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/cvs/deliantra/server/common/button.C
Revision: 1.53
Committed: Thu Jan 8 19:23:43 2009 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_80, rel-2_76, rel-2_77, rel-2_75, rel-2_79, rel-2_78
Changes since 1.52: +3 -5 lines
Log Message:
mapscript changes

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 root 1.53 activate_connection_link (objectlink *ol, int 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 root 1.53 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
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 root 1.51
162     case MAPSCRIPT:
163 root 1.52 cfperl_mapscript_activate (tmp, state, activator, originator);
164 root 1.51 break;
165 elmex 1.3 }
166     }
167     }
168 root 1.2
169 elmex 1.3 /*
170     * elmex:
171     * This is the new push_button function, it got split up so that
172     * you can activate connections without a button now!
173     * old but still valid comment:
174     *
175     * Push the specified object. This can affect other buttons/gates/handles
176     * altars/pedestals/holes in the whole map.
177     * Changed the routine to loop through _all_ objects.
178     * Better hurry with that linked list...
179     *
180     */
181 root 1.7 void
182 root 1.52 push_button (object *op, object *originator)
183 elmex 1.3 {
184 root 1.51 if (oblinkpt *obp = op->find_link ())
185     {
186 root 1.52 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
187 root 1.51 return;
188 root 1.2
189 root 1.52 activate_connection_link (obp->link, op->value, op, originator);
190 root 1.51 }
191 elmex 1.3 }
192 root 1.2
193 elmex 1.3 /*
194     * elmex:
195     * This activates a connection, similar to push_button (object *op) but it takes
196     * only a map, a connection value and a true or false flag that indicated whether
197     * the connection was 'state' or 'released'. So that you can activate objects
198     * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
199     *
200     */
201 root 1.7 void
202 root 1.53 maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
203 elmex 1.3 {
204 root 1.51 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
205 elmex 1.3 return;
206 root 1.2
207 root 1.51 if (oblinkpt *obp = find_link (id))
208 root 1.52 activate_connection_link (obp->link, state, activator, originator);
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 root 1.52 update_button (object *op, object *originator)
219 root 1.7 {
220 root 1.45 int any_down = 0, old_value = op->value;
221 root 1.7
222 root 1.51 if (oblinkpt *obp = op->find_link ())
223     for (objectlink *ol = obp->link; ol; ol = ol->next)
224 root 1.7 {
225 root 1.12 if (!ol->ob)
226 root 1.7 {
227     LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
228     continue;
229     }
230 root 1.12
231 root 1.45 object *tmp = ol->ob;
232    
233 root 1.7 if (tmp->type == BUTTON)
234     {
235 root 1.45 sint32 total = 0;
236    
237     for (object *ab = tmp->above; ab; ab = ab->above)
238     /* Basically, if the move_type matches that on what the
239     * button wants, we count it. The second check is so that
240     * objects who don't move (swords, etc) will count. Note that
241     * this means that more work is needed to make buttons
242     * that are only triggered by flying objects.
243     */
244     if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
245     total += ab->head_ ()->total_weight ();
246 root 1.7
247 root 1.45 tmp->value = total >= tmp->weight;
248 root 1.7
249 root 1.45 any_down = any_down || tmp->value;
250 elmex 1.3 }
251 root 1.7 else if (tmp->type == PEDESTAL)
252     {
253     tmp->value = 0;
254 root 1.42
255 root 1.45 for (object *ab = tmp->above; ab; ab = ab->above)
256 root 1.7 {
257 root 1.45 object *head = ab->head_ ();
258 root 1.42
259 root 1.7 /* Same note regarding move_type for buttons above apply here. */
260 root 1.45 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
261     && (head->race == tmp->slaying
262     || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
263     || (tmp->slaying == shstr_player && head->type == PLAYER)))
264 root 1.7 tmp->value = 1;
265 elmex 1.3 }
266 root 1.45
267     any_down = any_down || tmp->value;
268 root 1.42 }
269 elmex 1.3 }
270 root 1.42
271 root 1.7 if (any_down) /* If any other buttons were down, force this to remain down */
272     op->value = 1;
273 elmex 1.1
274 root 1.45 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
275    
276 root 1.7 /* If this button hasn't changed, don't do anything */
277     if (op->value != old_value)
278     {
279     SET_ANIMATION (op, op->value);
280     update_object (op, UP_OBJ_FACE);
281 root 1.52 push_button (op, originator); /* Make all other buttons the same */
282 elmex 1.1 }
283     }
284    
285 root 1.7 void
286 root 1.52 use_trigger (object *op, object *originator)
287 elmex 1.1 {
288 root 1.7 /* Toggle value */
289     op->value = !op->value;
290 root 1.52
291     push_button (op, originator);
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 root 1.52 trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
394 elmex 1.1 {
395 root 1.7 op->stats.wc = state;
396 root 1.52
397 root 1.7 if (state)
398     {
399 root 1.52 use_trigger (op, originator);
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 root 1.52 use_trigger (op, originator);
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 1.45 case TRIGGER_BUTTON:
433     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     if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
446     tot += tmp->head_ ()->total_weight ();
447    
448     if (tot >= op->weight)
449     push = 1;
450    
451     if (op->stats.ac == push)
452     return 0;
453    
454     op->stats.ac = push;
455     if (NUM_ANIMATIONS (op) > 1)
456     {
457     SET_ANIMATION (op, push);
458     update_object (op, UP_OBJ_FACE);
459     }
460    
461     if (in_movement || !push)
462     return 0;
463     }
464 root 1.52
465     trigger_move (op, push, cause);
466 root 1.45 }
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 root 1.50 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
480 root 1.45 {
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 1.52 trigger_move (op, push, cause);
504 root 1.45 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 root 1.52 trigger_move (op, 1, cause);
523    
524 root 1.45 if (op->last_sp > 0)
525 root 1.7 op->last_sp = -op->last_sp;
526 root 1.45 }
527     else
528     {
529     /* for trigger altar with last_sp, the ON/OFF
530     * status (-> +/- value) is "simulated":
531     */
532     op->value = !op->value;
533 root 1.52 trigger_move (op, 1, cause);
534 root 1.45 op->last_sp = -op->last_sp;
535     op->value = !op->value;
536     }
537    
538     return cause == NULL;
539     }
540     else
541     return 0;
542     }
543     else
544     {
545     if (NUM_ANIMATIONS (op) > 1)
546     {
547     SET_ANIMATION (op, 0);
548     update_object (op, UP_OBJ_FACE);
549     }
550    
551     /* If trigger_altar has "last_sp > 0" set on the map,
552     * it will push the connected value only once per sacrifice.
553     * Otherwise (default), the connected value will be
554     * pushed twice: First by sacrifice, second by reset! -AV
555     */
556     if (!op->last_sp)
557 root 1.52 trigger_move (op, 0, cause);
558 root 1.45 else
559     {
560     op->stats.wc = 0;
561     op->value = !op->value;
562     op->set_speed (0);
563     }
564     }
565     return 0;
566    
567     case TRIGGER:
568     if (cause)
569     {
570     if (in_movement)
571     return 0;
572 root 1.32
573 root 1.45 push = 1;
574     }
575    
576     if (NUM_ANIMATIONS (op) > 1)
577     {
578     SET_ANIMATION (op, push);
579     update_object (op, UP_OBJ_FACE);
580     }
581    
582 root 1.52 trigger_move (op, push, cause);
583 root 1.45 return 1;
584    
585     default:
586     LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
587     return 0;
588 elmex 1.1 }
589     }
590    
591 root 1.7 void
592 root 1.51 object::add_link (maptile *map, shstr_tmp id)
593 root 1.7 {
594     if (!map)
595     {
596     LOG (llevError, "Tried to add button-link without map.\n");
597     return;
598     }
599 elmex 1.1
600 root 1.51 flag [FLAG_IS_LINKED] = true;
601 elmex 1.1
602 root 1.51 objectlink *ol = get_objectlink ();
603     ol->ob = this;
604 elmex 1.1
605 root 1.51 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
606     if (obp->id == id)
607     {
608     ol->next = obp->link;
609     obp->link = ol;
610     return;
611     }
612 elmex 1.1
613 root 1.51 oblinkpt *obp = get_objectlinkpt ();
614     obp->id = id;
615 root 1.7
616 root 1.51 obp->next = map->buttons;
617     map->buttons = obp;
618     obp->link = ol;
619 elmex 1.1 }
620    
621     /*
622     * Remove the object from the linked lists of buttons in the map.
623     * This is only needed by editors.
624     */
625 root 1.7 void
626 root 1.51 object::remove_link ()
627 root 1.7 {
628 root 1.51 if (!map)
629 root 1.7 {
630     LOG (llevError, "remove_button_link() in object without map.\n");
631     return;
632     }
633 root 1.12
634 root 1.51 if (!flag [FLAG_IS_LINKED])
635 root 1.7 {
636     LOG (llevError, "remove_button_linked() in unlinked object.\n");
637     return;
638     }
639 root 1.12
640 root 1.51 flag [FLAG_IS_LINKED] = false;
641    
642     for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
643     for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
644     if ((*olp)->ob == this)
645 root 1.7 {
646 root 1.51 objectlink *ol = *olp;
647 root 1.7 *olp = ol->next;
648 root 1.12 delete ol;
649 root 1.7 return;
650     }
651 root 1.12
652 root 1.7 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
653 elmex 1.1 }
654 elmex 1.3
655     /*
656 root 1.51 * Updates every button on the map (by calling update_button() for them).
657 elmex 1.3 */
658 root 1.51 void
659     maptile::update_buttons ()
660 elmex 1.3 {
661 root 1.51 for (oblinkpt *obp = buttons; obp; obp = obp->next)
662     for (objectlink *ol = obp->link; ol; ol = ol->next)
663     {
664     if (!ol->ob)
665     {
666     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
667     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
668     continue;
669     }
670 root 1.12
671 root 1.51 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
672     {
673 root 1.52 update_button (ol->ob, 0);
674 root 1.51 break;
675     }
676     }
677 elmex 1.3 }
678    
679 elmex 1.1 /*
680 root 1.51 * Gets the objectlink for this connection from the map.
681 elmex 1.1 */
682 root 1.7 oblinkpt *
683 root 1.51 maptile::find_link (shstr_tmp id)
684 root 1.7 {
685 root 1.51 for (oblinkpt *obp = buttons; obp; obp = obp->next)
686     if (obp->id == id)
687     return obp;
688 elmex 1.1
689 root 1.51 return 0;
690 elmex 1.1 }
691    
692     /*
693 root 1.51 * Return the first objectlink in the objects linked to this one
694 elmex 1.1 */
695 root 1.51 oblinkpt *
696     object::find_link () const
697 root 1.7 {
698 root 1.51 if (map)
699     for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
700     for (objectlink *ol = obp->link; ol; ol = ol->next)
701     if (ol->ob == this)
702     return obp;
703 elmex 1.1
704     return 0;
705     }
706    
707     /* This routine makes monsters who are
708     * standing on the 'mood floor' change their
709     * disposition if it is different.
710     * If floor is to be triggered must have
711     * a speed of zero (default is 1 for all
712     * but the charm floor type).
713     * by b.t. thomas@nomad.astro.psu.edu
714     */
715 root 1.7 void
716     do_mood_floor (object *op, object *source)
717     {
718     if (!source)
719     source = op;
720    
721 root 1.28 mapspace &ms = op->ms ();
722    
723     if (!(ms.flags () & P_IS_ALIVE))
724     return;
725    
726     object *tmp;
727    
728     for (tmp = ms.top; tmp; tmp = tmp->below)
729 root 1.7 if (QUERY_FLAG (tmp, FLAG_MONSTER))
730     break;
731    
732     /* doesn't effect players, and if there is a player on this space, won't also
733     * be a monster here.
734     */
735 root 1.28 //TODO: have players really FLAG_MONSTER? kept it for safety
736 root 1.7 if (!tmp || tmp->type == PLAYER)
737     return;
738    
739     switch (op->last_sp)
740     {
741 root 1.8 case 0: /* furious--make all monsters mad */
742     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
743     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
744 root 1.28
745 root 1.8 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
746     {
747     tmp->attack_movement = 0;
748     /* lots of checks here, but want to make sure we don't
749     * dereference a null value
750     */
751 root 1.29 if (tmp->type == GOLEM
752     && tmp->owner
753     && tmp->owner->type == PLAYER
754 root 1.31 && tmp->owner->contr->golem == tmp)
755     tmp->owner->contr->golem = 0;
756 root 1.13
757 root 1.8 tmp->owner = 0;
758 root 1.29
759     remove_friendly_object (tmp);
760 root 1.8 }
761     break;
762 root 1.28
763 root 1.8 case 1: /* angry -- get neutral monsters mad */
764     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
765     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
766     break;
767 root 1.28
768 root 1.8 case 2: /* calm -- pacify unfriendly monsters */
769 root 1.28 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
770 root 1.8 break;
771 root 1.28
772 root 1.8 case 3: /* make all monsters fall asleep */
773 root 1.28 SET_FLAG (tmp, FLAG_SLEEP);
774 root 1.8 break;
775 root 1.28
776 root 1.8 case 4: /* charm all monsters */
777     if (op == source)
778     break; /* only if 'connected' */
779    
780 root 1.28 if (object *pl = source->ms ().player ())
781     {
782     tmp->set_owner (pl);
783     SET_FLAG (tmp, FLAG_MONSTER);
784 root 1.7
785 root 1.28 tmp->stats.exp = 0;
786 root 1.17
787 root 1.28 add_friendly_object (tmp);
788     tmp->attack_movement = PETMOVE;
789     }
790     break;
791 root 1.17
792 root 1.30 case 6: // kill monsters
793 root 1.28 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
794     break;
795 root 1.17
796 root 1.28 // FALL THROUGH
797 root 1.30 case 5: // kill all alives
798     if (!tmp->flag [FLAG_PRECIOUS])
799     {
800 root 1.46 archetype::get (shstr_burnout)->insert_at (tmp, source);
801 root 1.49 tmp->destroy ();
802 root 1.30 }
803 root 1.8 break;
804 elmex 1.1
805 root 1.8 default:
806     break;
807 elmex 1.1 }
808     }
809    
810     /* this function returns the object it matches, or NULL if non.
811     * It will descend through containers to find the object.
812     * slaying = match object slaying flag
813     * race = match object archetype name flag
814     * hp = match object type (excpt type '0'== PLAYER)
815     */
816 root 1.7 object *
817     check_inv_recursive (object *op, const object *trig)
818 elmex 1.1 {
819 root 1.7 object *tmp, *ret = NULL;
820    
821     /* First check the object itself. */
822     if ((trig->stats.hp && (op->type == trig->stats.hp))
823 elmex 1.16 || (trig->slaying && (op->slaying == trig->slaying))
824 root 1.34 || (trig->race && (op->arch->archname == trig->race)))
825 root 1.7 return op;
826 elmex 1.1
827 root 1.7 for (tmp = op->inv; tmp; tmp = tmp->below)
828     {
829     if (tmp->inv)
830     {
831     ret = check_inv_recursive (tmp, trig);
832     if (ret)
833     return ret;
834 root 1.2 }
835 root 1.7 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
836 elmex 1.16 || (trig->slaying && (tmp->slaying == trig->slaying))
837 root 1.34 || (trig->race && (tmp->arch->archname == trig->race)))
838 root 1.7 return tmp;
839 elmex 1.1 }
840 root 1.7 return NULL;
841 elmex 1.1 }
842    
843     /* check_inv(), a function to search the inventory,
844     * of a player and then based on a set of conditions,
845     * the square will activate connected items.
846     * Monsters can't trigger this square (for now)
847     * Values are: last_sp = 1/0 obj/no obj triggers
848     * last_heal = 1/0 remove/dont remove obj if triggered
849     * -b.t. (thomas@nomad.astro.psu.edu
850 elmex 1.16 *
851     * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
852     * because the check-inventory semantic essentially only applies when
853     * something is above the inventory checker.
854     * The semantic prior this change was: trigger if something has moved on or off
855     * and has a matching item. Imagine what happens if someone steps on the inventory
856     * checker with a matching item, has it, activates the connection, throws the item
857     * away, and then leaves the inventory checker. That would've caused an always-enabled
858     * state in the inventory checker. This won't happen anymore now.
859     *
860 elmex 1.26 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
861     * whether op is on this mapspace or not, because the value (1|0) depends
862     * on this information. also make sure to only push_button if op has
863     * a matching item (because when we do a push_button with value=0 timed gates
864     * will still open)! (i hope i got the semantics right this time)
865     *
866 elmex 1.1 */
867 root 1.7 void
868 elmex 1.16 check_inv (object *op, object *trig)
869 root 1.7 {
870 elmex 1.16 trig->value = 0; // deactivate if none of the following conditions apply
871    
872 elmex 1.26 object *pl = trig->ms ().player ();
873     object *match = check_inv_recursive (op, trig);
874    
875     // elmex: a note about (pl == op):
876     // if pl == 0 then the player has left this space
877     // if pl != 0 then a player is on this mapspace, but then
878     // we still have to check whether it's the player that triggered
879     // this inv-checker, because if not, then the op left this inv-checker
880     // and we have to set the value to 0
881    
882     if (match && trig->last_sp) // match == having
883 root 1.18 {
884 elmex 1.26 if (trig->last_heal)
885 root 1.43 match->decrease ();
886 root 1.18
887 elmex 1.26 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
888 root 1.52 push_button (trig, op);
889 elmex 1.26 }
890     else if (!match && !trig->last_sp) // match == not having
891     {
892     trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
893 root 1.52 push_button (trig, op);
894 root 1.18 }
895 elmex 1.1 }
896