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/cvs/deliantra/server/common/button.C
Revision: 1.45
Committed: Tue Apr 22 01:06:22 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_52, rel-2_53
Changes since 1.44: +174 -173 lines
Log Message:
fix button bug, clarify head/non-head logic in buttons

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 root 1.45 int any_down = 0, old_value = op->value;
221 root 1.7 oblinkpt *obp = 0;
222     objectlink *ol;
223    
224     obp = get_button_links (op);
225     if (obp)
226     for (ol = obp->link; ol; ol = ol->next)
227     {
228 root 1.12 if (!ol->ob)
229 root 1.7 {
230     LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
231     continue;
232     }
233 root 1.12
234 root 1.45 object *tmp = ol->ob;
235    
236 root 1.7 if (tmp->type == BUTTON)
237     {
238 root 1.45 sint32 total = 0;
239    
240     for (object *ab = tmp->above; ab; ab = ab->above)
241     /* Basically, if the move_type matches that on what the
242     * button wants, we count it. The second check is so that
243     * objects who don't move (swords, etc) will count. Note that
244     * this means that more work is needed to make buttons
245     * that are only triggered by flying objects.
246     */
247     if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
248     total += ab->head_ ()->total_weight ();
249 root 1.7
250 root 1.45 tmp->value = total >= tmp->weight;
251 root 1.7
252 root 1.45 any_down = any_down || tmp->value;
253 elmex 1.3 }
254 root 1.7 else if (tmp->type == PEDESTAL)
255     {
256     tmp->value = 0;
257 root 1.42
258 root 1.45 for (object *ab = tmp->above; ab; ab = ab->above)
259 root 1.7 {
260 root 1.45 object *head = ab->head_ ();
261 root 1.42
262 root 1.7 /* Same note regarding move_type for buttons above apply here. */
263 root 1.45 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
264     && (head->race == tmp->slaying
265     || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
266     || (tmp->slaying == shstr_player && head->type == PLAYER)))
267 root 1.7 tmp->value = 1;
268 elmex 1.3 }
269 root 1.45
270     any_down = any_down || tmp->value;
271 root 1.42 }
272 elmex 1.3 }
273 root 1.42
274 root 1.7 if (any_down) /* If any other buttons were down, force this to remain down */
275     op->value = 1;
276 elmex 1.1
277 root 1.45 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
278    
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 1.43 if (!(*sacrifice)->decrease (number))
382     *sacrifice = 0;
383 root 1.7 }
384 elmex 1.1 else
385 root 1.43 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
386     *sacrifice = 0;
387 root 1.7
388 elmex 1.1 if (altar->msg)
389 root 1.7 new_info_map (NDI_BLACK, altar->map, altar->msg);
390 root 1.9
391 elmex 1.1 return 1;
392     }
393    
394 root 1.7 void
395     trigger_move (object *op, int state) /* 1 down and 0 up */
396 elmex 1.1 {
397 root 1.7 op->stats.wc = state;
398     if (state)
399     {
400     use_trigger (op);
401 root 1.20 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
402 root 1.7 op->speed_left = -1;
403     }
404     else
405     {
406     use_trigger (op);
407 root 1.20 op->set_speed (0);
408 elmex 1.1 }
409     }
410    
411    
412     /*
413     * cause != NULL: something has moved on top of op
414     *
415     * cause == NULL: nothing has moved, we have been called from
416     * animate_trigger().
417     *
418     * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
419     *
420     * TRIGGER: Returns 1 if handle could be moved, 0 if not.
421     *
422     * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
423     */
424 root 1.7 int
425     check_trigger (object *op, object *cause)
426 elmex 1.1 {
427 root 1.7 object *tmp;
428     int push = 0, tot = 0;
429     int in_movement = op->stats.wc || op->speed;
430 elmex 1.1
431 root 1.7 switch (op->type)
432     {
433 root 1.45 case TRIGGER_BUTTON:
434     if (op->weight > 0)
435     {
436     if (cause)
437     {
438     for (tmp = op->above; tmp; tmp = tmp->above)
439     /* Comment reproduced from update_buttons(): */
440     /* Basically, if the move_type matches that on what the
441     * button wants, we count it. The second check is so that
442     * objects that don't move (swords, etc) will count. Note that
443     * this means that more work is needed to make buttons
444     * that are only triggered by flying objects.
445     */
446     if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
447     tot += tmp->head_ ()->total_weight ();
448    
449     if (tot >= op->weight)
450     push = 1;
451    
452     if (op->stats.ac == push)
453     return 0;
454    
455     op->stats.ac = push;
456     if (NUM_ANIMATIONS (op) > 1)
457     {
458     SET_ANIMATION (op, push);
459     update_object (op, UP_OBJ_FACE);
460     }
461    
462     if (in_movement || !push)
463     return 0;
464     }
465     trigger_move (op, push);
466     }
467    
468     return 0;
469    
470     case TRIGGER_PEDESTAL:
471     if (cause)
472     {
473     for (tmp = op->above; tmp; tmp = tmp->above)
474     {
475     object *head = tmp->head_ ();
476 root 1.7
477 root 1.45 /* See comment in TRIGGER_BUTTON about move_types */
478     if (((head->move_type & op->move_on) || head->move_type == 0)
479     && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
480     {
481 root 1.2 push = 1;
482 root 1.45 break;
483     }
484     }
485    
486     if (op->stats.ac == push)
487     return 0;
488    
489     op->stats.ac = push;
490    
491     if (NUM_ANIMATIONS (op) > 1)
492     {
493     SET_ANIMATION (op, push);
494     update_object (op, UP_OBJ_FACE);
495     }
496    
497     update_object (op, UP_OBJ_FACE);
498    
499     if (in_movement || !push)
500     return 0;
501     }
502 root 1.42
503 root 1.45 trigger_move (op, push);
504     return 0;
505 root 1.42
506 root 1.45 case TRIGGER_ALTAR:
507     if (cause)
508     {
509     if (in_movement)
510     return 0;
511    
512     if (operate_altar (op, &cause))
513     {
514     if (NUM_ANIMATIONS (op) > 1)
515     {
516     SET_ANIMATION (op, 1);
517     update_object (op, UP_OBJ_FACE);
518     }
519    
520     if (op->last_sp >= 0)
521     {
522     trigger_move (op, 1);
523     if (op->last_sp > 0)
524 root 1.7 op->last_sp = -op->last_sp;
525 root 1.45 }
526     else
527     {
528     /* for trigger altar with last_sp, the ON/OFF
529     * status (-> +/- value) is "simulated":
530     */
531     op->value = !op->value;
532     trigger_move (op, 1);
533     op->last_sp = -op->last_sp;
534     op->value = !op->value;
535     }
536    
537     return cause == NULL;
538     }
539     else
540     return 0;
541     }
542     else
543     {
544     if (NUM_ANIMATIONS (op) > 1)
545     {
546     SET_ANIMATION (op, 0);
547     update_object (op, UP_OBJ_FACE);
548     }
549    
550     /* If trigger_altar has "last_sp > 0" set on the map,
551     * it will push the connected value only once per sacrifice.
552     * Otherwise (default), the connected value will be
553     * pushed twice: First by sacrifice, second by reset! -AV
554     */
555     if (!op->last_sp)
556     trigger_move (op, 0);
557     else
558     {
559     op->stats.wc = 0;
560     op->value = !op->value;
561     op->set_speed (0);
562     }
563     }
564     return 0;
565    
566     case TRIGGER:
567     if (cause)
568     {
569     if (in_movement)
570     return 0;
571 root 1.32
572 root 1.45 push = 1;
573     }
574    
575     if (NUM_ANIMATIONS (op) > 1)
576     {
577     SET_ANIMATION (op, push);
578     update_object (op, UP_OBJ_FACE);
579     }
580    
581     trigger_move (op, push);
582     return 1;
583    
584     default:
585     LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
586     return 0;
587 elmex 1.1 }
588     }
589    
590 root 1.7 void
591 root 1.11 add_button_link (object *button, maptile *map, int connected)
592 root 1.7 {
593 elmex 1.1 oblinkpt *obp;
594 root 1.7 objectlink *ol = get_objectlink ();
595    
596     if (!map)
597     {
598     LOG (llevError, "Tried to add button-link without map.\n");
599     return;
600     }
601 elmex 1.1
602 root 1.19 button->path_attuned = connected; /* peterm: I need this so I can rebuild
603     a connected map from a template map. */
604 elmex 1.1
605 root 1.7 SET_FLAG (button, FLAG_IS_LINKED);
606 elmex 1.1
607     ol->ob = button;
608    
609 root 1.19 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
610     ;
611 elmex 1.1
612 root 1.7 if (obp)
613     {
614     ol->next = obp->link;
615     obp->link = ol;
616     }
617     else
618     {
619     obp = get_objectlinkpt ();
620     obp->value = connected;
621    
622     obp->next = map->buttons;
623     map->buttons = obp;
624     obp->link = ol;
625     }
626 elmex 1.1 }
627    
628     /*
629     * Remove the object from the linked lists of buttons in the map.
630     * This is only needed by editors.
631     */
632    
633 root 1.7 void
634     remove_button_link (object *op)
635     {
636 elmex 1.1 oblinkpt *obp;
637     objectlink **olp, *ol;
638    
639 root 1.7 if (op->map == NULL)
640     {
641     LOG (llevError, "remove_button_link() in object without map.\n");
642     return;
643     }
644 root 1.12
645 root 1.7 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
646     {
647     LOG (llevError, "remove_button_linked() in unlinked object.\n");
648     return;
649     }
650 root 1.12
651 elmex 1.1 for (obp = op->map->buttons; obp; obp = obp->next)
652     for (olp = &obp->link; (ol = *olp); olp = &ol->next)
653 root 1.7 if (ol->ob == op)
654     {
655    
656 elmex 1.1 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
657     obp->value, op->name, op->map->path);
658     */
659 root 1.7 *olp = ol->next;
660 root 1.12 delete ol;
661 root 1.7 return;
662     }
663 root 1.12
664 root 1.7 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
665     CLEAR_FLAG (op, FLAG_IS_LINKED);
666 elmex 1.1 }
667 elmex 1.3
668     /*
669     * Gets the objectlink for this connection from the map.
670     */
671 root 1.7 oblinkpt *
672 root 1.11 get_connection_links (maptile *map, long connection)
673 elmex 1.3 {
674 root 1.7 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
675 elmex 1.3 if (obp->value == connection)
676     return obp;
677 root 1.12
678 elmex 1.3 return 0;
679     }
680    
681 elmex 1.1 /*
682     * Return the first objectlink in the objects linked to this one
683     */
684    
685 root 1.7 oblinkpt *
686     get_button_links (const object *button)
687     {
688 elmex 1.1 oblinkpt *obp;
689     objectlink *ol;
690    
691     if (!button->map)
692     return NULL;
693 root 1.12
694 elmex 1.1 for (obp = button->map->buttons; obp; obp = obp->next)
695     for (ol = obp->link; ol; ol = ol->next)
696 root 1.12 if (ol->ob == button)
697 elmex 1.3 return obp;
698 root 1.12
699 elmex 1.1 return NULL;
700     }
701    
702     /*
703     * Made as a separate function to increase efficiency
704     */
705    
706 root 1.7 int
707     get_button_value (const object *button)
708     {
709 elmex 1.1 oblinkpt *obp;
710     objectlink *ol;
711    
712     if (!button->map)
713     return 0;
714     for (obp = button->map->buttons; obp; obp = obp->next)
715     for (ol = obp->link; ol; ol = ol->next)
716 root 1.12 if (ol->ob == button)
717 elmex 1.1 return obp->value;
718     return 0;
719     }
720    
721     /* This routine makes monsters who are
722     * standing on the 'mood floor' change their
723     * disposition if it is different.
724     * If floor is to be triggered must have
725     * a speed of zero (default is 1 for all
726     * but the charm floor type).
727     * by b.t. thomas@nomad.astro.psu.edu
728     */
729    
730 root 1.7 void
731     do_mood_floor (object *op, object *source)
732     {
733     if (!source)
734     source = op;
735    
736 root 1.28 mapspace &ms = op->ms ();
737    
738     if (!(ms.flags () & P_IS_ALIVE))
739     return;
740    
741     object *tmp;
742    
743     for (tmp = ms.top; tmp; tmp = tmp->below)
744 root 1.7 if (QUERY_FLAG (tmp, FLAG_MONSTER))
745     break;
746    
747     /* doesn't effect players, and if there is a player on this space, won't also
748     * be a monster here.
749     */
750 root 1.28 //TODO: have players really FLAG_MONSTER? kept it for safety
751 root 1.7 if (!tmp || tmp->type == PLAYER)
752     return;
753    
754     switch (op->last_sp)
755     {
756 root 1.8 case 0: /* furious--make all monsters mad */
757     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
758     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
759 root 1.28
760 root 1.8 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
761     {
762     tmp->attack_movement = 0;
763     /* lots of checks here, but want to make sure we don't
764     * dereference a null value
765     */
766 root 1.29 if (tmp->type == GOLEM
767     && tmp->owner
768     && tmp->owner->type == PLAYER
769 root 1.31 && tmp->owner->contr->golem == tmp)
770     tmp->owner->contr->golem = 0;
771 root 1.13
772 root 1.8 tmp->owner = 0;
773 root 1.29
774     remove_friendly_object (tmp);
775 root 1.8 }
776     break;
777 root 1.28
778 root 1.8 case 1: /* angry -- get neutral monsters mad */
779     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
780     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
781     break;
782 root 1.28
783 root 1.8 case 2: /* calm -- pacify unfriendly monsters */
784 root 1.28 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
785 root 1.8 break;
786 root 1.28
787 root 1.8 case 3: /* make all monsters fall asleep */
788 root 1.28 SET_FLAG (tmp, FLAG_SLEEP);
789 root 1.8 break;
790 root 1.28
791 root 1.8 case 4: /* charm all monsters */
792     if (op == source)
793     break; /* only if 'connected' */
794    
795 root 1.28 if (object *pl = source->ms ().player ())
796     {
797     tmp->set_owner (pl);
798     SET_FLAG (tmp, FLAG_MONSTER);
799 root 1.7
800 root 1.28 tmp->stats.exp = 0;
801 root 1.17
802 root 1.28 add_friendly_object (tmp);
803     tmp->attack_movement = PETMOVE;
804     }
805     break;
806 root 1.17
807 root 1.30 case 6: // kill monsters
808 root 1.28 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
809     break;
810 root 1.17
811 root 1.28 // FALL THROUGH
812 root 1.30 case 5: // kill all alives
813     if (!tmp->flag [FLAG_PRECIOUS])
814     {
815     get_archetype ("burnout")->insert_at (tmp, source);
816     tmp->destroy ();
817     }
818 root 1.8 break;
819 elmex 1.1
820 root 1.8 default:
821     break;
822 elmex 1.1 }
823     }
824    
825     /* this function returns the object it matches, or NULL if non.
826     * It will descend through containers to find the object.
827     * slaying = match object slaying flag
828     * race = match object archetype name flag
829     * hp = match object type (excpt type '0'== PLAYER)
830     */
831 root 1.7 object *
832     check_inv_recursive (object *op, const object *trig)
833 elmex 1.1 {
834 root 1.7 object *tmp, *ret = NULL;
835    
836     /* First check the object itself. */
837     if ((trig->stats.hp && (op->type == trig->stats.hp))
838 elmex 1.16 || (trig->slaying && (op->slaying == trig->slaying))
839 root 1.34 || (trig->race && (op->arch->archname == trig->race)))
840 root 1.7 return op;
841 elmex 1.1
842 root 1.7 for (tmp = op->inv; tmp; tmp = tmp->below)
843     {
844     if (tmp->inv)
845     {
846     ret = check_inv_recursive (tmp, trig);
847     if (ret)
848     return ret;
849 root 1.2 }
850 root 1.7 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
851 elmex 1.16 || (trig->slaying && (tmp->slaying == trig->slaying))
852 root 1.34 || (trig->race && (tmp->arch->archname == trig->race)))
853 root 1.7 return tmp;
854 elmex 1.1 }
855 root 1.7 return NULL;
856 elmex 1.1 }
857    
858     /* check_inv(), a function to search the inventory,
859     * of a player and then based on a set of conditions,
860     * the square will activate connected items.
861     * Monsters can't trigger this square (for now)
862     * Values are: last_sp = 1/0 obj/no obj triggers
863     * last_heal = 1/0 remove/dont remove obj if triggered
864     * -b.t. (thomas@nomad.astro.psu.edu
865 elmex 1.16 *
866     * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
867     * because the check-inventory semantic essentially only applies when
868     * something is above the inventory checker.
869     * The semantic prior this change was: trigger if something has moved on or off
870     * and has a matching item. Imagine what happens if someone steps on the inventory
871     * checker with a matching item, has it, activates the connection, throws the item
872     * away, and then leaves the inventory checker. That would've caused an always-enabled
873     * state in the inventory checker. This won't happen anymore now.
874     *
875 elmex 1.26 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
876     * whether op is on this mapspace or not, because the value (1|0) depends
877     * on this information. also make sure to only push_button if op has
878     * a matching item (because when we do a push_button with value=0 timed gates
879     * will still open)! (i hope i got the semantics right this time)
880     *
881 elmex 1.1 */
882 root 1.7 void
883 elmex 1.16 check_inv (object *op, object *trig)
884 root 1.7 {
885 elmex 1.16 trig->value = 0; // deactivate if none of the following conditions apply
886    
887 elmex 1.26 object *pl = trig->ms ().player ();
888     object *match = check_inv_recursive (op, trig);
889    
890     // elmex: a note about (pl == op):
891     // if pl == 0 then the player has left this space
892     // if pl != 0 then a player is on this mapspace, but then
893     // we still have to check whether it's the player that triggered
894     // this inv-checker, because if not, then the op left this inv-checker
895     // and we have to set the value to 0
896    
897     if (match && trig->last_sp) // match == having
898 root 1.18 {
899 elmex 1.26 if (trig->last_heal)
900 root 1.43 match->decrease ();
901 root 1.18
902 elmex 1.26 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
903     push_button (trig);
904     }
905     else if (!match && !trig->last_sp) // match == not having
906     {
907     trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
908     push_button (trig);
909 root 1.18 }
910 elmex 1.1 }
911