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/cvs/deliantra/server/common/button.C
Revision: 1.44
Committed: Mon Apr 21 23:35:24 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.43: +0 -1 lines
Log Message:
- fix weight/pickup bugs, visible_to
- do more automatic nrof/weight updates
- kill funcpoint.h

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    
26     /*
27     * This code is no longer highly inefficient 8)
28     */
29    
30     /*
31 elmex 1.3 * elmex:
32     * This function takes a objectlink list with all the objects are going to be activated.
33     * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
34     * The source argument can be 0 or the source object for this activation.
35 elmex 1.1 */
36 root 1.7 void
37     activate_connection_link (objectlink * ol, bool state, object *source = 0)
38 elmex 1.3 {
39     for (; ol; ol = ol->next)
40     {
41 root 1.12 if (!ol->ob)
42 elmex 1.3 {
43 root 1.12 LOG (llevError, "Internal error in activate_connection_link.\n");
44 elmex 1.3 continue;
45     }
46 root 1.12
47 elmex 1.3 /* a button link object can become freed when the map is saving. As
48     * a map is saved, objects are removed and freed, and if an object is
49     * on top of a button, this function is eventually called. If a map
50     * is getting moved out of memory, the status of buttons and levers
51     * probably isn't important - it will get sorted out when the map is
52     * re-loaded. As such, just exit this function if that is the case.
53     */
54 elmex 1.1
55 elmex 1.3 if (QUERY_FLAG (ol->ob, FLAG_FREED))
56     return;
57 root 1.19
58     object *tmp = ol->ob;
59 root 1.2
60 elmex 1.3 /* if the criteria isn't appropriate, don't do anything */
61     if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
62     continue;
63 root 1.37
64 elmex 1.3 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
65     continue;
66 root 1.2
67 elmex 1.3 switch (tmp->type)
68     {
69 root 1.19 case GATE:
70     case HOLE:
71 root 1.39 if (!tmp->active)
72     tmp->play_sound (tmp->sound
73     ? tmp->sound
74     : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
75 root 1.19 tmp->value = tmp->stats.maxsp ? !state : state;
76 root 1.20 tmp->set_speed (0.5);
77 root 1.19 break;
78    
79     case CF_HANDLE:
80     SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
81     update_object (tmp, UP_OBJ_FACE);
82     break;
83    
84     case SIGN:
85     if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
86     {
87 root 1.39 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
88 root 1.19 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
89     if (tmp->stats.food)
90     tmp->last_eat++;
91     }
92     break;
93    
94     case ALTAR:
95 root 1.39 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
96 root 1.19 tmp->value = 1;
97     SET_ANIMATION (tmp, tmp->value);
98     update_object (tmp, UP_OBJ_FACE);
99     break;
100    
101     case BUTTON:
102     case PEDESTAL:
103 root 1.39 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
104 root 1.19 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 root 1.39 if (!tmp->active)
115     tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
116 root 1.35 tmp->set_speed (tmp->arch->speed);
117     tmp->value = tmp->arch->value;
118 root 1.19 tmp->stats.sp = 1;
119     tmp->stats.hp = tmp->stats.maxhp;
120     /* Handle multipart gates. We copy the value for the other parts
121     * from the head - this ensures that the data will consistent
122     */
123 root 1.32 for (object *part = tmp->more; part; part = part->more)
124 root 1.19 {
125 root 1.32 part->value = tmp->value;
126     part->stats.sp = tmp->stats.sp;
127     part->stats.hp = tmp->stats.hp;
128     part->set_speed (tmp->speed);
129 root 1.19 }
130     break;
131 root 1.7
132 root 1.19 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 root 1.32
141 root 1.19 animate_turning (tmp);
142     }
143     break;
144    
145     case TELEPORTER:
146     move_teleporter (tmp);
147     break;
148 root 1.2
149 root 1.19 case CREATOR:
150     move_creator (tmp);
151     break;
152 elmex 1.3
153 root 1.19 case TRIGGER_MARKER:
154 root 1.39 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
155 root 1.19 move_marker (tmp);
156     break;
157 elmex 1.3
158 root 1.19 case DUPLICATOR:
159     move_duplicator (tmp);
160     break;
161 elmex 1.3 }
162     }
163     }
164 root 1.2
165 elmex 1.3 /*
166     * elmex:
167     * This is the new push_button function, it got split up so that
168     * you can activate connections without a button now!
169     * old but still valid comment:
170     *
171     * Push the specified object. This can affect other buttons/gates/handles
172     * altars/pedestals/holes in the whole map.
173     * Changed the routine to loop through _all_ objects.
174     * Better hurry with that linked list...
175     *
176     */
177 root 1.7 void
178     push_button (object *op)
179 elmex 1.3 {
180     oblinkpt *obp = get_button_links (op);
181 root 1.2
182 elmex 1.4 if (!obp)
183     return;
184    
185 root 1.7 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
186 elmex 1.3 return;
187 root 1.2
188 elmex 1.4 activate_connection_link (obp->link, op->value, op);
189 elmex 1.3 }
190 root 1.2
191 elmex 1.3 /*
192     * elmex:
193     * This activates a connection, similar to push_button (object *op) but it takes
194     * only a map, a connection value and a true or false flag that indicated whether
195     * the connection was 'state' or 'released'. So that you can activate objects
196     * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
197     *
198     */
199 root 1.7 void
200 root 1.11 activate_connection (maptile *map, long connection, bool state)
201 elmex 1.3 {
202 root 1.7 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
203 elmex 1.3 return;
204 root 1.2
205 elmex 1.3 oblinkpt *obp = get_connection_links (map, connection);
206 root 1.7
207 elmex 1.4 if (obp)
208 elmex 1.3 activate_connection_link (obp->link, state);
209 elmex 1.1 }
210    
211     /*
212     * Updates everything connected with the button op.
213     * After changing the state of a button, this function must be called
214     * to make sure that all gates and other buttons connected to the
215     * button reacts to the (eventual) change of state.
216     */
217 root 1.7 void
218     update_button (object *op)
219     {
220     object *ab, *tmp, *head;
221     int tot, any_down = 0, old_value = op->value;
222     oblinkpt *obp = 0;
223     objectlink *ol;
224    
225     obp = get_button_links (op);
226     /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
227     if (obp)
228     for (ol = obp->link; ol; ol = ol->next)
229     {
230 root 1.12 if (!ol->ob)
231 root 1.7 {
232     LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
233     continue;
234     }
235 root 1.12
236 root 1.7 tmp = ol->ob;
237     if (tmp->type == BUTTON)
238     {
239 root 1.42 for (ab = tmp->above, tot = 0; ab; ab = ab->above)
240     {
241     head = ab->head_ ();
242 root 1.7
243 root 1.42 /* Basically, if the move_type matches that on what the
244     * button wants, we count it. The second check is so that
245     * objects who don't move (swords, etc) will count. Note that
246     * this means that more work is needed to make buttons
247     * that are only triggered by flying objects.
248     */
249     if ((head->move_type & tmp->move_on) || head->move_type == 0)
250     tot += head->total_weight ();
251     }
252 root 1.7
253 root 1.42 tmp->value = tot >= tmp->weight ? 1 : 0;
254 elmex 1.3 }
255 root 1.7 else if (tmp->type == PEDESTAL)
256     {
257     tmp->value = 0;
258 root 1.42
259     for (ab = tmp->above; ab; ab = ab->above)
260 root 1.7 {
261 root 1.32 head = ab->head_ ();
262 root 1.42
263 root 1.7 /* Same note regarding move_type for buttons above apply here. */
264     if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
265     (head->race == tmp->slaying ||
266     ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
267     (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
268     tmp->value = 1;
269 elmex 1.3 }
270 root 1.42 }
271 root 1.32
272 root 1.42 any_down = any_down || tmp->value;
273 elmex 1.3 }
274 root 1.42
275 root 1.7 if (any_down) /* If any other buttons were down, force this to remain down */
276     op->value = 1;
277 elmex 1.1
278 root 1.7 /* If this button hasn't changed, don't do anything */
279     if (op->value != old_value)
280     {
281     SET_ANIMATION (op, op->value);
282     update_object (op, UP_OBJ_FACE);
283     push_button (op); /* Make all other buttons the same */
284 elmex 1.1 }
285     }
286    
287 root 1.7 void
288     use_trigger (object *op)
289 elmex 1.1 {
290 root 1.7 /* Toggle value */
291     op->value = !op->value;
292     push_button (op);
293 elmex 1.1 }
294    
295     /*
296     * Note: animate_object should be used instead of this,
297     * but it can't handle animations in the 8 directions
298     */
299 root 1.7 void
300     animate_turning (object *op) /* only one part objects */
301 elmex 1.1 {
302 root 1.7 if (++op->state >= NUM_ANIMATIONS (op) / 8)
303     op->state = 0;
304     SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
305     update_object (op, UP_OBJ_FACE);
306 elmex 1.1 }
307    
308     #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
309     #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
310    
311     /* Returns true if the sacrifice meets the needs of the altar.
312     *
313     * Function put in (0.92.1) so that identify altars won't grab money
314     * unnecessarily - we can see if there is sufficient money, see if something
315     * needs to be identified, and then remove money if needed.
316     *
317     * 0.93.4: Linked objects (ie, objects that are connected) can not be
318     * sacrificed. This fixes a bug of trying to put multiple altars/related
319     * objects on the same space that take the same sacrifice.
320     */
321 root 1.7
322     int
323     check_altar_sacrifice (const object *altar, const object *sacrifice)
324 elmex 1.1 {
325 elmex 1.38 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
326     && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
327     && sacrifice->type != PLAYER)
328 root 1.7 {
329 root 1.41 if (ARCH_SACRIFICE (altar) == shstr_money
330 elmex 1.38 && sacrifice->type == MONEY
331     && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
332     return 1;
333    
334 root 1.34 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
335     || ARCH_SACRIFICE (altar) == sacrifice->name
336     || ARCH_SACRIFICE (altar) == sacrifice->slaying
337 elmex 1.38 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
338 root 1.42 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
339 root 1.7 return 1;
340     }
341 root 1.17
342 elmex 1.1 return 0;
343     }
344    
345     /*
346     * operate_altar checks if sacrifice was accepted and removes sacrificed
347     * objects. If sacrifice was succeed return 1 else 0. Might be better to
348     * call check_altar_sacrifice (above) than depend on the return value,
349     * since operate_altar will remove the sacrifice also.
350     *
351     * If this function returns 1, '*sacrifice' is modified to point to the
352     * remaining sacrifice, or is set to NULL if the sacrifice was used up.
353     */
354 root 1.7 int
355     operate_altar (object *altar, object **sacrifice)
356 elmex 1.1 {
357 root 1.7 if (!altar->map)
358     {
359     LOG (llevError, "BUG: operate_altar(): altar has no map\n");
360     return 0;
361     }
362 elmex 1.1
363     if (!altar->slaying || altar->value)
364     return 0;
365    
366 root 1.7 if (!check_altar_sacrifice (altar, *sacrifice))
367 elmex 1.1 return 0;
368    
369     /* check_altar_sacrifice should have already verified that enough money
370     * has been dropped.
371     */
372 root 1.41 if (ARCH_SACRIFICE (altar) == shstr_money)
373 root 1.7 {
374     int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
375 elmex 1.1
376 root 1.7 /* Round up any sacrifices. Altars don't make change either */
377     if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
378     number++;
379 root 1.9
380 root 1.43 if (!(*sacrifice)->decrease (number))
381     *sacrifice = 0;
382 root 1.7 }
383 elmex 1.1 else
384 root 1.43 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
385     *sacrifice = 0;
386 root 1.7
387 elmex 1.1 if (altar->msg)
388 root 1.7 new_info_map (NDI_BLACK, altar->map, altar->msg);
389 root 1.9
390 elmex 1.1 return 1;
391     }
392    
393 root 1.7 void
394     trigger_move (object *op, int state) /* 1 down and 0 up */
395 elmex 1.1 {
396 root 1.7 op->stats.wc = state;
397     if (state)
398     {
399     use_trigger (op);
400 root 1.20 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
401 root 1.7 op->speed_left = -1;
402     }
403     else
404     {
405     use_trigger (op);
406 root 1.20 op->set_speed (0);
407 elmex 1.1 }
408     }
409    
410    
411     /*
412     * cause != NULL: something has moved on top of op
413     *
414     * cause == NULL: nothing has moved, we have been called from
415     * animate_trigger().
416     *
417     * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
418     *
419     * TRIGGER: Returns 1 if handle could be moved, 0 if not.
420     *
421     * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
422     */
423 root 1.7 int
424     check_trigger (object *op, object *cause)
425 elmex 1.1 {
426 root 1.7 object *tmp;
427     int push = 0, tot = 0;
428     int in_movement = op->stats.wc || op->speed;
429 elmex 1.1
430 root 1.7 switch (op->type)
431     {
432 root 1.2 case TRIGGER_BUTTON:
433 root 1.7 if (op->weight > 0)
434     {
435     if (cause)
436     {
437     for (tmp = op->above; tmp; tmp = tmp->above)
438     /* Comment reproduced from update_buttons(): */
439     /* Basically, if the move_type matches that on what the
440     * button wants, we count it. The second check is so that
441     * objects that don't move (swords, etc) will count. Note that
442     * this means that more work is needed to make buttons
443     * that are only triggered by flying objects.
444     */
445 root 1.42 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
446     tot += tmp->head_ ()->total_weight ();
447 root 1.7
448     if (tot >= op->weight)
449 root 1.2 push = 1;
450 root 1.42
451 root 1.7 if (op->stats.ac == push)
452     return 0;
453 root 1.42
454 root 1.7 op->stats.ac = push;
455     if (NUM_ANIMATIONS (op) > 1)
456     {
457     SET_ANIMATION (op, push);
458     update_object (op, UP_OBJ_FACE);
459 elmex 1.1 }
460 root 1.42
461 root 1.7 if (in_movement || !push)
462     return 0;
463 root 1.2 }
464 root 1.7 trigger_move (op, push);
465 root 1.2 }
466 root 1.42
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 root 1.43 match->decrease ();
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