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Revision: 1.55
Committed: Mon Oct 12 04:02:17 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.54: +11 -5 lines
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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 root 1.55 bool is_match = is_match_expr (tmp->slaying);
254 root 1.7 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 1.55 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
262     if (is_match
263     ? match (tmp->slaying, head, tmp, originator)
264     : (head->race == tmp->slaying
265     || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
266     || (tmp->slaying == shstr_player && head->type == PLAYER)))
267     {
268     tmp->value = 1;
269     break;
270     }
271 elmex 1.3 }
272 root 1.45
273     any_down = any_down || tmp->value;
274 root 1.42 }
275 elmex 1.3 }
276 root 1.42
277 root 1.7 if (any_down) /* If any other buttons were down, force this to remain down */
278     op->value = 1;
279 elmex 1.1
280 root 1.45 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
281    
282 root 1.7 /* If this button hasn't changed, don't do anything */
283     if (op->value != old_value)
284     {
285     SET_ANIMATION (op, op->value);
286     update_object (op, UP_OBJ_FACE);
287 root 1.52 push_button (op, originator); /* Make all other buttons the same */
288 elmex 1.1 }
289     }
290    
291 root 1.7 void
292 root 1.52 use_trigger (object *op, object *originator)
293 elmex 1.1 {
294 root 1.7 /* Toggle value */
295     op->value = !op->value;
296 root 1.52
297     push_button (op, originator);
298 elmex 1.1 }
299    
300     /*
301     * Note: animate_object should be used instead of this,
302     * but it can't handle animations in the 8 directions
303     */
304 root 1.7 void
305     animate_turning (object *op) /* only one part objects */
306 elmex 1.1 {
307 root 1.7 if (++op->state >= NUM_ANIMATIONS (op) / 8)
308     op->state = 0;
309     SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
310     update_object (op, UP_OBJ_FACE);
311 elmex 1.1 }
312    
313     #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
314     #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
315    
316     /* Returns true if the sacrifice meets the needs of the altar.
317     *
318     * Function put in (0.92.1) so that identify altars won't grab money
319     * unnecessarily - we can see if there is sufficient money, see if something
320     * needs to be identified, and then remove money if needed.
321     *
322     * 0.93.4: Linked objects (ie, objects that are connected) can not be
323     * sacrificed. This fixes a bug of trying to put multiple altars/related
324     * objects on the same space that take the same sacrifice.
325     */
326 root 1.7
327     int
328 root 1.54 check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
329 elmex 1.1 {
330 root 1.54 if (sacrifice->flag [FLAG_UNPAID])
331     return 0;
332    
333     if (is_match_expr (ARCH_SACRIFICE (altar)))
334     return match (ARCH_SACRIFICE (altar), altar, originator);
335    
336 elmex 1.38 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
337     && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
338     && sacrifice->type != PLAYER)
339 root 1.7 {
340 root 1.41 if (ARCH_SACRIFICE (altar) == shstr_money
341 elmex 1.38 && sacrifice->type == MONEY
342     && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
343     return 1;
344    
345 root 1.34 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
346     || ARCH_SACRIFICE (altar) == sacrifice->name
347     || ARCH_SACRIFICE (altar) == sacrifice->slaying
348 elmex 1.38 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
349 root 1.42 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
350 root 1.7 return 1;
351     }
352 root 1.17
353 elmex 1.1 return 0;
354     }
355    
356     /*
357     * operate_altar checks if sacrifice was accepted and removes sacrificed
358     * objects. If sacrifice was succeed return 1 else 0. Might be better to
359     * call check_altar_sacrifice (above) than depend on the return value,
360     * since operate_altar will remove the sacrifice also.
361     *
362     * If this function returns 1, '*sacrifice' is modified to point to the
363     * remaining sacrifice, or is set to NULL if the sacrifice was used up.
364     */
365 root 1.7 int
366 root 1.54 operate_altar (object *altar, object **sacrifice, object *originator)
367 elmex 1.1 {
368 root 1.7 if (!altar->map)
369     {
370     LOG (llevError, "BUG: operate_altar(): altar has no map\n");
371     return 0;
372     }
373 elmex 1.1
374     if (!altar->slaying || altar->value)
375     return 0;
376    
377 root 1.54 if (!check_altar_sacrifice (altar, *sacrifice, originator))
378 elmex 1.1 return 0;
379    
380     /* check_altar_sacrifice should have already verified that enough money
381     * has been dropped.
382     */
383 root 1.41 if (ARCH_SACRIFICE (altar) == shstr_money)
384 root 1.7 {
385     int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
386 elmex 1.1
387 root 1.7 /* Round up any sacrifices. Altars don't make change either */
388     if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
389     number++;
390 root 1.9
391 root 1.43 if (!(*sacrifice)->decrease (number))
392     *sacrifice = 0;
393 root 1.7 }
394 elmex 1.1 else
395 root 1.43 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
396     *sacrifice = 0;
397 root 1.7
398 elmex 1.1 if (altar->msg)
399 root 1.7 new_info_map (NDI_BLACK, altar->map, altar->msg);
400 root 1.9
401 elmex 1.1 return 1;
402     }
403    
404 root 1.7 void
405 root 1.52 trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
406 elmex 1.1 {
407 root 1.7 op->stats.wc = state;
408 root 1.52
409 root 1.7 if (state)
410     {
411 root 1.52 use_trigger (op, originator);
412 root 1.20 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
413 root 1.7 op->speed_left = -1;
414     }
415     else
416     {
417 root 1.52 use_trigger (op, originator);
418 root 1.20 op->set_speed (0);
419 elmex 1.1 }
420     }
421    
422    
423     /*
424     * cause != NULL: something has moved on top of op
425     *
426     * cause == NULL: nothing has moved, we have been called from
427     * animate_trigger().
428     *
429     * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
430     *
431     * TRIGGER: Returns 1 if handle could be moved, 0 if not.
432     *
433     * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
434     */
435 root 1.7 int
436 root 1.54 check_trigger (object *op, object *cause, object *originator)
437 elmex 1.1 {
438 root 1.7 object *tmp;
439     int push = 0, tot = 0;
440     int in_movement = op->stats.wc || op->speed;
441 elmex 1.1
442 root 1.7 switch (op->type)
443     {
444 root 1.45 case TRIGGER_BUTTON:
445     if (op->weight > 0)
446     {
447     if (cause)
448     {
449     for (tmp = op->above; tmp; tmp = tmp->above)
450     /* Comment reproduced from update_buttons(): */
451     /* Basically, if the move_type matches that on what the
452     * button wants, we count it. The second check is so that
453     * objects that don't move (swords, etc) will count. Note that
454     * this means that more work is needed to make buttons
455     * that are only triggered by flying objects.
456     */
457     if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
458     tot += tmp->head_ ()->total_weight ();
459    
460     if (tot >= op->weight)
461     push = 1;
462    
463     if (op->stats.ac == push)
464     return 0;
465    
466     op->stats.ac = push;
467     if (NUM_ANIMATIONS (op) > 1)
468     {
469     SET_ANIMATION (op, push);
470     update_object (op, UP_OBJ_FACE);
471     }
472    
473     if (in_movement || !push)
474     return 0;
475     }
476 root 1.52
477     trigger_move (op, push, cause);
478 root 1.45 }
479    
480     return 0;
481    
482     case TRIGGER_PEDESTAL:
483     if (cause)
484     {
485     for (tmp = op->above; tmp; tmp = tmp->above)
486     {
487     object *head = tmp->head_ ();
488 root 1.7
489 root 1.45 /* See comment in TRIGGER_BUTTON about move_types */
490     if (((head->move_type & op->move_on) || head->move_type == 0)
491 root 1.50 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
492 root 1.45 {
493 root 1.2 push = 1;
494 root 1.45 break;
495     }
496     }
497    
498     if (op->stats.ac == push)
499     return 0;
500    
501     op->stats.ac = push;
502    
503     if (NUM_ANIMATIONS (op) > 1)
504     {
505     SET_ANIMATION (op, push);
506     update_object (op, UP_OBJ_FACE);
507     }
508    
509     update_object (op, UP_OBJ_FACE);
510    
511     if (in_movement || !push)
512     return 0;
513     }
514 root 1.42
515 root 1.52 trigger_move (op, push, cause);
516 root 1.45 return 0;
517 root 1.42
518 root 1.45 case TRIGGER_ALTAR:
519     if (cause)
520     {
521     if (in_movement)
522     return 0;
523    
524 root 1.54 if (operate_altar (op, &cause)) /* TODO: originator? */
525 root 1.45 {
526     if (NUM_ANIMATIONS (op) > 1)
527     {
528     SET_ANIMATION (op, 1);
529     update_object (op, UP_OBJ_FACE);
530     }
531    
532     if (op->last_sp >= 0)
533     {
534 root 1.52 trigger_move (op, 1, cause);
535    
536 root 1.45 if (op->last_sp > 0)
537 root 1.7 op->last_sp = -op->last_sp;
538 root 1.45 }
539     else
540     {
541     /* for trigger altar with last_sp, the ON/OFF
542     * status (-> +/- value) is "simulated":
543     */
544     op->value = !op->value;
545 root 1.52 trigger_move (op, 1, cause);
546 root 1.45 op->last_sp = -op->last_sp;
547     op->value = !op->value;
548     }
549    
550     return cause == NULL;
551     }
552     else
553     return 0;
554     }
555     else
556     {
557     if (NUM_ANIMATIONS (op) > 1)
558     {
559     SET_ANIMATION (op, 0);
560     update_object (op, UP_OBJ_FACE);
561     }
562    
563     /* If trigger_altar has "last_sp > 0" set on the map,
564     * it will push the connected value only once per sacrifice.
565     * Otherwise (default), the connected value will be
566     * pushed twice: First by sacrifice, second by reset! -AV
567     */
568     if (!op->last_sp)
569 root 1.52 trigger_move (op, 0, cause);
570 root 1.45 else
571     {
572     op->stats.wc = 0;
573     op->value = !op->value;
574     op->set_speed (0);
575     }
576     }
577     return 0;
578    
579     case TRIGGER:
580     if (cause)
581     {
582     if (in_movement)
583     return 0;
584 root 1.32
585 root 1.45 push = 1;
586     }
587    
588     if (NUM_ANIMATIONS (op) > 1)
589     {
590     SET_ANIMATION (op, push);
591     update_object (op, UP_OBJ_FACE);
592     }
593    
594 root 1.52 trigger_move (op, push, cause);
595 root 1.45 return 1;
596    
597     default:
598     LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
599     return 0;
600 elmex 1.1 }
601     }
602    
603 root 1.7 void
604 root 1.51 object::add_link (maptile *map, shstr_tmp id)
605 root 1.7 {
606     if (!map)
607     {
608     LOG (llevError, "Tried to add button-link without map.\n");
609     return;
610     }
611 elmex 1.1
612 root 1.51 flag [FLAG_IS_LINKED] = true;
613 elmex 1.1
614 root 1.51 objectlink *ol = get_objectlink ();
615     ol->ob = this;
616 elmex 1.1
617 root 1.51 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
618     if (obp->id == id)
619     {
620     ol->next = obp->link;
621     obp->link = ol;
622     return;
623     }
624 elmex 1.1
625 root 1.51 oblinkpt *obp = get_objectlinkpt ();
626     obp->id = id;
627 root 1.7
628 root 1.51 obp->next = map->buttons;
629     map->buttons = obp;
630     obp->link = ol;
631 elmex 1.1 }
632    
633     /*
634     * Remove the object from the linked lists of buttons in the map.
635     * This is only needed by editors.
636     */
637 root 1.7 void
638 root 1.51 object::remove_link ()
639 root 1.7 {
640 root 1.51 if (!map)
641 root 1.7 {
642     LOG (llevError, "remove_button_link() in object without map.\n");
643     return;
644     }
645 root 1.12
646 root 1.51 if (!flag [FLAG_IS_LINKED])
647 root 1.7 {
648     LOG (llevError, "remove_button_linked() in unlinked object.\n");
649     return;
650     }
651 root 1.12
652 root 1.51 flag [FLAG_IS_LINKED] = false;
653    
654     for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
655     for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
656     if ((*olp)->ob == this)
657 root 1.7 {
658 root 1.51 objectlink *ol = *olp;
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 elmex 1.1 }
666 elmex 1.3
667     /*
668 root 1.51 * Updates every button on the map (by calling update_button() for them).
669 elmex 1.3 */
670 root 1.51 void
671     maptile::update_buttons ()
672 elmex 1.3 {
673 root 1.51 for (oblinkpt *obp = buttons; obp; obp = obp->next)
674     for (objectlink *ol = obp->link; ol; ol = ol->next)
675     {
676     if (!ol->ob)
677     {
678     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
679     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
680     continue;
681     }
682 root 1.12
683 root 1.51 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
684     {
685 root 1.52 update_button (ol->ob, 0);
686 root 1.51 break;
687     }
688     }
689 elmex 1.3 }
690    
691 elmex 1.1 /*
692 root 1.51 * Gets the objectlink for this connection from the map.
693 elmex 1.1 */
694 root 1.7 oblinkpt *
695 root 1.51 maptile::find_link (shstr_tmp id)
696 root 1.7 {
697 root 1.51 for (oblinkpt *obp = buttons; obp; obp = obp->next)
698     if (obp->id == id)
699     return obp;
700 elmex 1.1
701 root 1.51 return 0;
702 elmex 1.1 }
703    
704     /*
705 root 1.51 * Return the first objectlink in the objects linked to this one
706 elmex 1.1 */
707 root 1.51 oblinkpt *
708     object::find_link () const
709 root 1.7 {
710 root 1.51 if (map)
711     for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
712     for (objectlink *ol = obp->link; ol; ol = ol->next)
713     if (ol->ob == this)
714     return obp;
715 elmex 1.1
716     return 0;
717     }
718    
719     /* This routine makes monsters who are
720     * standing on the 'mood floor' change their
721     * disposition if it is different.
722     * If floor is to be triggered must have
723     * a speed of zero (default is 1 for all
724     * but the charm floor type).
725     * by b.t. thomas@nomad.astro.psu.edu
726     */
727 root 1.7 void
728     do_mood_floor (object *op, object *source)
729     {
730     if (!source)
731     source = op;
732    
733 root 1.28 mapspace &ms = op->ms ();
734    
735     if (!(ms.flags () & P_IS_ALIVE))
736     return;
737    
738     object *tmp;
739    
740     for (tmp = ms.top; tmp; tmp = tmp->below)
741 root 1.7 if (QUERY_FLAG (tmp, FLAG_MONSTER))
742     break;
743    
744     /* doesn't effect players, and if there is a player on this space, won't also
745     * be a monster here.
746     */
747 root 1.28 //TODO: have players really FLAG_MONSTER? kept it for safety
748 root 1.7 if (!tmp || tmp->type == PLAYER)
749     return;
750    
751     switch (op->last_sp)
752     {
753 root 1.8 case 0: /* furious--make all monsters mad */
754     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
755     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
756 root 1.28
757 root 1.8 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
758     {
759     tmp->attack_movement = 0;
760     /* lots of checks here, but want to make sure we don't
761     * dereference a null value
762     */
763 root 1.29 if (tmp->type == GOLEM
764     && tmp->owner
765     && tmp->owner->type == PLAYER
766 root 1.31 && tmp->owner->contr->golem == tmp)
767     tmp->owner->contr->golem = 0;
768 root 1.13
769 root 1.8 tmp->owner = 0;
770 root 1.29
771     remove_friendly_object (tmp);
772 root 1.8 }
773     break;
774 root 1.28
775 root 1.8 case 1: /* angry -- get neutral monsters mad */
776     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
777     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
778     break;
779 root 1.28
780 root 1.8 case 2: /* calm -- pacify unfriendly monsters */
781 root 1.28 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
782 root 1.8 break;
783 root 1.28
784 root 1.8 case 3: /* make all monsters fall asleep */
785 root 1.28 SET_FLAG (tmp, FLAG_SLEEP);
786 root 1.8 break;
787 root 1.28
788 root 1.8 case 4: /* charm all monsters */
789     if (op == source)
790     break; /* only if 'connected' */
791    
792 root 1.28 if (object *pl = source->ms ().player ())
793     {
794     tmp->set_owner (pl);
795     SET_FLAG (tmp, FLAG_MONSTER);
796 root 1.7
797 root 1.28 tmp->stats.exp = 0;
798 root 1.17
799 root 1.28 add_friendly_object (tmp);
800     tmp->attack_movement = PETMOVE;
801     }
802     break;
803 root 1.17
804 root 1.30 case 6: // kill monsters
805 root 1.28 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
806     break;
807 root 1.17
808 root 1.28 // FALL THROUGH
809 root 1.30 case 5: // kill all alives
810     if (!tmp->flag [FLAG_PRECIOUS])
811     {
812 root 1.46 archetype::get (shstr_burnout)->insert_at (tmp, source);
813 root 1.49 tmp->destroy ();
814 root 1.30 }
815 root 1.8 break;
816 elmex 1.1
817 root 1.8 default:
818     break;
819 elmex 1.1 }
820     }
821    
822     /* this function returns the object it matches, or NULL if non.
823     * It will descend through containers to find the object.
824     * slaying = match object slaying flag
825     * race = match object archetype name flag
826     * hp = match object type (excpt type '0'== PLAYER)
827     */
828 root 1.7 object *
829     check_inv_recursive (object *op, const object *trig)
830 elmex 1.1 {
831 root 1.7 object *tmp, *ret = NULL;
832    
833     /* First check the object itself. */
834     if ((trig->stats.hp && (op->type == trig->stats.hp))
835 elmex 1.16 || (trig->slaying && (op->slaying == trig->slaying))
836 root 1.34 || (trig->race && (op->arch->archname == trig->race)))
837 root 1.7 return op;
838 elmex 1.1
839 root 1.7 for (tmp = op->inv; tmp; tmp = tmp->below)
840     {
841     if (tmp->inv)
842     {
843     ret = check_inv_recursive (tmp, trig);
844     if (ret)
845     return ret;
846 root 1.2 }
847 root 1.7 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
848 elmex 1.16 || (trig->slaying && (tmp->slaying == trig->slaying))
849 root 1.34 || (trig->race && (tmp->arch->archname == trig->race)))
850 root 1.7 return tmp;
851 elmex 1.1 }
852 root 1.7 return NULL;
853 elmex 1.1 }
854    
855     /* check_inv(), a function to search the inventory,
856     * of a player and then based on a set of conditions,
857     * the square will activate connected items.
858     * Monsters can't trigger this square (for now)
859     * Values are: last_sp = 1/0 obj/no obj triggers
860     * last_heal = 1/0 remove/dont remove obj if triggered
861     * -b.t. (thomas@nomad.astro.psu.edu
862 elmex 1.16 *
863     * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
864     * because the check-inventory semantic essentially only applies when
865     * something is above the inventory checker.
866     * The semantic prior this change was: trigger if something has moved on or off
867     * and has a matching item. Imagine what happens if someone steps on the inventory
868     * checker with a matching item, has it, activates the connection, throws the item
869     * away, and then leaves the inventory checker. That would've caused an always-enabled
870     * state in the inventory checker. This won't happen anymore now.
871     *
872 elmex 1.26 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
873     * whether op is on this mapspace or not, because the value (1|0) depends
874     * on this information. also make sure to only push_button if op has
875     * a matching item (because when we do a push_button with value=0 timed gates
876     * will still open)! (i hope i got the semantics right this time)
877     *
878 elmex 1.1 */
879 root 1.7 void
880 elmex 1.16 check_inv (object *op, object *trig)
881 root 1.7 {
882 elmex 1.16 trig->value = 0; // deactivate if none of the following conditions apply
883    
884 elmex 1.26 object *pl = trig->ms ().player ();
885     object *match = check_inv_recursive (op, trig);
886    
887     // elmex: a note about (pl == op):
888     // if pl == 0 then the player has left this space
889     // if pl != 0 then a player is on this mapspace, but then
890     // we still have to check whether it's the player that triggered
891     // this inv-checker, because if not, then the op left this inv-checker
892     // and we have to set the value to 0
893    
894     if (match && trig->last_sp) // match == having
895 root 1.18 {
896 elmex 1.26 if (trig->last_heal)
897 root 1.43 match->decrease ();
898 root 1.18
899 elmex 1.26 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
900 root 1.52 push_button (trig, op);
901 elmex 1.26 }
902     else if (!match && !trig->last_sp) // match == not having
903     {
904     trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
905 root 1.52 push_button (trig, op);
906 root 1.18 }
907 elmex 1.1 }
908