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Revision: 1.51
Committed: Thu Jan 8 03:03:23 2009 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.50: +75 -93 lines
Log Message:
connected => shstr, beginning of mapscript

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 1.47 * Copyright (©) 2005,2006,2007,2008 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 root 1.51 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 1.51
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 root 1.51
163     case MAPSCRIPT:
164     cfperl_mapscript_activate (tmp, source, state);
165     break;
166 elmex 1.3 }
167     }
168     }
169 root 1.2
170 elmex 1.3 /*
171     * elmex:
172     * This is the new push_button function, it got split up so that
173     * you can activate connections without a button now!
174     * old but still valid comment:
175     *
176     * Push the specified object. This can affect other buttons/gates/handles
177     * altars/pedestals/holes in the whole map.
178     * Changed the routine to loop through _all_ objects.
179     * Better hurry with that linked list...
180     *
181     */
182 root 1.7 void
183     push_button (object *op)
184 elmex 1.3 {
185 root 1.51 if (oblinkpt *obp = op->find_link ())
186     {
187     if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value)))
188     return;
189 root 1.2
190 root 1.51 activate_connection_link (obp->link, op->value, op);
191     }
192 elmex 1.3 }
193 root 1.2
194 elmex 1.3 /*
195     * elmex:
196     * This activates a connection, similar to push_button (object *op) but it takes
197     * only a map, a connection value and a true or false flag that indicated whether
198     * the connection was 'state' or 'released'. So that you can activate objects
199     * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
200     *
201     */
202 root 1.7 void
203 root 1.51 maptile::trigger (shstr_tmp id, bool state, object *originator)
204 elmex 1.3 {
205 root 1.51 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
206 elmex 1.3 return;
207 root 1.2
208 root 1.51 if (oblinkpt *obp = find_link (id))
209     activate_connection_link (obp->link, state, originator);
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 root 1.45 int any_down = 0, old_value = op->value;
222 root 1.7
223 root 1.51 if (oblinkpt *obp = op->find_link ())
224     for (objectlink *ol = obp->link; ol; ol = ol->next)
225 root 1.7 {
226 root 1.12 if (!ol->ob)
227 root 1.7 {
228     LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
229     continue;
230     }
231 root 1.12
232 root 1.45 object *tmp = ol->ob;
233    
234 root 1.7 if (tmp->type == BUTTON)
235     {
236 root 1.45 sint32 total = 0;
237    
238     for (object *ab = tmp->above; ab; ab = ab->above)
239     /* Basically, if the move_type matches that on what the
240     * button wants, we count it. The second check is so that
241     * objects who don't move (swords, etc) will count. Note that
242     * this means that more work is needed to make buttons
243     * that are only triggered by flying objects.
244     */
245     if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246     total += ab->head_ ()->total_weight ();
247 root 1.7
248 root 1.45 tmp->value = total >= tmp->weight;
249 root 1.7
250 root 1.45 any_down = any_down || tmp->value;
251 elmex 1.3 }
252 root 1.7 else if (tmp->type == PEDESTAL)
253     {
254     tmp->value = 0;
255 root 1.42
256 root 1.45 for (object *ab = tmp->above; ab; ab = ab->above)
257 root 1.7 {
258 root 1.45 object *head = ab->head_ ();
259 root 1.42
260 root 1.7 /* Same note regarding move_type for buttons above apply here. */
261 root 1.45 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
262     && (head->race == tmp->slaying
263     || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
264     || (tmp->slaying == shstr_player && head->type == PLAYER)))
265 root 1.7 tmp->value = 1;
266 elmex 1.3 }
267 root 1.45
268     any_down = any_down || tmp->value;
269 root 1.42 }
270 elmex 1.3 }
271 root 1.42
272 root 1.7 if (any_down) /* If any other buttons were down, force this to remain down */
273     op->value = 1;
274 elmex 1.1
275 root 1.45 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
276    
277 root 1.7 /* If this button hasn't changed, don't do anything */
278     if (op->value != old_value)
279     {
280     SET_ANIMATION (op, op->value);
281     update_object (op, UP_OBJ_FACE);
282     push_button (op); /* Make all other buttons the same */
283 elmex 1.1 }
284     }
285    
286 root 1.7 void
287     use_trigger (object *op)
288 elmex 1.1 {
289 root 1.7 /* Toggle value */
290     op->value = !op->value;
291     push_button (op);
292 elmex 1.1 }
293    
294     /*
295     * Note: animate_object should be used instead of this,
296     * but it can't handle animations in the 8 directions
297     */
298 root 1.7 void
299     animate_turning (object *op) /* only one part objects */
300 elmex 1.1 {
301 root 1.7 if (++op->state >= NUM_ANIMATIONS (op) / 8)
302     op->state = 0;
303     SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
304     update_object (op, UP_OBJ_FACE);
305 elmex 1.1 }
306    
307     #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
308     #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
309    
310     /* Returns true if the sacrifice meets the needs of the altar.
311     *
312     * Function put in (0.92.1) so that identify altars won't grab money
313     * unnecessarily - we can see if there is sufficient money, see if something
314     * needs to be identified, and then remove money if needed.
315     *
316     * 0.93.4: Linked objects (ie, objects that are connected) can not be
317     * sacrificed. This fixes a bug of trying to put multiple altars/related
318     * objects on the same space that take the same sacrifice.
319     */
320 root 1.7
321     int
322     check_altar_sacrifice (const object *altar, const object *sacrifice)
323 elmex 1.1 {
324 elmex 1.38 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
325     && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
326     && sacrifice->type != PLAYER)
327 root 1.7 {
328 root 1.41 if (ARCH_SACRIFICE (altar) == shstr_money
329 elmex 1.38 && sacrifice->type == MONEY
330     && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
331     return 1;
332    
333 root 1.34 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
334     || ARCH_SACRIFICE (altar) == sacrifice->name
335     || ARCH_SACRIFICE (altar) == sacrifice->slaying
336 elmex 1.38 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
337 root 1.42 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
338 root 1.7 return 1;
339     }
340 root 1.17
341 elmex 1.1 return 0;
342     }
343    
344     /*
345     * operate_altar checks if sacrifice was accepted and removes sacrificed
346     * objects. If sacrifice was succeed return 1 else 0. Might be better to
347     * call check_altar_sacrifice (above) than depend on the return value,
348     * since operate_altar will remove the sacrifice also.
349     *
350     * If this function returns 1, '*sacrifice' is modified to point to the
351     * remaining sacrifice, or is set to NULL if the sacrifice was used up.
352     */
353 root 1.7 int
354     operate_altar (object *altar, object **sacrifice)
355 elmex 1.1 {
356 root 1.7 if (!altar->map)
357     {
358     LOG (llevError, "BUG: operate_altar(): altar has no map\n");
359     return 0;
360     }
361 elmex 1.1
362     if (!altar->slaying || altar->value)
363     return 0;
364    
365 root 1.7 if (!check_altar_sacrifice (altar, *sacrifice))
366 elmex 1.1 return 0;
367    
368     /* check_altar_sacrifice should have already verified that enough money
369     * has been dropped.
370     */
371 root 1.41 if (ARCH_SACRIFICE (altar) == shstr_money)
372 root 1.7 {
373     int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
374 elmex 1.1
375 root 1.7 /* Round up any sacrifices. Altars don't make change either */
376     if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
377     number++;
378 root 1.9
379 root 1.43 if (!(*sacrifice)->decrease (number))
380     *sacrifice = 0;
381 root 1.7 }
382 elmex 1.1 else
383 root 1.43 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
384     *sacrifice = 0;
385 root 1.7
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 1.45 case TRIGGER_BUTTON:
432     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     if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
445     tot += tmp->head_ ()->total_weight ();
446    
447     if (tot >= op->weight)
448     push = 1;
449    
450     if (op->stats.ac == push)
451     return 0;
452    
453     op->stats.ac = push;
454     if (NUM_ANIMATIONS (op) > 1)
455     {
456     SET_ANIMATION (op, push);
457     update_object (op, UP_OBJ_FACE);
458     }
459    
460     if (in_movement || !push)
461     return 0;
462     }
463     trigger_move (op, push);
464     }
465    
466     return 0;
467    
468     case TRIGGER_PEDESTAL:
469     if (cause)
470     {
471     for (tmp = op->above; tmp; tmp = tmp->above)
472     {
473     object *head = tmp->head_ ();
474 root 1.7
475 root 1.45 /* See comment in TRIGGER_BUTTON about move_types */
476     if (((head->move_type & op->move_on) || head->move_type == 0)
477 root 1.50 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
478 root 1.45 {
479 root 1.2 push = 1;
480 root 1.45 break;
481     }
482     }
483    
484     if (op->stats.ac == push)
485     return 0;
486    
487     op->stats.ac = push;
488    
489     if (NUM_ANIMATIONS (op) > 1)
490     {
491     SET_ANIMATION (op, push);
492     update_object (op, UP_OBJ_FACE);
493     }
494    
495     update_object (op, UP_OBJ_FACE);
496    
497     if (in_movement || !push)
498     return 0;
499     }
500 root 1.42
501 root 1.45 trigger_move (op, push);
502     return 0;
503 root 1.42
504 root 1.45 case TRIGGER_ALTAR:
505     if (cause)
506     {
507     if (in_movement)
508     return 0;
509    
510     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     }
517    
518     if (op->last_sp >= 0)
519     {
520     trigger_move (op, 1);
521     if (op->last_sp > 0)
522 root 1.7 op->last_sp = -op->last_sp;
523 root 1.45 }
524     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     }
534    
535     return cause == NULL;
536     }
537     else
538     return 0;
539     }
540     else
541     {
542     if (NUM_ANIMATIONS (op) > 1)
543     {
544     SET_ANIMATION (op, 0);
545     update_object (op, UP_OBJ_FACE);
546     }
547    
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     op->set_speed (0);
560     }
561     }
562     return 0;
563    
564     case TRIGGER:
565     if (cause)
566     {
567     if (in_movement)
568     return 0;
569 root 1.32
570 root 1.45 push = 1;
571     }
572    
573     if (NUM_ANIMATIONS (op) > 1)
574     {
575     SET_ANIMATION (op, push);
576     update_object (op, UP_OBJ_FACE);
577     }
578    
579     trigger_move (op, push);
580     return 1;
581    
582     default:
583     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 1.51 object::add_link (maptile *map, shstr_tmp id)
590 root 1.7 {
591     if (!map)
592     {
593     LOG (llevError, "Tried to add button-link without map.\n");
594     return;
595     }
596 elmex 1.1
597 root 1.51 flag [FLAG_IS_LINKED] = true;
598 elmex 1.1
599 root 1.51 objectlink *ol = get_objectlink ();
600     ol->ob = this;
601 elmex 1.1
602 root 1.51 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
603     if (obp->id == id)
604     {
605     ol->next = obp->link;
606     obp->link = ol;
607     return;
608     }
609 elmex 1.1
610 root 1.51 oblinkpt *obp = get_objectlinkpt ();
611     obp->id = id;
612 root 1.7
613 root 1.51 obp->next = map->buttons;
614     map->buttons = obp;
615     obp->link = ol;
616 elmex 1.1 }
617    
618     /*
619     * Remove the object from the linked lists of buttons in the map.
620     * This is only needed by editors.
621     */
622 root 1.7 void
623 root 1.51 object::remove_link ()
624 root 1.7 {
625 root 1.51 if (!map)
626 root 1.7 {
627     LOG (llevError, "remove_button_link() in object without map.\n");
628     return;
629     }
630 root 1.12
631 root 1.51 if (!flag [FLAG_IS_LINKED])
632 root 1.7 {
633     LOG (llevError, "remove_button_linked() in unlinked object.\n");
634     return;
635     }
636 root 1.12
637 root 1.51 flag [FLAG_IS_LINKED] = false;
638    
639     for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
640     for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
641     if ((*olp)->ob == this)
642 root 1.7 {
643 root 1.51 objectlink *ol = *olp;
644 root 1.7 *olp = ol->next;
645 root 1.12 delete ol;
646 root 1.7 return;
647     }
648 root 1.12
649 root 1.7 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
650 elmex 1.1 }
651 elmex 1.3
652     /*
653 root 1.51 * Updates every button on the map (by calling update_button() for them).
654 elmex 1.3 */
655 root 1.51 void
656     maptile::update_buttons ()
657 elmex 1.3 {
658 root 1.51 for (oblinkpt *obp = buttons; obp; obp = obp->next)
659     for (objectlink *ol = obp->link; ol; ol = ol->next)
660     {
661     if (!ol->ob)
662     {
663     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
664     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
665     continue;
666     }
667 root 1.12
668 root 1.51 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
669     {
670     update_button (ol->ob);
671     break;
672     }
673     }
674 elmex 1.3 }
675    
676 elmex 1.1 /*
677 root 1.51 * Gets the objectlink for this connection from the map.
678 elmex 1.1 */
679 root 1.7 oblinkpt *
680 root 1.51 maptile::find_link (shstr_tmp id)
681 root 1.7 {
682 root 1.51 for (oblinkpt *obp = buttons; obp; obp = obp->next)
683     if (obp->id == id)
684     return obp;
685 elmex 1.1
686 root 1.51 return 0;
687 elmex 1.1 }
688    
689     /*
690 root 1.51 * Return the first objectlink in the objects linked to this one
691 elmex 1.1 */
692 root 1.51 oblinkpt *
693     object::find_link () const
694 root 1.7 {
695 root 1.51 if (map)
696     for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
697     for (objectlink *ol = obp->link; ol; ol = ol->next)
698     if (ol->ob == this)
699     return obp;
700 elmex 1.1
701     return 0;
702     }
703    
704     /* This routine makes monsters who are
705     * standing on the 'mood floor' change their
706     * disposition if it is different.
707     * If floor is to be triggered must have
708     * a speed of zero (default is 1 for all
709     * but the charm floor type).
710     * by b.t. thomas@nomad.astro.psu.edu
711     */
712 root 1.7 void
713     do_mood_floor (object *op, object *source)
714     {
715     if (!source)
716     source = op;
717    
718 root 1.28 mapspace &ms = op->ms ();
719    
720     if (!(ms.flags () & P_IS_ALIVE))
721     return;
722    
723     object *tmp;
724    
725     for (tmp = ms.top; tmp; tmp = tmp->below)
726 root 1.7 if (QUERY_FLAG (tmp, FLAG_MONSTER))
727     break;
728    
729     /* doesn't effect players, and if there is a player on this space, won't also
730     * be a monster here.
731     */
732 root 1.28 //TODO: have players really FLAG_MONSTER? kept it for safety
733 root 1.7 if (!tmp || tmp->type == PLAYER)
734     return;
735    
736     switch (op->last_sp)
737     {
738 root 1.8 case 0: /* furious--make all monsters mad */
739     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
740     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
741 root 1.28
742 root 1.8 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
743     {
744     tmp->attack_movement = 0;
745     /* lots of checks here, but want to make sure we don't
746     * dereference a null value
747     */
748 root 1.29 if (tmp->type == GOLEM
749     && tmp->owner
750     && tmp->owner->type == PLAYER
751 root 1.31 && tmp->owner->contr->golem == tmp)
752     tmp->owner->contr->golem = 0;
753 root 1.13
754 root 1.8 tmp->owner = 0;
755 root 1.29
756     remove_friendly_object (tmp);
757 root 1.8 }
758     break;
759 root 1.28
760 root 1.8 case 1: /* angry -- get neutral monsters mad */
761     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
762     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
763     break;
764 root 1.28
765 root 1.8 case 2: /* calm -- pacify unfriendly monsters */
766 root 1.28 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
767 root 1.8 break;
768 root 1.28
769 root 1.8 case 3: /* make all monsters fall asleep */
770 root 1.28 SET_FLAG (tmp, FLAG_SLEEP);
771 root 1.8 break;
772 root 1.28
773 root 1.8 case 4: /* charm all monsters */
774     if (op == source)
775     break; /* only if 'connected' */
776    
777 root 1.28 if (object *pl = source->ms ().player ())
778     {
779     tmp->set_owner (pl);
780     SET_FLAG (tmp, FLAG_MONSTER);
781 root 1.7
782 root 1.28 tmp->stats.exp = 0;
783 root 1.17
784 root 1.28 add_friendly_object (tmp);
785     tmp->attack_movement = PETMOVE;
786     }
787     break;
788 root 1.17
789 root 1.30 case 6: // kill monsters
790 root 1.28 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
791     break;
792 root 1.17
793 root 1.28 // FALL THROUGH
794 root 1.30 case 5: // kill all alives
795     if (!tmp->flag [FLAG_PRECIOUS])
796     {
797 root 1.46 archetype::get (shstr_burnout)->insert_at (tmp, source);
798 root 1.49 tmp->destroy ();
799 root 1.30 }
800 root 1.8 break;
801 elmex 1.1
802 root 1.8 default:
803     break;
804 elmex 1.1 }
805     }
806    
807     /* this function returns the object it matches, or NULL if non.
808     * It will descend through containers to find the object.
809     * slaying = match object slaying flag
810     * race = match object archetype name flag
811     * hp = match object type (excpt type '0'== PLAYER)
812     */
813 root 1.7 object *
814     check_inv_recursive (object *op, const object *trig)
815 elmex 1.1 {
816 root 1.7 object *tmp, *ret = NULL;
817    
818     /* First check the object itself. */
819     if ((trig->stats.hp && (op->type == trig->stats.hp))
820 elmex 1.16 || (trig->slaying && (op->slaying == trig->slaying))
821 root 1.34 || (trig->race && (op->arch->archname == trig->race)))
822 root 1.7 return op;
823 elmex 1.1
824 root 1.7 for (tmp = op->inv; tmp; tmp = tmp->below)
825     {
826     if (tmp->inv)
827     {
828     ret = check_inv_recursive (tmp, trig);
829     if (ret)
830     return ret;
831 root 1.2 }
832 root 1.7 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
833 elmex 1.16 || (trig->slaying && (tmp->slaying == trig->slaying))
834 root 1.34 || (trig->race && (tmp->arch->archname == trig->race)))
835 root 1.7 return tmp;
836 elmex 1.1 }
837 root 1.7 return NULL;
838 elmex 1.1 }
839    
840     /* check_inv(), a function to search the inventory,
841     * of a player and then based on a set of conditions,
842     * the square will activate connected items.
843     * Monsters can't trigger this square (for now)
844     * Values are: last_sp = 1/0 obj/no obj triggers
845     * last_heal = 1/0 remove/dont remove obj if triggered
846     * -b.t. (thomas@nomad.astro.psu.edu
847 elmex 1.16 *
848     * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
849     * because the check-inventory semantic essentially only applies when
850     * something is above the inventory checker.
851     * The semantic prior this change was: trigger if something has moved on or off
852     * and has a matching item. Imagine what happens if someone steps on the inventory
853     * checker with a matching item, has it, activates the connection, throws the item
854     * away, and then leaves the inventory checker. That would've caused an always-enabled
855     * state in the inventory checker. This won't happen anymore now.
856     *
857 elmex 1.26 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
858     * whether op is on this mapspace or not, because the value (1|0) depends
859     * on this information. also make sure to only push_button if op has
860     * a matching item (because when we do a push_button with value=0 timed gates
861     * will still open)! (i hope i got the semantics right this time)
862     *
863 elmex 1.1 */
864 root 1.7 void
865 elmex 1.16 check_inv (object *op, object *trig)
866 root 1.7 {
867 elmex 1.16 trig->value = 0; // deactivate if none of the following conditions apply
868    
869 elmex 1.26 object *pl = trig->ms ().player ();
870     object *match = check_inv_recursive (op, trig);
871    
872     // elmex: a note about (pl == op):
873     // if pl == 0 then the player has left this space
874     // if pl != 0 then a player is on this mapspace, but then
875     // we still have to check whether it's the player that triggered
876     // this inv-checker, because if not, then the op left this inv-checker
877     // and we have to set the value to 0
878    
879     if (match && trig->last_sp) // match == having
880 root 1.18 {
881 elmex 1.26 if (trig->last_heal)
882 root 1.43 match->decrease ();
883 root 1.18
884 elmex 1.26 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
885     push_button (trig);
886     }
887     else if (!match && !trig->last_sp) // match == not having
888     {
889     trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
890     push_button (trig);
891 root 1.18 }
892 elmex 1.1 }
893