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Revision: 1.52
Committed: Thu Jan 8 04:35:03 2009 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.51: +31 -26 lines
Log Message:
add originator

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 root 1.52 * The activator argument can be 0 or the source object for this activation.
35     * the originator is the player or monster who did something.
36 elmex 1.1 */
37 root 1.52 static void
38     activate_connection_link (objectlink *ol, bool state, object *activator, object *originator)
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 root 1.52 do_mood_floor (tmp, activator);
112 root 1.19 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 1.51
118 root 1.35 tmp->set_speed (tmp->arch->speed);
119     tmp->value = tmp->arch->value;
120 root 1.19 tmp->stats.sp = 1;
121     tmp->stats.hp = tmp->stats.maxhp;
122     /* Handle multipart gates. We copy the value for the other parts
123     * from the head - this ensures that the data will consistent
124     */
125 root 1.32 for (object *part = tmp->more; part; part = part->more)
126 root 1.19 {
127 root 1.32 part->value = tmp->value;
128     part->stats.sp = tmp->stats.sp;
129     part->stats.hp = tmp->stats.hp;
130     part->set_speed (tmp->speed);
131 root 1.19 }
132     break;
133 root 1.7
134 root 1.19 case DIRECTOR:
135     case FIREWALL:
136     if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
137     move_firewall (tmp);
138     else
139     {
140     if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
141     tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
142 root 1.32
143 root 1.19 animate_turning (tmp);
144     }
145     break;
146    
147     case TELEPORTER:
148     move_teleporter (tmp);
149     break;
150 root 1.2
151 root 1.19 case CREATOR:
152     move_creator (tmp);
153     break;
154 elmex 1.3
155 root 1.19 case TRIGGER_MARKER:
156 root 1.39 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
157 root 1.19 move_marker (tmp);
158     break;
159 elmex 1.3
160 root 1.19 case DUPLICATOR:
161     move_duplicator (tmp);
162     break;
163 root 1.51
164     case MAPSCRIPT:
165 root 1.52 cfperl_mapscript_activate (tmp, state, activator, originator);
166 root 1.51 break;
167 elmex 1.3 }
168     }
169     }
170 root 1.2
171 elmex 1.3 /*
172     * elmex:
173     * This is the new push_button function, it got split up so that
174     * you can activate connections without a button now!
175     * old but still valid comment:
176     *
177     * Push the specified object. This can affect other buttons/gates/handles
178     * altars/pedestals/holes in the whole map.
179     * Changed the routine to loop through _all_ objects.
180     * Better hurry with that linked list...
181     *
182     */
183 root 1.7 void
184 root 1.52 push_button (object *op, object *originator)
185 elmex 1.3 {
186 root 1.51 if (oblinkpt *obp = op->find_link ())
187     {
188 root 1.52 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
189 root 1.51 return;
190 root 1.2
191 root 1.52 activate_connection_link (obp->link, op->value, op, originator);
192 root 1.51 }
193 elmex 1.3 }
194 root 1.2
195 elmex 1.3 /*
196     * elmex:
197     * This activates a connection, similar to push_button (object *op) but it takes
198     * only a map, a connection value and a true or false flag that indicated whether
199     * the connection was 'state' or 'released'. So that you can activate objects
200     * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
201     *
202     */
203 root 1.7 void
204 root 1.52 maptile::trigger (shstr_tmp id, bool state, object *activator, object *originator)
205 elmex 1.3 {
206 root 1.51 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
207 elmex 1.3 return;
208 root 1.2
209 root 1.51 if (oblinkpt *obp = find_link (id))
210 root 1.52 activate_connection_link (obp->link, state, activator, originator);
211 elmex 1.1 }
212    
213     /*
214     * Updates everything connected with the button op.
215     * After changing the state of a button, this function must be called
216     * to make sure that all gates and other buttons connected to the
217     * button reacts to the (eventual) change of state.
218     */
219 root 1.7 void
220 root 1.52 update_button (object *op, object *originator)
221 root 1.7 {
222 root 1.45 int any_down = 0, old_value = op->value;
223 root 1.7
224 root 1.51 if (oblinkpt *obp = op->find_link ())
225     for (objectlink *ol = obp->link; ol; ol = ol->next)
226 root 1.7 {
227 root 1.12 if (!ol->ob)
228 root 1.7 {
229     LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
230     continue;
231     }
232 root 1.12
233 root 1.45 object *tmp = ol->ob;
234    
235 root 1.7 if (tmp->type == BUTTON)
236     {
237 root 1.45 sint32 total = 0;
238    
239     for (object *ab = tmp->above; ab; ab = ab->above)
240     /* Basically, if the move_type matches that on what the
241     * button wants, we count it. The second check is so that
242     * objects who don't move (swords, etc) will count. Note that
243     * this means that more work is needed to make buttons
244     * that are only triggered by flying objects.
245     */
246     if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
247     total += ab->head_ ()->total_weight ();
248 root 1.7
249 root 1.45 tmp->value = total >= tmp->weight;
250 root 1.7
251 root 1.45 any_down = any_down || tmp->value;
252 elmex 1.3 }
253 root 1.7 else if (tmp->type == PEDESTAL)
254     {
255     tmp->value = 0;
256 root 1.42
257 root 1.45 for (object *ab = tmp->above; ab; ab = ab->above)
258 root 1.7 {
259 root 1.45 object *head = ab->head_ ();
260 root 1.42
261 root 1.7 /* Same note regarding move_type for buttons above apply here. */
262 root 1.45 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
263     && (head->race == tmp->slaying
264     || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
265     || (tmp->slaying == shstr_player && head->type == PLAYER)))
266 root 1.7 tmp->value = 1;
267 elmex 1.3 }
268 root 1.45
269     any_down = any_down || tmp->value;
270 root 1.42 }
271 elmex 1.3 }
272 root 1.42
273 root 1.7 if (any_down) /* If any other buttons were down, force this to remain down */
274     op->value = 1;
275 elmex 1.1
276 root 1.45 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
277    
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 root 1.52 push_button (op, originator); /* Make all other buttons the same */
284 elmex 1.1 }
285     }
286    
287 root 1.7 void
288 root 1.52 use_trigger (object *op, object *originator)
289 elmex 1.1 {
290 root 1.7 /* Toggle value */
291     op->value = !op->value;
292 root 1.52
293     push_button (op, originator);
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 root 1.52 trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
396 elmex 1.1 {
397 root 1.7 op->stats.wc = state;
398 root 1.52
399 root 1.7 if (state)
400     {
401 root 1.52 use_trigger (op, originator);
402 root 1.20 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
403 root 1.7 op->speed_left = -1;
404     }
405     else
406     {
407 root 1.52 use_trigger (op, originator);
408 root 1.20 op->set_speed (0);
409 elmex 1.1 }
410     }
411    
412    
413     /*
414     * cause != NULL: something has moved on top of op
415     *
416     * cause == NULL: nothing has moved, we have been called from
417     * animate_trigger().
418     *
419     * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
420     *
421     * TRIGGER: Returns 1 if handle could be moved, 0 if not.
422     *
423     * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
424     */
425 root 1.7 int
426     check_trigger (object *op, object *cause)
427 elmex 1.1 {
428 root 1.7 object *tmp;
429     int push = 0, tot = 0;
430     int in_movement = op->stats.wc || op->speed;
431 elmex 1.1
432 root 1.7 switch (op->type)
433     {
434 root 1.45 case TRIGGER_BUTTON:
435     if (op->weight > 0)
436     {
437     if (cause)
438     {
439     for (tmp = op->above; tmp; tmp = tmp->above)
440     /* Comment reproduced from update_buttons(): */
441     /* Basically, if the move_type matches that on what the
442     * button wants, we count it. The second check is so that
443     * objects that don't move (swords, etc) will count. Note that
444     * this means that more work is needed to make buttons
445     * that are only triggered by flying objects.
446     */
447     if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
448     tot += tmp->head_ ()->total_weight ();
449    
450     if (tot >= op->weight)
451     push = 1;
452    
453     if (op->stats.ac == push)
454     return 0;
455    
456     op->stats.ac = push;
457     if (NUM_ANIMATIONS (op) > 1)
458     {
459     SET_ANIMATION (op, push);
460     update_object (op, UP_OBJ_FACE);
461     }
462    
463     if (in_movement || !push)
464     return 0;
465     }
466 root 1.52
467     trigger_move (op, push, cause);
468 root 1.45 }
469    
470     return 0;
471    
472     case TRIGGER_PEDESTAL:
473     if (cause)
474     {
475     for (tmp = op->above; tmp; tmp = tmp->above)
476     {
477     object *head = tmp->head_ ();
478 root 1.7
479 root 1.45 /* See comment in TRIGGER_BUTTON about move_types */
480     if (((head->move_type & op->move_on) || head->move_type == 0)
481 root 1.50 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
482 root 1.45 {
483 root 1.2 push = 1;
484 root 1.45 break;
485     }
486     }
487    
488     if (op->stats.ac == push)
489     return 0;
490    
491     op->stats.ac = push;
492    
493     if (NUM_ANIMATIONS (op) > 1)
494     {
495     SET_ANIMATION (op, push);
496     update_object (op, UP_OBJ_FACE);
497     }
498    
499     update_object (op, UP_OBJ_FACE);
500    
501     if (in_movement || !push)
502     return 0;
503     }
504 root 1.42
505 root 1.52 trigger_move (op, push, cause);
506 root 1.45 return 0;
507 root 1.42
508 root 1.45 case TRIGGER_ALTAR:
509     if (cause)
510     {
511     if (in_movement)
512     return 0;
513    
514     if (operate_altar (op, &cause))
515     {
516     if (NUM_ANIMATIONS (op) > 1)
517     {
518     SET_ANIMATION (op, 1);
519     update_object (op, UP_OBJ_FACE);
520     }
521    
522     if (op->last_sp >= 0)
523     {
524 root 1.52 trigger_move (op, 1, cause);
525    
526 root 1.45 if (op->last_sp > 0)
527 root 1.7 op->last_sp = -op->last_sp;
528 root 1.45 }
529     else
530     {
531     /* for trigger altar with last_sp, the ON/OFF
532     * status (-> +/- value) is "simulated":
533     */
534     op->value = !op->value;
535 root 1.52 trigger_move (op, 1, cause);
536 root 1.45 op->last_sp = -op->last_sp;
537     op->value = !op->value;
538     }
539    
540     return cause == NULL;
541     }
542     else
543     return 0;
544     }
545     else
546     {
547     if (NUM_ANIMATIONS (op) > 1)
548     {
549     SET_ANIMATION (op, 0);
550     update_object (op, UP_OBJ_FACE);
551     }
552    
553     /* If trigger_altar has "last_sp > 0" set on the map,
554     * it will push the connected value only once per sacrifice.
555     * Otherwise (default), the connected value will be
556     * pushed twice: First by sacrifice, second by reset! -AV
557     */
558     if (!op->last_sp)
559 root 1.52 trigger_move (op, 0, cause);
560 root 1.45 else
561     {
562     op->stats.wc = 0;
563     op->value = !op->value;
564     op->set_speed (0);
565     }
566     }
567     return 0;
568    
569     case TRIGGER:
570     if (cause)
571     {
572     if (in_movement)
573     return 0;
574 root 1.32
575 root 1.45 push = 1;
576     }
577    
578     if (NUM_ANIMATIONS (op) > 1)
579     {
580     SET_ANIMATION (op, push);
581     update_object (op, UP_OBJ_FACE);
582     }
583    
584 root 1.52 trigger_move (op, push, cause);
585 root 1.45 return 1;
586    
587     default:
588     LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
589     return 0;
590 elmex 1.1 }
591     }
592    
593 root 1.7 void
594 root 1.51 object::add_link (maptile *map, shstr_tmp id)
595 root 1.7 {
596     if (!map)
597     {
598     LOG (llevError, "Tried to add button-link without map.\n");
599     return;
600     }
601 elmex 1.1
602 root 1.51 flag [FLAG_IS_LINKED] = true;
603 elmex 1.1
604 root 1.51 objectlink *ol = get_objectlink ();
605     ol->ob = this;
606 elmex 1.1
607 root 1.51 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
608     if (obp->id == id)
609     {
610     ol->next = obp->link;
611     obp->link = ol;
612     return;
613     }
614 elmex 1.1
615 root 1.51 oblinkpt *obp = get_objectlinkpt ();
616     obp->id = id;
617 root 1.7
618 root 1.51 obp->next = map->buttons;
619     map->buttons = obp;
620     obp->link = ol;
621 elmex 1.1 }
622    
623     /*
624     * Remove the object from the linked lists of buttons in the map.
625     * This is only needed by editors.
626     */
627 root 1.7 void
628 root 1.51 object::remove_link ()
629 root 1.7 {
630 root 1.51 if (!map)
631 root 1.7 {
632     LOG (llevError, "remove_button_link() in object without map.\n");
633     return;
634     }
635 root 1.12
636 root 1.51 if (!flag [FLAG_IS_LINKED])
637 root 1.7 {
638     LOG (llevError, "remove_button_linked() in unlinked object.\n");
639     return;
640     }
641 root 1.12
642 root 1.51 flag [FLAG_IS_LINKED] = false;
643    
644     for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
645     for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
646     if ((*olp)->ob == this)
647 root 1.7 {
648 root 1.51 objectlink *ol = *olp;
649 root 1.7 *olp = ol->next;
650 root 1.12 delete ol;
651 root 1.7 return;
652     }
653 root 1.12
654 root 1.7 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
655 elmex 1.1 }
656 elmex 1.3
657     /*
658 root 1.51 * Updates every button on the map (by calling update_button() for them).
659 elmex 1.3 */
660 root 1.51 void
661     maptile::update_buttons ()
662 elmex 1.3 {
663 root 1.51 for (oblinkpt *obp = buttons; obp; obp = obp->next)
664     for (objectlink *ol = obp->link; ol; ol = ol->next)
665     {
666     if (!ol->ob)
667     {
668     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
669     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
670     continue;
671     }
672 root 1.12
673 root 1.51 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
674     {
675 root 1.52 update_button (ol->ob, 0);
676 root 1.51 break;
677     }
678     }
679 elmex 1.3 }
680    
681 elmex 1.1 /*
682 root 1.51 * Gets the objectlink for this connection from the map.
683 elmex 1.1 */
684 root 1.7 oblinkpt *
685 root 1.51 maptile::find_link (shstr_tmp id)
686 root 1.7 {
687 root 1.51 for (oblinkpt *obp = buttons; obp; obp = obp->next)
688     if (obp->id == id)
689     return obp;
690 elmex 1.1
691 root 1.51 return 0;
692 elmex 1.1 }
693    
694     /*
695 root 1.51 * Return the first objectlink in the objects linked to this one
696 elmex 1.1 */
697 root 1.51 oblinkpt *
698     object::find_link () const
699 root 1.7 {
700 root 1.51 if (map)
701     for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
702     for (objectlink *ol = obp->link; ol; ol = ol->next)
703     if (ol->ob == this)
704     return obp;
705 elmex 1.1
706     return 0;
707     }
708    
709     /* This routine makes monsters who are
710     * standing on the 'mood floor' change their
711     * disposition if it is different.
712     * If floor is to be triggered must have
713     * a speed of zero (default is 1 for all
714     * but the charm floor type).
715     * by b.t. thomas@nomad.astro.psu.edu
716     */
717 root 1.7 void
718     do_mood_floor (object *op, object *source)
719     {
720     if (!source)
721     source = op;
722    
723 root 1.28 mapspace &ms = op->ms ();
724    
725     if (!(ms.flags () & P_IS_ALIVE))
726     return;
727    
728     object *tmp;
729    
730     for (tmp = ms.top; tmp; tmp = tmp->below)
731 root 1.7 if (QUERY_FLAG (tmp, FLAG_MONSTER))
732     break;
733    
734     /* doesn't effect players, and if there is a player on this space, won't also
735     * be a monster here.
736     */
737 root 1.28 //TODO: have players really FLAG_MONSTER? kept it for safety
738 root 1.7 if (!tmp || tmp->type == PLAYER)
739     return;
740    
741     switch (op->last_sp)
742     {
743 root 1.8 case 0: /* furious--make all monsters mad */
744     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
745     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
746 root 1.28
747 root 1.8 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
748     {
749     tmp->attack_movement = 0;
750     /* lots of checks here, but want to make sure we don't
751     * dereference a null value
752     */
753 root 1.29 if (tmp->type == GOLEM
754     && tmp->owner
755     && tmp->owner->type == PLAYER
756 root 1.31 && tmp->owner->contr->golem == tmp)
757     tmp->owner->contr->golem = 0;
758 root 1.13
759 root 1.8 tmp->owner = 0;
760 root 1.29
761     remove_friendly_object (tmp);
762 root 1.8 }
763     break;
764 root 1.28
765 root 1.8 case 1: /* angry -- get neutral monsters mad */
766     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
767     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
768     break;
769 root 1.28
770 root 1.8 case 2: /* calm -- pacify unfriendly monsters */
771 root 1.28 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
772 root 1.8 break;
773 root 1.28
774 root 1.8 case 3: /* make all monsters fall asleep */
775 root 1.28 SET_FLAG (tmp, FLAG_SLEEP);
776 root 1.8 break;
777 root 1.28
778 root 1.8 case 4: /* charm all monsters */
779     if (op == source)
780     break; /* only if 'connected' */
781    
782 root 1.28 if (object *pl = source->ms ().player ())
783     {
784     tmp->set_owner (pl);
785     SET_FLAG (tmp, FLAG_MONSTER);
786 root 1.7
787 root 1.28 tmp->stats.exp = 0;
788 root 1.17
789 root 1.28 add_friendly_object (tmp);
790     tmp->attack_movement = PETMOVE;
791     }
792     break;
793 root 1.17
794 root 1.30 case 6: // kill monsters
795 root 1.28 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
796     break;
797 root 1.17
798 root 1.28 // FALL THROUGH
799 root 1.30 case 5: // kill all alives
800     if (!tmp->flag [FLAG_PRECIOUS])
801     {
802 root 1.46 archetype::get (shstr_burnout)->insert_at (tmp, source);
803 root 1.49 tmp->destroy ();
804 root 1.30 }
805 root 1.8 break;
806 elmex 1.1
807 root 1.8 default:
808     break;
809 elmex 1.1 }
810     }
811    
812     /* this function returns the object it matches, or NULL if non.
813     * It will descend through containers to find the object.
814     * slaying = match object slaying flag
815     * race = match object archetype name flag
816     * hp = match object type (excpt type '0'== PLAYER)
817     */
818 root 1.7 object *
819     check_inv_recursive (object *op, const object *trig)
820 elmex 1.1 {
821 root 1.7 object *tmp, *ret = NULL;
822    
823     /* First check the object itself. */
824     if ((trig->stats.hp && (op->type == trig->stats.hp))
825 elmex 1.16 || (trig->slaying && (op->slaying == trig->slaying))
826 root 1.34 || (trig->race && (op->arch->archname == trig->race)))
827 root 1.7 return op;
828 elmex 1.1
829 root 1.7 for (tmp = op->inv; tmp; tmp = tmp->below)
830     {
831     if (tmp->inv)
832     {
833     ret = check_inv_recursive (tmp, trig);
834     if (ret)
835     return ret;
836 root 1.2 }
837 root 1.7 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
838 elmex 1.16 || (trig->slaying && (tmp->slaying == trig->slaying))
839 root 1.34 || (trig->race && (tmp->arch->archname == trig->race)))
840 root 1.7 return tmp;
841 elmex 1.1 }
842 root 1.7 return NULL;
843 elmex 1.1 }
844    
845     /* check_inv(), a function to search the inventory,
846     * of a player and then based on a set of conditions,
847     * the square will activate connected items.
848     * Monsters can't trigger this square (for now)
849     * Values are: last_sp = 1/0 obj/no obj triggers
850     * last_heal = 1/0 remove/dont remove obj if triggered
851     * -b.t. (thomas@nomad.astro.psu.edu
852 elmex 1.16 *
853     * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
854     * because the check-inventory semantic essentially only applies when
855     * something is above the inventory checker.
856     * The semantic prior this change was: trigger if something has moved on or off
857     * and has a matching item. Imagine what happens if someone steps on the inventory
858     * checker with a matching item, has it, activates the connection, throws the item
859     * away, and then leaves the inventory checker. That would've caused an always-enabled
860     * state in the inventory checker. This won't happen anymore now.
861     *
862 elmex 1.26 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
863     * whether op is on this mapspace or not, because the value (1|0) depends
864     * on this information. also make sure to only push_button if op has
865     * a matching item (because when we do a push_button with value=0 timed gates
866     * will still open)! (i hope i got the semantics right this time)
867     *
868 elmex 1.1 */
869 root 1.7 void
870 elmex 1.16 check_inv (object *op, object *trig)
871 root 1.7 {
872 elmex 1.16 trig->value = 0; // deactivate if none of the following conditions apply
873    
874 elmex 1.26 object *pl = trig->ms ().player ();
875     object *match = check_inv_recursive (op, trig);
876    
877     // elmex: a note about (pl == op):
878     // if pl == 0 then the player has left this space
879     // if pl != 0 then a player is on this mapspace, but then
880     // we still have to check whether it's the player that triggered
881     // this inv-checker, because if not, then the op left this inv-checker
882     // and we have to set the value to 0
883    
884     if (match && trig->last_sp) // match == having
885 root 1.18 {
886 elmex 1.26 if (trig->last_heal)
887 root 1.43 match->decrease ();
888 root 1.18
889 elmex 1.26 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
890 root 1.52 push_button (trig, op);
891 elmex 1.26 }
892     else if (!match && !trig->last_sp) // match == not having
893     {
894     trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
895 root 1.52 push_button (trig, op);
896 root 1.18 }
897 elmex 1.1 }
898