object without map.\n"); |
641 |
|
|
return; |
642 |
|
|
} |
643 |
root |
1.12 |
|
644 |
root |
1.7 |
if (!QUERY_FLAG (op, FLAG_IS_LINKED)) |
645 |
|
|
{ |
646 |
|
|
LOG (llevError, "remove_button_linked() in unlinked object.\n"); |
647 |
|
|
return; |
648 |
|
|
} |
649 |
root |
1.12 |
|
650 |
elmex |
1.1 |
for (obp = op->map->buttons; obp; obp = obp->next) |
651 |
|
|
for (olp = &obp->link; (ol = *olp); olp = &ol->next) |
652 |
root |
1.7 |
if (ol->ob == op) |
653 |
|
|
{ |
654 |
|
|
|
655 |
elmex |
1.1 |
/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", |
656 |
|
|
obp->value, op->name, op->map->path); |
657 |
|
|
*/ |
658 |
root |
1.7 |
*olp = ol->next; |
659 |
root |
1.12 |
delete ol; |
660 |
root |
1.7 |
return; |
661 |
|
|
} |
662 |
root |
1.12 |
|
663 |
root |
1.7 |
LOG (llevError, "remove_button_linked(): couldn't find object.\n"); |
664 |
|
|
CLEAR_FLAG (op, FLAG_IS_LINKED); |
665 |
elmex |
1.1 |
} |
666 |
elmex |
1.3 |
|
667 |
|
|
/* |
668 |
|
|
* Gets the objectlink for this connection from the map. |
669 |
|
|
*/ |
670 |
root |
1.7 |
oblinkpt * |
671 |
root |
1.11 |
get_connection_links (maptile *map, long connection) |
672 |
elmex |
1.3 |
{ |
673 |
root |
1.7 |
for (oblinkpt * obp = map->buttons; obp; obp = obp->next) |
674 |
elmex |
1.3 |
if (obp->value == connection) |
675 |
|
|
return obp; |
676 |
root |
1.12 |
|
677 |
elmex |
1.3 |
return 0; |
678 |
|
|
} |
679 |
|
|
|
680 |
elmex |
1.1 |
/* |
681 |
|
|
* Return the first objectlink in the objects linked to this one |
682 |
|
|
*/ |
683 |
|
|
|
684 |
root |
1.7 |
oblinkpt * |
685 |
|
|
get_button_links (const object *button) |
686 |
|
|
{ |
687 |
elmex |
1.1 |
oblinkpt *obp; |
688 |
|
|
objectlink *ol; |
689 |
|
|
|
690 |
|
|
if (!button->map) |
691 |
|
|
return NULL; |
692 |
root |
1.12 |
|
693 |
elmex |
1.1 |
for (obp = button->map->buttons; obp; obp = obp->next) |
694 |
|
|
for (ol = obp->link; ol; ol = ol->next) |
695 |
root |
1.12 |
if (ol->ob == button) |
696 |
elmex |
1.3 |
return obp; |
697 |
root |
1.12 |
|
698 |
elmex |
1.1 |
return NULL; |
699 |
|
|
} |
700 |
|
|
|
701 |
|
|
/* |
702 |
|
|
* Made as a separate function to increase efficiency |
703 |
|
|
*/ |
704 |
|
|
|
705 |
root |
1.7 |
int |
706 |
|
|
get_button_value (const object *button) |
707 |
|
|
{ |
708 |
elmex |
1.1 |
oblinkpt *obp; |
709 |
|
|
objectlink *ol; |
710 |
|
|
|
711 |
|
|
if (!button->map) |
712 |
|
|
return 0; |
713 |
|
|
for (obp = button->map->buttons; obp; obp = obp->next) |
714 |
|
|
for (ol = obp->link; ol; ol = ol->next) |
715 |
root |
1.12 |
if (ol->ob == button) |
716 |
elmex |
1.1 |
return obp->value; |
717 |
|
|
return 0; |
718 |
|
|
} |
719 |
|
|
|
720 |
|
|
/* This routine makes monsters who are |
721 |
|
|
* standing on the 'mood floor' change their |
722 |
|
|
* disposition if it is different. |
723 |
|
|
* If floor is to be triggered must have |
724 |
|
|
* a speed of zero (default is 1 for all |
725 |
|
|
* but the charm floor type). |
726 |
|
|
* by b.t. thomas@nomad.astro.psu.edu |
727 |
|
|
*/ |
728 |
|
|
|
729 |
root |
1.7 |
void |
730 |
|
|
do_mood_floor (object *op, object *source) |
731 |
|
|
{ |
732 |
|
|
if (!source) |
733 |
|
|
source = op; |
734 |
|
|
|
735 |
root |
1.28 |
mapspace &ms = op->ms (); |
736 |
|
|
|
737 |
|
|
if (!(ms.flags () & P_IS_ALIVE)) |
738 |
|
|
return; |
739 |
|
|
|
740 |
|
|
object *tmp; |
741 |
|
|
|
742 |
|
|
for (tmp = ms.top; tmp; tmp = tmp->below) |
743 |
root |
1.7 |
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
744 |
|
|
break; |
745 |
|
|
|
746 |
|
|
/* doesn't effect players, and if there is a player on this space, won't also |
747 |
|
|
* be a monster here. |
748 |
|
|
*/ |
749 |
root |
1.28 |
//TODO: have players really FLAG_MONSTER? kept it for safety |
750 |
root |
1.7 |
if (!tmp || tmp->type == PLAYER) |
751 |
|
|
return; |
752 |
|
|
|
753 |
|
|
switch (op->last_sp) |
754 |
|
|
{ |
755 |
root |
1.8 |
case 0: /* furious--make all monsters mad */ |
756 |
|
|
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
757 |
|
|
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
758 |
root |
1.28 |
|
759 |
root |
1.8 |
if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
760 |
|
|
{ |
761 |
|
|
tmp->attack_movement = 0; |
762 |
|
|
/* lots of checks here, but want to make sure we don't |
763 |
|
|
* dereference a null value |
764 |
|
|
*/ |
765 |
root |
1.29 |
if (tmp->type == GOLEM |
766 |
|
|
&& tmp->owner |
767 |
|
|
&& tmp->owner->type == PLAYER |
768 |
root |
1.31 |
&& tmp->owner->contr->golem == tmp) |
769 |
|
|
tmp->owner->contr->golem = 0; |
770 |
root |
1.13 |
|
771 |
root |
1.8 |
tmp->owner = 0; |
772 |
root |
1.29 |
|
773 |
|
|
remove_friendly_object (tmp); |
774 |
root |
1.8 |
} |
775 |
|
|
break; |
776 |
root |
1.28 |
|
777 |
root |
1.8 |
case 1: /* angry -- get neutral monsters mad */ |
778 |
|
|
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
779 |
|
|
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
780 |
|
|
break; |
781 |
root |
1.28 |
|
782 |
root |
1.8 |
case 2: /* calm -- pacify unfriendly monsters */ |
783 |
root |
1.28 |
SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
784 |
root |
1.8 |
break; |
785 |
root |
1.28 |
|
786 |
root |
1.8 |
case 3: /* make all monsters fall asleep */ |
787 |
root |
1.28 |
SET_FLAG (tmp, FLAG_SLEEP); |
788 |
root |
1.8 |
break; |
789 |
root |
1.28 |
|
790 |
root |
1.8 |
case 4: /* charm all monsters */ |
791 |
|
|
if (op == source) |
792 |
|
|
break; /* only if 'connected' */ |
793 |
|
|
|
794 |
root |
1.28 |
if (object *pl = source->ms ().player ()) |
795 |
|
|
{ |
796 |
|
|
tmp->set_owner (pl); |
797 |
|
|
SET_FLAG (tmp, FLAG_MONSTER); |
798 |
root |
1.7 |
|
799 |
root |
1.28 |
tmp->stats.exp = 0; |
800 |
root |
1.17 |
|
801 |
root |
1.28 |
add_friendly_object (tmp); |
802 |
|
|
tmp->attack_movement = PETMOVE; |
803 |
|
|
} |
804 |
|
|
break; |
805 |
root |
1.17 |
|
806 |
root |
1.30 |
case 6: // kill monsters |
807 |
root |
1.28 |
if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
808 |
|
|
break; |
809 |
root |
1.17 |
|
810 |
root |
1.28 |
// FALL THROUGH |
811 |
root |
1.30 |
case 5: // kill all alives |
812 |
|
|
if (!tmp->flag [FLAG_PRECIOUS]) |
813 |
|
|
{ |
814 |
|
|
get_archetype ("burnout")->insert_at (tmp, source); |
815 |
|
|
tmp->destroy (); |
816 |
|
|
} |
817 |
root |
1.8 |
break; |
818 |
elmex |
1.1 |
|
819 |
root |
1.8 |
default: |
820 |
|
|
break; |
821 |
elmex |
1.1 |
} |
822 |
|
|
} |
823 |
|
|
|
824 |
|
|
/* this function returns the object it matches, or NULL if non. |
825 |
|
|
* It will descend through containers to find the object. |
826 |
|
|
* slaying = match object slaying flag |
827 |
|
|
* race = match object archetype name flag |
828 |
|
|
* hp = match object type (excpt type '0'== PLAYER) |
829 |
|
|
*/ |
830 |
root |
1.7 |
object * |
831 |
|
|
check_inv_recursive (object *op, const object *trig) |
832 |
elmex |
1.1 |
{ |
833 |
root |
1.7 |
object *tmp, *ret = NULL; |
834 |
|
|
|
835 |
|
|
/* First check the object itself. */ |
836 |
|
|
if ((trig->stats.hp && (op->type == trig->stats.hp)) |
837 |
elmex |
1.16 |
|| (trig->slaying && (op->slaying == trig->slaying)) |
838 |
root |
1.34 |
|| (trig->race && (op->arch->archname == trig->race))) |
839 |
root |
1.7 |
return op; |
840 |
elmex |
1.1 |
|
841 |
root |
1.7 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
842 |
|
|
{ |
843 |
|
|
if (tmp->inv) |
844 |
|
|
{ |
845 |
|
|
ret = check_inv_recursive (tmp, trig); |
846 |
|
|
if (ret) |
847 |
|
|
return ret; |
848 |
root |
1.2 |
} |
849 |
root |
1.7 |
else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) |
850 |
elmex |
1.16 |
|| (trig->slaying && (tmp->slaying == trig->slaying)) |
851 |
root |
1.34 |
|| (trig->race && (tmp->arch->archname == trig->race))) |
852 |
root |
1.7 |
return tmp; |
853 |
elmex |
1.1 |
} |
854 |
root |
1.7 |
return NULL; |
855 |
elmex |
1.1 |
} |
856 |
|
|
|
857 |
|
|
/* check_inv(), a function to search the inventory, |
858 |
|
|
* of a player and then based on a set of conditions, |
859 |
|
|
* the square will activate connected items. |
860 |
|
|
* Monsters can't trigger this square (for now) |
861 |
|
|
* Values are: last_sp = 1/0 obj/no obj triggers |
862 |
|
|
* last_heal = 1/0 remove/dont remove obj if triggered |
863 |
|
|
* -b.t. (thomas@nomad.astro.psu.edu |
864 |
elmex |
1.16 |
* |
865 |
|
|
* Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op |
866 |
|
|
* because the check-inventory semantic essentially only applies when |
867 |
|
|
* something is above the inventory checker. |
868 |
|
|
* The semantic prior this change was: trigger if something has moved on or off |
869 |
|
|
* and has a matching item. Imagine what happens if someone steps on the inventory |
870 |
|
|
* checker with a matching item, has it, activates the connection, throws the item |
871 |
|
|
* away, and then leaves the inventory checker. That would've caused an always-enabled |
872 |
|
|
* state in the inventory checker. This won't happen anymore now. |
873 |
|
|
* |
874 |
elmex |
1.26 |
* Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check |
875 |
|
|
* whether op is on this mapspace or not, because the value (1|0) depends |
876 |
|
|
* on this information. also make sure to only push_button if op has |
877 |
|
|
* a matching item (because when we do a push_button with value=0 timed gates |
878 |
|
|
* will still open)! (i hope i got the semantics right this time) |
879 |
|
|
* |
880 |
elmex |
1.1 |
*/ |
881 |
root |
1.7 |
void |
882 |
elmex |
1.16 |
check_inv (object *op, object *trig) |
883 |
root |
1.7 |
{ |
884 |
elmex |
1.16 |
trig->value = 0; // deactivate if none of the following conditions apply |
885 |
|
|
|
886 |
elmex |
1.26 |
object *pl = trig->ms ().player (); |
887 |
|
|
object *match = check_inv_recursive (op, trig); |
888 |
|
|
|
889 |
|
|
// elmex: a note about (pl == op): |
890 |
|
|
// if pl == 0 then the player has left this space |
891 |
|
|
// if pl != 0 then a player is on this mapspace, but then |
892 |
|
|
// we still have to check whether it's the player that triggered |
893 |
|
|
// this inv-checker, because if not, then the op left this inv-checker |
894 |
|
|
// and we have to set the value to 0 |
895 |
|
|
|
896 |
|
|
if (match && trig->last_sp) // match == having |
897 |
root |
1.18 |
{ |
898 |
elmex |
1.26 |
if (trig->last_heal) |
899 |
|
|
decrease_ob (match); |
900 |
root |
1.18 |
|
901 |
elmex |
1.26 |
trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
902 |
|
|
push_button (trig); |
903 |
|
|
} |
904 |
|
|
else if (!match && !trig->last_sp) // match == not having |
905 |
|
|
{ |
906 |
|
|
trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
907 |
|
|
push_button (trig); |
908 |
root |
1.18 |
} |
909 |
elmex |
1.1 |
} |
910 |
|
|
|