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Revision: 1.42
Committed: Sun Apr 20 22:03:21 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.41: +26 -27 lines
Log Message:
use head, total_weight

File Contents

# User Rev Content
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 root 1.42 for (ab = tmp->above, tot = 0; ab; ab = ab->above)
241     {
242     head = ab->head_ ();
243 root 1.7
244 root 1.42 /* Basically, if the move_type matches that on what the
245     * button wants, we count it. The second check is so that
246     * objects who don't move (swords, etc) will count. Note that
247     * this means that more work is needed to make buttons
248     * that are only triggered by flying objects.
249     */
250     if ((head->move_type & tmp->move_on) || head->move_type == 0)
251     tot += head->total_weight ();
252     }
253 root 1.7
254 root 1.42 tmp->value = tot >= tmp->weight ? 1 : 0;
255 elmex 1.3 }
256 root 1.7 else if (tmp->type == PEDESTAL)
257     {
258     tmp->value = 0;
259 root 1.42
260     for (ab = tmp->above; ab; ab = ab->above)
261 root 1.7 {
262 root 1.32 head = ab->head_ ();
263 root 1.42
264 root 1.7 /* Same note regarding move_type for buttons above apply here. */
265     if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
266     (head->race == tmp->slaying ||
267     ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
268     (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
269     tmp->value = 1;
270 elmex 1.3 }
271 root 1.42 }
272 root 1.32
273 root 1.42 any_down = any_down || tmp->value;
274 elmex 1.3 }
275 root 1.42
276 root 1.7 if (any_down) /* If any other buttons were down, force this to remain down */
277     op->value = 1;
278 elmex 1.1
279 root 1.7 /* If this button hasn't changed, don't do anything */
280     if (op->value != old_value)
281     {
282     SET_ANIMATION (op, op->value);
283     update_object (op, UP_OBJ_FACE);
284     push_button (op); /* Make all other buttons the same */
285 elmex 1.1 }
286     }
287    
288 root 1.7 void
289     use_trigger (object *op)
290 elmex 1.1 {
291 root 1.7 /* Toggle value */
292     op->value = !op->value;
293     push_button (op);
294 elmex 1.1 }
295    
296     /*
297     * Note: animate_object should be used instead of this,
298     * but it can't handle animations in the 8 directions
299     */
300 root 1.7 void
301     animate_turning (object *op) /* only one part objects */
302 elmex 1.1 {
303 root 1.7 if (++op->state >= NUM_ANIMATIONS (op) / 8)
304     op->state = 0;
305     SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
306     update_object (op, UP_OBJ_FACE);
307 elmex 1.1 }
308    
309     #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
310     #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
311    
312     /* Returns true if the sacrifice meets the needs of the altar.
313     *
314     * Function put in (0.92.1) so that identify altars won't grab money
315     * unnecessarily - we can see if there is sufficient money, see if something
316     * needs to be identified, and then remove money if needed.
317     *
318     * 0.93.4: Linked objects (ie, objects that are connected) can not be
319     * sacrificed. This fixes a bug of trying to put multiple altars/related
320     * objects on the same space that take the same sacrifice.
321     */
322 root 1.7
323     int
324     check_altar_sacrifice (const object *altar, const object *sacrifice)
325 elmex 1.1 {
326 elmex 1.38 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
327     && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
328     && sacrifice->type != PLAYER)
329 root 1.7 {
330 root 1.41 if (ARCH_SACRIFICE (altar) == shstr_money
331 elmex 1.38 && sacrifice->type == MONEY
332     && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
333     return 1;
334    
335 root 1.34 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
336     || ARCH_SACRIFICE (altar) == sacrifice->name
337     || ARCH_SACRIFICE (altar) == sacrifice->slaying
338 elmex 1.38 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
339 root 1.42 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
340 root 1.7 return 1;
341     }
342 root 1.17
343 elmex 1.1 return 0;
344     }
345    
346     /*
347     * operate_altar checks if sacrifice was accepted and removes sacrificed
348     * objects. If sacrifice was succeed return 1 else 0. Might be better to
349     * call check_altar_sacrifice (above) than depend on the return value,
350     * since operate_altar will remove the sacrifice also.
351     *
352     * If this function returns 1, '*sacrifice' is modified to point to the
353     * remaining sacrifice, or is set to NULL if the sacrifice was used up.
354     */
355 root 1.7 int
356     operate_altar (object *altar, object **sacrifice)
357 elmex 1.1 {
358 root 1.7 if (!altar->map)
359     {
360     LOG (llevError, "BUG: operate_altar(): altar has no map\n");
361     return 0;
362     }
363 elmex 1.1
364     if (!altar->slaying || altar->value)
365     return 0;
366    
367 root 1.7 if (!check_altar_sacrifice (altar, *sacrifice))
368 elmex 1.1 return 0;
369    
370     /* check_altar_sacrifice should have already verified that enough money
371     * has been dropped.
372     */
373 root 1.41 if (ARCH_SACRIFICE (altar) == shstr_money)
374 root 1.7 {
375     int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
376 elmex 1.1
377 root 1.7 /* Round up any sacrifices. Altars don't make change either */
378     if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
379     number++;
380 root 1.9
381 root 1.7 *sacrifice = decrease_ob_nr (*sacrifice, number);
382     }
383 elmex 1.1 else
384 root 1.7 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
385    
386 elmex 1.1 if (altar->msg)
387 root 1.7 new_info_map (NDI_BLACK, altar->map, altar->msg);
388 root 1.9
389 elmex 1.1 return 1;
390     }
391    
392 root 1.7 void
393     trigger_move (object *op, int state) /* 1 down and 0 up */
394 elmex 1.1 {
395 root 1.7 op->stats.wc = state;
396     if (state)
397     {
398     use_trigger (op);
399 root 1.20 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
400 root 1.7 op->speed_left = -1;
401     }
402     else
403     {
404     use_trigger (op);
405 root 1.20 op->set_speed (0);
406 elmex 1.1 }
407     }
408    
409    
410     /*
411     * cause != NULL: something has moved on top of op
412     *
413     * cause == NULL: nothing has moved, we have been called from
414     * animate_trigger().
415     *
416     * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
417     *
418     * TRIGGER: Returns 1 if handle could be moved, 0 if not.
419     *
420     * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
421     */
422 root 1.7 int
423     check_trigger (object *op, object *cause)
424 elmex 1.1 {
425 root 1.7 object *tmp;
426     int push = 0, tot = 0;
427     int in_movement = op->stats.wc || op->speed;
428 elmex 1.1
429 root 1.7 switch (op->type)
430     {
431 root 1.2 case TRIGGER_BUTTON:
432 root 1.7 if (op->weight > 0)
433     {
434     if (cause)
435     {
436     for (tmp = op->above; tmp; tmp = tmp->above)
437     /* Comment reproduced from update_buttons(): */
438     /* Basically, if the move_type matches that on what the
439     * button wants, we count it. The second check is so that
440     * objects that don't move (swords, etc) will count. Note that
441     * this means that more work is needed to make buttons
442     * that are only triggered by flying objects.
443     */
444 root 1.42 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
445     tot += tmp->head_ ()->total_weight ();
446 root 1.7
447     if (tot >= op->weight)
448 root 1.2 push = 1;
449 root 1.42
450 root 1.7 if (op->stats.ac == push)
451     return 0;
452 root 1.42
453 root 1.7 op->stats.ac = push;
454     if (NUM_ANIMATIONS (op) > 1)
455     {
456     SET_ANIMATION (op, push);
457     update_object (op, UP_OBJ_FACE);
458 elmex 1.1 }
459 root 1.42
460 root 1.7 if (in_movement || !push)
461     return 0;
462 root 1.2 }
463 root 1.7 trigger_move (op, push);
464 root 1.2 }
465 root 1.42
466 root 1.7 return 0;
467 root 1.2
468     case TRIGGER_PEDESTAL:
469 root 1.7 if (cause)
470     {
471     for (tmp = op->above; tmp; tmp = tmp->above)
472     {
473 root 1.32 object *head = tmp->head_ ();
474 root 1.7
475     /* See comment in TRIGGER_BUTTON about move_types */
476     if (((head->move_type & op->move_on) || head->move_type == 0)
477     && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
478     {
479     push = 1;
480     break;
481 root 1.2 }
482     }
483 root 1.32
484 root 1.7 if (op->stats.ac == push)
485     return 0;
486 root 1.32
487 root 1.7 op->stats.ac = push;
488 root 1.32
489 root 1.7 if (NUM_ANIMATIONS (op) > 1)
490     {
491     SET_ANIMATION (op, push);
492     update_object (op, UP_OBJ_FACE);
493 elmex 1.1 }
494 root 1.32
495 root 1.7 update_object (op, UP_OBJ_FACE);
496 root 1.32
497 root 1.7 if (in_movement || !push)
498     return 0;
499 root 1.2 }
500 root 1.32
501 root 1.7 trigger_move (op, push);
502     return 0;
503 root 1.2
504     case TRIGGER_ALTAR:
505 root 1.7 if (cause)
506     {
507     if (in_movement)
508     return 0;
509 root 1.32
510 root 1.7 if (operate_altar (op, &cause))
511     {
512     if (NUM_ANIMATIONS (op) > 1)
513     {
514     SET_ANIMATION (op, 1);
515     update_object (op, UP_OBJ_FACE);
516 elmex 1.1 }
517 root 1.32
518 root 1.7 if (op->last_sp >= 0)
519     {
520     trigger_move (op, 1);
521     if (op->last_sp > 0)
522 root 1.2 op->last_sp = -op->last_sp;
523     }
524 root 1.7 else
525     {
526     /* for trigger altar with last_sp, the ON/OFF
527     * status (-> +/- value) is "simulated":
528     */
529     op->value = !op->value;
530     trigger_move (op, 1);
531     op->last_sp = -op->last_sp;
532     op->value = !op->value;
533 root 1.2 }
534 root 1.32
535 root 1.7 return cause == NULL;
536     }
537     else
538 root 1.32 return 0;
539 root 1.7 }
540     else
541     {
542     if (NUM_ANIMATIONS (op) > 1)
543     {
544     SET_ANIMATION (op, 0);
545     update_object (op, UP_OBJ_FACE);
546 root 1.2 }
547 root 1.7
548     /* If trigger_altar has "last_sp > 0" set on the map,
549     * it will push the connected value only once per sacrifice.
550     * Otherwise (default), the connected value will be
551     * pushed twice: First by sacrifice, second by reset! -AV
552     */
553     if (!op->last_sp)
554     trigger_move (op, 0);
555     else
556     {
557     op->stats.wc = 0;
558     op->value = !op->value;
559 root 1.20 op->set_speed (0);
560 root 1.2 }
561     }
562 root 1.7 return 0;
563 root 1.2
564     case TRIGGER:
565 root 1.7 if (cause)
566     {
567     if (in_movement)
568     return 0;
569 root 1.20
570 root 1.7 push = 1;
571 root 1.2 }
572 root 1.20
573 root 1.7 if (NUM_ANIMATIONS (op) > 1)
574     {
575     SET_ANIMATION (op, push);
576     update_object (op, UP_OBJ_FACE);
577 elmex 1.1 }
578 root 1.20
579 root 1.7 trigger_move (op, push);
580     return 1;
581 elmex 1.1
582 root 1.2 default:
583 root 1.7 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
584     return 0;
585 elmex 1.1 }
586     }
587    
588 root 1.7 void
589 root 1.11 add_button_link (object *button, maptile *map, int connected)
590 root 1.7 {
591 elmex 1.1 oblinkpt *obp;
592 root 1.7 objectlink *ol = get_objectlink ();
593    
594     if (!map)
595     {
596     LOG (llevError, "Tried to add button-link without map.\n");
597     return;
598     }
599 elmex 1.1
600 root 1.19 button->path_attuned = connected; /* peterm: I need this so I can rebuild
601     a connected map from a template map. */
602 elmex 1.1
603 root 1.7 SET_FLAG (button, FLAG_IS_LINKED);
604 elmex 1.1
605     ol->ob = button;
606    
607 root 1.19 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
608     ;
609 elmex 1.1
610 root 1.7 if (obp)
611     {
612     ol->next = obp->link;
613     obp->link = ol;
614     }
615     else
616     {
617     obp = get_objectlinkpt ();
618     obp->value = connected;
619    
620     obp->next = map->buttons;
621     map->buttons = obp;
622     obp->link = ol;
623     }
624 elmex 1.1 }
625    
626     /*
627     * Remove the object from the linked lists of buttons in the map.
628     * This is only needed by editors.
629     */
630    
631 root 1.7 void
632     remove_button_link (object *op)
633     {
634 elmex 1.1 oblinkpt *obp;
635     objectlink **olp, *ol;
636    
637 root 1.7 if (op->map == NULL)
638     {
639     LOG (llevError, "remove_button_link() in object without map.\n");
640     return;
641     }
642 root 1.12
643 root 1.7 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
644     {
645     LOG (llevError, "remove_button_linked() in unlinked object.\n");
646     return;
647     }
648 root 1.12
649 elmex 1.1 for (obp = op->map->buttons; obp; obp = obp->next)
650     for (olp = &obp->link; (ol = *olp); olp = &ol->next)
651 root 1.7 if (ol->ob == op)
652     {
653    
654 elmex 1.1 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
655     obp->value, op->name, op->map->path);
656     */
657 root 1.7 *olp = ol->next;
658 root 1.12 delete ol;
659 root 1.7 return;
660     }
661 root 1.12
662 root 1.7 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
663     CLEAR_FLAG (op, FLAG_IS_LINKED);
664 elmex 1.1 }
665 elmex 1.3
666     /*
667     * Gets the objectlink for this connection from the map.
668     */
669 root 1.7 oblinkpt *
670 root 1.11 get_connection_links (maptile *map, long connection)
671 elmex 1.3 {
672 root 1.7 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
673 elmex 1.3 if (obp->value == connection)
674     return obp;
675 root 1.12
676 elmex 1.3 return 0;
677     }
678    
679 elmex 1.1 /*
680     * Return the first objectlink in the objects linked to this one
681     */
682    
683 root 1.7 oblinkpt *
684     get_button_links (const object *button)
685     {
686 elmex 1.1 oblinkpt *obp;
687     objectlink *ol;
688    
689     if (!button->map)
690     return NULL;
691 root 1.12
692 elmex 1.1 for (obp = button->map->buttons; obp; obp = obp->next)
693     for (ol = obp->link; ol; ol = ol->next)
694 root 1.12 if (ol->ob == button)
695 elmex 1.3 return obp;
696 root 1.12
697 elmex 1.1 return NULL;
698     }
699    
700     /*
701     * Made as a separate function to increase efficiency
702     */
703    
704 root 1.7 int
705     get_button_value (const object *button)
706     {
707 elmex 1.1 oblinkpt *obp;
708     objectlink *ol;
709    
710     if (!button->map)
711     return 0;
712     for (obp = button->map->buttons; obp; obp = obp->next)
713     for (ol = obp->link; ol; ol = ol->next)
714 root 1.12 if (ol->ob == button)
715 elmex 1.1 return obp->value;
716     return 0;
717     }
718    
719     /* This routine makes monsters who are
720     * standing on the 'mood floor' change their
721     * disposition if it is different.
722     * If floor is to be triggered must have
723     * a speed of zero (default is 1 for all
724     * but the charm floor type).
725     * by b.t. thomas@nomad.astro.psu.edu
726     */
727    
728 root 1.7 void
729     do_mood_floor (object *op, object *source)
730     {
731     if (!source)
732     source = op;
733    
734 root 1.28 mapspace &ms = op->ms ();
735    
736     if (!(ms.flags () & P_IS_ALIVE))
737     return;
738    
739     object *tmp;
740    
741     for (tmp = ms.top; tmp; tmp = tmp->below)
742 root 1.7 if (QUERY_FLAG (tmp, FLAG_MONSTER))
743     break;
744    
745     /* doesn't effect players, and if there is a player on this space, won't also
746     * be a monster here.
747     */
748 root 1.28 //TODO: have players really FLAG_MONSTER? kept it for safety
749 root 1.7 if (!tmp || tmp->type == PLAYER)
750     return;
751    
752     switch (op->last_sp)
753     {
754 root 1.8 case 0: /* furious--make all monsters mad */
755     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
756     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
757 root 1.28
758 root 1.8 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
759     {
760     tmp->attack_movement = 0;
761     /* lots of checks here, but want to make sure we don't
762     * dereference a null value
763     */
764 root 1.29 if (tmp->type == GOLEM
765     && tmp->owner
766     && tmp->owner->type == PLAYER
767 root 1.31 && tmp->owner->contr->golem == tmp)
768     tmp->owner->contr->golem = 0;
769 root 1.13
770 root 1.8 tmp->owner = 0;
771 root 1.29
772     remove_friendly_object (tmp);
773 root 1.8 }
774     break;
775 root 1.28
776 root 1.8 case 1: /* angry -- get neutral monsters mad */
777     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
778     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
779     break;
780 root 1.28
781 root 1.8 case 2: /* calm -- pacify unfriendly monsters */
782 root 1.28 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
783 root 1.8 break;
784 root 1.28
785 root 1.8 case 3: /* make all monsters fall asleep */
786 root 1.28 SET_FLAG (tmp, FLAG_SLEEP);
787 root 1.8 break;
788 root 1.28
789 root 1.8 case 4: /* charm all monsters */
790     if (op == source)
791     break; /* only if 'connected' */
792    
793 root 1.28 if (object *pl = source->ms ().player ())
794     {
795     tmp->set_owner (pl);
796     SET_FLAG (tmp, FLAG_MONSTER);
797 root 1.7
798 root 1.28 tmp->stats.exp = 0;
799 root 1.17
800 root 1.28 add_friendly_object (tmp);
801     tmp->attack_movement = PETMOVE;
802     }
803     break;
804 root 1.17
805 root 1.30 case 6: // kill monsters
806 root 1.28 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
807     break;
808 root 1.17
809 root 1.28 // FALL THROUGH
810 root 1.30 case 5: // kill all alives
811     if (!tmp->flag [FLAG_PRECIOUS])
812     {
813     get_archetype ("burnout")->insert_at (tmp, source);
814     tmp->destroy ();
815     }
816 root 1.8 break;
817 elmex 1.1
818 root 1.8 default:
819     break;
820 elmex 1.1 }
821     }
822    
823     /* this function returns the object it matches, or NULL if non.
824     * It will descend through containers to find the object.
825     * slaying = match object slaying flag
826     * race = match object archetype name flag
827     * hp = match object type (excpt type '0'== PLAYER)
828     */
829 root 1.7 object *
830     check_inv_recursive (object *op, const object *trig)
831 elmex 1.1 {
832 root 1.7 object *tmp, *ret = NULL;
833    
834     /* First check the object itself. */
835     if ((trig->stats.hp && (op->type == trig->stats.hp))
836 elmex 1.16 || (trig->slaying && (op->slaying == trig->slaying))
837 root 1.34 || (trig->race && (op->arch->archname == trig->race)))
838 root 1.7 return op;
839 elmex 1.1
840 root 1.7 for (tmp = op->inv; tmp; tmp = tmp->below)
841     {
842     if (tmp->inv)
843     {
844     ret = check_inv_recursive (tmp, trig);
845     if (ret)
846     return ret;
847 root 1.2 }
848 root 1.7 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
849 elmex 1.16 || (trig->slaying && (tmp->slaying == trig->slaying))
850 root 1.34 || (trig->race && (tmp->arch->archname == trig->race)))
851 root 1.7 return tmp;
852 elmex 1.1 }
853 root 1.7 return NULL;
854 elmex 1.1 }
855    
856     /* check_inv(), a function to search the inventory,
857     * of a player and then based on a set of conditions,
858     * the square will activate connected items.
859     * Monsters can't trigger this square (for now)
860     * Values are: last_sp = 1/0 obj/no obj triggers
861     * last_heal = 1/0 remove/dont remove obj if triggered
862     * -b.t. (thomas@nomad.astro.psu.edu
863 elmex 1.16 *
864     * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
865     * because the check-inventory semantic essentially only applies when
866     * something is above the inventory checker.
867     * The semantic prior this change was: trigger if something has moved on or off
868     * and has a matching item. Imagine what happens if someone steps on the inventory
869     * checker with a matching item, has it, activates the connection, throws the item
870     * away, and then leaves the inventory checker. That would've caused an always-enabled
871     * state in the inventory checker. This won't happen anymore now.
872     *
873 elmex 1.26 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
874     * whether op is on this mapspace or not, because the value (1|0) depends
875     * on this information. also make sure to only push_button if op has
876     * a matching item (because when we do a push_button with value=0 timed gates
877     * will still open)! (i hope i got the semantics right this time)
878     *
879 elmex 1.1 */
880 root 1.7 void
881 elmex 1.16 check_inv (object *op, object *trig)
882 root 1.7 {
883 elmex 1.16 trig->value = 0; // deactivate if none of the following conditions apply
884    
885 elmex 1.26 object *pl = trig->ms ().player ();
886     object *match = check_inv_recursive (op, trig);
887    
888     // elmex: a note about (pl == op):
889     // if pl == 0 then the player has left this space
890     // if pl != 0 then a player is on this mapspace, but then
891     // we still have to check whether it's the player that triggered
892     // this inv-checker, because if not, then the op left this inv-checker
893     // and we have to set the value to 0
894    
895     if (match && trig->last_sp) // match == having
896 root 1.18 {
897 elmex 1.26 if (trig->last_heal)
898     decrease_ob (match);
899 root 1.18
900 elmex 1.26 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
901     push_button (trig);
902     }
903     else if (!match && !trig->last_sp) // match == not having
904     {
905     trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
906     push_button (trig);
907 root 1.18 }
908 elmex 1.1 }
909